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POB file
#1
Just so I don't delete my notes again and have to go mmmm...

0003DATA
Long - Number of portals (doors/windows)
Long - Number of rooms


****************************************************


PRTL - Contains portal vertex information

Each PRTL contains:
Long - number of verts
Corresponding vert positions (x,y,z)
*Note: In version 3, vert position must be entered clockwise according to the primary position*


*******************************************************


CELSFORM - Rooms that make up the building

0005DATA
Long - Number of portals in this room
Rest of the file is link data for LOD and collision

CMSHFORM
Contains a rough model of the room (Not always needed)

PRTL0004
Byte - Is it a door?
Long - portal file number (0,1,2...)
Byte - Is this the primary location?
Long - Other room this portal connects to
String - Model type (windows dont have one)
Transformation data - location,rotation,scale..

LGHT
Lighting file
Determines lighting on objects such as doors and consoles

*******************************************************

0001META
No idea but seems to be constant in all files

PNOD
*Used to define the absolute object ID used in all later sections*
*Also defines the center of each object*

Long - Amount of data sections

Long - absolute object count starting at 0
Float - FFFFFFFF
Long - object number ID, goes through rooms then portals
Long - 3: Exterior portals
4: Rooms
5: Interior portals
3 Floats - Object center x,y,z
Long - end section code?

PEDG
*Defines object interactions*
Long - Amount of data sections
Long - object number
Long - object connected to that object number
2 Longs - end section code?

Example
Room 0, Door 1
Room 0, Window 1
Room 0, Window 2
Door 1, Room 0
Door 1, Room 1

Note: This file goes through each room and then goes through each portal.

ECNT
*Defines number of interactions*
Long - Amount of data sections

Long - Number of interactions for each object

Example
Room 0 - Contains 5 Portals
Room 1 - Contains 2 Portals
Portal 1 - Connects to 2 rooms
Portal 2 - Connects to 2 rooms

ESTR
*Continuous count version of the ECNT file data*

Example
ECNT ESTR
5 0
2 5
2 7
2 9

*********************************************************

*Other Notes*

Room number can be found using the model file name
ply_nboo_capitol_s01_r0_organized_l0
ply_nboo_capitol_s01_r1_hall1_organized_r1
ply_nboo_capitol_s01_r2_hall2_organized_r2

r0: room 0
r1: room 1
r2: room 2

Portals are 2d and usually consist of 4 verts

Screwing up this file will normally result in the game crashing.
Game must be entirely reloaded with each change.

Version 3: Not placing the verts in the correct order will still load the model but either the portal will only work one way or the game will crash when looking through the portal.

Version 4: Does not require placing the verts in clockwise order but requires face data for all portals. Also contains minor differences in the cels section. It is possible to convert version 3 to version 4 if desired.
 
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