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|
/* ----------------------------------------------------------
Wangan Midnight 3ds Max Model Import Script
C H A N G E L O G
April 21~25, 2015
- figured out how geometry and materials are linked, and how materials link to textures
- implemented creation of materials with hooked up diffuse, specular, reflection, and opacity maps
- and many more small things that were needed to get this far, many days spent in hex editor and maxscript
by nfm aka fatalhalt
April 21, 2015
- script comments, cleanups, and some changes by nfm aka fatalhalt
April 20, 2015
- 5th revision by mariokart64n
Original forum thread: http://forum.xentax.com/viewtopic.php?f=16&t=12775
*/ ----------------------------------------------------------
global f, g, PS3_WANGANM_IMPORTER, mscale = ((1.0/2.54)*100), m = #(), t = #(), currentFilen = "", offToXTDofCurrentXMD = 0, didPrepopulateT = false
global impMsh = true, impSkl = false, dumpTex = true, DDSconv = true, guiEnabled = true, clearScene = false, debugMsg = false
global handledTheseTextures = #()
struct _geometry (
position = #(), -- vertices
uv_coordinate = #(),
matid = 0, -- seems like each gemoetry has 1 material, matid seems to map to subheader's unk3 member
submatcount = #(),
face = #()
)
struct _matbitmap (
name = "", -- e.g. tx_name_0, tx_name_1, or ref_name
index = 0 -- index to texture
)
struct _material ( -- geometry should reference this somehow
mat_str_index = 0, -- material name
submatcount = 0, -- amount of sub materials like diffuse map, rough map, bump map
-- tes_ren
-- use_light bool
-- shadow_map
-- reflect_map bool?
-- EnableVertexColor bool
-- mat_blend
-- Specular 3~4 floats?
-- Rough 3~4 floats?
-- Enable_tx_name_0 bool
-- tx_blend_0
-- tx_color_0 saw 1.0f 0.0f 0.0f, what's this?
-- Enable_tx_name_1 bool
-- tx_blend_1
-- tx_color_1
-- EnableBumpTexture bool
-- Enable_ref_name bool
-- reflectivity 3~4 floats?
-- sys_zkeep bool?
-- depth_type bool?
depth_type = 0, -- it seems that it's 1 when a texure is an opacity map
mat_bitmaps = #()
)
-- there will be as many of these structs as there are offsets to textures in XTD sub block!
struct _texture (
texname = "", -- name from sring table
tex_path = "", -- full path to texture on disk
tex_str_index = 0,
offset_nth_in_xtd = 0
)
struct _XTD_header (
fileid = "", -- 3 chars
vers = 0, -- 1 char
unk1 = "", -- 4 chars
offsets = #()
)
-- acts as container that usually stores 2 sub blocks; model data and texture
struct _header (
fileid = "", -- 3 chars
filever = 0, -- 1 char
unk1 = "", -- 4 chars
unk2 = 0, -- long
count = 0, -- long, count of sub blocks in current file
offsets = #(), -- these offsets are relative to a sub block and not the whole file e.g. when XMD contains another XMD
sizes = #()
)
struct _subheader (
type = 0, -- short
string_index = 0, -- short
size = 0, -- long
unk2 = 0, -- long
unk3 = 0 -- long
)
-- this is a table that appears 1 long after "Bp"
struct _filetable (
unk1 = 0, -- long
unk2 = 0, -- long, seems to store count, amount of sub blocks
unk3 = 0, -- long
offsets = #() -- addresses to sub blocks, which e.g. can store XTD or even nested XMD
)
fn RH2LH corrd = (
[corrd.x,-corrd.z,corrd.y]*mscale
)
fn readBEfloat fstream = (
bit.intAsFloat (bit.swapBytes (bit.swapBytes (readlong fstream #unsigned) 1 4) 2 3)
)
fn readBElong fstream = (
bit.swapBytes (bit.swapBytes (readlong fstream #unsigned) 1 4) 2 3
)
fn readBEshort fstream = (
bit.swapBytes (readshort fstream #unsigned) 1 2
