Sonic Heroes/Model Format
From Sonic Retro
Revision as of 02:42, 9 January 2017 by Igorseabra4 (talk | contribs)
SCHG: Sonic Heroes |
---|
Main Article |
Mechanic Editing |
DOL Editing |
Model Editing |
Collision Format Model Format |
Level Editing |
Camera Editing |
Particle Editing |
Particle Editing |
Sound Editing |
Music List |
SCHG How-Tos |
Custom Object Material Effect Tutorial |
Sonic Heroes runs on a modified version of the RenderWare engine. Due to that, much of the model information regarding games created on similar versions of it, such as Tony Hawk's Pro Skater 3 and some games of the Grand Theft Auto franchise applies to it as well. However, Sonic Heroes still has data which is specific for itself. There are currently no public tools that can generate custom models that are fully compatible with Sonic Heroes. The information on this page applies to the PC version only. The Gamecube version of the game uses a slighly different format.
Contents
Object Models
Models for objects and characters are located in DFF files, contained inside ONE archives. Those models can be imported and viewed in model editors using existing scripts for other games.
Level Models
Level models in Sonic Heroes are located in little endian BSP (binary space partitioning) files, contained inside .ONE archives in the dvdroot folder. Multiple BSPs are in each ONE archive. The archives can be opened with HeroesONE, and can be converted to OBJ using a modified version of BSP2OBJ.
File Names
The BSP files are named in the form of SLL_XX_NN.BSP (or STG instead of S for some levels). LL is the level number, XX are letters that identify which part of the geometry is in that file and NN is the chunk number. All files with the same number make up the same chunk. For the game to know which chunk to display at a given time, it uses the *_blk.bin file. The following letters are accepted for the geometry identifier:
- A
- AF
- AFN
- AFNS
- AFS
- AN
- ANS
- AS
- DA
- DN
- K
- KW
- O
- ON
- ONS
- ONW
- ONWS
- OS
- P
- PN
- PNS
- PNW
- PNWS
- PS
File Format
Each BSP is a stream of binary data, divided into multiple sections, which can have multiple children and sibling sections. Each section starts with an array of three int32: the first one is an identifier for the section type, then there's the total size of the section, then there's 0x1400FFFF, which is the RenderWare engine version identifier (it's little endian so it's displayed FF FF 00 14 in the hex editor).
The total size of the section, as said above, includes the section itself and all children sections, but does not include this 0x0C byte "header". So get the total number of bytes in the section and subtract 0x0C to put there. Notice where each section starts and ends. All sections included into another one are children. The WORLD section, which includes the entire file, has in its header the total number of bytes in the file minus 0x0C.
Note that "struct" sections have an identifier of 0x01, "extension" sections have an identifier of 0x03 and all other sections have different identifiers. Most extensions do nothing, except for the Atomic Extension, which contains the Bin Mesh PLG section which contains triangle strips.
The file is little endian. It has the following structure, in order:
// WORLD SECTION int32 0x0B // section identifier int32 // section size int32 0x1400FFFF // MODEL HEADER STRUCT int32 0x01 // section identifier int32 // section size (always 0x40) int32 0x1400FFFF int32 0x01 // unknown, always this value 00 00 00 80 // unknown, always this value 00 00 00 80 // unknown, always this value 00 00 00 80 // unknown, always this value int32 // number of triangles (numTriangles) int32 // number of vertices (numVertices) 00 00 00 00 // unknown, always this value 01 00 00 00 // unknown, always this value 00 00 00 00 // unknown, always this value 0D 00 01 40 // unknown, always this value float32[3] // Boundary box maximum float32[3] // Boundary box minimum // Maximum values must be the bigger than minimum // END MODEL HEADER STRUCT // MATERIAL LIST SECTION int32 0x08 // section identifier int32 // section size int32 0x1400FFFF // MATERIAL NUMBER STRUCT int32 0x01 // section identifier int32 // section size int32 0x1400FFFF int32 // number of materials (numMaterials), materials