Difference between revisions of "TRE:TRE Breakdown"

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m (WS - world snapshot: OCD Punctuation fixing.)
m (Reverted edits by Viaron (talk) to last revision by ThePowerking)
 
Line 75: Line 75:
 
{{Box_TREformats|CEF ''format''|
 
{{Box_TREformats|CEF ''format''|
 
<pre>
 
<pre>
Client Effect Files are used to bundle Sound (.SND) and Particle Effect (.PRT) files together.
 
  
File chain:
+
 
/clienteffect/<filename>.cef
+
 
/appearance/<filename>.prt
+
or
+
/sound/<filename>.snd
+
 
</pre>
 
</pre>
 
}}
 
}}
Line 89: Line 85:
 
{{Box_TREformats|CFG ''format''|
 
{{Box_TREformats|CFG ''format''|
 
<pre>
 
<pre>
CFG Files provide setting and control information to the client.
 
  
Structure:
 
[Header Option]
 
Setting=Boolean
 
 
NOTE: Boolean = True or False in the form of a 0 (false) and 1 (true), so to enable a setting would be
 
Setting=1
 
And to disable it (setting it to false) would be
 
Setting=0
 
 
A full list of options that can be added or specified nto the user.cfg file of the client is:
 
 
[SwgClient]
 
allowMultipleInstances
 
setJtlRetailIfBetaIsSet
 
 
[ClientAnimation]
 
logPriorityHandling
 
disableCombatTrumping
 
 
[ClientAudio]
 
Enabled
 
disableMiles
 
 
[ClientDirectInput]
 
useJoySticks
 
useMouse
 
windowsKeyEnabledWhenWindowed
 
windowsKeyEnabledWhenFullscreen
 
enableForceFeedback
 
 
[ClientGame]
 
disablePreloadAssetManager
 
disableLensFlares
 
fogDisable
 
debugPrint
 
allowDefaultTemplateParams
 
autoConnectToLoginServer
 
autoConnectToCentralServer
 
autoConnectToGameServer
 
nextAutoConnectToGameServer
 
autoQuitAfterLoadScreen
 
skipIntro
 
skipSplash
 
hudDisabled
 
cuiTest
 
cuiStringList
 
testFloor
 
useCustomInputMaps
 
worldSnapshotIgnorePobChanges
 
disableRemoteObjectInterpolation
 
disableCreatureTurningAnimation
 
ambientLightInCells
 
logCombatActionmessages
 
logCombatPlaybackSelection
 
logFireProjectileAction
 
logGrenadeLobAction
 
logTrailActions
 
logCloneWeaponAction
 
forceTrailsOnAllActions
 
disableCombatSpecialMoveEffects
 
logContainerProcessing
 
debugPortalCameraPathDragPlayer
 
invertMouse
 
showAttachmentsInFirstPerson
 
characterCreationLoadoutsEnabled
 
autoInviteReject
 
preloadWorldSnapshot
 
profanityFiltered
 
runWhenMoving
 
showClientRegionChanges
 
preloadPlayerMusicManager
 
useInteriorLayoutFiles
 
allowShootingDeadTarget
 
enablePostIncapDeathPostureChangeLockoutPeriod
 
0fd345d9
 
allowCustomerContact
 
anonymousCrashReports
 
enableChatLogging
 
disableVehicleRiderCombatAnimationState
 
shipAutoLevelDefault
 
validateShipParkingLocation
 
setJtlRetailIfBetaIsSet
 
SplitMeshTestRandomizationEnable
 
 
[ClientGame/ClientInteriorLayoutManager]
 
logApplyInteriorLayoutCreates
 
 
[ClientGraphics/ShaderPrimitiveSetTemplate]
 
createCollisionDataForNonCollidablePrimitives
 
 
[SharedFoundation]
 
windowed
 
noExceptionHandling
 
fpuExceptionPrecision
 
fpuExceptionUnderflow
 
fpuExceptionOverflow
 
fpuExceptionZeroDivide
 
fpuExceptionDenormal
 
fpuExceptionInvalid
 
demoMode
 
useRemoteDebug
 
profilerExpandAllBranches
 
memoryManagerReportAllocations
 
memorymanagerReportOnOutOfMemory
 
memoryManagerDebugDumpOnRemove
 
lookUpCallStackNames
 
verboseHardWareLogging
 
verboseWarnings
 
causeAccessViolation
 
 
[ClientGraphics]
 
windowed
 
borderlessWindow
 
validateShaderImplementations
 
screenShotBackbuffer
 
disableMultiStreamVertexBuffers
 
disableOcclusionCulling
 
nPatchTest
 
logBadCustomizationData
 
useHardwareMouseCusor
 
hardwareMouseCursorUseOriginalAlpha
 
constraintMouseCursorToWindow
 
enableLightScaling
 
loadAllAssetsRegardlessOfShaderCapability
 
loadGpa
 
 
[ClientObject]
 
disableShadowVolumeStreamerDetector
 
forceLowDetailLevels
 
forceHighDetailLevels
 
preloadDetailLevels
 
detailAppearancesWithoutSprites
 
disableMeshTestShapes
 
renderShadows
 
meshShadows
 
crossFadeEnabled
 
 
[ClientObject/DetailAppearanceTemplate]
 
skipL0
 
 
[ClientParticle]
 
disable
 
 
[ClientSkeletalAnimation]
 
skipL0
 
logStateTraversal
 
logActionSelection
 
logAnimationLoading
 
logAnimationlookup
 
logSktCreateDestroy
 
logStringSelectorAnimation
 
renderplaybackScriptFeedback
 
allowSameTrackTrumping
 
logSameTrackTrumping
 
lodManagerEnable
 
skeletonSegementsanityCheckerEnabled
 
optimizeSkinnedIndexBuffers
 
disableBatcher
 
 
[ClientTerrain]
 
warmCache
 
UseOcclusion
 
useClientServerProceduralTerrainAppearanceTemplate
 
useRealGeometryForOcclusion
 
terrainMultiThreaded
 
radialFloraSortFrontToBack
 
showChunkExtents
 
heightBiasDisabled
 
enableFlora
 
preloadGroups
 
disableTerrainClouds
 
disableTimeOfDay
 
useNormalizedTime
 
disableTerrainBlending
 
sharedGroupUseFirstChildOnly
 
disableClouds
 
enableLightScaling
 
dynamicFarFloraEnabled
 
dynamicNearFloraEnabled
 
staticNonCollidableFloraEnabled
 
 
[ClientTextureRenderer]
 
disableTextureBaking
 
 
[ClientUserInterface]
 
chatBubblesEnabled
 
chatBubblesMinimized
 
chatBubbleEmotesEnabled
 
drawObjectNames
 
drawSelfName
 
allowRadialMenuPickup
 
allowTargetAnything
 
debugExamine
 
enableStartupBugReporting
 
showDamageOverHeadOthers
 
showDamageOverHeadself
 
autoJoinChatRoomOnCreate
 
alwaysSetMouseCursor
 
chatTimeStampEnabled
 
testGroupWithNpcs
 
testImageDesignWithNpcs
 
joystickMovesPointer
 
confirmObjDelete
 
groundRadarTerrainEnabled
 
settingsEnabled
 
netStatusEnabled
 
pointerModeMouseCameraEnabled
 
mouseModeDefault
 
turnStrafesDuringMouseModeToggle
 
modalChat
 
useNewbieTutorial
 
chatBoxKeyClick
 
useExpMonitor
 
targetNothingUntargets
 
drawObjectNamesPlayers
 
drawObjectNamesGroup
 
drawObjectNamesNpcs
 
drawObjectNamesGuild
 
fatalOnBadKnowledgeBaseEntry
 
fatalOnBadPoiEntry
 
displayLoadingBoxes
 
confirmCrafting
 
showPopupHelp
 
showIconNames
 
useWaypointMonitor
 
showWayPointArrowsOnScreen
 
dropShadowUiEnabled
 
dropShadowObjectNamesEnabled
 
rotateInventoryObjects
 
showInterestingAppearance
 
showModifiersWindow
 
showAFKSpeech
 
showNPCSpeech
 
reticleSelect
 
autoSortInventoryContents
 
autoSortDataPadContents
 
joystickInverted
 
cockpitCameraRecenterOnShipMovement
 
 
[SharedDebug/InstallTimer]
 
enabled
 
 
[SharedFile]
 
enableAsynchronousLoader
 
validateIff
 
 
[SharedDebug]
 
strict
 
 
[SharedImage]
 
sample
 
 
[SharedIoWin]
 
sample
 
 
[SharedMath]
 
reportRangeLoopWarnings
 
 
[SharedObject]
 
allowDisabledPortals
 
validateCellContentsAttached
 
validateWorld
 
logCustomizationDataIssues
 
debugAlterChecking
 
containerLoopChecking
 
allowDisallowObjectDelete
 
 
[SharedRandom]
 
