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PSP/GMO Format

134 bytes added, 16:29, 24 March 2018
Created page with "<small>Last updated: Koral 06:48, 7 Apr 2009 (EDT)</small> = GMO Model-data container = <small>Stub</small> <br /> = Format Specifications = <small>Informa..."
<small>Last updated: [[User:Koral|Koral]] 06:48, 7 Apr 2009 (EDT)</small>
=GMO Model-data container= 
<small>Stub</small>
<br />
 =Format Specifications=
<small>Information: '''MrAdults''', '''Ukurere'''</small>
 <br /> [GMO] Files consist of various Chunks defining the type of data they contain, with no initial hard-coded offsets in the begining of the file. Each chunk must be parsed seperatly to determine its Type and Size, either to skip it entirey or attempt to extract the information contained within.
As such, parsing these [GMO] files is a similar mechanism to parsing generic 3DS files.
<br />
==File Header==
There is an initial 16-Byte header describing the file as a [GMO]:
<pre> 0x00 MAGIC = 0x4f 0x4d 0x47 0x2e 0x30 0x30 0x2e 0x31 0x50 0x53 0x50 0x00 0x00 0x00 0x00 "OMG 00 1PSP"</pre>
<br /> After this comes the first specialised Chunk.
After this comes the first specialised Chunk.<br />
 ==Chunks==
Each Chunk contains an initial local header describing the Type and Size of the contents to come.
<pre> 0x00 SHORT Chunk-Type 0x02 SHORT Size of Chunk-Header 0x04 LONG Size of Chunk-Data</pre>
<br /> A number of Chunk-Types have been discovered, described in detail in the sections to follow.
A number of Chunk-Types have been discovered, described in detail in the sections to follow.  ===0x0002 - File Start===<br />
=== 0x0002 - File Start ===
This Chunk can be described as the root Chunk containing all Sub-Chunks within.
<br />
 ===0x0003 - Sub-File=== 
These Chunks mark the exact nature of the Chunks which follow, and can be determined by reading the last SHORT of the chunk.
Known Values:
 
* 0x6f6d Models
* 0x305f Skeletal Animations
<br />
===0x0004 - Bone Info===
===0x0005 - Model Surface===
===0x0006 - Mesh===
===0x0007 - Vertex Array=== === 0x0008 - Material===
===0x0009 0x0008 - Texture ReferenceMaterial ===
===0x000A 0x0009 - TextureReference ===
===0x000B 0x000A - Shared Vertex DataTexture ===
===0x000F 0x000B - Texture AnimationShared Vertex Data ===
===0x8061 0x000F - Mesh Material InfoTexture Animation ===
===0x8015 0x8061 - UV Scale and BiasMesh Material Info ===
===0x8066 0x8015 - Mesh Index Data UV Scale and Bias ===
===0x8081 0x8066 - Material Texture BlendMesh Index Data ===
===0x8082 0x8081 - Material RGBATexture Blend ===
===0x8083 0x8082 - Material SpecularityRGBA ===
=== 0x8083 - Material Specularity ===
= References =
* [http://www.richwhitehouse.com/index.php?postid=References=*34 http://www.richwhitehouse.com/index.php?postid=34]
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