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arma:file_formats:pew [2009/05/30 10:33] – updated pew page info. snakemanarma:file_formats:pew [2024/08/01 08:06] (current) – links added. snakeman
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-Introduction+====== ArmA 1 PEW File Format ======
  
-Pew are Visitor's project filesVisitor is BI's tool for creating Islands.+[[https://www.pmctactical.org/forum/viewforum.php?f=42|ArmA 1 Forum]], [[:arma|ArmA 1 Home]], [[arma:config|ArmA 1 Config]], [[arma:tools|ArmA 1 Tools]], [[arma:file_formats|ArmA 1 File Formats]], [[arma:missions|ArmA 1 Missions]], [[arma:modeling|ArmA 1 3D Modeling]], [[arma:terrain|ArmA 1 Terrain]], [[arma:texturing|ArmA 1 Texturing]], [[arma:scripting|ArmA 1 Scripting]]
  
-Visitor is a Gui tool interface that interacts with Bulldozer, an inbuilt 'world' viewer inside any Armed Assault engine.+**ArmA 1** aka Armed Assault (ArmA) 
 + 
 + 
 +====== Introduction ====== 
 + 
 +PEW are Visitor's project files. Visitor is bis tool for creating terrains. 
 + 
 +Visitor is a GUI tool that interacts with Bulldozer, an inbuilt 'world' viewer inside any Armed Assault engine.
  
 The contents of the project file, pew, are not directly related to the ultimate output, a wrp file. However, that data, of course, contains all similar elements, such as road networks, elevations, cell matrices, models and textures. The contents of the project file, pew, are not directly related to the ultimate output, a wrp file. However, that data, of course, contains all similar elements, such as road networks, elevations, cell matrices, models and textures.
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 While there have been several pew versions, the one's listed here are While there have been several pew versions, the one's listed here are
- +<code> 
-  * POSEW59 and +*POSEW59 and 
-  * POSEW60 +*POSEW60 
 +</code>
  
 there are only a few subtle differences to their makeup. there are only a few subtle differences to their makeup.
  
  
-Legend+====== Legend ======
  
-[[http://en.wikipedia.org/wiki/Endianness#Little-endian|Little endian]] byte order, lsb first for numeric values, text is stored in Big endian byte order. +see Generic FileFormat Data Types
-<code> +
-Type Description +
-byte 8 bit (1 byte) +
-short 16 bit signed short (2 bytes) +
-int 32 bit signed integer (4 bytes) +
-float 32 bit signed single precision floating point value (4 bytes) +
-double 64 bit signed single precision floating point value (8 bytes) +
-asciiz Null terminated (0x00) variable length ascii string +
-ascii fixed length ascii string(UTF-8) +
-</code>+
  
-XYPair 
  
-<code cpp> +====== File Format ======
-XYPair +
-+
- ulong x,y; // normally associated with cell sizes +
-+
-</code> +
- +
-RGBAColor+
  
 +This file format is principally used with Armed Assault v1.09 and later plus the ArmA Tools Suite Final release (v1.14).
 <code cpp> <code cpp>
-RGBAColor +  POSEW59 
-+  POSEW60 
- byte r,g,b,a; // // 0xFF:FF:FF:FF means 'default' +  
-+    PoseHeader               Header; 
-</code>+    ulong                    nOFPTextures           // none in Arma; 
 +    OFPTexture               OFPTextures[[nOFPTextures]]; 
 +    ulong                    nObjectTemplates; 
 +    ObjectTemplate           ObjectTemplates[[nObjectTemplates]]; 
 +    shortBool                NoOfpTerrains; 
 +    if  (!NoOfpTerrains) 
 +    { 
 +    ulong                    nOFPTerrains;         //  none in Arma; 
 +    OFPTerrain               OFPTerrains[[nOFPTerrains]]; 
 +    
 +    shortBool                NoOFPForests;         //  none in Arma; 
 +    if  (!NoOFPForests) 
 +    { 
 +    ulong                    nOFPForests; 
 +    OFPForest                OFPForests[[nOFPForests]]; 
 +    } 
 +    RoadNets                 RoadNets[[...]]; 
 +    Elevation                Elevation[[...]]; 
 +    ulong                    NoOfObjects; 
 +    Object                   Objects[[NoOfObjects]];
  
-  * RGBA colors correspond to Microsoft's D3DCOLORVALUE +    ulong                    NoOfLayers; 
-  * They normally come in pairs innside the pew structures +    String                   LayerName;           //&quot;Base&quot; 
 +    Layer                    Layers[[NoOfLayers]] ;
  
 +    if (POSEW60)
 +    {
 +     ulong                   Unknown;
 +    }
 +    else // pose59
 +    {
 +      ulong                  nNamedZones;
 +      NamedZone              NamedZones[[nNamedZones]];
 +    }
  
-String+    ulong                    nRoadBlocks; 
 +    RoadBlock                RoadBlocks[[nRoadBlocks]];
  
-<code cpp> +    if (POSEW60) 
-String +    { 
-+      ulong                  nNamedZones; 
- ulong  Length+      NamedZone              NamedZones[[nNamedZones]]; 
- Asciiz Characters;// null terminated regardless. +    } 
 +    else // pose59 
 +    
 +     ulong                   Unknown
 +    } 
 +    ulong                    nKeyPoints; 
 +    KeyPoint                 KeyPoints[[nKeyPoints]]; 
 +    ulong                    NoOfBackgrounds; 
 +    Background               Backgrounds[[NoOfBackgrounds]] ;// not checked for 59 
 +    ulong                    TotalSizeOfSelections; // from here, to end of file 
 +    ulong                    nSelections; 
 +    Selection                Selections[[nSelections]]; 
 +  }
 </code> </code>
  