Sample
 
 
[SharedTerrain]
 
disableGetHeight
 
debugReportInstall
 
debugReportLogPrint
 
disableFloraCaching
 
 
[SharedUtility]
 
disableFileCaching
 
logOptionmanager
 
 
[SharedGame]
 
sample
 
debugStringIds
 
fatalOnBadFormData
 
spamAsteroidGenerationData
 
displayBadStringIds
 
imageDesignerVerboseOutput
 
 
[SharedGame/Appearancemanager]
 
verboseWarnings
 
 
[SharedNetwork]
 
logAllNetworkTraffic
 
processOnSend
 
processIcmpErrors
 
reportMessages
 
enableFlushAndConfirmAllData
 
dataOnConnectionClosed
 
useNetowrkThread
 
allowPortRemapping
 
useTcp
 
reportUdpDisconnects
 
reportTcpDisconnects
 
logConnectionConstructionDestruction
 
logConnectionOpenclosed
 
logConnectionDeferredMessagesWarning
 
logSendngTooMuchData
 
networkHandlerDispatchThrottle
 
 
[SharedLog]
 
logReportLogs
 
logReportWarnings
 
logReportFatals
 
logStderr
 
 
[ClientBugReporting]
 
disableToolBugReports
 
 
[SharedPathFinding]
 
autoCreateBuildingPathNods
 
useCityRegions
 
jitterCityWaypoints
 
enableDirtyBoxes
 
enablePathScrubber
 
 
[SharedRegex]
 
sample
 
 
[ClientGame/Bloom]
 
enable
 
 
[ClientGame/OverheadMap]
 
allowRotate
 
 
[ClientProceduralTerrainAppearance_LevelOfDetail]
 
useHeightBias
 
 
[CuiCombatManager]
 
showDamageOverHeadOthers
 
showDamageOverHeadSelf
 
 
[CuiChatManager]
 
chatBoxKeyClick
 
chatBoxTimestamp
 
  
  
Line 457: Line 108:
 
==[[TRE_DDSFileType|DDS - '''DirectDraw Surface File (Texture)''']]==
 
==[[TRE_DDSFileType|DDS - '''DirectDraw Surface File (Texture)''']]==
  
'''DDS Plugin Downloads:'''
 
* [https://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop Plugin for Adobe Photoshop]
 
* [https://code.google.com/p/gimp-dds/ Plugin for GIMP]
 
  
Read More: [http://msdn.microsoft.com/en-us/library/windows/desktop/bb943991(v=vs.85).aspx# MSDN Article on the DDS File Format]{{Box_TREformats|DDS ''format''|
+
{{Box_TREformats|DDS ''format''|
 
<pre>
 
<pre>
 
DirectDraw Surface File (texture)
 
DirectDraw Surface File (texture)
  
Notes for working with .DDS Files.
+
Download plugin for photoshop here:
* Always use interpolated alpha when working with this file.
+
http://download.nvidia.com/developer/NVTextureSuite/Photoshop_Plugins_7.83.0629.1500.exe
* Always save as a DXT5 Compression.
+
 
* .SHT files are the texture containers that link to all the 'textures' (Spec/Bump/Normal/Lookup/Main/etc)
+
MSDN article on file format here:
and also palettes (2 palettes max per .SHT file).
+
http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/dx9_graphics_reference_dds_file.asp
* .SHT files use .EFT (HLSL containers) files for the actual shaders, so a link to them is also included.
+
</pre>
* 'Tags' inside .SHT and .EFT files are shortened to 4 characters and are reversed, such as NIAM = Main, etc.
+
A list of what most mean can be found here. Those are all the tags that exist in the files.
+
* .MGN/.MSH files are model files which will link to .SHT files (Middle to bottom of the file if opened with treExplorer),
+
sometimes models have more than one texture, so if you can't find all, look there.</pre>
+
 
}}
 
}}
  
Line 753: Line 397:
 
LTN? File Something to do with lighting
 
LTN? File Something to do with lighting
  
==MGN - Mesh Generator File==
+
==MGN==
  
For Dynamic Meshes. MGN stands for Skeletal Mesh GeNerator Template.
+
MGN? File 3d model information
  
 
{{Box_TREformats|MGN ''format''|
 
{{Box_TREformats|MGN ''format''|
Line 1,023: Line 667:
 
}}
 
}}
  
==MKR - Marker File==
+
==MKR==
  
 
Marker File
 
Marker File
  
==MP3 - Audio File==
+
==MP3==
  
 
MP3 Audio File
 
MP3 Audio File
Line 1,468: Line 1,112:
 
}}
 
}}
  
==PAL - '''Palette File'''==
+
==PAL - '''palette'''==
  
 
Palette File
 
Palette File
  
PAL Editor can be downloaded here -> http://mods.mandalorians.de/system/infusions/pro_download_panel/download.php?did=16 '''CURRENTLY BROKEN LINK (LOOKING FOR OTHER -VIARON)'''
+
PAL Editor can be downloaded here -> http://mods.mandalorians.de/system/infusions/pro_download_panel/download.php?did=16
  
 
{{Box_TREformats|PAL ''format''|
 
{{Box_TREformats|PAL ''format''|
Line 2,045: Line 1,689:
 
</pre>
 
</pre>
  
==SHT - '''Shader File'''==
+
==SHT - '''shader'''==
  
 
{{Box_TREformats|SHT ''format''|
 
{{Box_TREformats|SHT ''format''|
 
<pre>
 
<pre>
Shader files link to the Texture (.DDS), the Effect (.EFT), and when required, Palette's (.PAL)
 
  
File chain:
+
 
/shader/<filename>.sht
+
 
===> /texture/<filename>.dds
+
===> /effect/<filename>.eft
+
===> /palette/<filename>.pal
+
 
</pre>
 
</pre>
 
}}
 
}}
Line 2,083: Line 1,723:
 
}}
 
}}
  
==SND - Sound File==
+
==SND==
  
 
{{Box_TREformats|SND ''format''|
 
{{Box_TREformats|SND ''format''|
 
<pre>
 
<pre>
 
Sound files link to audio files (Either .WAV or .MP3 format)
 
 
File chain:
 
/sound/<filename>.snd
 
===> /sample/<filename>.wav
 
or
 
===> /music/<filename>.mp3
 
 
  
 
46 4f 52 4d              // FORM (Element)
 
46 4f 52 4d              // FORM (Element)
Line 2,210: Line 1,841:
 
}}Understood at 80%.
 
}}Understood at 80%.
  
==SWH - Swoosh File==
+
==SWH==
  
 
{{Box_TREformats|SWH''format''|
 
{{Box_TREformats|SWH''format''|
 
<pre>
 
<pre>
  
Swoosh files create the effect trails on melee weapons, amongst other things.
 
 
File chain:
 
/datatables/swoosh.iff
 
===> /appearance/<filename>.swh
 
======> /shader/<filename>.sht
 
======> /appearance/<filename>.prt (.PRT attachment is optional)
 
  
  
Line 2,313: Line 1,937:
 
}}
 
}}
  
==WS - '''World Snapshot'''==
+
==WS - '''world snapshot'''==
  
 
{{Box_TREformats|WS ''format''|
 
{{Box_TREformats|WS ''format''|

Latest revision as of 01:42, 9 December 2014

Welcome to SWGANH Tre Sub-Files Documentation

TreFiles History TreFile Template

ANS

File Type: ANS format




APT - Appearance File

File Type: APT format
APT File Format links files to the .msh format either by directly going to the .msh filename or going to the .lod which then links to the .msh's
[code]
FORM -|
      |-APT FORM-|
                 |-0000Name
[/code]
Inside "0000Name"

"Path to LOD/MSH"<Null Terminator>

EG
appearance/lod/con_gen_organic_hide.lod<NULL>
or
appearance/mesh/con_newbie_crate.msh<NULL>


ASH

File Type: ASH format




CDF - Client Data File

File Type: CDF format
This file contains the items or objects are associated with another object.  

Example: Spawning a Basic Camp from shared_scout_camp_s01.iff calls the 
Client Data File shared_scout_camp_s01.cdf that contains the items that are spawned
automatically.  2 Torches, cot, stove, 2 pots, and the tent.  Any other items that are 
needed will have to be spawn manually.  Normally these are items that the player can
interact with.  Example Chairs, terminals.


CEF - Client Effect file

File Type: CEF format




CFG - Configuration file

File Type: CFG format




CMP - Component File

File Type: CMP format
    *  Form:CMPA
          o Form:000# (The # is an ASCII numerical character, not sure of the meaning for this form.)
                + Form:APPR (Same as one in mesh format.)
                + Form:RADR (Optional)
                + Record:PART (One or more records)
                      # Filename of part mesh: null terminated ascii name. (Can reference .lod or .msh files.)
                      # 3x4 transform matrix - 12 32-bit float With index 3,7, and 11 being the x, y and z translation component.


