MDP

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This is the Model Format used for the 'Portable' line of Metal Gear games.

Format Specifications

Metal Gear Solid: Peace Walker (PSP)

Header
Size Value Extra Info
uint32 {4} Magic
uint32 {4} Number of Bones
uint32 {4} Number of Materials
uint32 {4} Number of Mesh Objects
uint32 {4} Number of Materials
uint32 {4} Hashed filename
uint32 {4} Bone Table Offset
uint32 {4} Objects Table Offset
uint32 {4} Material Table Offset
uint32 {4} Unknown May be two shorts rather than a long
uint32 {4} Unknown
uint32 {4} Unknown
uint32 {4} Unknown
float {4} Max X
float {4} Max Y
float {4} Max Z
float {4} Max W
float {4} Min X
float {4} Min Y
float {4} Min Z
float {4} Min W
Bone Table (For Number of Bones)
Size Value Extra Info
uint32 {4} Hashed Bone Name
float {4} y0 Usually 0x0 so I'm not sure
uint32 {4} Parent
float {4} w0 Usually 0x0 so I'm not sure
float {4} Rotation X
float {4} Rotation Y
float {4} Rotation Z
float {4} Rotation W
float {4} Position X
float {4} Position Y
float {4} Position Z
float {4} Position W
float {4} Max X
float {4} Max Y
float {4} Max Z
float {4} Max W
float {4} Min X
float {4} Min Y
float {4} Min Z
float {4} Min W
Material Table (For Number of Materials)
Size Value Extra Info
uint32 {4} Hashed Material Name
uint32 {4} Unknown
uint32 {4} Parent Material
uint32 {4} Unknown Possibly just padding
Object Table (For Number of Objects)
Size Value Extra Info
uint32 {4} Hashed Material Name This mesh object will use that material
uint32 {4} Flags Determines Vert Definition and how Faces are read
uint32 {4} Number of Face Indexes
uint32 {4} Face Index Offset
uint32 {4} Vertex Buffer Offset
uint32 {4} Skinning Table Offset
uint32 {4} Vertex Buffer Size
uint32 {4} Unknown Most likely padding
float {4} Max X
float {4} Max Y
float {4} Max Z
float {4} Max W
float {4} Min X
float {4} Min Y
float {4} Min Z
float {4} Min W
float {4} Position X
float {4} Position Y
float {4} Position Z
float {4} Position W
Face Index (For Number of Face Indexes)
Size Value Extra Info
uint16 {2} Unknown Always 0x0
uint16 {2} Number of Face Indices
uint32 {4} Face Index Offset if Object flag && 0xF000 = 0x1000 this is the vertex buffer offset and face index is built from vertex index
if this is 0x0 and vertex buffer offset is 0x0 vertex buffer is compressed in some way at the end of file
uint32 {4} Texture Table Offset
Texture Table
Size Value Extra Info
uint32 {4} Hashed Texture Name
uint8 {1} Unknown
uint8 {1} Unknown
uint8 {1} Unknown
uint8 {1} Unknown
uint32 {4} Colour R
uint32 {4} Colour G
uint32 {4} Colour B
float {4} Specular Power
Skinning Table
Size Value Extra Info
uint16 {2} Unknown
uint8 {1} Bone Count
For bone Count
uint8 {1} Bone Number