Arma 3 Scripting

P3D File Format - ODOLV4x

  • Also known as ODOL v40 File Format, P3D File Format - ODOLV40 Revised

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Introduction

Acknowledgements

This body of work is due to Synide's sweat and tears. To whom, all honour and glory. Ably assisted by T_D and Mikero that further detailed the data and gave this article a more general and correct structure.

General

The general format of an Armed Assault's ODOLV4x p3d model is similar to the ODOLV7 (OFP) format. The major differences are that Armed Assault models have:

Legend

see Generic FileFormat Data Types

Relative Coordinates

All coordinates are relative to ModelInfo.CentreOfGravity

File Paths

All file references are absolute to the Linux \ (root).

As a convenience a drive letter is used (such as P:\) for sanity when modelling. The engine knows nothing about C:\my documents or P:\.

The leading \ is generally optional.

both \my_project\data\some.paa and my_project\data\some.paa point to the same file. All file references imply a beginning \slash.

Versions

This Document covers ODOL versions:

V40 (Armed Assault)

File Format

ODOLv4x
{
    StandardP3DHeader Header;
    struct ModelInfo;
    Animations        Animations;
    ulong            StartAddressOfLods[Header.NoOfLods]; // offset relative to start of file.
    ulong            EndAddressOfLods  [Header.NoOfLods];
    LODFaceDefaults    LODFaceDefaults;
    ODOLv40Lod        ODOLv40Lods[Header.NoOfLods];
} // EndOfFile

Structures

StandardP3DHeader

Common header structure for all P3D file formats.

struct
{
    char[4]    Filetype;        // "ODOL"
    ulong    Version;
    ulong    NoOfLods;        // alias NoOfResolutions;
}

ModelInfo

Animations

Animations
{
    tbool    AnimsExist;
    if (AnimsExist)
    {
        ulong            nAnimationClasses; // eg NoOfAnimSelections;
        AnimationClass    AnimationClasses[nAnimationClasses];

        long        NoOfResolutions; // is -1 if nAnimationClasses == 0
        Bones2Anims    Bones2Anims[NoOfResolutions];
        Anims2Bones    Anims2Bones[NoOfResolutions];
        // For every bone there is a list of Animations for each resolution
        // And, a reversed table of every Animation gets a Bone.
        // The reversed table optionally appends axis info dependent on the AnimTransformType
    }
}

AnimationClass

    AnimationClass
    {
        ulong    AnimTransformType;
        asciiz    AnimClassName;    // "RightDoor"
        asciiz    AnimSource;        // "rotor"
        float    MinMaxValue[2];
        float    MinMaxPhase[2];
        ulong    junk; // used to be sourceAddress, no longer, always 953267991

        switch(AnimTransformType)
        case 0://rotaton
        case 1://rotationX
        case 2://rotationY
        case 3://rotationZ
            float angle0;
            float angle1;
            break;

        case 4://translation
        case 5://translationX
        case 6://translationY
        case 7://translationZ
            float offset0;
            float offset1;
            break;

        case 8: //"direct"
            float axisPos[3];
            float axisDir[3];
            float angle; //in radians whereas the model.cfg entry is in degrees
            float axisOffset;
            break;

        case 9: //"hide"
            float hideValue;
            break;
     }

// corresponds to model.cfg
class CfgModels
{
    // ...

    class whateverModel : Default
    {
     // ...
     class Animations
     {
        class RightDoor // AnimClassName
        {
            type = "translation";    // AnimTransformType
            source = "rotor";        // AnimSource
            // etc
        };
    };
};

Bones2Anims

Bones2Anims
{
 ulong        NoOfBones;
 Bone2AnimClassList   Bone2AnimClassLists[NoOfBones];
}

Bone2AnimClassList

Bone2AnimClassList
{
 ulong NoOfAnimClasses;
 ulong AnimationClassIndex[NoOfAnimClasses]; // a (sometimes repeating) list of zero based indexes into above animation classes
}

Anims2Bones

Anims2Bones
{
 AnimBones AnimBones[Animations.nAnimationClasses];
}

AnimBones

every lod contains an identical list of animation entries that declare the position and axis of the each animation classes

