Difference between revisions of "MDX File Format"
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[[Category:File Formats]] | [[Category:File Formats]] | ||
− | MDX is the binary file format of Warcraft 3 3D models (for the text format, see | + | MDX is the binary file format of Warcraft 3 3D models (for the text format, see [[MDL_File_Format]]). |
It starts with a simple magic identifier: | It starts with a simple magic identifier: | ||
Line 23: | Line 23: | ||
To read the file, the headers must be read one by one. | To read the file, the headers must be read one by one. | ||
If the identifier is known and supported, read the chunk. | If the identifier is known and supported, read the chunk. | ||
− | Otherwise, skip | + | Otherwise, skip ''size'' bytes and move to the next chunk. |
<pre> | <pre> | ||
// assuming "stream" is some kind of a binary stream. | // assuming "stream" is some kind of a binary stream. | ||
− | if (stream. | + | if (stream.readUint32() == 'MDLX') { |
while (stream.remaining()) { | while (stream.remaining()) { | ||
// Construct a new header and read its identifier and size | // Construct a new header and read its identifier and size | ||
Line 136: | Line 136: | ||
</pre> | </pre> | ||
− | Every field | + | Every field ''X'' in the object definitions which looks like ''(X)'' is optional and might not exist. |
These are all animated data fields, and will be explained further below. | These are all animated data fields, and will be explained further below. | ||
Line 434: | Line 434: | ||
</pre> | </pre> | ||
− | Note that reading them completely depends on the animated data chunk - the | + | Note that reading them completely depends on the animated data chunk - the data types are based on the identifier, and the existence of inTan/outTan depends on the interpolation type. |
Here is a map of all of the track identifiers, types, and meaning: | Here is a map of all of the track identifiers, types, and meaning: |
Latest revision as of 15:26, 16 February 2018
MDX is the binary file format of Warcraft 3 3D models (for the text format, see MDL_File_Format).
It starts with a simple magic identifier:
uint32 = 'MDLX'
Note the use of base 256 integers. This notion is used extensively in the format, to give things meaningful names.
Following the magic identifier, there are chunks in no predefined order, some of which are optional (UNCONFIRMED WHICH ARE REQUIRED!). Each chunk starts with an 8 byte header, holding its identifier, and its size:
Header { uint32 identifier uint32 size }
To read the file, the headers must be read one by one. If the identifier is known and supported, read the chunk. Otherwise, skip size bytes and move to the next chunk.
// assuming "stream" is some kind of a binary stream. if (stream.readUint32() == 'MDLX') { while (stream.remaining()) { // Construct a new header and read its identifier and size Header header = new Header(stream); if (isSupported(header.identifier)) { // do stuff } else { // or skip the chunk stream.skip(header.size); } } }
Most of the chunks define arrays of objects, such as animations, textures, meshes, and so on. Some objects like animations and textures are constant size. Others, which support animated data, are variable sized. This will be reflected as a question mark in the sizes of the arrays below.
The standard chunks (their name is again the base 256 representation of their identifier):
VERS { uint32 version } MODL { char[80] name char[260] animationFileName Extent extent uint32 blendTime } SEQS { Sequence[size / 132] sequences } GLBS { uint32[size / 4] globalSequences } TEXS { Texture[size / 268] textures } SNDS { SoundTrack[size / 272] soundTracks } PIVT { float[size / 12][3] points } MTLS { Material[?] materials } TXAN { TextureAnimation[?] animations } GEOS { Geoset[?] geosets } GEOA { GeosetAnimation[?] animations } BONE { Bone[?] bones } LITE { Light[?] lights } HELP { Helper[?] helpers } ATCH { Attachment[?] attachments } PREM { ParticleEmitter[?] emitters } PRE2 { ParticleEmitter2[?] emitters } RIBB { RibbonEmitter[?] emitters } EVTS { EventObject[?] objects } CAMS { Camera[?] cameras } CLID { CollisionShape[?] shapes }
Every field X in the object definitions which looks like (X) is optional and might not exist. These are all animated data fields, and will be explained further below.
