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  #1  
Old 2007-11-26, 20:35
Leslie Leslie is offline
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OBL and structure

Hey there,

I've searched in the forum about OBL files, but I did not found an answer for my problem.


Thanks to LBADeCOMP, I can decompress an OBL file, giving me all the objects data for its island. For example, 86 objects for the Citadel island.

Correct me if I'm wrong, it should be a list of vertices with world coord, texture coord ...and maybe more ?

So now I'm wondering what is the structure template for a vertex, in order to manipulate them, as I'm not an expert at decyphering hexa code
Edit : found a listing http://chaosfish.free.fr/lbafileinfo/


Thank you for any answer, and sorry if it has already be answered.

Leslie

Last edited by Leslie; 2007-11-26 at 20:51.
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  #2  
Old 2007-11-26, 21:18
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Battler Battler is offline
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- Leslie: First of all, the .OBL files have the static objects of the islands in them, in the LBA 2 3-D Model Format, which is still not known.

The island terrain, texture, etc. data is all in the .ILE files, and the terrain is specified in form of 65x65 height maps, with each point having a height, ranging from 0 to 32767.
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  #3  
Old 2007-11-26, 21:53
Leslie Leslie is offline
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Thanks for your answer OBrasilo.

I've already exported everything from the ILE files, with yaz0r's code (ileHandler.cpp) that I found in this forum (I've made a thread about my progress in the creation forum).

About the object format, yaz0r must have found it as his 'lba2ExtViewer' renders each island with objects, so I hoped it would have been released some day.

Anyway, I'm going to try to decypher it then!

Leslie.
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  #4  
Old 2007-11-26, 22:31
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- Leslie: Can you post the specifications of the format you've managed to decipher so far?
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  #5  
Old 2007-11-26, 22:59
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Hey Leselie,
Quote:
Originally Posted by Leslie View Post
Please use http://lba.fishos.cc/fileinfo/ instead, it's newer and better (and maybe even contribute to it if you want to )
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  #6  
Old 2007-11-27, 20:59
Leslie Leslie is offline
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Thanks ChaosFish
I think there's a problem with citabau.obl, that should be citadel.obl.

As for the format, I sure will post specifications if I make any progress !
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  #7  
Old 2007-11-27, 21:47
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Quote:
Originally Posted by Leslie View Post
Thanks ChaosFish
I think there's a problem with citabau.obl, that should be citadel.obl.
There are two Citadel Islands in LBA 2: The one when it's raining and the one after the storm has been cleared. One is Citadel and the other is Citabau, and they have different files. (Don't ask me which is which one. )
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  #8  
Old 2007-11-27, 21:50
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hmm, the only difference between those two files should be the palette. Assuming the only difference is that one is 'darker' than the other when it's raining.
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  #9  
Old 2007-11-27, 22:00
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The raining Citadel Island had posts at the sewer grate near Chez Luc.
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  #10  
Old 2007-11-27, 22:18
Leslie Leslie is offline
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My bad
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  #11  
Old 2007-11-28, 20:01
Leslie Leslie is offline
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I've got some questions

How did you make those lists ? ( http://lba.fishos.cc/fileinfo/index....u=obl2&ww=1280 )

Inside an OBL file, how do you know when an object declaration begins, how do you find what object it is ?

Is there an header at the beginning of the file, with a table, or some bytes allocated for a name before each object ?

I'm asking this because it would help me finding the pattern, and i'd also be able find what to extract with LBADeCOMP to have one of the crates there is in ASCENCE, as it might be easier to work with such a shape.

For now, I'm trying to find something with the dome in CITABAU, as there should be a characteristic pattern, here's what I'm thinking (I love to post screenies sorry ):



There should 3 'levels' of vertices (A, B and C on the drawing) with the same height, and for each level, 16 vertices.
That should be something 'easy' to recognize, I think...

(I made this drawing with the ileViewer yazor made, when you zoom close enough you can see triangles)

I a complete newbie with decyphering raw code, so any comment is welcome..
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  #12  
Old 2007-11-29, 21:13
Leslie Leslie is offline
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Been trying for some time, but I guess it's too hard for me, and not my cup of tea.
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  #13  
Old 2007-12-04, 22:29
Leslie Leslie is offline
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The black area would be a header, very similar between different object files.
As for the rest, that might be what I was looking for.

Last edited by Leslie; 2007-12-04 at 22:35.
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  #14  
Old 2007-12-04, 22:40
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Nice to see another WinHEX hacker
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  #15  
Old 2007-12-04, 22:57
Leslie Leslie is offline
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Hehe
The compare function makes it so useful indeed !

And a fast update : I tested my guess and...



Seems ok
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  #16  
Old 2007-12-05, 00:46
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Nice to see someone grabbing new seams to discover. Continue with the good work. I'll follow your improvements
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  #17  
Old 2007-12-05, 19:51
Leslie Leslie is offline
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Hi alexfont !