)
fn getpadding num alignment = (
mod (alignment-(mod num alignment)) alignment
)
fn paddstring len instring = (
local i, str = ""
instring = instring as string
if instring.count <=len then (
for i = 1 to (len-instring.count) do (
str += "0"
)
str = (str+instring)
) else (
for i = 1 to len do (
str+="0";str[i]=instring[i]
)
)
return str
)
fn readFixedString bstream fixedLen = (
local i, str = ""
for i = 1 to fixedLen do (
str += bit.intAsChar (ReadByte bstream #unsigned)
)
str
)
fn readNullStr bstream = (
local str = ""
while true do (
str0 = ReadByte bstream #unsigned
if str0 == 0 then exit
str += bit.intAsChar str0
)
str
)
fn getTXD_header = (
global f
local t = _XTD_header(), p = ftell f
t.fileid = readFixedString f 3
t.vers = readbyte f #unsigned
t.unk1 = readFixedString f 4
t.offsets = (
for i = 1 to (readlong f #unsigned) collect (
readlong f #unsigned + p
)
)
t
)
fn triangle_strip fstream count matid = (
global g
local face_add = 1, vertex_start = 0
local count, fa, fb, fc , x, y
local face_flip = true
local face_reset = true
x = 0; while x < count do (
x += 1
if face_reset == true then (
x += 2
face_reset = false
face_flip = false
g.matid = matid
fa = ((readBEshort fstream)-vertex_start) + face_add
fb = ((readBEshort fstream)-vertex_start) + face_add
fc = ((readBEshort fstream)-vertex_start) + face_add
if face_flip == true then (
append g.face [fa,fc,fb]; face_flip = false
) else (
append g.face [fa,fb,fc]; face_flip = true
)
) else (
fa = fb; fb = fc; fc = readBEshort fstream
if fc < 0xFFFF then (
fc -= vertex_start
fc += face_add
g.matid = matid
if face_flip == true then (
append g.face [fa,fc,fb]; face_flip = false
) else (
append g.face [fa,fb,fc]; face_flip = true
)
) else (
face_reset = true
)
)
)
)
fn buildObj objname strArray = (
global f, g, m, t, offToXTDofCurrentXMD, getTXD, didPrepopulateT
local j, msh --,mats = copy g.matcount #nomap
-- local faceValid = true
-- j = 1; while j < g.face.count and faceValid == true do (
-- if g.face[j][1] > g.position.count or g.face[j][1] < 0 do faceValid = false
-- if g.face[j][2] > g.position.count or g.face[j][1] < 0 do faceValid = false
-- if g.face[j][3] > g.position.count or g.face[j][1] < 0 do faceValid = false
-- j += 1
-- )
-- if faceValid == false do (g.face = #(); print "Face Range Error")
-- print g.position.count
-- print g.face
if g.position.count > 0 do (
msh = mesh vertices:g.position tverts:g.uv_coordinate faces:g.face -- materialIDs:g.matid
msh.name = objname
msh.numTVerts = g.uv_coordinate.count
msh.displayByLayer = false
msh.backfacecull = on
buildTVFaces msh
for j = 1 to g.uv_coordinate.count do setTVert msh j g.uv_coordinate[j]
for j = 1 to g.face.count do setTVFace msh j g.face[j]
-- populate items in t with texture names, FIXME (done): this really has to be done only once, meshes following this one should be good to go
if didPrepopulateT == false do (
if debugMsg == true do (format "\tbuildObj(): seeking f to 0x%\n" (bit.intAsHex offToXTDofCurrentXMD))
fseek f offToXTDofCurrentXMD #seek_set -- fucking bitch ass isn't populated yet here, and there's no easy way to do it
getTXD (getTXD_header()) ((getFilenamePath currentFilen)+(getFilenameFile currentFilen)) false
didPrepopulateT = true
)
if debugMsg == true do (format "\tbuildObj(): m count: %, t count: %, mesh matid: %\n" m.count t.count (g.matid+1))
if m.count > 0 and g.matid < m.count do ( -- some geometry like e.g. "ufj_01.component[5]" has no material, FIXME: some meshes have matid beyond m array!?