-Length always =strlen(Characters)+1; 
  
-This is a pre-calculated convenience to reduce load times (and skip over the variable length block). +====== PoseHeader ======
- +
-File Format +
- +
-  * This file format is principally used with Armed Assault v1.09 and later plus the ArmA Tools Suite Final release (v1.14). +
  
 <code cpp> <code cpp>
- POSEW59 + Header
- POSEW60+
  {  {
-   PoseHeader               Header; +  char     Signature[[7]];        // &quot;POSEW59&quotor &quot;POSEW60&quotnote: NOT null terminated
-   ulong                    nTextures (typically 0); +
-   Textures                 Textures[nTextures]; +
-   ulong                    nObjectTypes; +
-   ObjectType               ObjectTypes[nObjectTypes]+
-   Terrains; +
-   Forests; +
-   RoadNets                 RoadNets[...]; +
-   Terrain                  Terrain[...]; +
-   ulong                    NoOfObjects; +
-   Object                   Objects[NoOfObjects]; +
-   ulong                    NoOfLayers; +
-   Layer                    Layers[[NoOfLayers] ; +
-   ulong                    RoadNetIndices[TerrainGridSizeXY]; +
-   if (POSEW60+
-   { +
-    ulong                   NoOfBackgrounds; +
-    Background              Backgrounds[NoOfBackgrounds] ;// probably +
-   } +
-   else // pose59 +
-   { +
-     ulong                  Count; +
-     UnknownStruct2         UnknownStructs[Count]; +
-   }+
  
-   ulong                    nBlocks+  ulong    Length;              // of PEW file; 
-   RoadBlock                RoadBlocks[nBlocks];+  ulong    UnknownLong        // typically 0 
 +  String   IslandDataPath     //&quot;SomePboPrefix\SomeIsland\data\0&quot; 
 +                                // Folderlocation of the rvmat material list 
 +  String   IslandObjectPath;    //&quot;&quot; 
 +  float    GridSize;            //50.0 
 +  float    SegmentSize;         //400.0 (==SegmentSize - SegmentOverlap) 
 +  String   IslandClassname;     //&quot;&quot; 
 + }; 
 +</code>
  
-   if (POSEW60) + 
-   +====== OFPTexture ====== 
-     ulong                  Count+ 
-     UnknownStruct2         UnknownStructs[Count]; +<code cpp> 
-   } + OFPTexture 
-   else // pose59 + 
-   { +  ulong     TextureID
-    ulong                   NoOfBackgrounds+  String    TextureFileName; // &quot;snih3.paa&quot; 
-    Background              Backgrounds[NoOfBackgrounds] ;// probably +  String    TextureName; // &quot;snih3&quot
-   } +  String    RvmatName; // &quot;snih3.rvmat&quot
-   ulong                    Count+  byte      UnknownBytes[[14]]; // (typically 0) 
-   Locale                   Locales[Count];          +  RGBAColor Colour;
-   ulong                    Always0; +
-   ulong                    Always4; +
-   ulong                    Always0;+
  }  }
 </code> </code>
  
-PoseHeader 
  
-<code cpp> +====== ObjectTemplate ======
-Header +
-+
- char     Signature[7]; "POSEW59" or "POSEW60" note: NOT null terminated+
  
- ulong    UnknownLong0+<code cpp> 
- ulong    UnknownLong1 // typically +  ObjectTemplate 
- ulong    IslandDataPathLen+  { 
- String   IslandDataPath[IslandDataPathLen];//"SomePboPrefix\SomeIsland\data\0" +      String       ModelFilename; //&quot;SomePrefixRoot\data\jablon.p3d\0&quot; 
- ulong    IslandObjectPathLen+      String       ModelName;     //&quot;jablon&quot; 
- String   IslandObjectPath[IslandObjectPathLen];//"" +      ulong        ObjectType;    // 0..5 
- float    GridSize;      //50.0 +                                  // 0 Undefined - This type should never be encountered. 
- float    SellSize; //400.0 (SegmentSize - SegmentOverlap+                                  // 1 Natural 
- ulong    IslandClassnameLen+                                  // 2 Artificial 
- String   IslandClassname[IslandClassnameLen];//"" +                                  // 3 Road (RoadFlag will be true) 
-};+                                  // 4 Forest 
 +                                  // 5 Road2 (RoadFlag will be false) 
 +      RGBAColor    OutlineColour
 +      RGBAColor    ObjectColour; 
 +      double    GeometryBounds[[2]];         // 50.
 +      ulong    ModelID
 +      XYZTriplet   GeometryAutocenterPos; 
 +      double    ResolutionBounds[[2]];         // 50.
 +      XYZTriplet   ResolutionAutoCenterPos; 
 +      shortBool    Generally0x01
 +      shortBool    RandomScaleFlag; 
 +      double    RandomScaleMinMax[[2]];        // 50.0 
 +      shortBool    RandomRotateFlag; 
 +      double    RandomRotateMinMax[[2]];       // 20.0 
 +      shortBool    RandomOrientationFlag; 
 +      double    RanmdomOrientationMinMax[[2]]; // 180.0 
 +      shortBool    RoadFlag; 
 +      if (RoadFlag
 +      { 
 +            TransformMatrix RoadNamedSelections; // (LB, PB, LE, PE) 
 +            TransformMatrix XRoadNamedSelections; // (LD, LH, PD, PH) 
 +      }; 
 +      ulong            nNamedVectors              // Usually 0 (zero) 
 +      NamedVector  NamedVectors[nNamedVectors]; 
 +      ulong        MarkerType;                 // Rectangular = 0, Elliptical = 1 
 +  }
 </code> </code>
  
