GlitcherOG (talk | contribs) No edit summary |
GlitcherOG (talk | contribs) No edit summary |
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Here is the structure made in programming languages for easy code implementation: |
Here is the structure made in programming languages for easy code implementation: |
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- [https://github.com/GlitcherOG/SSX-Collection-Multitool/blob/main/FileHandlers/Models/Tricky/TrickyPS2MPF.cs SSX Tricky MPF C# handler by GlitcherOG] |
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- [SSX Tricky mpf GO struct by Erick](<nowiki>https://github.com/Erickson400/TheTrickyModels/blob/main/mpf/MpfStructure.go</nowiki>) |
- [SSX Tricky mpf GO struct by Erick](<nowiki>https://github.com/Erickson400/TheTrickyModels/blob/main/mpf/MpfStructure.go</nowiki>) |
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|Byte[4] |
|Byte[4] |
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|Version ID (Version 8) |
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|Unknown (Possibly version or magic) |
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|UInt16 |
|UInt16 |
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|Bytes[4] |
|Bytes[4] |
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|Name/Type of Texture ( |
|Name/Type of Texture (Used To Tell Game If Material Has Gloss **_g) |
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|Bytes[4] |
|Bytes[4] |
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|Name/Type of Texture ( |
|Name/Type of Texture (Used To Tell Game If The Object uses Environment Reflection envr) |
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|Float32 |
|Float32 |
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|Flag Factor |
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|Unknown float value |
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|Float32 |
|Float32 |
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|UInt32 |
|UInt32 |
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|Weight Reference Group Offset |
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|UInt32 |
|UInt32 |
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|Weight Reference Group Count |
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==== |
==== Weight Reference Group ==== |
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{| class="wikitable" |
{| class="wikitable" |
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!Type |
!Type |
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|Bone weight (0 to 100) |
|Bone weight (0 to 100) |
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|UInt8 |
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|UInt16 |
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|Bone ID |
|Bone ID |
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|UInt8 |
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|UInt16 |
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|Bone Internal File ID |
|Bone Internal File ID |
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|UInt32 |
|UInt32 |
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|Starting Weight Ref ID (Generally Always 14) |
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|Unknown1 |
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|UInt32 |
|UInt32 |
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|Uint16 |
|Uint16 |
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|Bone Weight Ref ID (In order to get ID you do ???) |
|Bone Weight Ref ID (In order to get ID you do (???)) |
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Revision as of 13:22, 22 February 2023
Overview
An MPF file contains model names, bones, UV maps, normals, vertices and other model data.
Here is the structure made in programming languages for easy code implementation:
- SSX Tricky MPF C# handler by GlitcherOG
- [SSX Tricky mpf GO struct by Erick](https://github.com/Erickson400/TheTrickyModels/blob/main/mpf/MpfStructure.go)
Structure
File Header
Section 0 - Bytes[12]
Type | Description |
---|---|
Byte[4] | Version ID (Version 8) |
UInt16 | Model Header Count |
UInt16 | Offset To Model Headers |
UInt32 | Offset To Model Data List Start |
Model Header
All Offsets Within the file are relative to the start of the Model Data
Type | Description |
---|---|
Bytes[16] | Name of Model (ASCII string with a max length of 16 bytes) |
UInt32 | Offset to Model Data which is relative to Model Data List Start Offset |
UInt32 | Size of model in bytes |
UInt32 | Offset of **Bone Data List** |
UInt32 | Offset of **IK Point List** |
UInt32 | Offset of **Mesh Group Offset** |
UInt32 | Offset of **Mesh Data** |
UInt32 | Offset Of **Material Data** |
UInt32 | Offset of Weight List Reference |
UInt32 | Offset of Bone Weights |
Byte[8] | Unused/Filler |
UInt16 | Num of Bone Weights |
UInt16 | Num of Weight List Refrence |
UInt16 | Num Of Mesh Groups |
UInt16 | Num Of Bone Data |
UInt16 | Num Of Materials |
UInt16 | Num Of IK Points |
UInt16 | Num Of Morph Keys |
