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Mar 18th, 2017
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  1. wmb_header { // all offsets relative to begining of WMB header
  2. LONG magic "WMB4"
  3. LONG version // ? always -1
  4. SHORT vertex_stride // ? vertex stride 0x00 = 24 | 0x01 = 32
  5. SHORT ukn02
  6. SHORT primitive_type // 0x00=trilist | 0x01= trilist
  7. SHORT ukn03
  8. LONG ukn04
  9. LONG ukn05
  10. LONG ukn06
  11. LONG ukn07
  12. LONG ukn08
  13. LONG ukn09
  14. LONG buffer_table_offset // offset to vertex buffer header offset? lol
  15. LONG buffer_count
  16. LONG element_table_offset // offset to unknown data, after faces buffer
  17. LONG element_count
  18. LONG material_table_offset
  19. LONG bone_table_offset
  20. LONG bone_count
  21. LONG ukn17_offset
  22. LONG ukn17_count
  23. LONG ukn18_offset
  24. LONG ukn18_count
  25. LONG ukn19_offset // material related?
  26. LONG ukn19_count
  27. LONG ukn20_offset
  28. LONG ukn20_count
  29. LONG mesh_table_offset
  30. LONG mesh_count
  31. LONG ukn21_offset // offsets to another table, that then offsets to mesh names
  32. LONG ukn22 //always 0?
  33. LONG ukn23 //always 0?
  34. LONG ukn24 //always 0?
  35. LONG ukn25 //always 0?
  36. }
  37.  
  38. buffer_table {
  39. LONG vert_offset // offset to vertex buffer
  40. LONG ukn33 // offset to vertex colour buffer?
  41. LONG ukn34 // always 0?
  42. LONG ukn35 // always 0?
  43. LONG num_verts
  44. LONG face_offset
  45. LONG num_faces
  46. }
  47.  
  48. element_table {
  49. LONG buffer_index
  50. LONG vert_start
  51. LONG face_start
  52. LONG vert_count
  53. LONG face_count
  54. }
  55.  
  56. material_table {
  57. LONG ukn31_table_offset
  58. LONG count
  59. LONG ukn33
  60. LONG ukn34
  61. LONG ukn35
  62. LONG ukn36
  63. LONG ukn37
  64. LONG ukn38
  65. }
  66.  
  67. ukn31_table {
  68. LONG index
  69. LONG name_index
  70. SHORT ukn40
  71. SHORT ukn41
  72. LONG ukn42
  73. }
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