-Texture+ 
 +====== NamedVector ======
  
 <code cpp> <code cpp>
-     TextureType [nTextureTypes] +  NamedVector 
-     +  
-           ulong TextureID; +     String     Name      //&quot;pohrada&quot
-           ulong TextureFileNameLen; +     LongBool   Unknown
-           String TextureFileName[TextureFileNameLen]; // "snih3.paa" +     ulong      nTriplets; // always 2 
-           ulong TextureNameLen+     XYZTriplet StartEndPos[[nTriplets]]; 
-           String TextureName[TextureNameLen]; // "snih3" +  }
-           ulong RvmatNameLen; +
-           String RvmatName[RvmatNameLen]; // "snih3.rvmat" +
-           Char UnlnownChar[14]; // (typically 0) +
-           RGBAColor Colour; +
-     }+
 </code> </code>
  
-ObjectType+ 
 +====== OFPTerrain ======
  
 <code cpp> <code cpp>
- ObjectType + OFPTerrain
  {  {
-     String       ModelFilename//"SomePrefixRoot\data\jablon.p3d\0" +  String  TerrainName
-     String       ModelName;     //"jablon" +  byte    UnknownBytes[[11]]
-     ulong        ObjectType;    // 0..5 +  ulong   nSurfaces
-     RGBAColor    OutlineColour;  +  OFPSurface OFPSurfaces[[nSurfaces]];
-     RGBAColor    ObjectColour;   +
-     VariousInfo: +
-     double UnknDouble01; // 50.0 +
-     double UnknDouble02; // 50.0 +
-     ulong ModelID+
-     float UnknFloat[3]; +
-     double UnknDouble11; // 50.0 +
-     double UnknDouble12; // 50.0 +
-     char UnknChar02[14]+
-     short ScaleFlag; // Random Scale Flag +
-     double Scale0; // 50.0 +
-     double Scale1; // 50.0 +
-     short RotateFlag; // Random Rotate Flag +
-     double Rotate0; // 20.0 +
-     double Rotate1; // 20.0 +
-     short OrientationFlag;// Random Orientation Flag +
-     double Orientation0; // 180.0 +
-     double Orientation1; // 180.0 +
-     short RoadFlag; +
-     switch (RoadFlag)  +
-     { +
-           case 0x0001: +
-           { +
-                 float UnknFloat[12]; +
-                 char UnknChar[48]; // (typically 0) +
-           }; +
-     }; +
-     ulong MarkerType; // See MarkerTypeEnum  +
-     LongBool LongBool; // 0 or 1 +
  }  }
 </code> </code>
  
-NB: While the 'VariousInfo' byte array is decernable at this time it essentially defines various floats, integers, transforms etc. that denote the 'default' and/or 'seed' values for a given ObjectType.  
  
-ObjectTypeID is also present at offset 16 in the VariousInfo'+====== OFPSurface ======
- +
-ArtificialSubObject+
  
 <code cpp> <code cpp>
- ArtificialSubObject+ OFPSurface
  {  {
-    String     Name      //"pohrada" +  String SurfaceName
-    LongBool   LongBool+  float Surfacefloat[[4]]
-    ulong      Always02; +  byte   UnknownBytes[[16]];
-    XYZTriplet StartEndPos[2];+
  }  }
 </code> </code>
  
-Terrains+ 
 +====== OFPForest ======
  
 <code cpp> <code cpp>
-     shortBool NoTerrains; + OFPForest 
-     if  (!NoTerrains) + { 
-     +  String    ForestName
-           ulong    nTerrains+  RGBAColor OutlineColour
-           TerrainType Terrains[nTerrains]+  RGBAColor ObjectColour; 
-           { +  ulong     SquareFillModelID
-                 ulong TerrainNameLen+  ulong     SquareModelID
-                 string TerrainName[TerrainNameLen]+  ulong     TriangleModelID
-                 char unknchar[11]+  ulong     Unknown1; // (typically 0) 
-                 ulong nSurfaces+  ulong     Unknown2; // (typically 0) 
-                 SurfaceType [nSurfaces] + }
-                 { +
-                       ulong SurfaceNameLen+
-                       string SurfaceName[SurfaceNameLen]; +
-                       float Surfacefloat[4]; +
-                       char unknchar[16]; +
-                 } +
-     }+
 </code> </code>
  
-Forests 
  
-<code cpp> +====== RoadNet ======
-     shortBool NoForests; +
-     if  (!NoForests) +
-     { +
-           ulong    nForests; +
-           ForestType Forests[nForests]; +
-           { +
-                 ulong ForestNameLen; +
-                 string ForestName[ForestNameLen]; +
-                 RGBAColor OutlineColour; +
-                 RGBAColor ObjectColour; +
-                 ulong ModelID; // Square - fill +
-                 ulong ModelID; // Square +
-                 ulong ModelID; // Triangle +
-                 ulong Unknown; // (typically 0) +
-                 ulong Unknown; // (typically 0) +
-           } +
-     } +
-</code> +
- +
-RoadNet+
  