DDS - DirectDraw Surface File (Texture)

File Type: DDS format
DirectDraw Surface File (texture)

Download plugin for photoshop here: 
http://download.nvidia.com/developer/NVTextureSuite/Photoshop_Plugins_7.83.0629.1500.exe

MSDN article on file format here: 
http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/dx9_graphics_reference_dds_file.asp


EFT - Effect

Eft.jpg


File Type: EFT format
 - The first DATA record contains 2-bytes.  The first byte is an unsigned char that represents
the number of IMPL Forms in the file.  The 2nd byte is currently unknown.

 - The PVSH form contains a record of 0000 which contains the full path of an HLSL vertex shader
program.

 - The PPSH form contain a 0001 form which contains 1 DATA record and a variable number of PTXM
forms.  The DATA record is made up of 1 unsigned char (which indicates the number of PTXM records)
followed by the full path of an HLSL pixel shader program.

 - Each PTXM form contains one 0002 record.  The first byte of which is an unsigned char followed
by a 4 char texture tag name.


FFE - Force Feedback File

File Type: FFE format




FLR

File Type: FLR format




IFF - Interchange Format File

File Type: IFF format
http://www.szonye.com/bradd/iff.html - Overview of File Format
http://www.ibm.com/developerworks/power/library/pa-spec16/ - alternative Overview

IFF Files are made up of Chunk(s). Each Chunk follows the format:

Type (4 x Char)
Size (32 Bit Int Big-Endian)
Data (Length determined by Size)

(NOTE: Data lengths which are odd numbers are padded by a '0' which is not included in the Size (for 2 byte alignment) 
however, SOE *seems* to have ignored this requirement)

Chunks can contain other (child) Chunks, or even complete .IFF Files.

IFF Files must start with types of either: 'FORM' (0x464F524D), 'LIST' (0x4C495354) or 'CAT ' (0x43415420).

Strictly speaking, IFF Files must have a single Root Chunk in the file to keep to the Standard,
however it is expected that Top Level Chunk may potentially co-exist in SOEs IFFs.

It is currently believed that all SOE IFFs start with FORM (LIST and CAT not required).

FORM Types are basically storage (Record) for other proprietary Chunks.

Every SOE FORM has an additional 32bit Sub Type taking up offsets 8-11 ie:
Type (4 x Char)
Size (32 Bit Int Big-Endian)
Sub-Type (4x Char)
Data (Length determined by Size)

This means, for SOE FORMs, the data starts at offset 12, and is Size-4 long.

~ Known SOE Proprietary Chunks ~
CRCT - List of 32bit SOE CRCs, no delimeter
STNG - List of Strings, delimited by 0x00
DATA - Some sort of Value. In Lists it appears to be an item count
STRT - Hash Table IDs, 32bit, no delimeter
EMAP - List of 3 No. Strings, delimited by 0x00. Appear to be Event Related. "EventSource\0EventDestination\0ClientEffect"
0000 - List of Strings (generally Filenames), delimited by 0x00

~ Example ~
An Example SOE .IFF (Misc\planet_crc_string_table.iff)
FORM (Length 524, Subtype CSTB [0x43535442])
*FORM (Length 512, Subtype 0000 [0x30303030])
**DATA (Length, 4)
**CRCT (Length 100)
**STRT (Length 100)
**STNG (Length 272)


ILF - Interior Layout File

File Type: ILF format
What is an ILF file?

An Interior layout file or ILF is an SWG hexadecimal file that contains information on the position of objects relative to the selected interior space/cell. TREE has inbuilt functions to assist with these files, The ILF editor will open when the 'Edit File' button is clicked.

The ILF editor has two panes, the navigation pane and the editing pane.

The editing pane has 3 sections; the object information section, the coordinates section and the rotation section.


Opening an ILF

An ILF can be opened through the use of the file pane when a TRE/TOC is loaded. If a TRE/TOC is not loaded, an external ILF can be loaded through the 'Open IFF/ILF/WS' dialog.

Navigating an ILF's nodes

TREE is developed to be user friendly and similar to the Windows Explorer interface, An ILF node can be navigated through the use of the keyboard or mouse.

Mouse

Clicking once on a FORM node will expand it, clicking on a sub-node will open it in the editing pane, in larger ILFs there may also be scroll bars at the side and bottom of the navigating pane. ILF nodes do not have drag and drop editing as the order of nodes does not matter.

Keyboard
Using the left and right arrow keys on a FORM node will expand and collapse it respectively. Using the Up and down arrow keys will navigate through sub-nodes, pressing the left arrow key with a sub-node selected will cause the FORM node it is in to collapse.

Adding an ILF node

ILF nodes may be added through the use of a keyboard shortcut (Check article 'Shortcuts') or by using the 'Add Node' button located above the navigation pane.

Deleting an ILF node

ILF nodes may be removed through the use of a keyboard shortcut (Check article 'Shortcuts') or by using the 'Remove Node' button located above the navigation pane when a node is selected.

Modifying an ILF node's Value
Object Information
This contains two editable values; Object and Cell.
The Object box is for the objects IFF's file path.
The Cell box is for the particular cell where the object will be placed inside an interior, a cell name can be found in game by pressing CTRL+SHIFT+G.

Coordinates
The Coordinates section has three editable values; The X axis value, the Y axis value and the Z axis value. These control the position of the item relative to the cell/interior space.

Rotation
The Rotation section contains 3 editable values; Pitch, Yaw and Roll. It also contains one button which will launch the matrix calculator.

Saving an ILF
ILFs are normally saved under the SWG root in the interior layout file. For example C:\Program Files/StarWarsGalaxies/Interiorlayout/


INC - Include File

File Type: INC format




LAT

File Type: LAT format

possible relation to MAYA Lattices


LAY - Layer File

File Type: LAY format




LMG

File Type: LMG format

[FORM]   
[uint32]           //formsize
[MLOD]

[FORM]
[uint32]           //formsize
[0000]

[INFO]
[uint32]           //infosize(2)
[uint16]           //name elements count

[NAME]
[uint32]           //namesize
[namestring]       //0 terminated 


Links to MGN meshes.
Basicly it applies level of detail to MGN's depending on how far away you are.

[code]
FORM-|
     |-MLODFORM-|
                |-0000INFO
                |-NAME
[/code]


0000INFO
<2 bytes>

2 Bytes represent how many NAME Forms there are, so if its 01 00, then there is 1 NAME form, if its 02 00 then there is 2, if its 0A then there is 10.


NAME
File Path to the MGN with a NULL Terminator

EG
appearance/mesh/ackbar_l0.mgn<NULL>


LOD - level of detail

File Type: LOD format
    *  This file, like most SWG files, is based on the IFF format.
    * This overview will skip going into detail about the IFF format in general and focus purely on the organization of the LOD form.
    * If a Form/Record appears multiple times I will only define it the first time, unless its structure differs.
    * This file format is still being explored, so take this information as a guide and realize that some assumptions made here may be incorrect or missing details.
    * NOTE: All values are little-endian, unless otherwise noted.

    * Form:DTLA
          o Form:000# (The # is an ASCII numerical character, not sure of the meaning for this form, but always seems to be 5,6 or 7)
                + Form:APPR (Same as one in mesh format.)
                + Record:PIVT
                      # Filename of ???: null terminated ascii name. (Always seems to be 1 byte of 0x0)
                + Record:INFO (Lists ranges for switch in/out of child models. The block of 3 values repeats, one for each child model. No.0/In/Out, No.1/In/Out, ... Number of child nodes is infoRecordSize/12)
                      # Child Number: 32-bit unsigned int.
                      # Switch in range: 32-bit float.
                      # Switch out range: 32-bit float.
                + Form:DATA
                      # Record:CHLD (One child per near/far value in INFO record. 1 or more )
                            * Child number: 32-bit unsigned int
                            * Filename of child model: null terminated ascii name. If the filename does not start with appearance/ then it must be added.
                + Form:RADR
                      # Record:INFO
                            * Num IDTL forms: 32-bit unsigned int
                      # Form:IDTL (0 or more)
                            * Record:VERT (Number of vertices is vertRecordSize/12.)
                                  o x: 32-bit float.
                                  o y: 32-bit float.
                                  o z: 32-bit float.
                            * Record:INDX (List of indices defining triangles using the vertices from the VERT record. Number of indices is indxRecordSize/4.)
                                  o index: 32-bit unsigned.
                + Form:TEST
                      # Record:INFO
                            * Num IDTL forms: 32-bit unsigned int
                      # Form: IDTL (0 or more)
                + Form:WRIT
                      # Record:INFO
                            * Num IDTL forms: 32-bit unsigned int
                      # Form: IDTL (0 or more)


