GlitcherOG (talk | contribs) No edit summary |
GlitcherOG (talk | contribs) No edit summary |
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eDataFormatType format; |
eDataFormatType format; |
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uint32 NumPlayerStarts; |
uint32 NumPlayerStarts; //Not Used |
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uint32 NumPatches; |
uint32 NumPatches; |
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uint32 NumInstances; |
uint32 NumInstances; |
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uint32 NumPrefabs; |
uint32 NumPrefabs; |
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uint32 NumParticleModels; |
uint32 NumParticleModels; |
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uint32 NumTextures; |
uint32 NumTextures; //Not Used |
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uint32 NumCameras; |
uint32 NumCameras; |
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uint32 LightMapSize; |
uint32 LightMapSize; //Not Used |
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uint32 PlayerStartOffset; |
uint32 PlayerStartOffset; //Not Used |
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uint32 PatchOffset; |
uint32 PatchOffset; |
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uint32 InstanceOffset; |
uint32 InstanceOffset; |
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=== Patch Data === |
=== Patch Data === |
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<syntaxhighlight lang="c++"> |
<syntaxhighlight lang="c++" line="1"> |
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public struct Patch |
public struct Patch |
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{ |
{ |
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Vector4 LightMapPoint; |
Vector4 LightMapPoint; |
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Vector4 |
Vector4 R4C4; |
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Vector4 |
Vector4 R4C3; |
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Vector4 |
Vector4 R4C2; |
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Vector4 |
Vector4 R4C1; |
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uint16 Unknown1; |
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uint16 PatchVisablity; |
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//Always the same |
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uint32 |
uint32 Unknown2; |
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uint32 Unknown2; |
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} |
} |
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</syntaxhighlight> |
</syntaxhighlight> |
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Vector4 Point2; |
Vector4 Point2; |
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Vector4 ControlPoint; |
Vector4 ControlPoint; |
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Vector4 |
Vector4 AnimationFloats; //Not really sure how they are used |
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uint32 PreviousSegment; |
uint32 PreviousSegment; |
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uint32 NextSegment; |
uint32 NextSegment; |
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float PreviousSegmentsDistance; |
float PreviousSegmentsDistance; |
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uint32 Unknown1; |
uint32 Unknown1; |
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} |
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</syntaxhighlight> |
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=== Materials and Material Blocks === |
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public struct TrickyMaterial |
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{ |
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public int TextureID; |
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public int UnknownInt2; |
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public int UnknownInt3; |
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public float UnknownFloat1; |
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public float UnknownFloat2; |
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public float UnknownFloat3; |
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public float UnknownFloat4; |
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public int UnknownInt8; |
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public float UnknownFloat5; |
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public float UnknownFloat6; |
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public float UnknownFloat7; |
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public float UnknownFloat8; |
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public int UnknownInt13; |
