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orangemittens edited this page Jul 20, 2014 · 1 revision

##Format

 DWORD - Version
 DWORD - Count of Internal Public Chunks
 DWORD - Index3 (unused)
 DWORD - ExternalCount
 DWORD - InternalCount
 
 //Internal Chunks: These are the TGIs that identify each chunk
 -Repeat InternalCount Times
 QWORD - I64
 DWORD - TID
 DWORD - GID
 
 //External Resources: These are TGIs of referenced items (e.g. DDS Image)
 -Repeat ExternalCount times 
 QWORD - I64
 DWORD - TID
 DWORD - GID
 
 -Repeat InternalCount times
 DWORD - Position of the Chunk (absolute)
 DWORD - Size of the Chunk

##References

Flag Type Table Comments
0x0xxxxxxx Public Internal Chunks
0x1xxxxxxx Private Internal Chunks Add on the "Count of Internal Public Chunks" to get the actual index
0x2xxxxxxx External Appears to be unused
0x3xxxxxxx Delayed External Resources
Block references are 1 based (0 is reserved for null references), with a flag for the type of reference.

##Chunks The Type ID will also be the first chunk after the header(with the exception GEOM).

##Resource Types

Type ID Name Description
0x015A1849 GEOM Body Geometry
0x01661233 MODL Object Geometry
0x01D0E75D MATD Material Definition
0x01D10F34 MLOD Object Geometry LOD
0x02019972 MTST Material Sets
0x033260E3 TkMk Track Mask
0x0355E0A6 BOND Slot Adjusts
0x03B4C61D LITE Lighting Data
0x63A33EA7 ANIM Animated Texture
0x736884F1 VPXY Model Links
0xD3044521 RSLT Slot Definition
0xD382BF57 FTPT Model Footprint
Resource Types are named by their first chunk.

##Model Chunks

Type ID Name Description
0x01661233 MODL Object Geometry
0x01D0E6FB VBUF Vertex Buffer
0x01D0E6FB VBUF Vertex Buffer(Used in shadow meshes, no associated VRTF)
0x00000000 Vertex Buffer SwizzleInfo
0x01D0E70F IBUF Index Buffer
0x01D0E70F IBUF Index Buffer(Used in shadow meshes)
0x01D0E723 VRTF Vertex Format
[[0x01D0E75D 0x01D0E75D]] MATD
[[0x01D0E76B 0x01D0E76B]] SKIN
[[0x01D10F34 0x01D10F34]] MLOD
0x02019972 MTST Material Sets
Possible chunks embedded in MODL and MLOD resources.
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