AnimBones
{
 long SkeletonBoneNameIndex; // zero based index to the SkeletonBoneName name & parentname
 // equivalent to selection = "LeftDoor"; eg in the model.cfg
 /*
 ** SkeletonBoneNameIndex== -1 when no skeleton bone is for this Anim and (obviously?) no axis information follows.
 */
 if (SkeletonBoneNameIndex!= -1) && (AnimationClass.AnimTransformType != 8 || 9)
 {
 /*
 ** AnimationClass.AnimTransformType 8 (direct) and 9 (hide) never require axis information.
 ** This because the "direct" (type 8) already has axis info in it is AnimationClass structure,
 ** and "hidden" (type 9) clearly doesn't need it.
 */
    XYZTriplet axisPos; //describes the position of the axis used for this anim
    XYZTriplet axisDir;
 }
}

LODFaceDefaults

 tbool             UseDefault[Header.NoOfLods];
 FaceData
 {
  ulong   HeaderFaceCount;
  ulong   aDefaultLong;     //ffffffff or 6f 7a 80 fa eg
  byte    UnknownByte;      //generally zero
  byte    aFlag;            // zero or one
  bytes   Zeroes[7];
 }[Number of false UseDefault's];

A face data struct only exists for those lods who's UseDefault is zero

ODOLv4xLod

 ODOLv4xLod
 {
   ulong                         nProxies;
   LodProxy                      LodProxies[nProxies];              // see P3D Lod Proxies
   ulong                         nLodItems;
   ulong                         LodItems[nLodItems];               // potentially compressed, except for v64 and later
   ulong                         nBoneLinks;
   LodBoneLink                   LodBoneLinks[nBoneLinks];
   float                         UnknownFloat1;
   float                         UnknownFloat2;
   XYZTriplet                    MinPos;
   XYZTriplet                    MaxPos;
   XYZTriplet                    AutoCenterPos;
   float                         Sphere;                            // same as geo or mem values in modelinfo, if this lod is geo or memlod of course
   ulong                         NoOfTextures;
   asciiz                        LodPaaTextureNames[NoOfTextures];  //"ca\characters\hhl\hhl_01_co.paa"
   ulong                         NoOfMaterials;
   LodMaterial                   LodMaterials[NoOfMaterials];
   LodEdges                      LodEdges;                          // compressed see P3D Lod Edges
   ulong                         NoOfFaces;
   ulong                         OffsetToSectionsStruct;            // see below
   ushort                        AlwaysZero;
   LodFace                       LodFace[NoOfFaces];                // see P3D Lod Faces
   ulong                         nSections;
   LodSection                    LodSections[nSections];            // see P3D Lod Sections
   ulong                         nNamedSelections;
   LodNamedSelection             LodNamedSelections[nNamedSelections]; //See P3D Named Selections potentially compressed
   ulong                         nTokens;
   NamedProperty                 NamedProperties[nTokens];          //See Named Properties
   ulong                         nFrames;
   LodFrame                      LodFrames[nFrames];                //see P3D Lod Frames
   ulong                         IconColor;
   ulong                         SelectedColor;
   ulong                         special; // IsAlpha|IsTransparent|IsAnimated|OnSurface
   byte                          vertexBoneRefIsSimple;
   ulong                         sizeOfVertexTable;                 //(including these 4 bytes)
   if (v5x)
   LodPointFlags                 LodPointFlags;                     // Potentially compressed
   endif
   VertexTable                   VertexTable;
 }

VertexTable

all arrays are subject to compression

struct
{
   UvSet                         DefaultUVset;
   ulong                         nUVs;
   UvSet                         UVSets[nUVs-1];
   ulong                         NoOfPoints;
   XYZTriplet                    LodPoints[NoOfPoints];
   ulong                         nNormals;
   ulong                         nMinMax;
   ulong                         nProperties;
   VertProperty                  VertProperties[nProperties];       //optional related to skeleton
   ulong                         Count;
   VertexNeighborInfo            neighborBoneRef[Count];          //optional
}

CompressedFill Arrays

LodPointFlags, LodUV's and LodNormals arrays are not only subject to the standard 1024 rule compression, but also have a fill byte.

struct
{
 ulong                         Count;
 tbool                         DefaultFill;
 if (DefaultFill)
  type                         Array;          // default fill for all Counts
 else
  type                         Array[Count];   // potentially compressed
}

The structure either contains a single set of type variables, or, an array of type variables. If a full array is declared (DefaultFill =false) then that array is subject to the 1024 rule as per normal.

