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HowTo:Edit BFXM files - Revision history
2024-03-28T11:49:31Z
Revision history for this page on the wiki
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http://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Edit_BFXM_files&diff=19840&oldid=prev
Gonzo: /* See also */ Fixed link!
2015-06-11T04:20:05Z
<p><span dir="auto"><span class="autocomment">See also: </span> Fixed link!</span></p>
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<td colspan="2" style="background-color: white; color:black; text-align: center;">Revision as of 04:20, 11 June 2015</td>
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<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>=See also=</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>=See also=</div></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>*[<del class="diffchange diffchange-inline">http</del>://<del class="diffchange diffchange-inline">svn.</del>sourceforge.net/<del class="diffchange diffchange-inline">viewcvs.cgi</del>/<del class="diffchange diffchange-inline">*checkout*</del>/<del class="diffchange diffchange-inline">vegastrike</del>/branches/ogre_branch/vegastrike/objconv/mesher/BFXM%20specification.txt BFXM Specification in SVN]</div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>*[<ins class="diffchange diffchange-inline">https</ins>://sourceforge.net/<ins class="diffchange diffchange-inline">p/vegastrike/code</ins>/<ins class="diffchange diffchange-inline">HEAD</ins>/<ins class="diffchange diffchange-inline">tree</ins>/branches/ogre_branch/vegastrike/objconv/mesher/BFXM%20specification.txt BFXM Specification in SVN]</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>*[[HowTo:Edit XMESH files|XMESH Specification]]</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>*[[HowTo:Edit XMESH files|XMESH Specification]]</div></td></tr>
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Gonzo
http://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Edit_BFXM_files&diff=10649&oldid=prev
Halleck: copying over BFXM spec from SVN, wikifying heavily.
2006-05-21T16:02:43Z
<p>copying over BFXM spec from SVN, wikifying heavily.</p>
<p><b>New page</b></p><div>{{NAV_Manual |<br />
| previous=[[HowTo:Make Animated Textures|Using animated textures on a model]]<br />
| up=[[HowTos]]<br />
| next=[[HowTo:Edit XMESH files|Editing XMESH files]]<br />
}}<br />
----<br />
'''NOTE:''' It is generally recommended that you use mesher to convert from BFXM to XMESH and back again for the purposes of editing. However, here is the specification for BFXM files.<br />
<br />
=Format for version 0.2=<br />
<br />
All data stored in little endian order except for strings.<br />
<br />
'''Visual layout:'''<br />
<br />
<SuperHeader<br />
:<Record header<br />
::<Mesh header,attributes,geometry><br />
::<Mesh header, attributes,geometry><br />
::...<br />
::<Mesh header, attributes,geometry><br />
:><br />
:<Record header<br />
::<Mesh header,attributes,geometry><br />
::<Mesh header, attributes,geometry><br />
::...<br />
::<Mesh header, attributes,geometry><br />
:><br />
:...<br />
:<Record header<br />
::<Mesh header,attributes,geometry><br />
::<Mesh header, attributes,geometry><br />
::...<br />
::<Mesh header, attributes,geometry><br />
:><br />
><br />
<br />
'''Per record visual layout:'''<br />
<br />
<Record header<br />
:<Top Mesh header,attributes,geometry><br />
:<First LOD Mesh header, attributes,geometry><br />
:...<br />
:<Last LOD Mesh header, attributes,geometry><br />
:<First Anim Mesh header, attributes,geometry><br />
:...<br />
:<Last Anim Mesh header, attributes,geometry><br />
><br />
<br />
<br />
==SuperHeader==<br />
Type String:'BFXM'<br />
<br />
Version number*100:Integer<br />
<br />
File length in bytes: Integer<br />
<br />
Superheader Length in bytes: Integer<br />
<br />
Number of fields per vertex:integer (8)<br />
<br />
Number of fields per polygon structure: integer (1)<br />
<br />
Number of fields per referenced vertex: integer (3)<br />
<br />
Number of fields per referenced animation: integer (1)<br />
<br />
Number of records: integer<br />
<br />
Number of fields per animation definition: integer (1)<br />
<br />
'''End SuperHeader'''<br />
<br />
==Record Header==<br />
''for each record:''<br />
<br />
:Size of record header in bytes: integer<br />
<br />
:Size of record in bytes: integer <br />
<br />
:number of meshes:integer<br />