LSB

LSB? File

LTN

LTN? File Something to do with lighting

MGN

MGN? File 3d model information


File Type: MGN format
rollout SWG_roll "Model importer" (
fn readInvLong f = (
  t1 = readbyte f #unsigned
  t2 = readbyte f #unsigned
  t3 = readbyte f #unsigned
  t4 = readbyte f #unsigned
  return (t4+t3*0x100+t2*0x10000+t1*0x1000000)
)

fn readFORM f = (
  ofsForm = readInvLong f
  hdr = readlong f
  return hdr
)

fn readPoint3 f sc = (
  datasize = readInvLong f
  PT3Ary = #()
  testbyte = readlong f
  fseek f -4 #seek_cur
  if (testbyte<65536)AND(testbyte>=0) then (
   for i = 1 to (datasize/16) do (
    idx = 1 + (readlong f)
    vx = (readfloat f) * sc
    vy = (readfloat f) * sc
    vz = (readfloat f) * sc
    PT3Ary[idx] = [vx,-vz,vy]   
   )
   for i = 1 to PT3Ary.count do
    if PT3Ary[i] == undefined then PT3Ary[i] = [0,0,0]
  ) else (
   for i = 1 to (datasize/12) do (
    vx = (readfloat f) * sc
    vy = (readfloat f) * sc
    vz = (readfloat f) * sc
    append PT3Ary [vx,-vz,vy]   
   )
  )
  return PT3Ary
)

fn readTCSD f = (
  datasize = readInvLong f
  PT2Ary = #()
  for i = 1 to (datasize/8) do (
   vx = readfloat f
   vy = 1- (readfloat f)
   append PT2Ary [vx,vy,0]   
  )
  return PT2Ary
)

fn readPIDX f = (
  IndexAry = #()
  datasize = readInvLong f
  numIndex = readlong f
  for i = 1 to numIndex do append IndexAry (1+(readlong f))
  return IndexAry
)

fn readNIDX f = (
  IndexAry = #()
  datasize = readInvLong f
  for i = 1 to (datasize/4) do append IndexAry (1+(readlong f))
  return IndexAry
)

fn readOITL f = (
  IdxAry = #()
  Int3Ary = #()
  datasize = readInvLong f
  numdata = readlong f
  for i = 1 to numdata do (
   append IdxAry (1+(readshort f))
   f1 = 1 + (readlong f)
   f2 = 1 + (readlong f)
   f3 = 1 + (readlong f)
   append Int3Ary [f1,f2,f3]
  )
  return #(IdxAry,Int3Ary)
)

fn readITL f = (
  Int3Ary = #()
  datasize = readInvLong f
  numdata = readlong f
  for i = 1 to numdata do (
   f1 = 1 + (readlong f)
   f2 = 1 + (readlong f)
   f3 = 1 + (readlong f)
   append Int3Ary [f1,f2,f3]
  )
  return #(undefined,Int3Ary)
)

fn buildmesh VTary FCary NLary UVary PIDXary NIDXary = (
  for i = 1 to PIDXary.count do PIDXary[i] = VTary[(PIDXary[i])]
  for i = 1 to NIDXary.count do NIDXary[i] = NLary[(NIDXary[i])]
  if FCary[1] == undefined then  msh = mesh vertices:PIDXary faces:FCary[2]
  else msh = mesh vertices:PIDXary faces:FCary[2] materialIDs:FCary[1]
  msh.numTVerts = UVary.count
  buildTVFaces msh
  for j = 1 to UVary.count do setTVert  msh j UVary[j]
  for j = 1 to FCary[2].count do setTVFace msh j FCary[2][j]
  for j = 1 to NIDXary.count do setNormal msh j NIDXary[j]
  return msh
)
  ----------------------------------------------------------------------------
fn readDATA f numData sc = (
  datasize = readInvLong f
  if datasize < 8 then (
   fseek f datasize #seek_cur
   return undefined
  )
  VTary = #()
  NLary = #()
  UVary = #()
  sizeElement = datasize/numData
  --format "V:% @[%]\n" sizeElement (ftell f)
  for i = 1 to numData do (
   vx = (readfloat f)*sc;    vy = (readfloat f)*sc;    vz = (readfloat f)*sc
   nx = readfloat f;    ny = readfloat f;    nz = readfloat f
   --
   byteRead = 32
   case sizeElement of (
    36: ( readlong f ; byteRead = 36 )
    52: ( readlong f ; byteRead = 36 )
    56: ( fseek f 16 #seek_cur ; byteRead = 48 )
    default: byteRead = 32
   )
   vu = readfloat f;    vv = 1-(readfloat f)
   fseek f (sizeElement-byteRead) #seek_cur
   --
   append VTary [vx,-vz,vy]
   append NLary [nx,-nz,ny]
   append UVary [vu,vv,0]
  )
  return #(VTary,NLary,UVary)
)
fn readINDX f = (
  FCary = #()
  datasize = readInvLong f
  numIndex = readlong f
  sizeElement = datasize / numIndex
  for i = 1 to (numIndex/3) do (
   if sizeElement == 2 then (
    f1 = 1 + (readshort f #unsigned)
    f2 = 1 + (readshort f #unsigned)
    f3 = 1 + (readshort f #unsigned)
   ) else if sizeElement == 4 then (
    f1 = 1 + (readlong f #unsigned)
    f2 = 1 + (readlong f #unsigned)
    f3 = 1 + (readlong f #unsigned)
   ) else messagebox "error in face index"
   append FCary [f1,f2,f3]
  )
  return FCary
)
fn buildmesh2 VTary FCary NLary UVary = (
  msh = mesh vertices:VTary faces:FCary
  msh.numTVerts = UVary.count
  buildTVFaces msh
  for j = 1 to UVary.count do setTVert  msh j UVary[j]
  for j = 1 to FCary.count do setTVFace msh j FCary[j]
  for j = 1 to NLary.count do setNormal msh j NLary[j]
  return msh
)

--GUI--
spinner fscale "Scale : " fieldwidth:60 range:[0.001, 1000, 1]
button impMGN "Import   MGN / MSH" width:150 Height:25 align:#center
label lbl1 ""
label lbl2 "by Fatduck" align:#right

on impMGN pressed do (
  fname = getOpenFileName caption:"Select Star Wars Galaxies Model file" types:"MGN File (*.mgn)|*.mgn|MSH File (*.msh)|*.msh|All Files (*.*)|*.*|"
  if fname != undefined then (
   f = fopen fname "rb"
   fseek f 0 #seek_end
   ofsEOF = ftell f
   fseek f 0 #seek_set
   VTary = #()
   UVary = #()
   NLary = #()
   FCary = #()
   PIDXary = #()
   NIDXary = #()
   meshFlag = undefined
   infoFlag = undefined
   mshVert = 0
   do (
    header = readlong f
    case header of (
     0x58444E49:
       (
        FCary = readINDX f
        msh = buildmesh2 VTary FCary NLary UVary
       )
     0x41544144:
       (
        rslt = readDATA f mshVert fscale.value
        if rslt != undefined then (
         VTary = rslt[1]
         NLary = rslt[2]
         UVary = rslt[3]
        )
        infoFlag = false
       )
     0x4D524F46:
       (
        flg = readFORM f
        if flg == 0x474D4B53 then meshFlag = true --SKMG
        else if flg == 0x20544C42 then meshFlag = false --BLT
        if flg == 0x41585456 then infoFlag = true --VTXA
       )   
     0x4F464E49:
       (
        if infoFlag == true then (
         fseek f 8 #seek_cur
         mshVert = readlong f
        ) else fseek f (readInvLong f) #seek_cur
       ) 
     0x4E534F50:
       (
        if meshFlag == true then VTary = readPoint3 f fscale.value
        else readPoint3 f fscale.value
       )
     0x4D524F4E:
       (
        if meshFlag == true then NLary = readPoint3 f 1
        else readPoint3 f 1
       )
     0x58444950: PIDXary = readPIDX f
     0x5844494E: NIDXary = readNIDX f
     0x44534354: UVary = readTCSD f
     0x4C54494F:
       (
        FCary = readOITL f
        msh = buildmesh VTary FCary NLary UVary PIDXary NIDXary
       )
     0x204C5449:
       (
        FCary = readITL f
        msh = buildmesh VTary FCary NLary UVary PIDXary NIDXary
       )
     default:
       (
        datasize = readInvLong f
        fseek f datasize #seek_cur
       )
    )--end case
   ) while (ftell f) != ofsEOF
   fclose f
  )--end if fname
)--end on impMGN

)--end rollout SWG_roll

if Fatduck_SWG != undefined then closeRolloutFloater Fatduck_SWG
Fatduck_SWG = newRolloutFloater "Star Wars Galaxies" 200 175 10 70
addRollout SWG_roll Fatduck_SWG


MKR

Marker File

MP3

MP3 Audio File

MSH - mesh

File Type: MSH file breakdown
This file, like most SWG files, is based on the IFF format.
This overview will skip going into detail about the IFF format in general and focus purely on the organization of the MESH form.
If a Form/Record appears multiple times I will only define it the first time, unless its structure differs.
This file format is still being explored, so take this information as a guide and realize that some assumptions made here may be incorrect or missing details.
If you discover something I missed or have an error correction, please send a message Xunil on the swgemu forums.
NOTE: All values are little-endian, unless otherwise noted.

