KMD

From mgsdevwiki
Revision as of 01:16, 22 November 2019 by SecaProject (talk | contribs) (Metal Gear Solid (PC/PSX))
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search

KMD

  • Format Type : Model
  • Mesh : Quad
  • Acronym : Konami MoDel (unconfirmed)

Format Specifications

Metal Gear Solid (PC/PSX)

Header
uint32 {4} Number of visble objects
uint32 {4} Number of objects
int32 {4} Starting model bounding box's y coord
int32 {4} Starting model bounding box's z coord
int32 {4} Starting model bounding box's x coord
int32 {4} Ending model bounding box's y coord
int32 {4} Ending model bounding box's z coord
int32 {4} Ending model bounding box's x coord
Object
uint8 {1} bitflag
No function
No function
No function
No function
No function
Enlightened
Transparent
Unknown
uint8 {1} bitflag
Unknown
Unknown
Unknown
Unknown
Unknown
Draw textures on both sides
Unknown
Unknown
uint16 {2} Unkonwn
uint32 {4} Number of faces
int32 {4} Starting object bounding box's y coord
int32 {4} Starting object bounding box's z coord
int32 {4} Starting object bounding box's x coord
int32 {4} Ending object bounding box's y coord
int32 {4} Ending object bounding box's z coord
int32 {4} Ending object bounding box's x coord
int32 {4} Bone Y coord
int32 {4} Bone Z coord
int32 {4} Bone X coord
int32 {4} Parent bone ID
uint32 {4} Unknown
uint32 {4} Number of vertexs
uint32 {4} Vertex coords offset
uint32 {4} Vertex order offset
uint32 {4} Number of normal vertexs
uint32 {4} Normal vertex coords offset
uint32 {4} Normal vertex order offset
uint32 {4} UV offset
uint32 {4} Texture name offset
vertex/normal vertex coords table
int16 {2} Y coord
int16 {2} Z coord
int16 {2} X coord
int16 {2} Weight
vertex/normal vertex order table
uint8 {1} First vertex order
uint8 {1} Second vertex order
uint8 {1} Third vertex order
uint8 {1} Fourth vertex order
UV table
int8 {1} U coordinate map
int8 {1} V coordinate map
texture filename table
uint16 {2} PCX hashed filename

Tools