4 bytes - Event Count if Event Count > 0 start loop1 - Repeat x times, where x is equal to Event Count 12 bytes - D3DVECTOR3 Event end loop1
4 bytes - Temp if Temp != 0 - Now the Geometry Part 12 bytes - D3DVECTOR3 BoundingBox Minimum 12 bytes - D3DVECTOR3 BoundingBox Minimum 4 bytes - INT used as BOOLEAN Opacity 4 bytes - INT used as BOOLEAN Bump 4 bytes - INT used as BOOLEAN Rigid Body 28 bytes - NULL, skip that ones
4 bytes - Number of Vertices 4 bytes - Number of Vertex Buffers 4 bytes - Number of Faces 4 bytes - Number of Index Buffers
start loop2 - Repeat x times, where x is the Number of Vertices 12 bytes - D3DVECTOR3 Vertex List end loop2
if MeshType == 1 -- if the Object is skinned start loop3 - Repeat x times, where x is the Number of Vertex Buffers //44 bytes - SKINVERTEX it is built as this: 12 Bytes - D3DVECTOR3 3D Position of Vertex 4 Bytes - FLOAT Vertex Weight 1 4 Bytes - FLOAT Vertex Weight 2 4 Bytes - DWORD Material ID 12 Bytes - D3DVECTOR3 Surface Normal for the Vertex 4 Bytes - FLOAT Texture Coordinate u 4 Bytes - FLOAT Texture Coordinate v end loop3 else-- if the Object is not skinned start loop4 - Repeat x times, where x is the Number of Vertex Buffers //32 bytes - NORMALVERTEX it is built as this: 12 Bytes - D3DVECTOR3 3D Position of Vertex 12 Bytes - D3DVECTOR3 Surface Normal for the Vertex 4 Bytes - FLOAT Texture Coordinate u 4 Bytes - FLOAT Texture Coordinate v end loop4
start loop5 - Repeat x times, where x is the Number of Index Buffers 2 bytes - WORD end loop 5
start loop5 - Repeat x times, where x is the Number of Vertex Buffers 2 bytes - WORD end loop 5
4 bytes - Temp if Temp != 0 -- Physique start loop6 - Repeat x times, where x is the Number of Vertices 4 bytes - Physique Vertex end loop6
start loop7 - Repeat x times, where x is the Number of Materials //68 bytes - D3D9MATERIAL it is built like this: 16 bytes - D3DCOLORVALUE Diffuse Color with r(ed), g(reen), b(blue), a(lpha) 16 bytes - D3DCOLORVALUE Ambient Color with r(ed), g(reen), b(blue), a(lpha) 16 bytes - D3DCOLORVALUE Specular Color with r(ed), g(reen), b(blue), a(lpha) 16 bytes - D3DCOLORVALUE Emissive Color with r(ed), g(reen), b(blue), a(lpha) 4 bytes - FLOAT Power of the Color
4 bytes - Vertex Buffer Material Block if Vertex Buffer Material Block > 31 ERROR - Return FAIL if Vertex Buffer Material Block > 0 start loop8 - Repeat x times, where x is the Number of Material Blocks //136 bytes - MATERiAL_BLOCK it is built like this: 4 bytes - Start Vertex 4 bytes - Primitive Count 4 bytes - Texture ID 4 bytes - DWORD Effect 4 bytes - Amount 4 bytes - Number of Bones 28*4 bytes - INT ARRAY Bone end loop8
4 bytes - INT used as BOOLEAN LOD 4 bytes - Bone Count if Bone Count > 0 start loop9 - Repeat x times, where x is equal to Bone Count 64 bytes - D3DXMATRIX LocalTM (16 float values in a 4x4 Matrix) end loop9
start loop10 - Repeat x times, where x is equal to Bone Count 64 bytes - D3DXMATRIX InversedTM (16 float values in a 4x4 Matrix) end loop10 4 bytes - INT used as BOOLEAN SendVS
4 bytes - PoolSize start loop11 - Repeat x times, where x is the amount of LoDPresent 4 bytes - Object Count start loop12 - Repeat x times, where x is equal to Object Count 4 bytes - Mesh Type 4 bytes - Number of Bones if Number of Bones > 0 start loop13 - Repeat x times, where x is equal to Number of Bones 4x28 Bytes - INT ARRAY Bone end loop13 4 bytes - Object ID 4 bytes - Parent Index if Parent Index != -1 4 Bytes - Parent Type 64 bytes - D3DXMATRIX LocalTM (16 float values in a 4x4 Matrix) end loop12 end loop11
