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o3d-file-format.txt
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---------------------------
Darkstone O3D file format
---------------------------
The O3D (probably stands for Object 3D) is the format used for the static geometries
or the Darkstone game. This includes weapons, buildings, props and level geometry.
This format seems to be specific to the game, not related to an old Objective3D Game Engine
neither a game called Flyff that apparently uses a file format with the same filename extension.
The 3D Object Converter tool (3doc.i3dconverter.com) can open and display O3D models.
Refer to o3d.h and o3d.c for the finer implementation details.
Overall, the format is very straightforward, similar to a lot
of other 3D model formats used by games in the late 90's.
---------------------------
File structure
---------------------------
Type: BINARY.
Byte-order: LITTLE ENDIAN.
The first two 32bits words of the file consists of the number of vertexes
followed by the number of faces. Two more 32bits words of unknown contents
follow after that.
Past this tiny 4 words header there's the list of model vertexes. Each vertex
(or position if you will) is comprised of four (4) 32bits floating point values
for the X, Y and Z values.
The list of faces immediately follow the vertex list. Each model face consists of:
- 4 bytes of what is assumed to be the face color in BGRA order (one byte per channel).
However, the colors don't always seem to match the expected values.
For some models, like weapons, the colors apparently match the expected,
but for other models, they hold awkward values. There is a possibility
that the color is also reused as some sort of face/surface flag and
is not used for rendering in such cases. If you're only rendering textured,
then you probably don't care about the face color anyway.
- 4 sets of texture coordinates. Each texture coordinate being a pair of 32bits floats for U and V (or S and T).
There are four sets because a face may be a quadrilateral or a triangle, but the size
of the structure is fixed for both. The last pair of floats is zero padding if the face
is a triangle. Texture coordinates are scaled by the size of the texture map,
which seems to be always 256 (even though there are smaller textures in the game).
- 4 16bits integers representing indexes in the previously read vertex array for
each vertex position that makes this face (zero based). Again four are provided even
if the face is a triangle. If it is a triangle, the last index will be set to UINT16_MAX / 0xFFFF.
The easiest way to test if the face is a triangle is to just check face.index[3] against that value.
- 1 32bits word of unknown contents (or it might be a pair or int16s).
Common value for it is 37 (0x25). This is probably an additional set of face/surface flags.
- 1 16bits word with the Texture/Material index. This is the only thing identifying the
texture applied to a face. Each texture image in the texture registry starts with
either "Kxyzw_" or "Rxyzw_" then some name following the underscore. The 'xyzw' part
will be this number. So for instance, texture for the Knight model will be
"K0015_KNIGHT.TGA" or "R0015_KNIGHT.TGA". Only way to select the texture in an automated
fashion is to build a list of filenames and then search for one containing the texture number.
---------------------------
Simple diagram of an O3D
---------------------------
(number to the right is the size in bytes)
+------------------+
| vertexCount | 4 |
| faceCount | 4 |
| unknown | 4 |
| unknown | 4 |
|-------------+----|
| vertex-XYZ | 12 |
| ... | .. |
| ... | .. |
| ... | .. |
|-------------+----|
| face | 50 |
| ... | .. |
| ... | .. |
| ... | .. |
+------------------+
EOF