 <code cpp> <code cpp>
-   shortBool NoRoads; +    shortBool NoRoads; 
-   if  (!NoRoads) +    if  (!NoRoads) 
-   +    
-     ulong    nTypes; +      ulong    nTypes; 
-     RoadType RoadTypes[nTypes]; +      RoadType RoadTypes[[nTypes]]; 
-     ulong    nXRoads; +      ulong    nXRoads; 
-     XRoad    XRoads[nXRoads]; +      XRoad    XRoads[[nXRoads]]; 
-   }+    }
 </code> </code>
  
  
-RoadType+====== RoadType ======
  
 <code cpp> <code cpp>
- RoadType +  RoadType 
- { +  
-   String       FamilyName;        // "cesta","silnice",etc +    String       FamilyName;        // &quot;cesta&quot;,&quot;silnice&quot;,etc 
-   RGBA         KeyPartsColour;     +    RGBA         KeyPartsColour; 
-   RGBA         NormalPartsColour;  +    RGBA         NormalPartsColour; 
-   shortBool    FilledLine;        // 0 or 1 +    shortBool    FilledLine;        // 0 or 1 
-   double       MaxAngle;          // 25.0 degrees  +    double       MaxAngle;          // 25.0 degrees 
-   double       MaxBankAngle;      // 5.0 degrees +    double       MaxBankAngle;      // 5.0 degrees 
-   ulong        nStraights; +    ulong        nStraights; 
-   RoadList     Straights[nStraights]; +    RoadList     Straights[[nStraights]]; 
-   ulong        nCurves; +    ulong        nCurves; 
-   RoadList     Curves[nCurves]; +    RoadList     Curves[[nCurves]]; 
-   ulong        nSpecials; +    ulong        nSpecials; 
-   RoadList     Specials[nSpecials]; +    RoadList     Specials[[nSpecials]]; 
-   ulong        nTerminators; +    ulong        nTerminators; 
-   RoadList     Terminators[nTerminators]; +    RoadList     Terminators[[nTerminators]]; 
-   +    
- }+  }
 </code> </code>
  
-RoadList+ 
 +====== RoadList ======
  
 <code cpp> <code cpp>
- RoadList      +  RoadList 
- { +  
-      String      ModelName;      // "cesta25" +       String      ModelName;      // &quot;cesta25&quot; 
-      ulong       ObjectID;       // in the model list +       ulong       ObjectID;       // in the model list 
-      ushort      MeterType;      // 0,1,2,3 not present for Terminators +       ushort      MeterType;      // 0,1,2,3 not present for Terminators 
-      shortBool   CanChangeAngle; // not present for Terminators or Curves +       shortBool   CanChangeAngle; // not present for Terminators or Curves 
- } +  }
-</code>+
  
 MeterType MeterType
- +:Type Straights Curves 
-Type Straights Curves\\ +:             25   meters 
-0 6 25 meters\\ +:    12         50 
-1 12 50\\ +:    25         75 
-2 25 75\\ +:              100 
-3 100+</code>
  
 Broadly speaking, there are a few basic road types Broadly speaking, there are a few basic road types
  
-  * asfalt bitumen. +<code> 
-  * silnice Paved +*asfalt   bitumen. 
-  * cesta dirt +*silnice  Paved 
 +*cesta    dirt 
 +</code>
  
 Each RoadType describes the general characteristics of a Dirt Road as opposed to (say) an Asphalt one. Each RoadType describes the general characteristics of a Dirt Road as opposed to (say) an Asphalt one.
  
-Each of these RoadTypes (such as asphalt) can have multiple curved, straight, special, and termination p3d models associated with them.+Each of these RoadTypes  (such as asphalt) can have multiple curved, straight, special, and termination p3d models associated with them.
  
 Generally speaking, there are Generally speaking, there are
- +<code> 
-  * 3 'straight' models, approximately 6,12, and 25 meters long respectively. +*3 'straight' models, approximately 6,12, and 25 meters long respectively. 
-  * 4 'curved' models, 25,50,75 and 100 meters long. +*4 'curved' models, 25,50,75 and 100 meters long. 
-  * 1 'terminaton type.  +*1 'terminaton type. 
 +</code>
 The termination type is a road like any other but tends to be a fixed 6 meter fade out of the general road texture. The termination type is a road like any other but tends to be a fixed 6 meter fade out of the general road texture.
  
-XRoad+ 
 +====== XRoad ======
  
 <code cpp> <code cpp>
-XRoad + XRoad 
-+ { 
- String    Name;       //kr_asfaltka_asfaltka_t. +  String    Name;       //kr_asfaltka_asfaltka_t. 
- ushort    Type              //1 or 3 +  ushort    Shape;            //1 or 3 
- RGBA      color;       //FF FF FF FF  +  RGBA      color;       //FF FF FF FF 
- shortBool CanChangeBankAngle; +  shortBool CanChangeBankAngle; 
- ulong     ObjectID; +  ulong     ObjectID; 
- String    Intersections[4]; //"asfaltka","silnice","cesta",Type=3 "silniceelse "" +  String    Intersections[[4]]; //&quot;asfaltka&quot;,&quot;silnice&quot;,&quot;cesta&quot;,Type=3 &quot;silnice&quot; else &quot;&quot; 
-}+ }
 </code> </code>
  
 Although CrossRoads could, conceivably, have any number of intersections, only two types are handled. Although CrossRoads could, conceivably, have any number of intersections, only two types are handled.
  