12 bytes - D3DVECTOR3 BoundingBox Minimum 12 bytes - D3DVECTOR3 BoundingBox Minimum 4 bytes - INT used as BOOLEAN Opacity 4 bytes - INT used as BOOLEAN Bump 4 bytes - INT used as BOOLEAN Rigid Body 28 bytes - NULL, skip that ones
4 bytes - Number of Vertices 4 bytes - Number of Vertex Buffers 4 bytes - Number of Faces 4 bytes - Number of Index Buffers
start loop14 - Repeat x times, where x is the Number of Vertices 12 bytes - D3DVECTOR3 Vertex List end loop14
if MeshType == 1 -- if the Object is skinned start loop15 - Repeat x times, where x is the Number of Vertex Buffers //44 bytes - SKINVERTEX it is built as this: 12 Bytes - D3DVECTOR3 3D Position of Vertex 4 Bytes - FLOAT Vertex Weight 1 4 Bytes - FLOAT Vertex Weight 2 4 Bytes - DWORD Material ID 12 Bytes - D3DVECTOR3 Surface Normal for the Vertex 4 Bytes - FLOAT Texture Coordinate u 4 Bytes - FLOAT Texture Coordinate v end loop15 else-- if the Object is not skinned start loop16 - Repeat x times, where x is the Number of Vertex Buffers //32 bytes - NORMALVERTEX it is built as this: 12 Bytes - D3DVECTOR3 3D Position of Vertex 12 Bytes - D3DVECTOR3 Surface Normal for the Vertex 4 Bytes - FLOAT Texture Coordinate u 4 Bytes - FLOAT Texture Coordinate v end loop16
start loop17 - Repeat x times, where x is the Number of Index Buffers 2 bytes - WORD end loop17
start loop18 - Repeat x times, where x is the Number of Vertex Buffers 2 bytes - WORD end loop18
4 bytes - Temp if Temp != 0 -- Physique start loop19 - Repeat x times, where x is the Number of Vertices 4 bytes - Physique Vertex end loop19
start loop20 - Repeat x times, where x is the Number of Materials //68 bytes - D3D9MATERIAL it is built like this: 16 bytes - D3DCOLORVALUE Diffuse Color with r(ed), g(reen), b(blue), a(lpha) 16 bytes - D3DCOLORVALUE Ambient Color with r(ed), g(reen), b(blue), a(lpha) 16 bytes - D3DCOLORVALUE Specular Color with r(ed), g(reen), b(blue), a(lpha) 16 bytes - D3DCOLORVALUE Emissive Color with r(ed), g(reen), b(blue), a(lpha) 4 bytes - FLOAT Power of the Color
if Vertex Buffer Material Block > 31 ERROR - Return FAIL if Vertex Buffer Material Block > 0 start loop8 - Repeat x times, where x is the Number of Material Blocks //136 bytes - MATERiAL_BLOCK it is built like this: 4 bytes - Start Vertex 4 bytes - Primitive Count 4 bytes - Texture ID 4 bytes - DWORD Effect 4 bytes - Amount 4 bytes - Number of Bones 28*4 bytes - INT ARRAY Bone end loop8
if Version > 20 4 bytes - Attribute if Attribute == Frame Count start loop21 - Repeat x times, while x is equal to Frame Count //12 bytes - MOTION_ATTR it is build like this: 4 bytes - DWORD Attribue 4 bytes - Sound ID 4 bytes - FLOAT Frame end loop21
[Request] .Res file format 02/18/2012 - Flyff Private Server - 6 Replies As the title says. All links I found are broken.
what file format is .c3 ? 08/09/2007 - Conquer Online 2 - 11 Replies Yo,
I want to know how I can preview those .c3 meshes... I looked at all the net for information but couldnt find it. In the file header I found: MAXFILE C3 00001CAME
I thought it is 3dsmax but since I have 3dsmax I can't load/import/merge the data.
Apreciate positive feedback about it :D
Greetz!
.d2s v1.11 file format 11/24/2005 - Diablo 2 - 3 Replies I am looking for the file formats of the .d2s files for both expansion and non expansion.
If someone gets them for me I could make a stat editor...