UVset

LodUV                     LodUV;

LodUV

CompressedFill type = UVPair // eg float U,V;

LodNormals

 CompressedFill type = XYZTriplet
CompressedXYZTriplet

contains 3x 10 bit fields in a 32bit 'integer'

code for converting back to a standard XYZTriplet is:

void DecodeXYZ(ulong CompressedXYZ, XYZTriplet *triplet)
{
   double scaleFactor = -1.0 / 511;
   trp->X=trp->Y=trp->Z=0.0;
   int x=   CompressedXYZ       & 0x3FF;
   int y = (CompressedXYZ>> 10) & 0x3FF;
   int z = (CompressedXYZ>> 20) & 0x3FF;
   if (x > 511) x -= 1024;
   if (y > 511) y -= 1024;
   if (z > 511) z -= 1024;
   if (x) trp->X = (float)(x * scaleFactor);
   if (y) trp->Y = (float)(y * scaleFactor);
   if (x) trp->Z = (float)(z * scaleFactor);
}

LodPointFlags

CompressedFill type = ulong bits

This table is the equivalent of Oxygen's points->properties dialog box. It specifically stores the user values and other flags for that point.

In ODOl7 it was part of the vertex table. In ArmA, it is separate.

See P3D Point and Face Flags

LodMinMax

CompressedArray
{
 XYZTriplet     MinMax[Count][2]; // 2 == min vs max
}

VertProperty

CompressedArray
{
 ulong  index;// seen range 0..4
 ulong  a,b; // definite not floats. might be flags, or indices
}

VertexNeighborInfo

CompressedArray
{
 ushort  vertexIndex _posA;
 AnimationRTWeight _rtwA;
 ushort  vertexIndex _posB;
 AnimationRTWeight _rtwB;
}
LodBoneLink
{
  ulong NoOfLinks;         //range 0..3
  ulong Value[NoOfLinks];  //the 'Value' seems to reference the 'LodItems' structure, resulting in a circular-reference.
}

LodMaterials

Basically... A direct replication of the information in the given .rvmat file

The stages in the p3d include a default stage and a TI stage that are not normally listed in the rvmat.

The first stage (in the p3d) is unconditionally the default stage. It is defaulted to empty (RvMatName=""), unless, specified in the rvmat

The last stage is the TI stage, and is also defaulted empty, unless specified in the rvmat.

TI Stages were introduced for operation arrowhead. Lod Material Types 9 and 10 do not have a TI stage at all.

Neither of these two special, hidden, stage types use uvsets. The transform matrix for them is defaulted empty (so-called 'TexGen0').

When specified in the rvmat (class Stage0 and StageTI respectively), no class uvTransform is declared for them. It is assumed default empty.

In an rvmat, uvTransforms are ordinarily declared within each stage body.

In a P3D, identical UVTransforms are declared once, and multiple 'stages' refer to them. There is, always, a default UVSet0 Transform as the 1st entry. (IE some stages dont require uvsets)

This P3D style can, if preferred, be used in rvmat syntax as

class TexGenX
{
  .......
};
class StageZ
{
  .........
  Texgen=X;
};

where X and Z are numbers

LodMaterial

 LodMaterial
 {
   asciiz            RvMatName;     // "ca\characters\data\soldier_captive_hhl.rvmat"
   ulong             Type;          // 9 == ArmA
   D3DCOLORVALUE     Emissive;
   D3DCOLORVALUE     Ambient;
   D3DCOLORVALUE     Diffuse;
   D3DCOLORVALUE     forcedDiffuse;
   D3DCOLORVALUE     Specular;
   D3DCOLORVALUE     Specular2;       //Usually same as Specular
   float             SpecularPower;   //
   ulong            PixelShaderId;   //See enumPixelShaderId
   ulong            VertexShaderId;  //See enumVertexShaderId
   LongBool          mainLight;     // 1 or zero
   ulong             ul_FogMode;    /// 0..4
   Asciiz            BiSurfaceName;   // "ca\data\Penetration\plastic.bisurf"
   LongBool          Arma1Mostly1;    //rarely zero
   ulong             RenderFlags;     //Generally 0
   ulong             nTextures;
   ulong             nTransforms;     // always same as nTextures
   LodStageTexture   StageTextures  [nTextures];
   LodStageTransform StageTransforms[nTransforms];
 }

Each lodmaterial entry contains a default StageTexture and StageTransform as the first entry. It is not shown in the rvmat file and has no PaaTexture It is the only entry if a SurfaceName exists.

D3DCOLORVALUE

D3DCOLORVALUE
{
  float r,g,b,a;
}

RenderFlags

LodStageTexture

LodStageTexture
{
 ulong  TextureFilter; // see below
 asciiz PaaTexture;    // "ca\characters\data\civil_tvreport_body_as.paa
                       // alternatively "#(argb,8,8,3)color(0,0,0,1,CO)" (eg)
 ulong  TransformIndex;       // zero based, see below
};

The first stageTexture is a dummy entry. For N humanly readable stage classes, there are 1+N LodStageTextures

TextureFilter maybe 1 of the following values.