Form:MESH
Form:000# (The # is an ASCII numerical character, not sure of the meaning for this form.)
Form:APPR
Form:0003
Form:EXBX (Bounding box) 1 or more required.
Form:0001
Form:EXSP (Bounding sphere.)
Form:0001
Record:SPHR
Record:BOX
Form:NULL
Form:EXSP (Optional additional Bounding sphere. Same format as previous.)
Form:XCYL
Form:0000
Record:CYLN
Form:CMPT
Form:0000
Form:CPST
Form:0000
Form:CMSH (Coming soon.)
Form:CMPT (Coming soon.)
Form:EXBX
Form:EXSP
Form:XCYL
Form:CMSH (Coming soon.)
Form:DTAL (Coming soon.)
Form:HPTS (List of 0 or more attach point records.)
Record:HPNT
Form:FLOR
Form:DATA
Size of floor filename(including NULL): unsigned char
Floor filename - null terminated ascii string.
Form:INFO (Not sure yet.)
Form:SPS
Form:000#
Record:CNT
numGeode - 32-bit unsigned int.
Form:000# (In this case the # is the number of this geometry subtree)
Record:NAME
Shader Filename - NULL terminated ascii string.
Record:INFO
Unknown(num geometry forms?) - 32-bit unsigned int.
Form:000#
Record:INFO
Unknown - 32-bit unsigned int.
Unknown - 16-bit unsigned short.
FORM:VTXA
FORM:000#
Record:INFO
Unknown(FVF flags?) - 32-bit unsigned int.
numVertices - 32-bit unsigned short.
Record:DATA
Vertex Data
Record:INDX
Vertex indices
Record:SIDX (Optional)
Secondary vertex indices
Record:SPHR - Defines a sphere.
Sphere center xyz - 3 32-bit float.
Sphere radius - 32-bit float.
Record:BOX - Defines a box.
First corner xyz - 3 32-bit float.
Second corner xyz - 3 32-bit float.
Record:CYLN - Defines a cylinder.
Base xyz, radius, height?- 5 32-bit float.
Record:HPNT - Attach point.
3 row x 4 col transform matrix - 12 32-bit float.
Null terminated ascii name - remainder of HPNT record size.
Vertex data
Before reading the vertex data the bytes per vertex needs to be computed.
BPV = (vertex DATA record size)/numVertices.
The observed vertex formats seen are as follows:
32 bpv
position xyz - 3 32-bit floats.
normal xyz - 3 32-bit floats.
tex coords 0 uv - 2 32-bit floats.
36 bpv
position xyz - 3 32-bit floats.
normal xyz - 3 32-bit floats.
color argb - 4 unsigned char.
tex coords 0 uv - 2 32-bit floats.
40 bpv
position xyz - 3 32-bit floats.
normal xyz - 3 32-bit floats.
tex coords 0 uv - 2 32-bit floats.
tex coords 1 uv - 2 32-bit floats.
44 bpv
position xyz - 3 32-bit floats.
normal xyz - 3 32-bit floats.
color argb - 4 unsigned char.
tex coords 0 uv - 2 32-bit floats.
tex coords 1 uv - 2 32-bit floats.
48 bpv
position xyz - 3 32-bit floats.
normal xyz - 3 32-bit floats.
tex coords 0 uv - 2 32-bit floats.
tex coords 1 uv - 2 32-bit floats.
tex coords 2 uv - 2 32-bit floats.
52 bpv
position xyz - 3 32-bit floats.
normal xyz - 3 32-bit floats.
color argb - 4 unsigned char.
tex coords 0 uv - 2 32-bit floats.
tex coords 1 uv - 2 32-bit floats.
tex coords 2 uv - 2 32-bit floats.
56 bpv
position xyz - 3 32-bit floats.
normal xyz - 3 32-bit floats.
tex coords 0 uv - 2 32-bit floats.
tex coords 1 uv - 2 32-bit floats.
tex coords 2 uv - 2 32-bit floats.
tex coords 3 uv - 2 32-bit floats.
60 bpv
position xyz - 3 32-bit floats.
normal xyz - 3 32-bit floats.
color argb - 4 unsigned char.
tex coords 0 uv - 2 32-bit floats.
tex coords 1 uv - 2 32-bit floats.
tex coords 2 uv - 2 32-bit floats.
tex coords 3 uv - 2 32-bit floats.
64 bpv
position xyz - 3 32-bit floats.
normal xyz - 3 32-bit floats.
tex coords 0 uv - 2 32-bit floats.
tex coords 1 uv - 2 32-bit floats.
tex coords 2 uv - 2 32-bit floats.
tex coords 3 uv - 2 32-bit floats.
tex coords 4 uv - 2 32-bit floats.
68 bpv
position xyz - 3 32-bit floats.
normal xyz - 3 32-bit floats.
color argb - 4 unsigned char.
tex coords 0 uv - 2 32-bit floats.
tex coords 1 uv - 2 32-bit floats.
tex coords 2 uv - 2 32-bit floats.
tex coords 3 uv - 2 32-bit floats.
tex coords 4 uv - 2 32-bit floats.
72 bpv
position xyz - 3 32-bit floats.
normal xyz - 3 32-bit floats.
tex coords 0 uv - 2 32-bit floats.
tex coords 1 uv - 2 32-bit floats.
tex coords 2 uv - 2 32-bit floats.
tex coords 3 uv - 2 32-bit floats.
tex coords 4 uv - 2 32-bit floats.
tex coords 5 uv - 2 32-bit floats.
Vertex index
Before reading the vertex indices the bytes per index needs to be computed.
BPI = (INDX record size - 4)/numIndices.
After the bpi is computed, the rest of the record is a series of unsigned short or unsigned int values that reference the vertices defined in the vertex DATA record.
So index 0,1,2 = triangle 0, index 3,4,5 = triangle 1, ...

Secondary Vertex index
Number of matrix/index/triangle sets: 32-bit unsigned int.
Matrix/index/triangle set.
Rotations? - 3 32-bit floats.
Number of indices: - 32-bit unsigned int.
Index: Same datatype as primary vertex index.



File Type: MSH format
rollout SWG_roll "Model importer" (
fn readInvLong f = (
  t1 = readbyte f #unsigned
  t2 = readbyte f #unsigned
  t3 = readbyte f #unsigned
  t4 = readbyte f #unsigned
  return (t4+t3*0x100+t2*0x10000+t1*0x1000000)
)

fn readFORM f = (
  ofsForm = readInvLong f
  hdr = readlong f
  return hdr
)

fn readPoint3 f sc = (
  datasize = readInvLong f
  PT3Ary = #()
  testbyte = readlong f
  fseek f -4 #seek_cur
  if (testbyte<65536)AND(testbyte>=0) then (
   for i = 1 to (datasize/16) do (
    idx = 1 + (readlong f)
    vx = (readfloat f) * sc
    vy = (readfloat f) * sc
    vz = (readfloat f) * sc
    PT3Ary[idx] = [vx,-vz,vy]   
   )
   for i = 1 to PT3Ary.count do
    if PT3Ary[i] == undefined then PT3Ary[i] = [0,0,0]
  ) else (
   for i = 1 to (datasize/12) do (
    vx = (readfloat f) * sc
    vy = (readfloat f) * sc
    vz = (readfloat f) * sc
    append PT3Ary [vx,-vz,vy]   
   )
  )
  return PT3Ary
)

fn readTCSD f = (
  datasize = readInvLong f
  PT2Ary = #()
  for i = 1 to (datasize/8) do (
   vx = readfloat f
   vy = 1- (readfloat f)
   append PT2Ary [vx,vy,0]   
  )
  return PT2Ary
)

fn readPIDX f = (
  IndexAry = #()
  datasize = readInvLong f
  numIndex = readlong f
  for i = 1 to numIndex do append IndexAry (1+(readlong f))
  return IndexAry
)

fn readNIDX f = (
  IndexAry = #()
  datasize = readInvLong f
  for i = 1 to (datasize/4) do append IndexAry (1+(readlong f))
  return IndexAry
)

fn readOITL f = (
  IdxAry = #()
  Int3Ary = #()
  datasize = readInvLong f
  numdata = readlong f
  for i = 1 to numdata do (
   append IdxAry (1+(readshort f))
   f1 = 1 + (readlong f)
   f2 = 1 + (readlong f)
   f3 = 1 + (readlong f)
   append Int3Ary [f1,f2,f3]
  )
  return #(IdxAry,Int3Ary)
)