<br />
'''End Record Header'''<br />
<br />
==For each mesh:==<br />
<br />
===Header===<br />
Size of Header in bytes: integer<br />
<br />
Size of mesh in bytes: integer<br />
<br />
Scale: float<br />
<br />
Reverse: integer<br />
<br />
Forcetexture: integer<br />
<br />
Sharevert: integer<br />
<br />
Polygonoffset:float<br />
<br />
Blendmode:<bsrc:integer,bdest:integer><br />
<br />
Material<Power:float,Ambient.RGBA:4 floats,Diffuse.RGBA:4 floats,Emissive.RGBA:4 floats,Specular.RGBA:4 <br />
<br />
floats,Cullface:integer,lighting:integer,reflect:integer,usenormals:integer><br />
<br />
'''End Header'''<br />
===Arbitrary length attributes===<br />
Size of Arbitrary length attributes in bytes: integer<br />
<br />
Detail Texture: <br />
<br />
:Name Length: integer<br />
<br />
:Name: char string<br />
<br />
:Word alignment padding: string of bytes (all 0)<br />
<br />
Number of Detail Planes: integer<br />
<br />
:''for each plane:''<br />
<br />
:<x:float,y:float,z:float><br />
<br />
Number of Textures: integer<br />
<br />
:''for each texture:''<br />
<br />
:type: integer<br />
<br />
:index: integer<br />
<br />
:namelength: integer<br />
<br />
:Name: char string<br />
<br />
:Word alignment padding: string of bytes (all 0)<br />
<br />
Number of Logos: Integer<br />
<br />
:''for each logo:''<br />
<br />
:size:float<br />
<br />
:offset: float<br />
<br />
:rotation: float<br />
<br />
:type: integer<br />
<br />
:numrefs:integer<br />
<br />
:''for each ref:''<br />
<br />
::refnum: integer<br />
<br />
::weight: float<br />
<br />
Number of LODs: integer (Must be 0 for LOD or animation meshes)<br />
<br />
:''for each LOD:''<br />
<br />
:Size: float<br />
<br />
:Mesh offset number: integer<br />
<br />
Number of animations: integer (Must be 0 for animation mesh)<br />
<br />
''for each animation:''<br />
<br />
:length of name: integer<br />
<br />
:name: string<br />
<br />
:Word alignment padding: string of bytes (all 0)<br />
<br />
:FPS: float<br />
<br />
:number of frames:integer<br />
<br />
:''for each frame:''<br />
<br />
::Mesh offset number: integer <br />
<br />
'''End Arbitrary length attributes'''<br />
<br />
===Geometry===<br />
Number of vertices: integer<br />
<br />
:''for each vertex:''<br />
<br />
:<x:float,y:float,z:float,i:float,j:float,k:float,s:float,t:float><br />
<br />
Number of Lines: integer<br />
<br />
:''for each line:''<br />
<br />
:<flatshade:integer,2 <index:integer,s:float,t:float>><br />
<br />
Number of Triangles: integer<br />
<br />
:''for each triangle:''<br />
<br />
:<flatshade:integer,3 <index:integer,s:float,t:float>><br />
<br />
Number of Quads: integer<br />
<br />
:''for each Quad:''<br />
<br />
:<flatshade:integer,4 <index:integer,s:float,t:float>><br />
<br />
Number of Linestrips:<br />
<br />
:''for each Linestrip:''<br />
<br />
:Number of elements in current Linestrip: Integer<br />
<br />
:Flatshade: integer (always 0 actually... could optimize out)<br />
<br />
::''for each element:''<br />
<br />
::<index:integer,s:float,t:float><br />
<br />
Number of Tristrips:<br />
<br />
:''for each Tristrip:''<br />
<br />
:Number of elements in current Tristrip: Integer<br />
<br />
:Flatshade: integer (always 0 actually... could optimize out)<br />
<br />
::''for each element:''<br />
<br />
::<index:integer,s:float,t:float><br />
<br />
Number of Trifans:<br />
<br />
:''for each Trifan:''<br />
<br />
:Number of elements in current Trifan: Integer<br />
<br />
:Flatshade: integer (always 0 actually... could optimize out)<br />
<br />
::''for each element:''<br />
<br />
::<index:integer,s:float,t:float><br />
<br />
Number of Quadstrips:<br />
<br />
:''for each:''<br />
<br />
:Number of elements in current Quadstrip: Integer<br />
<br />
:Flatshade: integer (always 0 actually... could optimize out)<br />
<br />
::''for each element:''<br />
<br />
::<index:integer,s:float,t:float><br />
<br />
'''End Geometry'''<br />
<br />
<br />
=See also=<br />
*[http://svn.sourceforge.net/viewcvs.cgi/*checkout*/vegastrike/branches/ogre_branch/vegastrike/objconv/mesher/BFXM%20specification.txt BFXM Specification in SVN]<br />
*[[HowTo:Edit XMESH files|XMESH Specification]]<br />
<br />
<br />
----<br />
{{NAV_Manual |<br />
| previous=[[HowTo:Make Animated Textures|Using animated textures on a model]]<br />
| up=[[HowTos]]<br />
| next=[[HowTo:Edit XMESH files|Editing XMESH files]]<br />
}}</div>
Halleck