Difference between revisions of "PSP/GMO Format"
my_wiki>Koral |
my_wiki>Albeoris (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...") |
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<small>Last updated: [[User:Koral|Koral]] 06:48, 7 Apr 2009 (EDT)</small> | <small>Last updated: [[User:Koral|Koral]] 06:48, 7 Apr 2009 (EDT)</small> | ||
− | =GMO Model-data container= | + | = GMO Model-data container = |
+ | |||
<small>Stub</small> | <small>Stub</small> | ||
+ | <br /> | ||
− | + | = Format Specifications = | |
− | =Format Specifications= | ||
<small>Information: '''MrAdults''', '''Ukurere'''</small> | <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. | |
− | [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. | As such, parsing these [GMO] files is a similar mechanism to parsing generic 3DS files. | ||
+ | <br /> | ||
− | ==File Header== | + | == File Header == |
There is an initial 16-Byte header describing the file as a [GMO]: | There is an initial 16-Byte header describing the file as a [GMO]: | ||
− | + | ||
− | + | 0x00 MAGIC = 0x4f 0x4d 0x47 0x2e 0x30 0x30 0x2e 0x31 0x50 0x53 0x50 0x00 0x00 0x00 0x00 | |
− | + | "OMG 00 1PSP" | |
− | |||
+ | <br /> After this comes the first specialised Chunk. | ||
− | + | <br /> | |
− | + | == Chunks == | |
− | ==Chunks== | ||
Each Chunk contains an initial local header describing the Type and Size of the contents to come. | Each Chunk contains an initial local header describing the Type and Size of the contents to come. | ||
− | + | ||
− | + | 0x00 SHORT Chunk-Type | |
− | + | 0x02 SHORT Size of Chunk-Header | |
− | + | 0x04 LONG Size of Chunk-Data | |
− | |||
+ | <br /> A number of Chunk-Types have been discovered, described in detail in the sections to follow. | ||
− | + | <br /> | |
− | |||
− | |||
− | |||
+ | === 0x0002 - File Start === | ||
This Chunk can be described as the root Chunk containing all Sub-Chunks within. | This Chunk can be described as the root Chunk containing all Sub-Chunks within. | ||
+ | <br /> | ||
− | + | === 0x0003 - Sub-File === | |
− | ===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. | These Chunks mark the exact nature of the Chunks which follow, and can be determined by reading the last SHORT of the chunk. | ||
Line 59: | Line 55: | ||
Known Values: | Known Values: | ||
+ | |||
* 0x6f6d Models | * 0x6f6d Models | ||
* 0x305f Skeletal Animations | * 0x305f Skeletal Animations | ||
+ | <br /> | ||
− | ===0x0004 - Bone Info=== | + | === 0x0004 - Bone Info === |
− | ===0x0005 - Model Surface=== | + | === 0x0005 - Model Surface === |
− | ===0x0006 - Mesh=== | + | === 0x0006 - Mesh === |
− | ===0x0007 - Vertex Array | + | === 0x0007 - Vertex Array === |
− | |||
− | |||
− | === | + | === 0x0008 - Material === |
− | === | + | === 0x0009 - Texture Reference === |
− | === | + | === 0x000A - Texture === |
− | === | + | === 0x000B - Shared Vertex Data === |
− | === | + | === 0x000F - Texture Animation === |
− | === | + | === 0x8061 - Mesh Material Info === |
− | === | + | === 0x8015 - UV Scale and Bias === |
− | === | + | === 0x8066 - Mesh Index Data === |
− | === | + | === 0x8081 - Material Texture Blend === |
− | === | + | === 0x8082 - Material RGBA === |
+ | === 0x8083 - Material Specularity === | ||
+ | = References = | ||
− | = | + | * [http://www.richwhitehouse.com/index.php?postid=34 http://www.richwhitehouse.com/index.php?postid=34] |
− |
Revision as of 16:29, 24 March 2018
Last updated: Koral 06:48, 7 Apr 2009 (EDT)
Contents
- 1 GMO Model-data container
- 2 Format Specifications
- 2.1 File Header
- 2.2 Chunks
- 2.2.1 0x0002 - File Start
- 2.2.2 0x0003 - Sub-File
- 2.2.3 0x0004 - Bone Info
- 2.2.4 0x0005 - Model Surface
- 2.2.5 0x0006 - Mesh
- 2.2.6 0x0007 - Vertex Array
- 2.2.7 0x0008 - Material
- 2.2.8 0x0009 - Texture Reference
- 2.2.9 0x000A - Texture
- 2.2.10 0x000B - Shared Vertex Data
- 2.2.11 0x000F - Texture Animation
- 2.2.12 0x8061 - Mesh Material Info
- 2.2.13 0x8015 - UV Scale and Bias
- 2.2.14 0x8066 - Mesh Index Data
- 2.2.15 0x8081 - Material Texture Blend
- 2.2.16 0x8082 - Material RGBA
- 2.2.17 0x8083 - Material Specularity
- 3 References
GMO Model-data container
Stub
Format Specifications
Information: MrAdults, Ukurere
[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.
File Header
There is an initial 16-Byte header describing the file as a [GMO]:
0x00 MAGIC = 0x4f 0x4d 0x47 0x2e 0x30 0x30 0x2e 0x31 0x50 0x53 0x50 0x00 0x00 0x00 0x00 "OMG 00 1PSP"
After this comes the first specialised Chunk.
Chunks
Each Chunk contains an initial local header describing the Type and Size of the contents to come.
0x00 SHORT Chunk-Type 0x02 SHORT Size of Chunk-Header 0x04 LONG Size of Chunk-Data
A number of Chunk-Types have been discovered, described in detail in the sections to follow.
0x0002 - File Start
This Chunk can be described as the root Chunk containing all Sub-Chunks within.
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.
They usually mark Model or Skeletal data, although there may be more types which are currently undocumented.
Known Values:
- 0x6f6d Models
- 0x305f Skeletal Animations