-- create material
mat_name = strArray[m[g.matid+1].mat_str_index]
matr = standardmaterial name:mat_name
mat_index_to_tx = 0 -- mesh's material often has a bitmap texture in form of a index to global texture array
if debugMsg == true do (format "\tmaterial name: %, mat_bitmaps count: %\n" mat_name m[g.matid+1].mat_bitmaps.count)
-- check if there are any bitmaps aka textures
bitmap_count = m[g.matid+1].mat_bitmaps.count
assert (bitmap_count <= 3) message: "m has more than 3 textures!" options:#(#dialog)
if bitmap_count > 0 do ( -- code below will create components such as diffuse, specular, or normal map for given material
for k = 1 to bitmap_count do (
mat_index_to_tx = m[g.matid+1].mat_bitmaps[k].index
mat_tx_name = t[mat_index_to_tx+1].texname
mat_tx_path = t[mat_index_to_tx+1].tex_path
if debugMsg == true do (format "\ttexname %: %, texpath: %\n" k mat_tx_name mat_tx_path)
if findString mat_tx_name "file0" != undefined do ( -- diffuse or opacity
case m[g.matid+1].depth_type of (
0x01: ( -- FIXME: there are some false positves, some textures come out to have opacity when they shouldn't have
matr.opacityMap = bitmaptexture name:mat_tx_name
append handledTheseTextures mat_tx_name
matr.opacityMap.filename = mat_tx_path
)
default: (
matr.diffusemap = bitmaptexture name:mat_tx_name
append handledTheseTextures mat_tx_name
matr.diffusemap.filename = mat_tx_path
--showtexturemap matr matr.diffusemap true
)
)
)
if findString mat_tx_name "file1" != undefined do ( -- specular??? everytime i checked this texture it looked same as diffuse but more shiny
matr.specularMap = bitmaptexture name:mat_tx_name -- specular maps are used mostly on metal objects?
append handledTheseTextures mat_tx_name
matr.specularMap.filename = mat_tx_path
--showtexturemap matr matr.specularMap true -- this will unshow diffuse channel, hmm, maybe that's how 3ds works, specular will get shown during rendering
)
if findString mat_tx_name "reffile" != undefined do ( -- reflection map?
matr.reflectionMap = bitmaptexture name:mat_tx_name
append handledTheseTextures mat_tx_name
matr.reflectionMap.filename = mat_tx_path
)
if findString mat_tx_name "nrmfile" != undefined do ( -- normal map
normalmap_bitmap = bitmaptexture name:mat_tx_name
append handledTheseTextures mat_tx_name
normalmap_bitmap.filename = mat_tx_path
normalmap = Normal_Bump name:mat_tx_name
normalmap.normal_map = normalmap_bitmap
matr.bumpMap = normalmap
--showtexturemap matr matr.bumpMap true -- actually there's no such thing for bump
)
-- FIXME: there are some texture names like gt_sky* or *file2, *file2b, *file3 *file4...
