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Difference between revisions of "Sonic Heroes/Model Format"

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(UV animation)
(UV animation)
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int16 0x01 // Unknown
 
int16 0x01 // Unknown
 
int32 0x14 // Unknown
 
int32 0x14 // Unknown
int32 numOfAnimations // Number of animations
+
int32 numAnimations // Number of animations
 
int32 unknown // Presumably hash code from section build
 
int32 unknown // Presumably hash code from section build
 
float32 coordinateOffsets[7] // Coordinate Speed, X position, Y Position, Z position, Scale X, Scale Y, Scale Z
 
float32 coordinateOffsets[7] // Coordinate Speed, X position, Y Position, Z position, Scale X, Scale Y, Scale Z

Revision as of 20:56, 3 March 2020

SCHG: Sonic Heroes
Main Article
Mechanic Editing

DOL Editing
EXE Editing
Music Pointers
Object Parameter Data
Relocatable Editing (PC)
File Offsets

Model Editing
Collision Format
Model Format
Level Editing

Camera Editing
Event Editing
ID list
Indirect Editing
Light Editing
Level List
Object Editing
Object Porting
Spline Editing
Texture Animation Editing
Visibility Editing

Particle Editing
Particle Editing
Sound Editing
Music List

Sound Editing
Voices

SCHG How-Tos

Custom Object Material Effect Tutorial
Level Editing Tutorial


Sonic Heroes runs on a version of the RenderWare engine, and most of the game's models are in DFF or BSP format. The information on this page applies to the PC version only.

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.

Materials

Unlike BSPs even stage object names with the geometry identifiers like the waterfalls used in Ocean Palace, rendering properties (such as texture filtering, blend factors, face culling, z-depth and alpha referencing) and their actual flags (also variables in some addresses) are hardcoded in each SET object functions. An injector to edit these per material ID for each object doesn't exist yet, but the functions are listed here.

UV animation

Animating UVs can only be applied to certain models named in the executable for Sonic Heroes in UVB format.

The file's formatted in little endian.

// UV Animation (named Anim Animation)
int32 0x1B // section identifier
int32 // section size
int32 0x1400FFFF
int16 0x01 // Unknown
int32 0x14 // Unknown
int32 numAnimations // Number of animations
int32 unknown // Presumably hash code from section build
float32 coordinateOffsets[7] // Coordinate Speed, X position, Y Position, Z position, Scale X, Scale Y, Scale Z

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. Heroes Power Plant has support for viewing and editing the files.

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

Notes: Object names with any of these identifiers still provide these effects in the executables rather than file names themselves.

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.

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.

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. As with Material Effects, the world rendering function doesn't use these yet although they're loaded, the 4 byte boolean of the plugin should be placed below Bin Mesh PLG in-order to activate in-game. A list of effect types can be found here.

The file is little endian.

// WORLD
int32 0x0B // section identifier
int32 // section size
int32 0x1400FFFF

// WORLD 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)
int32 // number of planes (numPlanes)
int32 // number of atomics (numAtomics)
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 WORLD STRUCT

// MATERIAL LIST
int32 0x08 // section identifier
int32 // section size
int32 0x1400FFFF

// MATERIAL LIST STRUCT
int32 0x01 // section identifier
int32 // section size
int32 0x1400FFFF
int32 // number of materials (numMaterials), materials are ordered by a zero-based index
int32[numMaterials] 0xFFFFFFFF // there is a -1 for each material

// END MATERIAL LIST STRUCT

// MATERIAL // 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
int32 0x06 // section identifier
int32 // section size
int32 0x1400FFFF

// TEXTURE 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)
bool16 // byte: use mipmap? (usually 0x01)

// END TEXTURE STRUCT

// DIFFUSE TEXTURE NAME
int32 0x02 // section identifier
int32 // section size
int32 0x1400FFFF
string // texture name

// END DIFFUSE TEXTURE NAME

// ALPHA TEXTURE NAME // 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

// TEXTURE EXTENSION // this section does absolutely nothing
int32 0x03 // section identifier
int32 // section size (0x00)
int32 0x1400FFFF

// END TEXTURE EXTENSION

// END TEXTURE

// MATERIAL EXTENSION // this section does absolutely nothing
int32 0x03 // section identifier
int32 // section size (0x00)
int32 0x1400FFFF

// END MATERIAL EXTENSION

// END MATERIAL

// END MATERIAL LIST

// Here, there's either a Plane Section or an Atomic Section.

// PLANE SECTION
int32 0x0A // section identifier
int32 // section size
int32 0x1400FFFF

// PLANE STRUCT
int32 0x01 // section identifier
int32 // section size
int32 0x1400FFFF
int32 type
int32 value
bool32 leftIsAtomic
bool32 rightIsAtomic
float32 leftValue
float32 rightValue
// END PLANE STRUCT

// Plane Sections contain two sub sections (left and right), each which can be either an Atomic Section (which contains model data) or another Plane Section. They are located here.

// END PLANE 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; In Final Fortress, used for lightning effect normals
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
int32 0x50E // section identifier
int32 // section size
int32 0x1400FFFF
uint32 // flags (0 = triangle lists, 1 = triangle strips)
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

// 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

Texture Struct Settings

Texture filtering modes (Some use their respective rendering functions to provide these filtering options)
  • 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 (Some use their respective rendering functions to provide these filtering options)
  • 0 - TEXTUREADDRESSNATEXTUREADDRESS (no tiling)
  • 1 - TEXTUREADDRESSWRAP (tile in U or V direction)
  • 2 - TEXTUREADDRESSMIRROR (mirror in U or V direction)
  • 3 - TEXTUREADDRESSCLAMP
  • 4 - TEXTUREADDRESSBORDER
Sonic Community Hacking Guide
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Technical information
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