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public int UnknownInt14; |
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public int UnknownInt15; |
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public int UnknownInt16; |
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public int UnknownInt17; |
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public int UnknownInt18; |
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public int TextureFlipbookID; |
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public int UnknownInt20; |
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} |
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public struct MaterialBlock |
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{ |
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public int BlockCount; |
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public int[] MaterialIDS; |
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} |
} |
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</syntaxhighlight> |
</syntaxhighlight> |
Latest revision as of 08:43, 25 May 2023
PBD Header
enum class eDataFormatType : byte {
GenericFormat,
Ps2Format,
XboxFormat,
NgcFormat
};
struct tPbdHeader {
byte version[3];
eDataFormatType format;
uint32 NumPlayerStarts; //Not Used
uint32 NumPatches;
uint32 NumInstances;
uint32 NumParticleInstances;
uint32 NumMaterials;
uint32 NumMaterialBlocks;
uint32 NumLights;
uint32 NumSplines;
uint32 NumSplineSegments;
uint32 NumTextureFlips;
uint32 NumPrefabs;
uint32 NumParticleModels;
uint32 NumTextures; //Not Used
uint32 NumCameras;
uint32 LightMapSize; //Not Used
uint32 PlayerStartOffset; //Not Used
uint32 PatchOffset;
uint32 InstanceOffset;
uint32 ParticleInstancesOffset;
uint32 MaterialOffset;
uint32 MaterialBlocksOffset;
uint32 LightsOffset;
uint32 SplineOffset;
uint32 SplineSegmentOffset;
uint32 TextureFlipOffset;
uint32 PrefabPointerOffset;
uint32 PrefabsOffset;
uint32 ParticleModelPointerOffset;
uint32 ParticleModelsOffset;
uint32 CameraPointerOffset;
uint32 CamerasOffset;
uint32 HashOffset;
uint32 MeshDataOffset
};
Patch Data
public struct Patch
{
Vector4 LightMapPoint;
Vector4 UVPoint1;
Vector4 UVPoint2;
Vector4 UVPoint3;
Vector4 UVPoint4;
Vector4 R4C4;
Vector4 R4C3;
Vector4 R4C2;
Vector4 R4C1;
Vector4 R3C4;
Vector4 R3C3;
Vector4 R3C2;
Vector4 R3C1;
Vector4 R2C4;
Vector4 R2C3;
Vector4 R2C2;
Vector4 R2C1;
Vector4 R1C4;
Vector4 R1C3;
Vector4 R1C2;
Vector4 R1C1;
Vector3 LowestXYZ;
Vector3 HighestXYZ;
Vector4 Point1;
Vector4 Point2;
Vector4 Point3;
Vector4 Point4;
uint32 PatchStyle;
uint16 Unknown1;
uint16 PatchVisablity;
uint16 TextureAssigment;
uint16 LightmapID;
//Always the same
uint32 Unknown2;
uint32 Unknown3;
uint32 Unknown4;
}
Instance Data
public struct Instance
{
public Matrix4x4 matrix4X4;
public Vector4 Unknown1;
public Vector4 Unknown2;
public Vector4 Unknown3;
public Vector4 Unknown4;
public Vector4 Unknown5;
public Vector4 Unknown6;
public Vector4 Unknown7;
public Vector4 RGBA;
public int ModelID;
public int PrevInstance; //Seems to be used if instances are grouped together for animations (Mainly Fences)
public int NextInstance;
public Vector3 LowestXYZ;
public Vector3 HighestXYZ;
public uint32 UnknownInt8;
public uint32 UnknownInt9;
public uint32 UnknownInt10;
public uint32 ModelID2;
public uint32 UnknownInt11;
public uint32 UnknownInt12;
public uint32 UnknownInt13;
}
Particle Instances
public struct ParticleInstance
{
public Matrix4x4 matrix4X4;
public uint32 UnknownInt1;
public Vector3 LowestXYZ;
public Vector3 HighestXYZ;
public uint32 UnknownInt2;
public uint32 UnknownInt3;
public uint32 UnknownInt4;
public uint32 UnknownInt5;
public uint32 UnknownInt6;
}
Spline And Spline Segment Data
public struct Spline
{
Vector3 LowestXYZ;
Vector3 HighestXYZ;
uint32 Unknown1;
uint32 SplineSegmentCount;
uint32 SplineSegmentPosition;
uint32 Unknown2;
}
public struct SplinesSegments
{
Vector4 Point4;
Vector4 Point3;
Vector4 Point2;
Vector4 ControlPoint;
Vector4 AnimationFloats; //Not really sure how they are used
uint32 PreviousSegment;
uint32 NextSegment;
uint32 SplineParent;
Vector3 LowestXYZ;
Vector3 HighestXYZ;
float SegmentDisatnce;
float PreviousSegmentsDistance;
uint32 Unknown1;
}
Materials and Material Blocks
public struct TrickyMaterial
{
public int TextureID;
public int UnknownInt2;
public int UnknownInt3;
public float UnknownFloat1;
public float UnknownFloat2;
public float UnknownFloat3;
public float UnknownFloat4;
public int UnknownInt8;
public float UnknownFloat5;
public float UnknownFloat6;
public float UnknownFloat7;
public float UnknownFloat8;
public int UnknownInt13;
public int UnknownInt14;
public int UnknownInt15;
public int UnknownInt16;
public int UnknownInt17;
public int UnknownInt18;
public int TextureFlipbookID;
public int UnknownInt20;
}
public struct MaterialBlock
{
public int BlockCount;
public int[] MaterialIDS;
}