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
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
|
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
| 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;
}