-  * Type 1: A T_Junction (3 intersections) +<code> 
-  * Type 3: A Genuine crossroad (4 way intersection) +*Type 1: A T_Junction (3 intersections) 
 +*Type 3: A Genuine crossroad (4 way intersection) 
 +</code>
  
 For T_Junctions, there is, obviously, no 4th intersection and this is null filled. For T_Junctions, there is, obviously, no 4th intersection and this is null filled.
Line 357: Line 329:
 Without taking too literal an interpretation, there are some major types of road. Without taking too literal an interpretation, there are some major types of road.
  
-  * asfaltka:bitumen (sealed) +<code> 
-  * silnice: Paved +*asfaltka:bitumen (sealed) 
-  * cesta: Dirt +*silnice: Paved 
 +*cesta:   Dirt 
 +</code>
  
 Thus the names of each intersection reflect the road type of that intersection, sometimes resulting in (up to) four identical names. Thus the names of each intersection reflect the road type of that intersection, sometimes resulting in (up to) four identical names.
  
-The overall name of the crossroad itself, tries to reflect the nature of it's makeup thus kr_asfaltka_asfaltka_t: an bitumen T_Junction kr_silince_x_cesta: a crossroad of paved and dirt roads.+The overall name of the crossroad itself, tries to reflect the nature of it's makeup thus
  
-Terrain+kr_asfaltka_asfaltka_t: an bitumen T_Junction
  
-<code cpp> +kr_silince_x_cesta: a crossroad of paved and dirt roads.
-Terrain +
-+
-   XYPair   TerrainGridSize; // 256 x 256 eg +
-   float    TerrainGridHeights[TerrainGridSize]; +
-   float    BlueEdgeTerrainHeights[NoOfBlueFloats]  ; //Always zero values // NoOfBlueFloats = (TerrainGrid_Y * TerrainGrid_X)/16; +
-   ulong    Always0; +
-+
-</code> +
- +
-Object+
  
-<code cpp> 
-Object 
-{ 
- ShortBool IsPresent; 
- if (IsPresent) 
- { 
- ShortBool Always0; 
- ulong InstanceId; 
- float TransformColumn[3][4]; // described here to solidly illustrate to reader // this is a standard DirectX Transform matrix // but in COLUMN format; 
- double ObjectRelativeSize; // decimal percentage 
- String InstanceName; // "minimalStrelPos" 
- float RelativeSurfaceElevation; 
- RGBA OutlineColour; 
- RGBA ObjectColour; 
- ulong ObjectID; 
- }; 
-}; 
-</code> 
  
-Layer+====== Elevation ======
  
 <code cpp> <code cpp>
- Layer+ Elevation
  {  {
-   String          Name1           //"Base" +    XYPair   GridSize; // 256 x 256 eg 
-   ulong           SizeType        //0 +    float    Heights[[GridSize]]
-   String          Name2           //"Base" +    float    BlueEdgeTerrainHeights[[NoOfBlueFloats]]  ; //Always zero values 
-   ushort          DefaultIndicator; // 1 +    // NoOfBlueFloats = (GridSize_Y * GridSize_X)/16; 
-   ulong           NoOfTerrainMaterials; +    ulong    Always0;
-   TerrainMaterial TerrainMaterials[NoOfTerrainMaterials]; +
-   }+
  }  }
 </code> </code>
  
-TerrainMaterial+ 
 +====== Object ======
  
 <code cpp> <code cpp>
- TerrainMaterial +  Object 
- { +  
-    ulong  BitFlags        // 1 = label, 0x40 = rvmatfile,,,, +      ShortBool IsPresent; 
-    String MaterialName; // "---sea---","Layers\P_000-000_L00.rvmat" +      if (IsPresent) 
-    ulong  TypeID      // 0,1,2 +      
- }+        ShortBool Moveable;              // always 0 
 +        ulong     InstanceId; 
 +        float     TransformColumn[[3]][[4]]; // described here to solidly illustrate to reader 
 +                                         // this is a standard DirectX Transform matrix 
 +                                         // but in COLUMN format; 
 +        double    ObjectRelativeSize   // decimal percentage 
 +        String    InstanceName         // &quot;minimalStrelPos&quot; 
 +        float     RelativeSurfaceElevation; 
 +        RGBA      OutlineColour; 
 +        RGBA      ObjectColour; 
 +        ulong     ObjectTemplateID; 
 +      }
 +  };
 </code> </code>
  