fn readITL f = (
  Int3Ary = #()
  datasize = readInvLong f
  numdata = readlong f
  for i = 1 to numdata do (
   f1 = 1 + (readlong f)
   f2 = 1 + (readlong f)
   f3 = 1 + (readlong f)
   append Int3Ary [f1,f2,f3]
  )
  return #(undefined,Int3Ary)
)

fn buildmesh VTary FCary NLary UVary PIDXary NIDXary = (
  for i = 1 to PIDXary.count do PIDXary[i] = VTary[(PIDXary[i])]
  for i = 1 to NIDXary.count do NIDXary[i] = NLary[(NIDXary[i])]
  if FCary[1] == undefined then  msh = mesh vertices:PIDXary faces:FCary[2]
  else msh = mesh vertices:PIDXary faces:FCary[2] materialIDs:FCary[1]
  msh.numTVerts = UVary.count
  buildTVFaces msh
  for j = 1 to UVary.count do setTVert  msh j UVary[j]
  for j = 1 to FCary[2].count do setTVFace msh j FCary[2][j]
  for j = 1 to NIDXary.count do setNormal msh j NIDXary[j]
  return msh
)
  ----------------------------------------------------------------------------
fn readDATA f numData sc = (
  datasize = readInvLong f
  if datasize < 8 then (
   fseek f datasize #seek_cur
   return undefined
  )
  VTary = #()
  NLary = #()
  UVary = #()
  sizeElement = datasize/numData
  --format "V:% @[%]\n" sizeElement (ftell f)
  for i = 1 to numData do (
   vx = (readfloat f)*sc;    vy = (readfloat f)*sc;    vz = (readfloat f)*sc
   nx = readfloat f;    ny = readfloat f;    nz = readfloat f
   --
   byteRead = 32
   case sizeElement of (
    36: ( readlong f ; byteRead = 36 )
    52: ( readlong f ; byteRead = 36 )
    56: ( fseek f 16 #seek_cur ; byteRead = 48 )
    default: byteRead = 32
   )
   vu = readfloat f;    vv = 1-(readfloat f)
   fseek f (sizeElement-byteRead) #seek_cur
   --
   append VTary [vx,-vz,vy]
   append NLary [nx,-nz,ny]
   append UVary [vu,vv,0]
  )
  return #(VTary,NLary,UVary)
)
fn readINDX f = (
  FCary = #()
  datasize = readInvLong f
  numIndex = readlong f
  sizeElement = datasize / numIndex
  for i = 1 to (numIndex/3) do (
   if sizeElement == 2 then (
    f1 = 1 + (readshort f #unsigned)
    f2 = 1 + (readshort f #unsigned)
    f3 = 1 + (readshort f #unsigned)
   ) else if sizeElement == 4 then (
    f1 = 1 + (readlong f #unsigned)
    f2 = 1 + (readlong f #unsigned)
    f3 = 1 + (readlong f #unsigned)
   ) else messagebox "error in face index"
   append FCary [f1,f2,f3]
  )
  return FCary
)
fn buildmesh2 VTary FCary NLary UVary = (
  msh = mesh vertices:VTary faces:FCary
  msh.numTVerts = UVary.count
  buildTVFaces msh
  for j = 1 to UVary.count do setTVert  msh j UVary[j]
  for j = 1 to FCary.count do setTVFace msh j FCary[j]
  for j = 1 to NLary.count do setNormal msh j NLary[j]
  return msh
)

--GUI--
spinner fscale "Scale : " fieldwidth:60 range:[0.001, 1000, 1]
button impMGN "Import   MGN / MSH" width:150 Height:25 align:#center
label lbl1 ""
label lbl2 "by Fatduck" align:#right

on impMGN pressed do (
  fname = getOpenFileName caption:"Select Star Wars Galaxies Model file" types:"MGN File (*.mgn)|*.mgn|MSH File (*.msh)|*.msh|All Files (*.*)|*.*|"
  if fname != undefined then (
   f = fopen fname "rb"
   fseek f 0 #seek_end
   ofsEOF = ftell f
   fseek f 0 #seek_set
   VTary = #()
   UVary = #()
   NLary = #()
   FCary = #()
   PIDXary = #()
   NIDXary = #()
   meshFlag = undefined
   infoFlag = undefined
   mshVert = 0
   do (
    header = readlong f
    case header of (
     0x58444E49:
       (
        FCary = readINDX f
        msh = buildmesh2 VTary FCary NLary UVary
       )
     0x41544144:
       (
        rslt = readDATA f mshVert fscale.value
        if rslt != undefined then (
         VTary = rslt[1]
         NLary = rslt[2]
         UVary = rslt[3]
        )
        infoFlag = false
       )
     0x4D524F46:
       (
        flg = readFORM f
        if flg == 0x474D4B53 then meshFlag = true --SKMG
        else if flg == 0x20544C42 then meshFlag = false --BLT
        if flg == 0x41585456 then infoFlag = true --VTXA
       )   
     0x4F464E49:
       (
        if infoFlag == true then (
         fseek f 8 #seek_cur
         mshVert = readlong f
        ) else fseek f (readInvLong f) #seek_cur
       ) 
     0x4E534F50:
       (
        if meshFlag == true then VTary = readPoint3 f fscale.value
        else readPoint3 f fscale.value
       )
     0x4D524F4E:
       (
        if meshFlag == true then NLary = readPoint3 f 1
        else readPoint3 f 1
       )
     0x58444950: PIDXary = readPIDX f
     0x5844494E: NIDXary = readNIDX f
     0x44534354: UVary = readTCSD f
     0x4C54494F:
       (
        FCary = readOITL f
        msh = buildmesh VTary FCary NLary UVary PIDXary NIDXary
       )
     0x204C5449:
       (
        FCary = readITL f
        msh = buildmesh VTary FCary NLary UVary PIDXary NIDXary
       )
     default:
       (
        datasize = readInvLong f
        fseek f datasize #seek_cur
       )
    )--end case
   ) while (ftell f) != ofsEOF
   fclose f
  )--end if fname
)--end on impMGN

)--end rollout SWG_roll

if Fatduck_SWG != undefined then closeRolloutFloater Fatduck_SWG
Fatduck_SWG = newRolloutFloater "Star Wars Galaxies" 200 175 10 70
addRollout SWG_roll Fatduck_SWG


PAL - palette

Palette File

PAL Editor can be downloaded here -> http://mods.mandalorians.de/system/infusions/pro_download_panel/download.php?did=16


File Type: PAL format


52 49 46 46  // RIFF

10 01 00 00  // size (int 32)

50 40 4c 20  // Pal

64 61 74 61  // Data

40 00 00 00  // size (int 32)

// Here starts the color pallate


00 03  // uint16 version

40 00  // uint16 pallette colors count(64)

// This is were the swg pallet editor start's showing were the colors are

cc cc cc 00   // uint32 (RGBA)

