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ROB.bt
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//------------------------------------------------
//--- 010 Editor v7.0 Binary Template
//
// File: ROB.bt
// Authors: Alexander Evdokimov
// Version: 1.0
// Purpose: Rainbow Six Rogue Spear ROB file
// File Mask: *.rob
//
// History:
// 2019 v1.0
// 2017 v0.5 initial release
//------------------------------------------------
string readCString()
{
local uint Length;
local string Name;
Length = ReadInt(FTell());
FSkip(4);
Name = ReadString(FTell());
FSkip(-4);
return Name;
};
typedef struct {
FLOAT Red;
FLOAT Green;
FLOAT Blue;
FLOAT Alpha;
} COLOR4F;
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;
CSTRING Name <name="Version">;
if (Name.Text == "Version") {
UINT Value;
CSTRING Name <name="Name">;
};
} SECTION_HEADER <name="Header">;
typedef enum <uint> {
Opaque = 0,
unknown = 1,
LookupCXP = 3
} ALPHA_METHOD;
typedef struct {
UINT16 x;
UINT16 y;
UINT16 z;
} VECTOR_SHORT;
typedef struct {
FLOAT x;
FLOAT y;
FLOAT z;
} VECTOR3F;
typedef struct {
FLOAT x;
FLOAT y;
FLOAT z;
FLOAT w;
} VECTOR4;
typedef struct {
FLOAT x;
FLOAT y;
} POINT2;
// BeginModel token
CSTRING BeginModel <name="BeginModel token">;
//--------------------
// MaterialList
// --------------------
typedef struct {
SECTION_HEADER Header;
CSTRING Name <name="Texture filename">;
struct {
FLOAT Opacity;
FLOAT Emissive; // 0
ALPHA_METHOD alpha; // 0 - Opaque, 1 - unknown, 3 - Lookup CXP or opaque
COLOR4F Ambient;
COLOR4F Diffuse;
COLOR4F Specular;
FLOAT SpecularLevel; //o.o5
BOOL twoSided;
} MATERIAL_PROPERTIES;
} MATERIAL <name=MaterialName>;
string MaterialName(MATERIAL &material) {
return "Name: " + material.Header.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">;
} MATERIAL_LIST <name="Material list">;
//--------------------
// GeometryList
// --------------------
typedef struct {
struct {
UINT Index <name="Index of the material">;
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;
typedef struct (int arraySize) {
VECTOR3F array[arraySize];
} NORMALS2;
NORMALS2 Normals(VertexCount) <name="Normals">;
typedef struct (int arraySize) {
POINT2 array[arraySize];
} UVs;
UVs TextureCoordinates(VertexCount) <name="Texture coordinates">;
typedef struct (int arraySize) {
COLOR4F array[arraySize] <optimize=false,name="RGBA Color">;
} VERTEX_COLOR4F;
VERTEX_COLOR4F FaceCOLOR4F(VertexCount) <name="Vertex COLOR4Fs">;
} GEOMETRY_DATA <name="Geometry data section">;
} MESH <name="Mesh">;
struct {
SECTION_HEADER Header;
UINT Count <name="Number of the objects">;
typedef struct {
SECTION_HEADER Header;
SECTION_HEADER Header;
UINT Count <name="Number of vertexes">;
typedef struct (int arraySize) {
VECTOR3F array[arraySize];
} VERTEXES;
VERTEXES Vertexes(Count) <name="Vertexes">;
UINT Count <name="Number of meshes">;
typedef struct (int arraySize) {
MESH array[arraySize] <optimize=false>;
} MESHES;
MESHES Meshes(Count) <name="Meshes">;
struct {
UINT Zero;
UINT Zero;
UINT Count;
typedef struct {
struct {
UINT16 I1;
UINT16 I2;
UINT16 I3;
UINT16 Index;
} Face;
UINT Unknown; // 0
UINT Unknown;
} INDEXES;
typedef struct (int arraySize) {
INDEXES array[arraySize] <optimize=false>;
} INDEXES_ARRAY;
INDEXES_ARRAY CCArray(Count) <name="Indexes">;
UINT count;
struct {
CSTRING Name;
UINT Unknown;
UINT Count;
UINT16 Index[Count] <name="Index">;
} UNKNOWN[count] <optimize=false>;
} UNKNOWN_DATA;
} OBJECT;
typedef struct (int arraySize) {
OBJECT array[arraySize] <optimize=false>;
} OBJECTS;
OBJECTS Objects(Count) <name="Objects">;
} ROBGEOMETRYLIST <name="GeometryList">;
CSTRING EndModel <name="EndModel token">;