)
)
-- done
showTextureMap matr true
msh.material = matr
)
convertTo msh PolyMeshObject
-- if g.matcount.count > 0 do (
-- msh.material = multiMaterial numsubs:g.matcount.count
-- sort mats
-- for j = 1 to g.matcount.count do (
-- msh.material.materialList[j].Diffuse = random (color 0 0 0) (color 255 255 255)
-- msh.material.materialList[j].diffuseMap = Bitmaptexture fileName:("tex_"+(paddstring 3 (findItem mats g.matcount[j]))+".tga")
-- )
-- )
)
msh
)
fn writeDDSheader fstream texW texH texM texC = (
local texP = 0, i
writelong fstream 0x20534444 #unsigned -- File ID
writelong fstream 0x7C #unsigned -- Header Size
case texC of ( -- dwFlags
"DXT1": (
writelong fstream 0x00081007 #unsigned
texP = ((texW*texH)/0x02)
)
"DXT3": (
writelong fstream 0x00081007 #unsigned
texP = (texW*texH)
)
"DXT5": (
writelong fstream 0x00081007 #unsigned
texP = (texW*texH)
)
"ATI1": (
writelong fstream 0x000A1007 #unsigned
texP = ((texW*texH)/0x20)
)
"ATI2": (
writelong fstream 0x000A1007 #unsigned
texP = (texW*texH)
)
"P8": (
writelong fstream 0x000A1007 #unsigned
texP = ((texW*texH)/0x02)
)
"ARGB16": (
writelong fstream 0x00081007 #unsigned
texP = (((texW*texH)/0x8)*0x10)
)
"ARGB32": (
writelong fstream 0x00081007 #unsigned
texP = (((texW*texH)/0x4)*0x10)
)
)
writelong fstream texW #unsigned -- Texture Width
writelong fstream texH #unsigned -- Texture Height
writelong fstream texP #unsigned -- Pitch (#of bytes in a single row across the texture)
writelong fstream 0x00 #unsigned -- Image Depth? Not Used, for Image Volume
writelong fstream texM #unsigned -- Texture MIP Count
for i = 1 to 11 do (
writelong fstream 0x00 #unsigned
) -- Reserved Space
writelong fstream 0x20 #unsigned -- Size of PIXEL_FORMAT info, always 32bytes;
case texC of (
"DXT1": (
writelong fstream 0x04; writelong fstream 0x31545844 #unsigned
writelong fstream 0x00; writebyte fstream 0x00; writebyte fstream 0x00; writebyte fstream 0x00
writebyte fstream 0x00; writebyte fstream 0x00; writebyte fstream 0x00; writebyte fstream 0x00
writebyte fstream 0x00; writebyte fstream 0x00; writebyte fstream 0x00; writebyte fstream 0x00
writebyte fstream 0x00; writebyte fstream 0x00; writebyte fstream 0x00; writebyte fstream 0x00
writebyte fstream 0x00; writelong fstream 0x00001000 #unsigned
)
"DXT3": (
writelong fstream 0x04; writelong fstream 0x33545844 #unsigned
writelong fstream 0x00; writebyte fstream 0x00; writebyte fstream 0x00; writebyte fstream 0x00
writebyte fstream 0x00; writebyte fstream 0x00; writebyte fstream 0x00; writebyte fstream 0x00
writebyte fstream 0x00; writebyte fstream 0x00; writebyte fstream 0x00; writebyte fstream 0x00
writebyte fstream 0x00; writebyte fstream 0x00; writebyte fstream 0x00; writebyte fstream 0x00
writebyte fstream 0x00; writelong fstream 0x00001000 #unsigned
)
"DXT5": (
writelong fstream 0x04; writelong fstream 0x35545844 #unsigned
writelong fstream 0x00; writebyte fstream 0x00; writebyte fstream 0x00; writebyte fstream 0x00
writebyte fstream 0x00; writebyte fstream 0x00; writebyte fstream 0x00; writebyte fstream 0x00
writebyte fstream 0x00; writebyte fstream 0x00; writebyte fstream 0x00; writebyte fstream 0x00