UInt16 | Internal File ID. This is used in conjunction with weights so that it can access bones within another file |
Byte[4] | Filler/Padding |
Model Data
All Offsets Unless Stated Otherwise are relative to the start of each model data
Material Data
Unused Slots use 0x00202020 as a place holder
Type | Description |
---|---|
Bytes[4] | Name of Main Texture map/file |
Bytes[4] | Name/Type of Texture (Unused In PS2) |
Bytes[4] | Name/Type of Texture (Unused In PS2) |
Bytes[4] | Name/Type of Texture (Used To Tell Game If Material Has Gloss **_g) |
Bytes[4] | Name/Type of Texture (Used To Tell Game If The Object uses Environment Reflection envr) |
Float32 | Flag Factor |
Float32 | Unknown float value |
Float32 | Unknown float value |
Bone Data
Location and Rotation are relative to parent
Type | Description |
---|---|
Bytes[16] | Name of Bone (ASCII string with a maximum length of 16 bytes) |
UInt16 | Internal File ID of Parent Bone(First bone always has 0xFFFF) |
UInt16 | ID of Parent Bone (First bone always has 0xFFFF) |
UInt16 | Bone ID (?) |
UInt16 | Unknown |
Vector 3 (3 Float32s) | XYZ Position Of the Bone |
Vector 3 (3 Float32s) | XYZ Radian Rotation of the bone |
Vector 3 (3 Float32s) | XYZ Radian 2 |
6 Float32s | 6 Floats either being -1 or 1 |
IK Points
Type | Description |
---|---|
Vector 3 (3 Float32s) | Location XYZ |
UInt32 | Unknown (Filler) |
Group Main
Group Main Header
Type | Description |
---|---|
UInt32 | Group Type (1 Standard, 17 Shadow, 256 Morph) |
UInt32 | Material ID |
UInt32 | Unknown (Always -1) |
UInt32 | Weight Reference Group Offset |
UInt32 | Weight Reference Group Count |
Weight Reference Group
Type | Description |
---|---|
UInt32 | Mesh Group Offset |
UInt32 | Mesh Group Count |
Mesh/Morph Data Group
Each one of these in order references a Weight Reference and all points within it will use that weight reference
Type | Description |
---|---|
UInt32 | Model Offset |
UInt32 | Morph Target Offset Relative to Model Offset |
UInt32 | Morph Target Entry Size |
Bone Weight
Bone Weight Header
Type | Description |
---|---|
UInt32 | Length of array/list |
UInt32 | Offset to Bone weight list |
UInt32 | Unknown (Always 36) |
Bone Weight
Type | Description |
---|---|
UInt16 | Bone weight (0 to 100) |
UInt8 | Bone ID |
UInt8 | Bone Internal File ID |
Weight List Ref
Type | Description |
---|---|
UInt32 | Weight Reference Count |
UInt32 | Weight Reference Offset |
Int32 List | WeightIDs |
Mesh Data
The mesh data within the mpf can be very complex and is chunked meaning there can be multiple data chunks within a Mesh/Morph Data Group
Depending on the group type (Located in the mesh group) can effect what information is in here.
- If Group Type is Standard there will be UV/Weight Block, Normal Block and, Vertex Block.
- If Group Type is Shadow There will be Shadow Vertex Block
- If Group Type is Morph the data will be the same as standard however there will be no data chunking
Bytes[48] Unimportant Data for Exporting
Type | Description |
---|---|
UInt32 | Strip Count |
UInt32 | Starting Weight Ref ID (Generally Always 14) |
UInt32 | Unknown2 (If group type is shadow this will be 0) |
UInt32 | Vertex Count |
Tristrip Data
Type | Description |
---|---|
UInt32 | Count of vertices |
Bytes[12] | Padding |
UV/Weight Block
Type | Description |
---|---|
Bytes[16] | Header of UV Block (Hex: 00100000 00100000 00000020 50505050) |
Bytes[12] | Unknown |
Byte | Unknown |
Byte | Prefix List Start (0x80) |
Byte | Count of UVs |
Byte | Suffix of UV count (0x6D) |
List of UV value | List Of UV/Weights Values |
UV value
Type | Description |
---|---|
UInt16 | UV map U (X translation) (In order to get the float value you do Number / 4096) |
UInt16 | UV map V (Y translation) (In order to get the float value you do Number / 4096) |
UInt16 | Bone Weight Ref ID (In order to get ID you do (Number - 14)/4) |
Uint16 | Bone Weight Ref ID (In order to get ID you do (???)) |
Normal Block
Type | Description |
---|---|
Bytes[16] | Header of normal Block (Hex: 00000000 00800000 00000020 40404040) |
Bytes[12] | Unknown |
Byte | Unknown |
Byte | Prefix List Start (0x80) |
Byte | Count of Normals |
Byte | Suffix of Normal count (??) |
List of Vector 3 (3 Int16s) | List of normals (In order to get the float value you do Number / 4096(???)) |
Vertex Block
Type | Description |
---|---|
Bytes[16] | Header of Vertex Block (Hex: 00000000 0000803F 00000020 40404040) |
Bytes[12] | Unknown |
Byte | Unknown |
Byte | Prefix List Start (0x80) |
Byte | Count of Vertices |
Byte | Suffix of Vertex count (0x78) |
List of Vector 3 (3 Float32) | List Of Vertex values |
Shadow Vertex Block
Type | Description |
---|---|
Bytes[16] | Header of Vertex Block (Hex: 00000000 0000803F 00000020 40404040) |
Bytes[12] | Unknown |
Byte | Unknown |
Byte | Prefix List Start (0x80) |
Byte | Count of Vertices |
Byte | Suffix of Vertex count (??) |
List of Shadow Vertex | List Of Shadow Vertex values |
Shadow Vertex value
Type | Description |
---|---|
Vector 3 (3 Float32) | Location XYZ |
Uint16 | Bone Weight Ref ID (In order to get ID you do (Number - 14)/4) |