Difference between revisions of "LBA1:3D model"

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[checked revision][checked revision]
(added aabb fields to lba1 model)
(added bodyflag info)
 
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[ Header ]
[ Header ]
00:        u16        Body Flag
00:        u16        Body Flag (bitmask)
02:        u16        aabb mins x
02:        u16        aabb mins x
04:        u16        aabb maxs x
04:        u16        aabb maxs x
Line 69: Line 69:
10..18:        -        Unused
10..18:        -        Unused
[ / Header ]
[ / Header ]
BodyFlag:
16 bits - the 2nd bit (Little endian) marks the model as animated model


[ Points ]
[ Points ]

Latest revision as of 16:13, 29 July 2021

3D model
Extension

LM1

Occurence

LBA1

Colour
Programs supporting this format
References

Find entries of this type


LM1 files contain 3D models used by Actors and other objects in LBA 1.

Specification[edit]

--------------------------------------------------------------------------------
L I T T L E B I G A D V E N T U R E 1
3D Models Format - used for LBA 3D Object Viewer
Revision 1

Author: Alexandre Fontoura [alexfont]
Email: alexandrefontoura@oninetspeed.pt

Last Modification: 31.08.2006


[#] [ INFORMATION ] ------------------------------------------------------------

This document describes the format in which the LBA1Relentless 3D models are
stored in. I used this information in the generation of my LBA 3D Object Viewer.
If you find any errors in this document please email me the details, also if you
find new stuff please notify me.
This information is provided AS IS.


[#] [ 3D BASICS ] --------------------------------------------------------------

Here's some 3D little notions this document will talk about.

- Points: is an entity with a location in space.

- Elements: is a group of various points.

- Shades: is the blocking of sunlight by any object, and also the shadow
          created by that object.

- Polygons: is a closed planar path composed of a finite number of
            sequential line segments.

- Vertexs: is a corner of a polygon (where two sides meet).


[#] [ FORMAT ] -----------------------------------------------------------------

u16 = unsigned short (16bit)
u32 = unsigned int (32bit)
byte (8bit)

+ = to add in the previeous script bytes

--------------------------------------------------------------------------------

[ Header ]
00:        u16        Body Flag (bitmask)
02:        u16        aabb mins x
04:        u16        aabb maxs x
06:        u16        aabb mins y
08:        u16        aabb maxs y
0A:        u16        aabb mins z
0C:        u16        aabb maxs z
0E:        u16        Dummy Offset (to jump to offset 1A)
10..18:         -        Unused
[ / Header ]

BodyFlag:
16 bits - the 2nd bit (Little endian) marks the model as animated model

[ Points ]
1A:        u16        Number of points in the body

  |> Do this "Number of points in the body" times.
        [ Point ]
        00:        u16        X Coordinate
        02:        u16        Y Coordinate
        04:        u16        Z Coordinate
        [ / Point ]
[ / Points ]

Information provided by: alexfont