writebyte fstream 0x00; writebyte fstream 0x00; writebyte fstream 0x00; writebyte fstream 0x00
writebyte fstream 0x00; writelong fstream 0x00001000 #unsigned
)
"ATI1": (
writelong fstream 0x04; writelong fstream 0x31495441 #unsigned
writelong fstream 0x00; writebyte fstream 0x00; writebyte fstream 0x00; writebyte fstream 0x00
writebyte fstream 0x00; writebyte fstream 0x00; writebyte fstream 0x00; writebyte fstream 0x00
writebyte fstream 0x00; writebyte fstream 0x00; writebyte fstream 0x00; writebyte fstream 0x00
writebyte fstream 0x00; writebyte fstream 0x00; writebyte fstream 0x00; writebyte fstream 0x00
writebyte fstream 0x00; writelong fstream 0x00401008 #unsigned
)
"ATI2": (
writelong fstream 0x04; writelong fstream 0x32495441 #unsigned
writelong fstream 0x00; writebyte fstream 0x00; writebyte fstream 0x00; writebyte fstream 0x00
writebyte fstream 0x00; writebyte fstream 0x00; writebyte fstream 0x00; writebyte fstream 0x00
writebyte fstream 0x00; writebyte fstream 0x00; writebyte fstream 0x00; writebyte fstream 0x00
writebyte fstream 0x00; writebyte fstream 0x00; writebyte fstream 0x00; writebyte fstream 0x00
writebyte fstream 0x00; writelong fstream 0x00401008 #unsigned
)
"P8": (
writelong fstream 0x20; writelong fstream 0x20203850 #unsigned
writelong fstream 0x00; writebyte fstream 0x00; writebyte fstream 0x00; writebyte fstream 0x00
writebyte fstream 0x00; writebyte fstream 0x00; writebyte fstream 0x00; writebyte fstream 0x00
writebyte fstream 0x00; writebyte fstream 0x00; writebyte fstream 0x00; writebyte fstream 0x00
writebyte fstream 0x00; writebyte fstream 0x00; writebyte fstream 0x00; writebyte fstream 0x00
writebyte fstream 0x00; writelong fstream 0x00401008 #unsigned
)
"ARGB16": (
writelong fstream 0x41; writelong fstream 0x00000000 #unsigned
writelong fstream 0x10; writebyte fstream 0x00; writebyte fstream 0x0F; writebyte fstream 0x00
writebyte fstream 0x00; writebyte fstream 0xF0; writebyte fstream 0x00; writebyte fstream 0x00
writebyte fstream 0x00; writebyte fstream 0x0F; writebyte fstream 0x00; writebyte fstream 0x00
writebyte fstream 0x00; writebyte fstream 0x00; writebyte fstream 0xF0; writebyte fstream 0x00
writebyte fstream 0x00; writelong fstream 0x00001000 #unsigned
)
"ARGB32": (
writelong fstream 0x41; writelong fstream 0x00000000 #unsigned
writelong fstream 0x20; writebyte fstream 0x00; writebyte fstream 0x00; writebyte fstream 0xFF
writebyte fstream 0x00; writebyte fstream 0x00; writebyte fstream 0xFF; writebyte fstream 0x00
writebyte fstream 0x00; writebyte fstream 0xFF; writebyte fstream 0x00; writebyte fstream 0x00
writebyte fstream 0x00; writebyte fstream 0x00; writebyte fstream 0x00; writebyte fstream 0x00
writebyte fstream 0xFF; writelong fstream 0x00001000 #unsigned
)
)
for i = 1 to 4 do ( -- Reserved Space for CAPS
writelong fstream 0x00 #unsigned
)
)
fn getHeader = (
global f
local h = _header(), i = 0, p = ftell f
h.fileid = readFixedString f 3
h.filever = readbyte f #unsinged
h.unk1 = readFixedString f 4
h.unk2 = readBElong f
h.count = readBElong f
h.offsets = (
for i = 1 to h.count collect (
readBElong f + p
)
)
fseek f (getpadding (ftell f) 16) #seek_cur
h.sizes = (
for i = 1 to h.count collect (