-Background+ 
 +====== Layer ======
  
 <code cpp> <code cpp>
- Background // this structure has not been seen +    Layer 
- { +    
-      String BackgroundFilename+        ulong           SizeType        //0..2 //see below 
-      String BackgroundName+        String          Name;             //&quot;Base&quot
-      float  OffsetX+        shortBool       DefaultIndicator// 0 ... 1 
-      float  OffsetY+        if (DefaultIndicator == 0) 
-      float  SizeX+        { 
-      float  SizeY+            ulong  SurfaceTable[[TableSize.x*y]]
-      ulong  Transparency+            ulong  TextureTable[[TableSize.x*y]]
-      ulong  Visible+            byte   UnknownTable[[(TableSize.x*y/4)]]
- }+            ushort UnknownShort; 
 +        }; 
 +        if (DefaultIndicator == 1) 
 +        { 
 +            ulong           NoOfTerrainMaterials; 
 +            TerrainMaterial[[NoOfTerrainMaterials]] 
 +            { 
 +                ulong  BitFlags;     // 1 = label, 0x40 = rvmatfile,,,, 
 +                String MaterialName; // &quot;---sea---&quot;,&quot;Layers\P_000-000_L00.rvmat&quot
 +                ulong  TypeID      // 0..3 
 +            }
 +            ulong RvmatTable[[TableSize.x*y]]; 
 +        }; 
 +    }; 
 + 
 +TableSize = Terrain.GridSize>> SizeType;
 </code> </code>
  
-RoadBlock+ 
 +====== RoadBlock ======
  
 <code cpp> <code cpp>
-RoadBlock + RoadBlock
-+
- ShortBool IsPresent;  +
- if IsPresent+
  {  {
- ShortBool Always1;  +  ShortBool IsPresent; 
- ulong     Unknown[12];  +  if IsPresent 
-           /* typical data +  { 
-           **00 00 00 00 00 00 00 F0 2C 46 00 98 23 46 C6 6F  +  ShortBool Always1; 
-           **C6 42 0E 01 00 00 01 00 00 F0 2C 46 00 98 23 46  +  ulong     Unknown[[12]]; 
-           **C6 6F C6 42 0E 01 00 00 4B 00 00 00 00 00 00 00  +            /* typical data 
-           */ +            **00 00 00 00 00 
- ushort    Type;             // 0,1,2,3 +00 00 F0 2C 
- String    RoadFamilyName;   //"hlavni silnice" +46 00 98 23 
- String    RoadModelName;    //"kr_silnice_cesta_t" +46 C6 6F C6 
- RGBA      color;             +42 0E 01 00 
- ShortBool Always1;  +00 01 00 00 
- ulong     Count;  +F0 2C 46 00 
- FamilyList FamilyLists[Count]; +98 
- ulong     Unknown[27]; +23 46 C6 6F 
-           /* typical data +C6 42 0E 01 
-           **FA D4 30 BF 94 58 08 3D 00 00 C8 C0 00 00 60 C0  +00 00 4B 00 
-           **00 00 00 00 00 00 48 C1 00 00 60 40 00 00 00 00  +00 00 00 00 
-           **00 00 48 C1 00 00 60 C0 00 00 00 00 00 00 00 00  +00 00 
-           **00 00 60 40 00 00 00 00 00 00 00 00 00 00 C8 C0  +            */ 
-           **00 00 00 00 00 00 30 C0 00 00 C8 C0 00 00 00 00  +  ushort    Type;             // 0,1,2,3 
-           **00 00 1C C1 04 01 00 00 00 00 00 00 00 00 00 00  +  String    RoadFamilyName;   //&quot;hlavni silnice&quot; 
-           **09 00 00 00 0B 80 00 00 04 00 00 00  +  String    RoadModelName;    //&quot;kr_silnice_cesta_t&quot; 
-           */ +  RGBA      color; 
- ulong     Count;     +  ShortBool Always1; 
- ModelList ModelLists[Count];+  ulong     Count; 
 +  FamilyList FamilyLists[[Count]]; 
 +  ulong     Unknown[[27]]; 
 +            /* typical data 
 +            **FA D4 30 BF 94 58 08 3D 00 00 C8 C0 00 00 60 C0 
 +            **00 00 00 00 00 00 48 C1 00 00 60 40 00 00 00 00 
 +            **00 00 48 C1 00 00 60 C0 00 00 00 00 00 00 00 00 
 +            **00 00 60 40 00 00 00 00 00 00 00 00 00 00 C8 C0 
 +            **00 00 00 00 00 00 30 C0 00 00 C8 C0 00 00 00 00 
 +            **00 00 1C C1 04 01 00 00 00 00 00 00 00 00 00 00 
 +            **09 00 00 00 0B 80 00 00 04 00 00 00 
 +            */ 
 +  ulong     Count; 
 +  ModelList ModelLists[[Count]]; 
 +  }
  }  }
-}+Type 
 +*0 Road Ending with FamilyName and it's ModelName_konec 
 +*1 TJunction ModelName Only 
 +*2 Road similar to type 0 
 +*3 Xroad with ModelName Only
 </code> </code>
  
-Type 
  
-  * 0 Road Ending with FamilyName and it's ModelName_konec +====== FamilyList ======
-  * 1 TJunction ModelName Only +
-  * 2 Road similar to type 0 +
-  * 3 Xroad with ModelName Only  +
- +
- +
-FamilyList+
  
 <code cpp> <code cpp>
-FamilyList + FamilyList 
-+ { 
-  ulong  Unknown[4];// Typically 00 00 C8 C0 00 00 C8 C0 00 00 00 00 0E 01 00 00 +   ulong  Unknown[[4]];// Typically 00 00 C8 C0 00 00 C8 C0 00 00 00 00 0E 01 00 00 
-  String Name;     // "silnice hlavni silnic\0" +   String Name;     // &quot;silnice hlavni silnic\0&quot; 
-}+ }
 </code> </code>
  