b7 b7 b7 00 //

a3 a3 a3 00  //

8e 8e 8e 00  //

92 23 23 00  //

84 1f 1f 00  //

77 1b 1b 00 //

69 17 17 00 //

65 61 82 00 //

54 50 85 00 //

44 3e 89 00 //

33 2d 8c 00  //

d4 d6 47 00 //

b8 ba 36 00  //

9d 9f 26 00  //

81 83 15 00  //

58 a5 64 00  //

45 91 51 00  //

31 7c 3d 00  //

df b4 3e 00 //

b9 94 2f 00  //

92 73 1f 00 //

6c 53 10 00  //

71 a5 a5 00  //

5b 95 95 00  //

44 86 86 00  //

2e 76 76 00  //

75 61 76 00  //

72 4d 78 00 //

6e 38 7b 00  //

6b 24 7d 00 //

7d b0 c0 00 //

69 95 a3 00 //

54 7b 87 00 //

40 60 6a 00 //

cd 7a 37 00  //

a9 64 2c 00 //

84 4d 21 00  //

60 37 16 00  //

d4 83 83 00 //

a5 5e 5e 00  //

87 42 42 00  //

5f 2d 2d 00  //

93 73 1b 00 //

7c 60 18 00  //

5a 45 0e 00  //

dd d8 c0 00 //

bd b9 a4 00  //

9e 9a 88 00  //

7e 7b 6c 00  //

91 6d 6d 00  //

76 59 59 00  //

5c 44 44 00 //

41 30 30 00  //

75 61 76 00  //

6b 4d 6c 00  //

60 39 62 00  //

56 25 58 00 //

a6 c1 71 00  //

8e a6 61 00  //

77 8a 50 00  //

5f 6f 40 00  //



PLN

Planet File

POB

46 4f 52 4d             // FORM
00 00 02 d3             // 723 Form Count
43 45 4c 4c 46 4f 52 4d // CELLFORM
00 00 02 c7             // 711 count to end of form
30 30 30 35 44 41 54 41 // 0005DATA
00 00 00 a9 
04 00 00 00 
00 
6d 61 69 6e 68 61 6e 67 61 72 // mainhangar
00
61 70 70 65 61 72 61 6e 63 65 2f 6d 65 73 68 2f  // appearance/mesh/
74 68 6d 5f 73 70 63 5f 73 74 61 72 5f 64 65 73  // thm_spc_star_des
74 72 6f 79 65 72 5f 73 30 31 5f 72 31 5f 6d 61  // troyer_s01_r1_ma
69 6e 68 61 6e 67 61 72 5f 6d 65 73 68 5f 72 31  // inhangar_mesh_r1
2e 6d 73 68                                      // .msh
00 01 
61 70 70 65 61 72 61 6e 63 65                    // appearance
2f 63 6f 6c 6c 69 73 69 6f 6e 2f 74 68 6d 5f 73  // /collision/thm_s
70 63 5f 73 74 61 72 5f 64 65 73 74 72 6f 79 65  // pc_star_destroye
72 5f 73 30 31 5f 72 31 5f 6d 61 69 6e 68 61 6e  // r_s01_r1_mainhan
67 61 72 5f 63 6f 6c 6c 69 73 69 6f 6e 5f 66 6c  // gar_collision_fl
6f 6f 72 30 2e 66 6c 72                          // oor0.flr
00 
46 4f 52 4d // FORM
00 00 00 04 
4e 55 4c 4c 46 4f 52 4d    // NULLFORM
00 00 00 
48 50 52 54 4c 30 30 30 34 // HPRTL0004
00 00 00 3c 
01 02 00 00 
00 01 0c 00 
00 00 00 00 
00 00 80 3f // 1
00 00 00 00 
00 00 00 00 
00 00 00 00 
00 00 00 00 
00 00 80 3f // 1
00 00 00 00 
00 00 00 00 
00 00 00 00 
00 00 00 00 
00 00 80 3f // 1
00 00 00 00 
46 4f 52 4d // FROM
00 00 00 
48 50 52 54 4c 30 30 30 34 // HPRTL0004
00 00 00 3c 
01 03 00 00 
00 01 0a 00 
00 00 00 00 
00 00 80 3f // 1
00 00 00 00 
00 00 00 00 
00 00 00 00 
00 00 00 00 
00 00 80 3f // 1
00 00 00 00 
00 00 00 00 
00 00 00 00 
00 00 00 00 
00 00 80 3f // 1
00 00 00 00 
46 4f 52 4d // FORM
00 00 00 
48 50 52 54 4c 30 30 30 34 // HPRTL0004
00 00 00 3c 
01 04 00 00 
00 01 09 00 
00 00 00 00 
00 00 80 3f // 1
00 00 00 00 
00 00 00 00 
00 00 00 00 
00 00 00 00 
00 00 80 3f // 1
00 00 00 00 
00 00 00 00 
00 00 00 00 
00 00 00 00 
00 00 80 3f // 1
00 00 00 00 
46 4f 52 4d // FORM
00 00 00 
48 50 52 54 4c 30 30 30 34 // HPRTL0004
00 00 00 3c 
01 05 00 00 
00 01 02 00 
00 00 00 00 
00 00 80 3f // 1
00 00 00 00 
00 00 00 00 
00 00 00 00 
00 00 00 00 
00 00 80 3f // 1
00 00 00 00 
00 00 00 00 
00 00 00 00 
00 00 00 00 
00 00 80 3f // 1
00 00 00 00 
4c 47 48 54               // LGHT
00 00 00 be  // 190
02 00 00 00 
01 00 00 00 
00 
01 45 b3 3f   // 1.40   R Lighting Color Like sun light but only shows on toon
0a d7 b3 3f   // 1.40   B Lighting Color
fe cf a5 3f   // 1.30   G Lighting Color
00 00 00 00 
01 45 b3 3f   // 1.40   R Lighting Color
0a d7 b3 3f   // 1.40   B Lighting Color
fe cf a5 3f   // 1.30   G Lighting Color
00 00 80 3f   // 1
00 00 00 00 
00 00 00 00 
00 00 00 80 
00 00 00 80 
00 f6 f3 be  // -0.48
11 12 61 3f  //  0.88
78 a0 51 43  //  209.63
00 00 00 00 
11 12 61 bf  //  0.88
00 f6 f3 be  // -0.48
67 08 a8 c2  // -84.02
00 00 80 3f  //  1
00 00 00 00 
00 00 00 00 
01 00 00 00 
00 
d5 3e 97 3f  // 1.18   R Lighting Color Like sun light but only shows on toon
9e fb ad 3f  // 1.36   B Lighting Color
0a d7 b3 3f  // 1.40   G Lighting Color
00 00 00 00 
d5 3e 97 3f  // 1.18   R Lighting Color
9e fb ad 3f  // 1.36   B Lighting Color
0a d7 b3 3f  // 1.40   G Lighting Color
00 00 80 3f  // 1
00 00 00 00 
00 00 00 00 
00 00 00 80 
00 00 00 00 
c2 19 f4 3e  // 0.48
60 08 61 3f  // 0.88
78 a0 51 43  // 209.63
00 00 00 00
60 08 61 bf  // -0.88
c2 19 f4 3e  //  0.48
67 43 a3 c2  // -81.63
00 00 80 3f  // 1
00 00 00 00 
00 00 00                         

PRT

Particle File

PSH

Pixel Shader? File

PST

Playback File

QST - QueST files

QueST files are XML files describing journal quests. Let's examine them here.

SAT

File Type: SAT format

'WSNP' FORM (ws file)

- FORM
- NODS
- size
- offset to stringtable

----------------------------------------------------

46 4F 52 4D     //FORM

00 00 04 E4     //formsize

53 4D 41 54     //SMAT

46 4F 52 4D     //FORM

00 00 04 D8     //formsize 
 
30 30 30 30     //0000

44 41 54 41     //DATA

00 00 00 34     //datasize

01 A7 15 00     //id

00 00 00 00     //parentid

70 00 00 00     //strtable index

00 00 00 00     //ox

D4 15 1E BE     //oY

00 00 00 00     //oz

51 EE 7C 3F     //ow

00 00 00 00     //scale??

38 CA A0 45     //x

00 00 AF 43     //y

EE DE B2 C4     //z


00 00 00 44     //type?

7B D6 12 E7     //?? 



SAT Format is used for linking MGN together with its Skeleton and Lat File (Lat File is a List of Animations)


[code]
FORM-|
     |-SMATFORM-|
                |-0003INFO
                |-MSGN
                |-SKTI
                |-LATX
[/code]

Note: Sometimes it may have an extra FORM inside SMATFORM which will not be added to this documentation for now.


0003INFO:
Structure:
<4 Byte> <4 Bytes> <1 Byte>

First 4 Bytes Represents how many lmg's there will be in the MSGN Format (LMG's link to MGN's)
Next 4 Bytes Represent How many Skeletons there are in the SKTI Format
Last Represents if a LATX Exists or not (00 or 01), if it doesn't then the LATX FORM Isn't needed.

MSGN:
File Path to the Appearance with a NULL Terminator
EG
appearance/mesh/bocatt_hue.lmg<NULL>

SKTI:
Links the Skeleton in and has a reference to the part of the body the Skeleton affects.
EG (note this has 2 Skeletons in)
appearance/skeleton/all_b.skt<NULL><NULL>appearance/skeleton/hum_m_face.skt<NULL>head<NULL>

The Face Skeleton only affects the head and is mentioned, where all_b.skt affects the entire body so its left "blank"


LATX:
First 2 bytes represent how many LATS & Skeletons will be in the file.
This Example has two (first two bytes are 02 00)

appearance/skeleton/all_b.skt<NULL>appearance/lat/all_m.lat<NULL>
appearance/skeleton/hum_m_face.skt<NULL>appearance/lat/hum_m_face.lat<NULL>


Links the Skeleton up with the Animation List.