readBElong f
)
)
fseek f (getpadding (ftell f) 16) #seek_cur
h
)
-- this function consumes 16 bytes from file's current position
fn getSubHeader = (
global f
local s = _subheader()
s.type = readBEshort f
s.string_index = readBEshort f
if debugMsg == true do (format "parsing sub header at 0x%, type: %\n" (bit.intAsHex(((ftell f)-4) as integer)) s.type)
s.size = readBElong f
s.unk2 = readBElong f
s.unk3 = readBElong f
s
)
fn dumpGFT spath = (
global f
local p = ftell f
local s, x
if dumpTex == true do (
if (readlong f #unsigned) == 0x00000501 and DDSconv == true then (
readBElong f
readBElong f
readBElong f
data_address = readBElong f + p
data_size = readBElong f
fmt = readbyte f #unsigned
fseek f 0x03 #seek_cur
readBElong f
w = readBEshort f
h = readBEshort f
fseek f data_address #seek_set
s = fopen spath "wb"
writeDDSheader s h w 0 (
case fmt of (
0x85: ("ARGB32")
0x86: ("DXT1")
0x87: ("DXT3")
0x88: ("DXT5")
0xA7: ("DXT3")
default: (
format "new DDS type: 0x%\n" (bit.intAsHex((fmt) as integer))
"DXT1"
)
)
)
for x = 1 to data_size do (
writebyte s (readbyte f #unsigned) #unsigned
)
fclose s
) else (
fseek f -0x14 #seek_cur
data_size = readlong f #unsigned - 0x10
fseek f 0x0C #seek_cur
s = fopen (spath+".GFT") "wb"
for x = 1 to data_size do (
writebyte s (readbyte f #unsigned) #unsigned
)
fclose s
)
format "dumped file %\n" spath
)
)
-- arg1 here is result of getTXD_header()
fn getTXD hdr fpath doDump = (
global f, t
if debugMsg == true do (format "\nparsing XTD at 0x%\n\ttexture struct has % items, TXD header contains % offsets, doDump = %\n" \
(bit.intAsHex((ftell f) as integer)) t.count hdr.offsets.count doDump)
for i = 1 to hdr.offsets.count do (
fseek f hdr.offsets[i] #seek_set
size = readlong f #unsigned
type = readlong f #unsigned
unk1 = readshort f -- GTF.XTD 00, 01, or 02
unk2 = readshort f -- the nth file in respective GTF
unk3 = readshort f
unk4 = readshort f
if doDump == true then (
if size > 0x10 then ( -- indexed textures take up exactly 0x10 bytes
-- if debugMsg == true do (format "\tfound GTF at 0x%\n" (bit.intAsHex((ftell f) as integer)))
if i <= t.count then ( -- more like if .GTF.XTD was not opened, we have names for embedded textures after we parsed XMD
texture_path = (getFilenamePath fpath) + t[i].texname + ".dds"
t[i].tex_path = texture_path
dumpGFT texture_path -- unique texture embedded in XTD
) else (
dumpGFT(fpath + "_tex_" + (paddstring 3 i) + ".dds") -- we hit this when .GTF.XTD gets opened
)
) else ( -- shared texture
texture_path = (getFilenamePath fpath) + "AREA_ZZ_" + (paddstring 2 unk1) + ".GTF_tex_" + (paddstring 3 (unk2+1)) + ".dds"
t[i].tex_path = texture_path
)
) else ( -- we're not dumping textures here but are here to prefill t array with texture paths since we depend on them in buildObj()
if size > 0x10 then (
texture_path = (getFilenamePath fpath) + t[i].texname + ".dds"
t[i].tex_path = texture_path
) else (
texture_path = (getFilenamePath fpath) + "AREA_ZZ_" + (paddstring 2 unk1) + ".GTF_tex_" + (paddstring 3 (unk2+1)) + ".dds"
t[i].tex_path = texture_path
)
)
--if debugMsg == true and t.count > 0 do (format "\ttexture % path is:\n\t%\n" t[i].texname t[i].tex_path)
