Formats/SSXTricky:MPF(PS2 Model)

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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)
        public int U1;
        public int HeaderCount;
        public int HeaderOffset;
        public int FileStart;
        public List<MPFModelHeader> ModelList = new List<MPFModelHeader>();

        public struct MPFModelHeader
        {
            //Main Header
            public string FileName;
            public int DataOffset;
            public int EntrySize;
            public int BoneDataOffset;
            public int IKPointOffset;
            public int MeshGroupOffset;
            public int MeshDataOffset;
            public int MaterialOffset;
            public int NumberListOffset;
            public int BoneWeightOffet;

            //Counts
            public int BoneWeightCount;
            public int NumberListCount;
            public int MeshGroupCount;
            public int BoneDataCount;
            public int MaterialCount;
            public int IKCount;
            public int MorphKeyCount;
            public int FileID;

            public List<MaterialData> materialDatas;
            public List<BoneData> boneDatas;
            public List<Vector3> iKPoints;
            public List<GroupMainHeader> MeshGroups;
            public List<BoneWeightHeader> boneWeightHeader;
            public List<WeightRefList> numberListRefs;
        }

        public struct WeightRefList
        {
            public int SubCount;
            public int Offset;

            public List<int> WeightIDs;
        }

        public struct MaterialData
        {
            public string MainTexture;
            public string Texture1;
            public string Texture2;
            public string Texture3;
            public string Texture4;

            public float FactorFloat;
            public float Unused1Float;
            public float Unused2Float;
        }

        public struct BoneData
        {
            public string BoneName;
            public int ParentFileID;
            public int ParentBone;
            public int Unknown2;
            public int BoneID;

            public Vector3 Position;
            public Vector3 Radians;

            public float XRadian2;
            public float YRadian2;
            public float ZRadian2;

            public float UnknownFloat1;
            public float UnknownFloat2;
            public float UnknownFloat3;
            public float UnknownFloat4;
            public float UnknownFloat5;
            public float UnknownFloat6;

            public int FileID;
            public int BonePos;
        }


        public struct GroupMainHeader
        {
            public int GroupType; //1 Standard, 17 Shadow, 256 Morph
            public int MaterialID;
            public int Unknown;
            public int LinkCount;
            public int LinkOffset;

            public List<WeightRefGroup> meshGroupSubs;
        }

        public struct WeightRefGroup
        {
            public List<int> weights;

            public int LinkOffset;
            public int LinkCount;

            public List<MeshMorphHeader> MeshGroupHeaders;
        }

        public struct MeshMorphHeader
        {
            public int ModelOffset;
            public int MorphKeyOffset; //Morph Target Offset
            public int MorphKeyEntrySize; //Morph Target Entry Size
            public int WeightRefGroup;

            public List<MeshChunk> staticMesh;
            public List<MorphKey> MorphKeyList;
        }

        public struct MorphKey
        {
            public int MorphPointDataCount;

            public List<Vector3> morphData;
        }

        public struct BoneWeightHeader
        {
            public int Length;
            public int WeightListOffset;
            public int unknown; //Always 36

            public List<BoneWeight> boneWeights;
        }

        public struct BoneWeight
        {
            public int Weight;
            public int BoneID;
            public int FileID;
        }

        public struct MeshChunk
        {
            public int StripCount;
            public int Unknown1;
            public int Unknown2;
            public int VertexCount;
            public List<int> Strips;

            public List<Vector4> uv;
            public List<Vector3> vertices;
            public List<int> Weights;
            public List<Face> faces;
            public List<Vector3> uvNormals;
            public List<MorphKey> MorphKeys;
        }