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CHR.bt
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//------------------------------------------------
//--- 010 Editor v7.0 Binary Template
//
// File: CHR.bt
// Authors: AlexKimov
// Version: 1.1
// Purpose: Ghost Recon CHR file
//
// History:
//
// 2019.01 v1.1
// 2018.04 v1.0
// 2017.01 v0.9
// 2016.12 v0.4 initial release
//------------------------------------------------
typedef enum <ubyte> {
no = 0,
yes = 1
} BOOL; // bool data type
typedef struct {
UINT Length;
char Text[Length];
} CSTRING;
typedef struct {
UINT SectionSize;
UINT ID;
struct {
CSTRING Name <name="Version">;
UINT Value;
} VERSION;
CSTRING Name <name="Name">;
} SECTION_HEADER <name="Header">;
typedef struct {
FLOAT x;
FLOAT y;
} POINT2;
typedef struct {
UINT16 x;
UINT16 y;
UINT16 z;
} VECTOR_SHORT;
typedef struct {
FLOAT x;
FLOAT y;
FLOAT z;
} VECTOR3;
typedef struct {
FLOAT x;
FLOAT y;
FLOAT z;
FLOAT w;
} VECTOR4;
//--------------------
// File header
// --------------------
FLOAT Version <name="Version">;
CSTRING Name <name="BeginModel">;
//--------------------
// MATERIALLIST
// --------------------
typedef struct {
FLOAT Red;
FLOAT Green;
FLOAT Blue;
FLOAT Alpha;
} COLOR;
typedef struct {
SECTION_HEADER Header;
struct {
FLOAT Opacity;
UINT Unknown;
COLOR Ambient;
COLOR Diffuse;
COLOR Specular;
FLOAT SpecularLevel; //o.o5
BOOL twoSide;
} PARAMETERS;
} MATERIAL <name=MaterialName>;
typedef struct {
SECTION_HEADER Header;
BOOL Unknown;
CSTRING Name <name="Texture .rsb file name">;
struct {
UINT TransparencyType; // 0 2 3
UINT IsTiled; // 1 - u-tile, 2 - v-tile, 3 - both none
FLOAT SelfIllumination; // 0
} PARAMETERS;
} TEXTURE <name=TextureName>;
string MaterialName(MATERIAL &material) {
return "Name: " + material.Header.Name.Text;
}
string TextureName(TEXTURE &texture) {
return "FileName: " + texture.Name.Text;
}
struct {
SECTION_HEADER Header;
UINT Count <name="Number of materials">;
typedef struct (int arraySize) {
MATERIAL array[arraySize] <optimize=false>;
} MATERIALS;
MATERIALS Materials(Count) <name="Materials">;
UINT Count <name="Number of textures">;
if (Count > 0)
{
typedef struct (int arraySize) {
TEXTURE array[arraySize] <optimize=false>;
} TEXTURES;
TEXTURES TextureArray(Count) <name="Textures">;
};
} MATERIAL_LIST <name="Material List">;
//--------------------
// GEOMETRYLIST
// --------------------
struct {
SECTION_HEADER Header;
UINT Count <name="Number of models">;
typedef struct {
SECTION_HEADER Header;
BOOL DarkMapped <name="DarkMapped">;
BOOL CastShadows <name="CastShadows">;
struct {
UINT Count <name="Number of vertexes">;
typedef struct (int arraySize) {
VECTOR3 array[arraySize];
} VERTEXES;
VERTEXES Vertexes(Count) <name="Vertexes">;
} VERTEXES_SECTION <name="Vertex section">;
UINT Count <name="Number of meshes">;
typedef struct {
struct {
BYTE Unknown; // 1
BYTE DetailedDarkmap;
BYTE DetailTexture;
UINT MaterialIndex;
UINT isTextured;
if (isTextured > 0)
{
UINT TextureIndex;
if (DetailTexture > 0)
UINT DetailTextureIndex;
};
struct {
UINT Unknown;
UINT SelfIlluminationMap;
UINT SpecularMap;
UINT BumpMap;
UINT ReflectionMap;
UINT MapCount;
} MAPPING;
} TEXTURE_PARAMETERS;
struct {
UINT Count <name="Number of faces">;
typedef struct (int arraySize) {
VECTOR4 array[arraySize];
} NORMALS1;
NORMALS1 Normals(Count) <name="Normals??">;
typedef struct (int arraySize) {
VECTOR_SHORT array[arraySize];
} FACE_INDEXES;
FACE_INDEXES FaceIndexes(Count) <name="Face Indexes">;
typedef struct (int arraySize) {
VECTOR_SHORT array[arraySize];
} TEXTURE_INDEXES;
TEXTURE_INDEXES TextureIndexes(Count) <name="Texture Indexes">;
UINT VertexCount;
UINT TextureCount;
typedef struct (int arraySize) {
VECTOR3 array[arraySize];
} NORMALS2;
NORMALS2 Normals(VertexCount) <name="Normals">;
typedef struct (int arraySize) {
POINT2 array[arraySize];
} UVs;
UVs TextureCoordinates(VertexCount*TextureCount) <name="Texture coordinates">;
typedef struct (int arraySize) {
COLOR array[arraySize] <optimize=false>;
} FACE_COLOR;
FACE_COLOR FaceColor(VertexCount) <name="Faces colors">;
} FACE_PARAMETERS;
} MESH <name="Mesh">;
typedef struct (int arraySize) {
MESH array[arraySize] <optimize=false>;
} MESHES;
MESHES Meshes(Count) <name="Meshes">;
} OBJECT;
typedef struct (int arraySize) {
OBJECT array[arraySize] <optimize=false>;
} OBJECTS;
OBJECTS Objects(Count) <name="Meshes">;
UINT Unknown;
} GEOMETRY_LIST <name="Geometry List">;
CSTRING Name <name="EndModel">;
//--------------------
// Skeleton, Weights
// --------------------
typedef struct {
struct {
UINT ID; // 37
struct {
CSTRING Name <name="Version">;
UINT value; // 1
} VERSION_STRING;
CSTRING Name <name="Bone name">;
} BONE_HEADER;
VECTOR3 Position;
VECTOR4 Rotation;
FLOAT Unknown; // 0
UINT Count;
if (Count > 0)
struct {
Bone(Count);
} CHILDREN;
} SKELETON_BONE <name=getBoneName>;
void Bone(uint count)
{
local uint i;
for (i = 0; i < count; ++i)
SKELETON_BONE bone;
};
// BoneName function
string getBoneName(SKELETON_BONE &bone) {
return "Name: " + bone.BONE_HEADER.Name.Text;
}
struct {
struct {
Bone(1);
} SKELETON <name="Skeleton">;
struct {
struct {
CSTRING Name <name="Skin">;
UINT ID; // 1
CSTRING Name;
} HEADER <name = "Header">;
UINT VertexCount;
typedef struct {
UINT VertexIndex;
UINT BoneCount;
if (BoneCount > 0)
{
typedef struct {
CSTRING Name;
FLOAT VertexWeight;
} BONES;
BONES Bones[BoneCount] <optimize=false>;
};
} VERTEX_WEIGHT <name = "Vertex Weight">;
typedef struct (int arraySize) {
VERTEX_WEIGHT array[arraySize] <optimize=false>;
} VERTEX_WEIGHT_ARRAY;
VERTEX_WEIGHT_ARRAY VertexWeightArray(VertexCount) <name="Weights">;
} WEIGHT_TABLE <name="Weight Table">;
} SKELETON <name="Skeleton + Weights">;