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SOB.bt
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//------------------------------------------------
//--- 010 Editor v7.0 Binary Template
//
// File: SOB.bt
// Authors: Alexandr Evdokimov
// Version: 1.0
// Purpose: Rainbow six .sob file format
// File Mask: .sob
//
// History:
//
// 2019.01 v1.0
// 2018.04 v0.6
// 2016 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 {
UINT Red;
UINT Green;
UINT Blue;
} COLOR;
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;
if (readCString() == "Version")
{
struct {
CSTRING Name <name="Version">;
UINT Value;
} VERSION;
}
CSTRING Name <name="Name">;
} SECTION_HEADER <name="Header">;
typedef enum <uint> {
Opaque = 0,
unknown = 1,
LookupCXP = 3
} ALPHA_METHOD;
typedef struct {
UINT x;
UINT y;
UINT z;
} VECTOR3_LONG;
typedef struct {
FLOAT x;
FLOAT y;
FLOAT z;
} VECTOR3;
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
COLOR Ambient;
COLOR Diffuse;
COLOR Specular;
FLOAT SpecularLevel; //o.o5
BOOL twoSided;
} MATERIAL_PROPERTIES <name="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 Count;
CSTRING Name;
} HEADER;
UINT Count;
UINT VertexIndexes[Count];
UINT Count;
UINT FaceIndexes[Count];
UINT GeometryFlags; // Each bit corresponds to another flag on this mesh, such as Collision, Climbable, Invisible etc.
CSTRING Name <name="String">;
UINT Unknown ;
} MESH <name=objectName>;
string objectName(MESH &Mesh)
{
return Mesh.HEADER.Name.Text;
}
typedef struct {
SECTION_HEADER Header;
if (exists(Header.VERSION))
{
UINT Unknown;
UINT Unknown;
};
UINT Count <name="Number of vertexes">;
typedef struct (int arraySize) {
VECTOR3 array[arraySize];
} VERTEXES;
VERTEXES Vertexes(Count ) <name="Vertexes">;
struct {
UINT Count;
typedef struct {
VECTOR3 Normal <name="Normal">;
POINT2 UV <name="UV">;
FLOAT Unknown;
COLOR Color <name="Color">;
} V_DATA;
V_DATA VertexData[Count] <name="Vertex parameters">;
} VERTEX_DATA <name="Vertex data">;
struct {
UINT Count;
typedef struct {
VECTOR3_LONG Indexes <name="Vertex indices">;
VECTOR3_LONG Indexes <name="Vertex Param indices">;
VECTOR3 Normal <name="Normal">;
UINT Unknown;
INT MaterialIndex;
} FACE <name="Face">;
FACE FaceData[Count] <name="Faces">;
} FACE_DATA <name="Face data">;
struct {
UINT Count;
typedef struct (int arraySize) {
MESH array[arraySize] <optimize=false>;
} MESH_ARRAY;
MESH_ARRAY Meshes(Count);
} MESHES <name="Meshes">;
} OBJECT <name=ObjectName>;
string ObjectName(OBJECT &object)
{
return "Name: " + object.Header.Name.Text;
}
struct {
SECTION_HEADER Header;
UINT Count <name="Object Count">;
typedef struct (int arraySize) {
OBJECT array[arraySize] <optimize=false>;
} OBJECTS;
OBJECTS Objects(Count) <name="Objects">;
} GEOMETRYLIST <name="GeometryList Section">;
// EndModel token
CSTRING EndModel <name="EndModel token">;