*: Add Markdown file documentation to //datadoc
:) Finally. Might as well.
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datadoc/msh.md
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datadoc/msh.md
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# Europa Model Mesh (.msh)
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> [!WARNING]
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> This document is mostly complete, however some pieces of it are not.
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Europa mesh files are used to store submodel data. They are referenced by .mdl files.
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# Magic/version
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Magic/version is indicated as 2 Windows (CR-LF) formatted lines:
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- `MESH\r\n`
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- `[version]\r\n`
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A file which does not start with the first line SHALL be rejected as a invalid .msh regardless of version.
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The following versions are known to exist:
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| Version | Description |
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| ------- | ------------------------------------------------------------------------------------------------------------------------- |
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| 1.2 | Very early text format. Used by a grand total of one accidentally shipped(?) mesh (RESOURCE.PAK `model\default.msh`) file |
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| 2.0 | Binary format. Used by literally everything else |
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# Version 1.2
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> [!CAUTION]
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> This format is currently not supported by libeuropa, since it can more than likely be imported by hand. Maybe for historic curiousity I'll document it later, but don't expect much.
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# Version 2.0
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### Block
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Mesh 2.0 files use a block structure for lists of information.
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A block consists of a 16-bit unsigned integer of count of items (not bytes!) in that block, then the serialized items themselves.
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A empty block will always be serialized as just `00 00` regardless of type.
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### Mesh piece
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A mesh piece is used to change material or potentionally to split a mesh if it exceeds 64k verts.
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In practice it's usually probably the first one.
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First the material name is read (until a new line character is read). This corresponds to a <!-- FIXME: Write doc --> .mtl material file the game will also parse.
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Next, the following blocks are read and parsed:
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- Vertex block. This block corresponds of Vec3s (your usual float x, float y, float z deal) which repressent each vertex.
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- Vertex color block. Consists of a struct of rgba colors for each vertex.
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- Normal block. Consists of Vec3s which define normal. May possibly not be pressent (normals probably have to be generated then.)
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- UV block. This consists of a set of UV coordinates over all verticies (and there can be multiple UVs, but I haven't fully worked this out..)
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- Face block. This consists of 3 uint16 face indicies for XYZ for each vertex.
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In version 2.0, the mesh file consists of a block of mesh pieces, except there will be at least one in a valid mesh file.
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datadoc/pak.md
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datadoc/pak.md
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# Europa Package Files (.PAK)
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> [!WARNING]
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> This document is incomplete and needs more details.
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Package files are used by the Europa engine's core filesystem APIs to boost file performance.
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## Versions
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| Version | Estimated dates |
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| ------- | ------------------------------------------------------------------------- |
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| 3 | ? - July 2000. Seen in very early PMDL exports only |
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| 4 | August 2000 - Feburary 2001 (Used for packages built closer to ship date) |
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| 5 | Sometime 2001 - March 2002 (Used for Jedi Starfighter) |
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Versions 3 and 4 are relatively similar, with only minor differences.
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datadoc/tex.md
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datadoc/tex.md
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# Europa PS2 Texture File (.tex)
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On PS2, the Europa engine uses a homebrew texture format, known as "YATF" or, ~~probably~~ definitely **Y**et **A**nother **T**exture **F**ormat. Glad to know this team had some humour to them.
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# Versions
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| Version | Details |
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| ------- | ---------------------------------------------------------------------------------------------------------------- |
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| 1 | Introduced in Starfighter. |
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| 2 | Introduced in Jedi Starfighter. Breaks the FourCC magic and adds a 4bpp mode while jumbling all the other modes. |
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# Header
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The .tex file header is one of the few filetypes in Europa which uses a proper FourCC magic. However this becomes rapidly annoying as you'll see later.
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```cpp
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struct yatfHeader {
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uint32_t magic;
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uint16_t version;
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Format format; // Version-specific
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uint8_t unknown; // ?
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uint32_t unknownZeroed; // Zeroed on all files
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uint32_t width;
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uint32_t height;
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};
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```
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### Version 1
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Version 1 writes its magic (in LE) as `FTAY`.
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Version 1 formats are:
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| Int | Format type |
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| --- | ---------------------- |
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| 0 | 8bpp CLUT (256 colors) |
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| 2 | 24bpp direct color |
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| 3 | 32bpp RGBA8888 |
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### Version 2
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Version 2 writes its magic (in LE) as `YATF`. I have no clue why they did this because it pretty much means they broke the format anyways.
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Version 2 formats are:
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| Int | Format type |
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| --- | ---------------------- |
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| 1 | 8bpp CLUT (256 colors) |
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| 3 | 24bpp direct color |
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| 4 | 32bpp RGBA8888 |
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| 5 | 4bpp CLUT (16 colors) |
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