I've seen you've made a LB1 model viewer, and an animation viewer aswell !
(It doesn't seem you've released the source codes for them ?)

I guess(hope ) you must have looked at LB2 models and if so, is the format similar in some way ?

Right now I'm wondering how the vertices are stored. With the dome example, it's coherent with a triangles fan for the first vertices, but it's only working for the top of the dome.
In a screen on your website I can see your viewer is detecting sphere, how is that defined in the data ?
Are there other primitives ?

Well.. i got a lot of questions

Thanks for any answer !

Edit :
Just downloaded the animation viewer and found 'LBA 3D Models Format.txt' ...
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  #18  
Old 2007-12-08, 16:21
Leslie Leslie is offline
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Hey,

I've started working with alexfont LBA1 format !

From what i've seen, points and lines declaration are the same as LBA1.
Points number is in 64h !

And that's it ! Gonna keep working on this, this weekend
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  #19  
Old 2007-12-19, 18:59
Leslie Leslie is offline
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No, I'm not dead ! Yet.
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  #20  
Old 2007-12-22, 13:41
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Hey Leslie, sorry the late reply.

Give me your e-mail and I'll sent my Animator Studio source code. I didn't release it to public because it have things there were made by yaz0r which I still need to clean up one day.

I never had the time to look well into LBA2 model format but it is similar to LBA1, but with better and new techniques. Like the bones, LBA1 use a old bone idea and LBA2 already use a bone hierarchy like we have now-a-days in the common 3D.

Unfortunately my LBA1 format won't be so much help because it is very incomplete, so you can have a better guide looking at the code directly. I know someone is doing an improved version of this format to include in http://lba.fishos.cc/fileinfo/ project but I don't remember if its Omni or other member.

Yaz0r already give his source code from LBA2 models and he also already give me permissions to give it to other people who contact me, so, give me your e-mail and I'll send you my and his source.
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  #21  
Old 2008-02-09, 16:30
Leslie Leslie is offline
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Hey there !

I've been working on the format again, and I've made some progress !

I might have got the pattern for the vertices structures. If anyone is interested I'll explain it !



There are a lot of dark areas still, like the 96 bytes header, the end of file, colors, etc..
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  #22  
Old 2008-02-09, 20:49
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Wow, that's so great !
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  #23  
Old 2008-02-09, 20:58
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Yeah, great work! Keep working dude
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  #24  
Old 2008-02-10, 15:41
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- Leslie: Sure, could you write a specification for this format, please?
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  #25  
Old 2008-02-10, 21:40
Leslie Leslie is offline
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This spec is more than incomplete, I've only deciphered vertices structure, and
I'm sure it's not entirely generic yet.


/*--------------------------------------------------------------------------------*/

LBA 2 Format Spec Try

/*--------------------------------------------------------------------------------*/

[ Header : 96 bytes ] $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$

64h : u16 : Number of vertices, type 1
66h : u16 : Number of vertices, type 2

[ Vertices, type 1 ] $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$

68h : Start, dummy data of 8 bytes, first vertex, indexed as 0, pivot maybe
70h : Vertex indexed as 1

...

Vertex structure : 8 bytes

xx xx yy yy zz zz 00 00

s16 s16 s16 dummy

...

Size calculation :

There are two secondary zones in the type 1 zone :
- Vertices : (Number of vertices, type 1) x 8
- Unknown : Same size, maybe shades


[ Vertices, type 2 ] $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$

Same structure for vertices,
No unknown zone

...

Size calculation :

(Number of vertices, type 2) x 8


[ Triangles or Quads blocks ] $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$


>>> The following couple (Header + Data) is a repeatable structure,
number of time unknown, maybe in the top header

[ Header : 8 bytes ]

aa bb cc cc dd dd 00 00

u8 u8 u16 u16 dummy


aa : Id of the block
bb : Type of data : triangles(00) or quads(80)
cc cc : Number of triangles / quads
dd dd : Size of the block

Triangle or quad structure can be 12, 24 or 32 bytes long.
Unit size is calculated dividing the size of the block by the number of
triangles or quads.


[ Data ]

- Structure of a triangle :

aa aa bb bb cc cc 00 00 + (4 or 16 or 24 bytes, probably uv mapping)

u16 u16 u16 dummy


aa aa : Index of the first vertex in the triangle
bb bb : Index of the second vertex in the triangle
cc cc : Index of the third vertex in the triangle


- Structure of a quad :

aa aa bb bb cc cc dd dd + (4 or 16 or 24 bytes, probably uv mapping)

u16 u16 u16 u16


Two triangles are made with four vertices :

a--d
|\ |
| \|
b--c


[ End of File ] $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$

I would have say : 00 FF, but it does not always end like this,
some data sometimes follow those two bytes.

Last edited by Leslie; 2008-02-10 at 21:51.
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