LodStageTransform

  LodStageTransform
  {
   ulong UVSource;
   float Transform[4][3];//a DirectX texture space transform matrix
  };

UVSource corresponds to the 8 possible uvsets available

NamedProperty

 struct
 {
    Asciiz Property;// "noshadow" = "1" eg
    Asciiz Value;
 }

Decompression

see Compressed LZSS File Format

see Compressed LZO File Format

In ODOL v40 format files, some of the data structures present in the file are compressed by using LZSS compression.

Unlike pbo compression, in ArmA model files, one only knows the number of items to decompress, the expected output size (in bytes) and the expected checksum. With this information and the size of a given data item one has the necessary information to expand the data to it is original format and size.

Note

Data structures that are identified as being compressible will only be compressed if the 'expectedSize' is ≥ 1024 bytes.

Reference Tables

Material Stages

The number of material stages is dependant on the type of Shader that is used to process the material by the ArmA game engine. A reference table is used when processing materials where depending on the shader specified the given number of stages should be processed.

 refShaderStages
 {
   int PixelShaderId;
   int NoOfStages;
 };
ID (Hex/Decimal) Name Description NoOfStages
0x00, 0 Normal diffuse color modulate, alpha replicate 0
0x01, 1 NormalDXTA diffuse color modulate, alpha replicate, DXT alpha correction 0
0x02, 2 NormalMap normal map shader 3
0x03, 3 NormalMapThrough normal map shader - through lighting 3
0x04, 4 NormalMapSpecularDIMap VBS2 only 2
0x05, 5 NormalMapDiffuse ? 2
0x06, 6 Detail ? 1
0x07, 7 ? ? ?
0x08, 8 Water A1 only sea water 2
0x09, 9 ? vbs2 ?
0x0A, 10 White A1 only 0
0x0B, 11 ? vbs2 ?
0x0C, 12 AlphaShadow shadow alpha write 0
0x0D, 13 AlphaNoShadow shadow alpha (no shadow) write 0
0x0E, 14 ? vbs2 ?
0x0F, 15 DetailMacroAS ? 3
0x10, 16 ? vbs2 ?
0x11, 17 ? vbs2 ?
0x12, 18 NormalMapSpecularMap ? 2
0x13, 19 NormalMapDetailSpecularMap Similar to NormalMapDiffuse 3
0x14, 20 NormalMapMacroASSpecularMap ? 4
0x15, 21 NormalMapDetailMacroASSpecularMap ? 5
0x16, 22 NormalMapSpecularDIMap Same as NormalMapSpecularMap, but uses _SMDI texture 2
0x17, 23 NormalMapDetailSpecularDIMap ? 3
0x18, 24 NormalMapMacroASSpecularDIMap ? 4
0x19, 25 NormalMapDetailMacroASSpecularDIMap ? 5
0x38, 56 Glass ? 2
0x3A, 58 NormalMapSpecularThrough ? 3
0x3B, 59 Grass Special shader to allow volumetric shadows to be cast on grass clutter 0
0x3C, 60 NormalMapThroughSimple ? 0
0xxx, 102 Super Arrowhead 0
0xxx, 103 Multi Arrowhead 0
0xxx, 107 Tree Arrowhead 0
0xxx, 110 Skin Arrowhead 0
0x6F, 111 CalmWater Arrowhead 7
0xxx, 114 TreeAdv Arrowhead 0
0xxx, 116 TreeAdvTrunk Arrowhead 0

Enums

 int enum VertexShaderId
 {
    case 0: return "Basic";
    case 1: return "NormalMap";
    case 2: return "NormalMapDiffuse";
    case 3: return "Grass";
    case 8: return "Water";
    case 11: return  "NormalMapThrough";
    case 15: return "NormalMapAS";
    case 14: return "BasicAS";
    case 17: return "Glass";
    case 18: return "NormalMapSpecularThrough";
    case 19: return "NormalMapThroughNoFade";
    case 20: return "NormalMapSpecularThroughNoFade";
    case 23: return "Super";
    case 24: return "Multi";
    case 25: return "Tree";
    case 30: return "CalmWater";
    case 26: return "TreeNoFade";
    case 29: return "Skin";
    case 31: return "TreeAdv";
    case 32: return "TreeAdvTrunk";
 }

Article Author - Sy (Synide) -- Sy 17:16, 11 August 2007 (CEST)

Original ODOLv40 Article detailed by Bxbx (Biki'd by Mikero)