 This struct is principally used for Xroads and Tjunctions. It typically lists the order of all RoadFamilyName's required This struct is principally used for Xroads and Tjunctions. It typically lists the order of all RoadFamilyName's required
  
-ModelList+ 
 +====== ModelList ======
  
 <code cpp> <code cpp>
-ModelList + ModelList 
-+ { 
- ulong      Count;           //15 eg +  ulong      Count;           //15 eg 
- BlockModel BlockModel[Count]; +  BlockModel BlockModel[[Count]]; 
- String     FamilyName;      //"silnice hlavni silnic\0" +  String     FamilyName;      //&quot;silnice hlavni silnic\0&quot; 
- ulong      Unknown[4];      //Typically 00 00 C8 C0 00 00 C8 C0 00 00 00 00 0E 01 00 00 +  ulong      Unknown[[4]];      //Typically 00 00 C8 C0 00 00 C8 C0 00 00 00 00 0E 01 00 00 
- RGBA       color[2];          +  RGBA       color[[2]]; 
- ShortBool  Always01;        //01 +  ShortBool  Always01;        //01 
- ulong      buf2[4];         // Typically 00 00 00 00 00 00 39 40 00 00 00 00 00 00 24 40 +  ulong      buf2[[4]];         // Typically 00 00 00 00 00 00 39 40 00 00 00 00 00 00 24 40 
-}+ }
 </code> </code>
  
-BlockModel+ 
 +====== BlockModel ======
  
 <code cpp> <code cpp>
-BlockModel  +    BlockModel 
-+    
- ulong    unknown[6]+        ulong    ModelFlag  // 0x000001 ... 0x00010001 
-          /* typical data +        XYZTriplet Position;      // Model coordinates 
-          **01 00 01 00 00 86 2D 46  +        float    ModelDirection; 
-          **00 98 23 46 65 6C C5 42  +        ulong    ObjectID; 
-          **0E 01 00 00 4D 00 00 00  +        ushort     Type;               //0,1,2,
-          */ +        String     ModelName;          //&quot;silnice10 100\0&quot; 
- ushort   Type;               //0,1,2,+        ulong      unknown[[25]]; 
- String   ModelName;          //"silnice10 100\0" +           /*typical data 
- ulong    unknown[25]; +           **00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
-          /*typical data +           **C4 76 C2 3F 0E EB 8A C1 00 00 00 00 BE 00 00 00 
-          **00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00  +           **CC ED 26 BE CA 0F 12 40 56 30 28 3F 00 00 00 00 
-          **C4 76 C2 3F 0E EB 8A C1 00 00 00 00 BE 00 00 00  +           **18 CA 04 C1 48 8B 3D C0 00 00 00 00 2D 3D 91 C1 
-          **CC ED 26 BE CA 0F 12 40 56 30 28 3F 00 00 00 00  +           **06 01 C0 40 00 00 00 00 EE 98 84 C1 99 99 91 C0 
-          **18 CA 04 C1 48 8B 3D C0 00 00 00 00 2D 3D 91 C1  +           **00 00 00 00 64 4A 5F 35 99 99 91 40 00 00 00 00 
-          **06 01 C0 40 00 00 00 00 EE 98 84 C1 99 99 91 C0  +           **64 4A 5F B5 01 00 
-          **00 00 00 00 64 4A 5F 35 99 99 91 40 00 00 00 00  +           */ 
-          **64 4A 5F B5 01 00  +        ShortBool  ok; // 0 or 1 
-          */ + }
- ShortBool ok; // 0 or 1 +
-}+
 </code> </code>
  
-UnknownStruct2+ 
 +====== NamedZone ======
  
 <code cpp> <code cpp>
-UnknownStruct2 + NamedZone
-+
- ShortBool IsPresent; +
- if IsPresent+
  {  {
-  ShortBool Always0; +  ShortBool IsPresent
-  BisString Name1;          //"Les_new" +  if IsPresent
-  ulong     Colour[3]; +
-  ulong     nFloats; +
-  float     Floats[nFloats]; +
-            /* Typical Data +
-            **00 00 61 45 00 78 1B 46 00 20 64 45 00 20 19 46  +
-            **00 20 64 45 00 78 1B 46 00 40 67 45 00 58 18 46  +
-            **00 40 67 45 00 78 1B 46 00 60 6A 45 00 58 18 46  +
-            **00 60 6A 45 00 78 1B 46 00 80 6D 45 00 90 17 46  +
-            **00 80 6D 45 00 B0 1A 46 00 A0 70 45 00 C8 16 46  +
-            **00 A0 70 45 00 E8 19 46 00 C0 73 45 00 00 16 46  +
-            */ +
-  ulong     ID;             // 0,1,2,3,4.... +
-  if POSEW60+
   {   {
-   LongBool  Always1;+   ShortBool Movable;        // Always0; 
 +   BisString Name1;          //&quot;Les_new&quot; 
 +   ulong     AreaColor,OutlineColor; 
 +   ulong     DisplayStyle; 
 +   ulong     nPoints; 
 +   PointsRectangle 
 +   { 
 +       float TopLeft.xy; 
 +       float BottomRight.xy; 
 +   }[[nPoints/4]]; 
 +             /* Typical Data 
 +             **00 00 61 45 00 78 1B 46 00 20 64 45 00 20 19 46 
 +             **00 20 64 45 00 78 1B 46 00 40 67 45 00 58 18 46 
 +             **00 40 67 45 00 78 1B 46 00 60 6A 45 00 58 18 46 
 +             **00 60 6A 45 00 78 1B 46 00 80 6D 45 00 90 17 46 
 +             **00 80 6D 45 00 B0 1A 46 00 A0 70 45 00 C8 16 46 
 +             **00 A0 70 45 00 E8 19 46 00 C0 73 45 00 00 16 46 
 +             */ 
 +   ulong     ID;             // 0,1,2,3,4.... 
 +   if POSEW60 
 +   { 
 +    LongBool  Visible; // always 
 +   } 
 +   else 
 +   { 
 +    BisString Name2         //Les_new Name2==Name1 
 +   }
   }   }
-  else + };
-  +
-   BisString Name2;          //Les_new Name2==Name1 +
-  } +
- } +
-};+
 </code> </code>
  
