Difference between revisions of "HowTo:Edit BFXM files"
(copying over BFXM spec from SVN, wikifying heavily.) |
m (→See also: Fixed link!) |
||
Line 262: | Line 262: | ||
=See also= | =See also= | ||
− | *[ | + | *[https://sourceforge.net/p/vegastrike/code/HEAD/tree/branches/ogre_branch/vegastrike/objconv/mesher/BFXM%20specification.txt BFXM Specification in SVN] |
*[[HowTo:Edit XMESH files|XMESH Specification]] | *[[HowTo:Edit XMESH files|XMESH Specification]] | ||
Latest revision as of 05:20, 11 June 2015
Using animated textures on a model | HowTos | Editing XMESH files |
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.
Contents
Format for version 0.2
All data stored in little endian order except for strings.
Visual layout:
<SuperHeader
- <Record header
- <Mesh header,attributes,geometry>
- <Mesh header, attributes,geometry>
- ...
- <Mesh header, attributes,geometry>
- >
- <Record header
- <Mesh header,attributes,geometry>
- <Mesh header, attributes,geometry>
- ...
- <Mesh header, attributes,geometry>
- >
- ...
- <Record header
- <Mesh header,attributes,geometry>
- <Mesh header, attributes,geometry>
- ...
- <Mesh header, attributes,geometry>
- >
>
Per record visual layout:
<Record header
- <Top Mesh header,attributes,geometry>
- <First LOD Mesh header, attributes,geometry>
- ...
- <Last LOD Mesh header, attributes,geometry>
- <First Anim Mesh header, attributes,geometry>
- ...
- <Last Anim Mesh header, attributes,geometry>
>
SuperHeader
Type String:'BFXM'
Version number*100:Integer
File length in bytes: Integer
Superheader Length in bytes: Integer
Number of fields per vertex:integer (8)
Number of fields per polygon structure: integer (1)
Number of fields per referenced vertex: integer (3)
Number of fields per referenced animation: integer (1)
Number of records: integer
Number of fields per animation definition: integer (1)
End SuperHeader
Record Header
for each record:
- Size of record header in bytes: integer
- Size of record in bytes: integer
- number of meshes:integer
End Record Header
For each mesh:
Header
Size of Header in bytes: integer
Size of mesh in bytes: integer
Scale: float
Reverse: integer
Forcetexture: integer
Sharevert: integer
Polygonoffset:float
Blendmode:<bsrc:integer,bdest:integer>
Material<Power:float,Ambient.RGBA:4 floats,Diffuse.RGBA:4 floats,Emissive.RGBA:4 floats,Specular.RGBA:4
floats,Cullface:integer,lighting:integer,reflect:integer,usenormals:integer>
End Header
Arbitrary length attributes
Size of Arbitrary length attributes in bytes: integer
Detail Texture:
- Name Length: integer
- Name: char string
- Word alignment padding: string of bytes (all 0)
Number of Detail Planes: integer
- for each plane:
- <x:float,y:float,z:float>
Number of Textures: integer
- for each texture:
- type: integer
- index: integer
- namelength: integer
- Name: char string
- Word alignment padding: string of bytes (all 0)
Number of Logos: Integer
- for each logo:
- size:float
- offset: float
- rotation: float
- type: integer
- numrefs:integer
- for each ref:
- refnum: integer
- weight: float
Number of LODs: integer (Must be 0 for LOD or animation meshes)
- for each LOD:
- Size: float
- Mesh offset number: integer
Number of animations: integer (Must be 0 for animation mesh)
for each animation:
- length of name: integer
- name: string
- Word alignment padding: string of bytes (all 0)
- FPS: float
- number of frames:integer
- for each frame:
- Mesh offset number: integer
End Arbitrary length attributes
Geometry
Number of vertices: integer
- for each vertex:
- <x:float,y:float,z:float,i:float,j:float,k:float,s:float,t:float>
Number of Lines: integer
- for each line:
- <flatshade:integer,2 <index:integer,s:float,t:float>>
Number of Triangles: integer
- for each triangle:
- <flatshade:integer,3 <index:integer,s:float,t:float>>
Number of Quads: integer
- for each Quad:
- <flatshade:integer,4 <index:integer,s:float,t:float>>
Number of Linestrips:
- for each Linestrip:
- Number of elements in current Linestrip: Integer
- Flatshade: integer (always 0 actually... could optimize out)
- for each element:
- <index:integer,s:float,t:float>
Number of Tristrips:
- for each Tristrip:
- Number of elements in current Tristrip: Integer
- Flatshade: integer (always 0 actually... could optimize out)
- for each element:
- <index:integer,s:float,t:float>
Number of Trifans:
- for each Trifan:
- Number of elements in current Trifan: Integer
- Flatshade: integer (always 0 actually... could optimize out)
- for each element:
- <index:integer,s:float,t:float>
Number of Quadstrips:
- for each:
- Number of elements in current Quadstrip: Integer
- Flatshade: integer (always 0 actually... could optimize out)
- for each element:
- <index:integer,s:float,t:float>
End Geometry
See also
Using animated textures on a model | HowTos | Editing XMESH files |