The objects:
Extent { float boundsRadius float[3] minimum float[3] maximum } GenericObject { uint32 size char[80] name uint32 objectId uint32 parentId uint32 flags (KGTR) (KGRT) (KGSC) } Sequence { char[80] name uint32[2] interval float moveSpeed uint32 flags float rarity uint32 syncPoint Extent extent } Texture { uint32 replaceableId char[260] fileName uint32 flags } SoundTrack { char[260] fileName float volume float pitch uint32 flags } Material { uint32 size uint32 priorityPlane uint32 flags uint32 = 'LAYS' uint32 layersCount Layer[layersCount] layers } Layer { uint32 size uint32 filterMode uint32 shadingFlags uint32 textureId uint32 textureAnimationId uint32 coordId float alpha (KMTF) (KMTA) } TextureAnimation { uint32 size (KTAT) (KTAR) (KTAS) } Geoset { uint32 size uint32 = 'VRTX' uint32 vertexCount float[vertexCount * 3] vertexPositions uint32 = 'NRMS' uint32 normalCount float[normalCount * 3] vertexNormals uint32 = 'PTYP' uint32 faceTypeGroupsCount uint32[faceTypeGroupsCount] faceTypeGroups uint32 = 'PCNT' uint32 faceGroupsCount uint32[faceGroupsCount] faceGroups uint32 = 'PVTX' uint32 facesCount uint16[facesCount] faces uint32 = 'GNDX' uint32 vertexGroupsCount uint8[vertexGroupsCount] vertexGroups uint32 = 'MTGC' uint32 matrixGroupsCount uint32[matrixGroupsCount] matrixGroups uint32 = 'MATS' uint32 matrixIndicesCount uint32[matrixIndicesCount] matrixIndices uint32 materialId uint32 selectionGroup uint32 selectionFlags Extent extent uint32 extentsCount Extent[extentsCount] extents uint32 = 'UVAS' uint32 textureCoordinateSetsCount TextureCoordinateSet[textureCoordinateSetsCount] textureCoordinateSets } TextureCoordinateSet { uint32 = 'UVBS' uint32 textureCoordinatesCount float[textureCoordinatesCount * 2] coordinates } GeosetAnimation { uint32 size float alpha uint32 flags float[3] color uint32 geosetId (KGAO) (KGAC) } Bone { GenericObject genericObject uint32 geosetId uint32 geosetAnimationId } Light { uint32 size GenericObject genericObject uint32 type float attenuationStart float attenuationEnd float[3] color float intensity float[3] ambientColor float ambientIntensity (KLAS) (KLAE) (KLAC) (KLAI) (KLBI) (KLBC) (KLAV) } Helper { GenericObject genericObject } Attachment { uint32 size GenericObject genericObject char[260] path uint32 attachmentId (KATV) } ParticleEmitter { uint32 size GenericObject genericObject float emissionRate float gravity float longitude float latitude char[260] modelFileName float lifespan float initialiVelocity (KPEE) (KPEG) (KPLN) (KPLT) (KPEL) (KPES) (KPEV) } ParticleEmitter2 { uint32 size GenericObject genericObject float speed float variation float latitude float gravity float lifespan float emissionRate float length float width uint32 filterMode uint32 rows uint32 columns uint32 headOrTail float tailLength float time float[3][3] segmentColor uint8[3] segmentAlpha float[3] segmentScaling uint32[3] headInterval uint32[3] headDecayInterval uint32[3] tailInterval uint32[3] tailDecayInterval uint32 textureId uint32 squirt uint32 priorityPlane uint32 replaceableId (KP2S) (KP2R) (KP2L) (KP2G) (KP2E) (KP2N) (KP2W) (KP2V) } RibbonEmitter { uint32 size GenericObject genericObject float heightAbove float heightBelow float alpha float[3] color float lifespan uint32 textureSlot uint32 emissionRate uint32 rows uint32 columns uint32 materialId float gravity (KRHA) (KRHB) (KRAL) (KRCO) (KRTX) (KRVS) } EventObject { GenericObject genericObject uint32 = 'KEVT' uint32 tracksCount uint32 globalSequenceId uint32[tracksCount] tracks } Camera { uint32 size char[80] name float[3] position float filedOfView float farClippingPlane float nearClippingPlane float[3] targetPosition (KCTR) (KTTR) (KCRL) } CollisionShape { GenericObject genericObject uint32 type // 0 = cube, 1 = plane, 2 = sphere, 3 = cylinder float[?][3] vertices // spheres have one vertex, other shapes have two if (type == 2 || type == 3) { float radius } }
When reading an object with animated data, it will have its own `size` field. This size includes the size field itself. If the size is bigger than the static data of the object, it means there are animated data fields left to read. Each animated data field is a small chunk by itself, this is how it looks:
AnimatedData { uint32 identifier uint32 tracksCount uint32 interpolationType uint32 globalSequenceId Track[tracksCount] tracks }
The tracks all follow the same structure, however the type of the fields they hold can change. This is how tracks look:
Track { uint32 frame X value if (interpolationType > 1) { X inTan X outTan } }
Note that reading them completely depends on the animated data chunk - the data types are based on the identifier, and the existence of inTan/outTan depends on the interpolation type.
Here is a map of all of the track identifiers, types, and meaning:
// Node KGTR: float[3] translation KGRT: float[4] rotation KGSC: float[3] scaling // Layer KMTF: uint32 textureId KMTA: float alpha // Texture animation KTAT: float[3] translation KTAR: float[4] rotation KTAS: float[3] scaling //Geoset animation KGAO: float alpha KGAC: float[3] color // Light KLAS: uint32 attenuationStart KLAE: uint32 attenuationStartEnd KLAC: float[3] color KLAI: float intensity KLBI: float ambientIntensity KLBC: float[3] ambientColor KLAV: float visibility // Attachment KATV: float visibility // Particle emitter KPEE: float emissionRate KPEG: float gravity KPLN: float longitude KPLT: float latitude KPEL: float lifespan KPES: float speed KPEV: float visibility // Particle emitter 2 KP2E: float emissionRate KP2G: float gravity KP2L: float latitude KP2S: float speed KP2V: float visibility KP2R: float variation KP2N: float length KP2W: float width // Ribbon emitter KRVS: float visibility KRHA: float heightAbove KRHB: float heightBelow KRAL: float alpha KRCO: float[3] color KRTX: uint32 textureSlot // Camera KCTR: float[3] translation KCRL: uint32 rotation KTTR: float[3] targetTranslation