are ordered by a zero-based index numMaterials*int32 0xFFFFFFFF // there is a -1 for each material // END MATERIAL NUMBER STRUCT // MATERIAL REF SECTION // this section occours numMaterials times int32 0x07 // section identifier int32 // section size int32 0x1400FFFF // MATERIAL STRUCT int32 0x01 // section identifier int32 // section size (always 0x1C) int32 0x1400FFFF int32 0x00 // ununsed flags int8[4] RGBA // Material RGBA (usually 255, 255, 255, 255) int32 84 3E F5 2D // always this value, unused bool32 // uses texture? (usually 0x01) float32[3] // ambient, specular, diffuse // don't know if these are used. always (1, 1, 1) // END MATERIAL STRUCT // TEXTURE SECTION int32 0x06 // section identifier int32 // section size int32 0x1400FFFF // TEXTURE FLAG STRUCT int32 0x01 // section identifier int32 // section size (always 0x04) int32 0x1400FFFF int8 // byte, texture filtering mode (usually 0x02) 4bit // half the byte: U adressing mode (usually 0001) 4bit // half the byte: V adressing mode (usually 0001) bool8 // byte: use mipmap? (usually 0x01) // END TEXTURE FLAG STRUCT // DIFFUSE TEXTURE NAME SECTION int32 0x02 // section identifier int32 // section size int32 0x1400FFFF string // texture name // END DIFFUSE TEXTURE NAME SECTION // ALPHA TEXTURE NAME SECTION // unused section, alphas are set in the TXD int32 0x02 // section identifier int32 // section size (always 0x04) int32 0x1400FFFF string // alpha texture name (unused, always left blank) // END ALPHA TEXTURE NAME SECTION // TEXTURE EXTENSION // this section does absolutely nothing int32 0x03 // section identifier int32 // section size (0x00) int32 0x1400FFFF // END TEXTURE EXTENSION // END TEXTURE SECTION // MATERIAL EXTENSION // this section does absolutely nothing int32 0x03 // section identifier int32 // section size (0x00) int32 0x1400FFFF // END MATERIAL EXTENSION // END MATERIAL REF SECTION // END MATERIAL LIST SECTION // ATOMIC SECTION int32 0x09 // section identifier int32 // section size int32 0x1400FFFF // ATOMIC STRUCT int32 0x01 // section identifier int32 // section size int32 0x1400FFFF int32 // model flags (usually 0x00) int32 // number of triangles (numTriangles) int32 // number of vertices (numVertices) float32[3] // Boundary box maximum float32[3] // Boundary box minimum // These last 4 values are the same ones in the model header 84 D9 50 2F // always this, unknown int32 0x00 // unknown, always 0x00 numVertices*float32[3] // X, Y, Z position coordinate for each vertex numVertices*int8[4] // RGBA vertex color for each vertex numVertices*float32[2] // U, V texture mapping coordinate for each vertex numTriangles*int16[4] // (materialIndex, vertex1, vertex2, vertex3) index for each triangle, culling is counterclockwise // END ATOMIC STRUCT // ATOMIC EXTENSION int32 0x03 // section identifier int32 // section size int32 0x1400FFFF // BIN MESH PLG SECTION int32 0x50E // section identifier int32 // section size int32 0x1400FFFF uint32 // flags (0 = triangle lists, 1 = triangle strips; Sonic Heroes always uses tristrips, don't know if it even supports trilists) uint32 // number of objects/meshes (numMeshes; usually same number of materials) uint32 // total number of indices numMeshes*( uint32 // number of vertex indices in this mesh (numIndices) uint32 // material index uint32[numIndices] // vertex indices ) // END BIN MESH PLG SECTION // END ATOMIC EXTENSION // END ATOMIC SECTION // WORLD EXTENSION // this section does absolutely nothing int32 0x03 // section identifier int32 // section size (0x00) int32 0x1400FFFF // END WORLD EXTENSION // END WORLD SECTION
Texture Flag Struct Settings
Texture filtering modes (unsure if all of them work in SH)
- 0 - FILTERNAFILTERMODE (filtering is disabled)
- 1 - FILTERNEAREST (Point sampled)
- 2 - FILTERLINEAR (Bilinear)
- 3 - FILTERMIPNEAREST (Point sampled per pixel mipmap)
- 4 - FILTERMIPLINEAR (Bilinear per pixel mipmap)
- 5 - FILTERLINEARMIPNEAREST (Mipmap interp point sampled)
- 6 - FILTERLINEARMIPLINEAR (Trilinear)
Texture addressing modes (unsure if all of them work in SH)
- 0 - TEXTUREADDRESSNATEXTUREADDRESS (no tiling)
- 1 - TEXTUREADDRESSWRAP (tile in U or V direction)
- 2 - TEXTUREADDRESSMIRROR (mirror in U or V direction)
- 3 - TEXTUREADDRESSCLAMP
- 4 - TEXTUREADDRESSBORDER