-Locale+ 
 +====== KeyPoint ======
  
 <code cpp> <code cpp>
-Locale + KeyPoint 
-+ { 
- LongBool  Always1;  +  LongBool  Always1; 
- String    ClassName;  //"Noe_Lany" +  String    ClassName;  //&quot;Noe_Lany&quot; 
- RGBA      Colour[3]+  RGBA      AreaColor,OutlineColor
- ShortBool ShortInd;  +  ulong     DisplayStyle; 
- float     Offset[2];  // map relative +  ShortBool Visible
- float     Size[2];    // 250 x 250.0 eg +  float     Offset[[2]];  // map relative 
- ulong     ID;         // 0,1,2,3,4,5,6.... +  float     Size[[2]];    // 250 x 250.0 eg (widht and height) 
- BisString TownName;   //"Lipany""Hill" +  ulong     ID;         // 0,1,2,3,4,5,6.... 
- BisString LocaleType; //"NameCityNameCityCapital, NameVillage, NameLocal, VegetationBroadLeaf,Hill,Marine,ViewPoint +  BisString TownName;   //&quot;Lipany&quot;&quot;Hill&quot; 
- BisString NoName    // always null +  BisString LocaleType; //&quot;NameCity&quot; NameCityCapital, NameVillage, NameLocal, VegetationBroadLeaf,Hill,Marine,ViewPoint 
-}+  BisString ClassText // &quot;canOcclude=1; BumbleButt='FlowControl2&quot;; ++=)#4555Semi&quot; 
 + }
 </code> </code>
  
 Each of these locales have a LocaleType. Some of which are: Each of these locales have a LocaleType. Some of which are:
  
-  * NameCity +*NameCity
-  * NameCityCapital +
-  * NameVillage +
-  * VegetationBroadLeaf (Forest) +
  
 +*NameCityCapital
 +
 +*NameVillage
 +
 +*VegetationBroadLeaf (Forest)
  
 There is always a classname associated with this locale, There is always a classname associated with this locale,
  
-  * Forest_Owls +*Forest_Owls 
-  * Abel_LaTrinite + 
 +*Abel_LaTrinite
  
 and in most cases a text name and in most cases a text name
Line 609: Line 602:
 "La Refuge Des Chassuers" "La Refuge Des Chassuers"
  
-(Type Viewpoints and Marine eg) do not have names associated with them. There is no "placein the sea.+(Type Viewpoints and Marine eg) do not have names associated with them. There is no &quot;place&quot; in the sea.
  
-Enums 
  
-ObjectClassEnum+====== Background ======
  
 <code cpp> <code cpp>
-enum ObjectClassEnum +  Background // this structure has not been seen 
-+  
- Natural = 1, +       String BackgroundFilename;//&quot;sat_lco.bmp&quot; 
- Artificial = 2, +       String BackgroundName; //&quot;overlay1&quot; 
- ArtificialAndDefinedInRoad = 5, +       float  OffsetXY[[2]]; 
- Road = 3 +       float  SizeXY[[2]]; 
-}+       ulong  Transparency; 
 +       shortBool Visible; // or ulong? 
 +  }
 </code> </code>
  
-MarkerTypeEnum+ 
 +====== Selection ======
  
 <code cpp> <code cpp>
-enum MarkerTypeEnum + Selection 
-+ { 
- Rectangular = 0, +  ushort       strlen; 
- Elliptical 1+  char[[]]       SelectionName[[strlen]];  // NOT null terminated 
 +  ulong        nSubSelections; 
 +  SubSelection SubSelections[[nSubSelections]] 
 + } 
 +</code> 
 + 
 +====== SubSelection ====== 
 + 
 +<code cpp> 
 + SubSelection 
 + { 
 +  ulong ObjectId; 
 +  byte  Type; 
 +  byte  Unknown[[7]];
 } }
 </code> </code>
 +
 +
 +====== Enums ======
 +
 +====== ObjectClassEnum ======
 +
 +<code cpp>
 +  enum ObjectClassEnum
 +  {
 +     Natural = 1,
 +     Artificial = 2,
 +     Road = 3,
 +     Forest = 4,
 +     ArtificialAndDefinedInRoad = 5
 +  }
 +</code>
 +
 +
 +====== MarkerTypeEnum ======
 +
 +<code cpp>
 +  enum MarkerTypeEnum
 +  {
 +     Rectangular = 0,
 +     Elliptical = 1
 +  }
 +</code>
 +
 +As of v60 a rarely used sub structure with ObjTemplates.
  
arma/file_formats/pew.1243679612.txt.gz · Last modified: 2009/05/30 10:33 by snakeman

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