)
)
fn getType04 objname = (
global f
readBElong f
readBEshort f
readBEshort f
readBElong f
readBElong f
local pos = [(readBEfloat f),(readBEfloat f),(readBEfloat f)]
d = dummy()
d.position = (RH2LH(pos))
d.name = objname
d.showLinks = d.showLinksOnly = true
d
)
fn getType05 h = (
global f
local p = ftell f - 16
fseek f (p+h.size) #seek_set
for i = 1 to h.unk3 do (
p = ftell f
readBEshort f
readBEshort f
block_size = readBElong f
fseek f (p+block_size) #seek_set
)
)
fn getType07 strArray strIndex = ( -- materials data
global f, g, m
local p = ftell f
local material = _material()
readBElong f
readBElong f
readBElong f
count = readBElong f
material.mat_str_index = strIndex
material.submatcount = count
-- if debugMsg == true do (format "material sub block, submatcount is %, read 1 long past count, now at 0x%\n" count (bit.intAsHex((ftell f) as integer)))
for i = 1 to count do (
p = ftell f
type = readBElong f
size = readBElong f
unk1 = readBElong f -- in case of 0x08 it seems to be an index to global texture array, many times 0x06 also has this index
unk2 = readBElong f -- in case of type 0x06 this usually is a start of string
case type of (
-- 0x00 -- the texture that is associated with this material often is of size 0x30 and not 0x20 and contains some floats
0x00: ( -- copy paste of 0x08, i couldn't couple "0x00 or 0x08:" for some reason
if debugMsg == true do (format "\tsubmaterial [%] tex index %?, unk2 is %\n" type unk1 unk2)
map = _matbitmap()
map.name = readNullStr f
map.index = unk1
append material.mat_bitmaps map
)
0x02: (
[(readBEfloat f),(readBEfloat f),(readBEfloat f),(readBEfloat f)]
[(readBEfloat f),(readBEfloat f),(readBEfloat f),(readBEfloat f)]
[(readBEfloat f),(readBEfloat f),(readBEfloat f),(readBEfloat f)]
[(readBEfloat f),(readBEfloat f),(readBEfloat f),(readBEfloat f)]
[(readBEfloat f),(readBEfloat f),(readBEfloat f),(readBEfloat f)]
[(readBEfloat f),(readBEfloat f),(readBEfloat f),(readBEfloat f)]
[(readBEfloat f),(readBEfloat f),(readBEfloat f),(readBEfloat f)]
if debugMsg == true do (format "\tdone NOTHING about submaterial [%], unk1: %, unk2: %\n" type unk1 unk2)
)
0x03: (
readBElong f
readBElong f
readBElong f
readBElong f
--print strArray[idx]
if debugMsg == true do (format "\tdone NOTHING about submaterial [%], unk1: %, unk2: %\n" type unk1 unk2)
)
0x04: ( -- vexXenon thing, seems like 4 longs following this string are zeros wherever i look
)
0x05: ( -- seems like 16 bytes in size, and unk1 and unk2 seems to store some count or index
-- unk2 counts sequentally, from 1 to 6 e.g when there are 3 bitmpas, or 1~4 when 2 bitmaps
-- unk1 seems to follow weird pattern: 0x00 0x03 0x02 0x09 0x08 0x0B
-- this sub type seems to come before 0x08 aka bitmaps
if debugMsg == true do (format "\tsubmaterial [%], unk1: %, unk2: %\n" type unk1 unk2)
)
0x06: ( -- the sky texture in AREA_ZZ.CORE at 0x12d20h has this, and many more TXDs
pos = ftell f
fseek f -4 #seek_cur
str = readNullStr f
if findString str "depth_type" != undefined then (
fseek f (pos+32) #seek_set
depth_type = readBELong f
material.depth_type = depth_type
if debugMsg == true do (format "\tDEPTH TYPE: %\n" depth_type)
|