SFK

File Type: SFK format
SFK - Usually Used in Sound Forge/Sony Vegas

Only exists in data_other and patch_01


Probably only there due to someone forgetting to "clean" it out when packing it (Suggested by someone else, makes the most sense)


SFP - Building Foot Print

This file contains the info on building Footprints. One Block in game is 8m x 8m. Still a few Unknowns

Player Merchant Tent   uses a 3 x 3 block

46 4f 52 4d // FORM
00 00 00 44 // total byte count
46 4f 4f 54 46 4f 52 4d// FOOTFORM
00 00 00 38 // byte count to end
30 30 30 30 // UNK
49 4e 46 4f // INFO
00 00 00 18 // byte count for next section
03 00 00 00 // 3 blocks
03 00 00 00 // 3 blocks
01 00 00 00 // UNK
01 00 00 00 // UNK
00 00 80 40 // float 4
00 00 80 40 // float 4
50 52 4e 54 // PRNT
00 00 00 0c // byte count for next section
48 46 48 00 // HFH
46 46 46 00 // FFF
48 46 48 00 // HFH 

Small Tatooine House  uses a 3 x 4 block

46 4f 52 4d // FORM
00 00 00 48 // total byte count
46 4f 4f 54 46 4f 52 4d // FOOTFORM
00 00 00 3c // byte count to end
30 30 30 30 // UNK
49 4e 46 4f // INFO
00 00 00 18 // byte count for next section
03 00 00 00 // 3 blocks
04 00 00 00 // 4 blocks
01 00 00 00 // UNK
01 00 00 00 // UNK
00 00 00 41 // float 8
00 00 00 41 // float 8
50 52 4e 54 // PRNT
00 00 00 10 // byte count for next section
48 48 48 00 // HHH
46 46 46 00 // FFF
46 46 46 00 // FFF 
46 46 46 00 // FFF

Med Tatooine House  uses a 5 x 5 block

46 4f 52 4d // FORM
00 00 00 56 // total byte count
46 4f 4f 54 46 4f 52 4d  // FOOTFORM
00 00 00 4a // byte count to end
30 30 30 30 // unk
49 4e 46 4f // INFO 
00 00 00 18 // byte count for next section
05 00 00 00 // 5 blocks
05 00 00 00 // 5 blocks 
02 00 00 00 // UNK
02 00 00 00 // UNK
00 00 00 41 // float 8
00 00 00 41 // float 8
50 52 4e 54 // PRNT 
00 00 00 1e // byte count for next section
48 48 48 48 48 00 // HHHHH
48 46 46 46 48 00 // HFFFH
48 46 46 46 48 00 // HFFFH
48 46 46 46 48 00 // HFFFH
48 48 48 48 48 00 // HHHHH 


Generic PA Hall  uses a 7 x 8 block

46 4f 52 4d // FORM
00 00 00 78 // total byte count
46 4f 4f 54 46 4f 52 4d // FOOTFORM
00 00 00 6c // byte count to end
30 30 30 30 // UNK
49 4e 46 4f // INFO
00 00 00 18 // byte count for next section
07 00 00 00 // 7 blocks
08 00 00 00 // 8 blocks
03 00 00 00 // UNK
03 00 00 00 // UNK
00 00 00 41 // float 8
00 00 00 41 // float 8
50 52 4e 54 // PRNT
00 00 00 40 // byte count for next section
48 48 48 48 48 48 48 00 // HHHHHHH
46 46 46 46 46 46 46 00 // FFFFFFF
46 46 46 46 46 46 46 00 // FFFFFFF
48 46 46 46 46 46 48 00 // HFFFFFH
48 46 46 46 46 46 48 00 // HFFFFFH
48 46 46 46 46 46 48 00 // HFFFFFH
48 46 46 46 46 46 48 00 // HFFFFFH
48 46 46 46 46 46 48 00 // HFFFFFH

H are the house green relief when in placement mode
F are the house foot print
00 are just spacers to tell thats its the end of that footprint line



The Structure Footprint File lists information about how a structure appears during StructurePlacementMode.

It follows a basic IFF format, FORM type FOOT. The only FORM version seen is 0000. It then has two chunks: INFO and PRNT.

The INFO chunk is structured:
INT = rows
INT = columns
INT = the block to return x position from
INT = the block to return y position from
FLOAT = row to meter conversion ratio
FLOAT = column to meter conversion ratio

The PRNT chunk is structured as a list of null terminated strings. There are as many strings as the number of columns, and the length of the string is equal to the number of rows + 1 for the NULL byte.

Each byte in this string signifies a type:
0x48 = H = Terrain can have non-collidable flora in this location, and still place a structure.
0x46 = F = Terrain cannot have non-collidable flora in this location, or structure can not be placed.
0x2E = . = Ignore this block of terrain when considering structure placement.

SHT - shader

File Type: SHT format




SKT - Skeleton (MESH)

File Type: SKT format
    *  Form:SKTM
          o Form:000# (The # is an ASCII numerical character, not sure of the meaning for this form.)
                + Record: INFO
                      # Number of bones - 32-bit unsigned int
                + Record: NAME
                      # Name of bone: Null terminated ascii string * (Number of bones).
                + Record: PRNT
                      # Parent bone index - 32-bit integer * (Number of bones).(Index into bone list. -1 for no parent. One index for each bone.)
                + Form: RPRE
                      # Pre-rotation quaternion - 4 32-bit float * (Number of bones).
                + Form: RPST
                      # Post-rotation quaternion - 4 32-bit float * (Number of bones).
                + Form: BPTR
                      # Bone position - 3 32-bit float * (Number of bones). XYZ position
                + Form: BPRO
                      # Bone pose?? quaternion - 4 32-bit float * (Number of bones).
                + Form: JROR
                      # Bone ??? - 32-bit int * (Number of bones). (Always seems to be 0.)


SND

File Type: SND format

46 4f 52 4d              // FORM (Element)

00 00 00 a7              // Length Of Data that Follows (Count starts after this byte) (a7 = 167)

53 44 32 44              // SD2D (Element)

30 30 30 33              // 0003 (Version ?)

00 00 00 9b              // string length

73 61 6d 70
6c 65 2f 61
6d 62 5f 63
6c 6f 6e 69
6e 67 5f 66
61 63 69 6c
69 74 79 5f
69 6e 74 5f
6c 70 2e 77
61 76 00 00              // sample/amb_cloning_facility_int_lp.wav

00 00 00 00              // ?
00 00 00 00
00 

C0                       // Bitrate (192)

3F                       // Volume ?

00 00 

C0                       // Bitrate (192) (Again?)

3F                       // Volume ?

FF FF FF FF
FF FF FF FF              // ?

00
00 00 00 00
00 00 00 00

00

C0                       // Bitrate (192) (Again?)

3F                       // Volume ?

00 00

C0                       // Bitrate (192) (Again?)

3F                       // Volume ?

00
00 00 00 00
00 00 00 00

00 00 00 00
00 00 00 01
00 00 00 01
00 00 00 00

00 00 00 00
00 00 00 00
00 80 3F 00
00 80 3F 00

00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00

00 00 00 00
00 00 00 02
00 00 00 CD
CC CC 3D



SPR

Sprite File

SSA

SSA? File

STF - Strings Table File (Language)

File Type: STF format

It contains all the game's strings. During network communications the strings are identificated with: filename without extension + code + ansi string id.

Header:
[int]      // STF file type header id (sequence: 0xCD 0xAB 0x00 0x00, value: 0x0000ABCD = 43981)
[byte]     // useless? flag (might be a boolean, seen so far: 0x01 and 0x00)
[int]      // next free index in file to add an item, always > items count (useless for us)
[int]      // items count

Then items list, for each:
[int]      // item index in the file (eg: 1, 2, 9, 3, 7, ...) 
[int]      // code (gesture?)
[int]      // unicode digits count of the sentence (eg: 11)
[u_string] // 2 bytes per char (eg: "hello world" is 11 digits long, 22 bytes total)

Then item's string ids, for each:
[int]      // item index in the file matching one in previous list (eg: 1, 2, 9, 3, 7, ...)
[int]      // ascii digits count of the string id (eg: 12)
[a_string] // 1 byte per char (eg: "basic_answer" is 12 digits long, 12 bytes total)

Understood at 80%.

SWH

File Type: SWHformat




TGA - Targa Texture

File Type: TGA format




Terrain files Are divided in 2 main sections. The terrain generator and the maps


TRN - Terrain File

Trn layers.jpg


File Type: TRN format





TRT - Texture Renderer File

File Type: TRT format




TRT - Texture Renderer File

File Type: TRT format




TXT - Text File

File Type: TXT format




UI - User Interface File

File Type: UI format




VSH - Vertex Shader Script

File Type: VSH format

(Shader City - Possible App to open the Vertex Shader Scripts)


WAV - WAV Audio File

File Type: WAV format




WS - world snapshot

File Type: WS format
'WSNP' FORM (ws file)

- FORM
- NODS
- size
- offset to stringtable

----------------------------------------------------

46 4F 52 4D     //FORM

00 00 04 E4     //formsize

4E 4F 44 45     //NODE

46 4F 52 4D     //FORM

00 00 04 D8     //formsize 
 
30 30 30 30     //0000

44 41 54 41     //DATA

00 00 00 34     //datasize

01 A7 15 00     //id

00 00 00 00     //parentid

70 00 00 00     //strtable index

00 00 00 00     //ox

D4 15 1E BE     //oY

00 00 00 00     //oz

51 EE 7C 3F     //ow

00 00 00 00     //scale??

38 CA A0 45     //x

00 00 AF 43     //y

EE DE B2 C4     //z


00 00 00 44     //type?

7B D6 12 E7     //?? 



World Snapshot

There is one .ws file per planet (none for space that I have found yet although it would seem applicable), containing a list of items found outdoors on each planets. This includes buildings, terminals, streetlights, fog/special effects, ruins, and so forth. Trees/plants/rocks are not included unless they are somehow unique or special.