3ds Max File Format (Part 3: The department of redundancy department; Config)
Now we'll have a look at the Config stream. It begins like follows, and goes on forever with various integer fields and other binary blobs.
(StorageContainer) [15] {
0 0x2090: (StorageRaw) {
Size: 4
String: ....
Hex: 00 00 00 00 }
1 0x20e0: (StorageContainer) [4] {
0 0x0100: (StorageRaw) {
Size: 12
String: .. A........
Hex: 00 00 20 41 0a 00 00 00 01 00 00 00 }
1 0x0400: (StorageRaw) {
Size: 8
String: ........
Hex: 07 00 00 00 01 00 00 00 }
As most of the contents seems fairly different from eachother, it's best to look from a distance to the main container.
(StorageContainer) [15] {
0 0x2090: (StorageRaw)
1 0x20e0: (StorageContainer) [4]
2 0x20a0: (StorageContainer) [2]
3 0x20a5: (StorageContainer) [2]
4 0x20a6: (StorageContainer) [1]
5 0x2190: (StorageContainer) [2]
6 0x20b0: (StorageContainer) [10]
7 0x2130: (StorageContainer) [3]
8 0x2080: (StorageContainer) [213]
9 0x20d0: (StorageContainer) [9]
10 0x2160: (StorageContainer) [5]
11 0x21a0: (StorageContainer) [82]
12 0x2180: (StorageContainer) [1]
13 0x2007: (StorageContainer) [1]
14 0x2008: (StorageContainer) [3] }
The first id seems to be unique, so we can assume that each of these containers has a specific set of information in it. Comparing between files of max versions, there are some less and some more of these identifiers, but the contents of them remains pretty much the same.
One container in this file particularly interests me, as it contains strings related to the NeL Material, and thus will likely be necessary to parse the Scene format where this is stored. More specifically, chunk 0x2180 contains stuff like the following:
9 0x0007: (StorageContainer) [3] {
0 0x0060: (StorageRaw) {
Size: 4
String: ....
Hex: 02 00 00 00 }
1 0x0006: (StorageRaw) {
Size: 17
String: ....bForceZWrite.
Hex: 0d 00 00 00 62 46 6f 72 63 65 5a 57 72 69 74 65 00 }
2 0x0007: (StorageContainer) [7] {
0 0x0060: (StorageRaw) {
Size: 4
String: ....
Hex: 06 00 00 00 }
1 0x0006: (StorageRaw) {
Size: 9
String: ....type.
Hex: 05 00 00 00 74 79 70 65 00 }
2 0x0006: (StorageRaw) {
Size: 12
String: ....boolean.
Hex: 08 00 00 00 62 6f 6f 6c 65 61 6e 00 }
...
The block itself begins like:
12 0x2180: (StorageContainer) [1] {
0 0x0040: (StorageContainer) [2] {
0 0x0050: (StorageRaw) {
Size: 12
String: ....._.d..+"
Hex: 00 0c 00 00 ec 5f c7 64 b9 9e 2b 22 }
1 0x0007: (StorageContainer) [10] {
0 0x0060: (StorageRaw) {
Size: 4
String: ....
Hex: 09 00 00 00 }
1 0x0007: (StorageContainer) [15] {
0 0x0060: (StorageRaw) {
Size: 4
String: ....
Hex: 0e 00 00 00 }
1 0x0006: (StorageRaw) {
Size: 9
String: ....nlbp.
Hex: 05 00 00 00 6e 6c 62 70 00 }
...
A max file that has the NeL Multi Bitmap script used in it as well, has 2 0x0040 entries in the 0x2180 container. We'll call the 0x2180 block ConfigScript, and the 0x0040 container ConfigScriptEntry from now on, as these seem to be related to how script parameters will be stored in the file. What's also interesting is that all the chunks with id 0x0007 in this entire block are containers, and all the 0x0060 blocks are integers. The 0x0050 block is the header block for the ConfigScriptEntry, and contains the same SuperClassID and ClassID from the NeL Material script as seen previously.
Here are a few 0x0007 blocks from a specific depth inside the tree structure:
2 0x0007: (StorageContainer) [5] {
0 0x0060: (StorageRaw) {
Size: 4
String: ....
Hex: 04 00 00 00 }
1 0x0006: (StorageRaw) {
Size: 9
String: ....type.
Hex: 05 00 00 00 74 79 70 65 00 }
2 0x0006: (StorageRaw) {
Size: 12
String: ....boolean.
Hex: 08 00 00 00 62 6f 6f 6c 65 61 6e 00 }
3 0x0006: (StorageRaw) {
Size: 12
String: ....default.
Hex: 08 00 00 00 64 65 66 61 75 6c 74 00 }
4 0x0001: (StorageRaw) {
Size: 4
String: ....
Hex: 00 00 00 00 } } }
2 0x0007: (StorageContainer) [7] {
0 0x0060: (StorageRaw) {
Size: 4
String: ....
Hex: 06 00 00 00 }
1 0x0006: (StorageRaw) {
Size: 9
String: ....type.
Hex: 05 00 00 00 74 79 70 65 00 }
2 0x0006: (StorageRaw) {
Size: 10
String: ....float.
Hex: 06 00 00 00 66 6c 6f 61 74 00 }
3 0x0006: (StorageRaw) {
Size: 12
String: ....default.
Hex: 08 00 00 00 64 65 66 61 75 6c 74 00 }
4 0x0004: (StorageRaw) {
Size: 4
String: ..#<
Hex: 0a d7 23 3c }
5 0x0006: (StorageRaw) {
Size: 7
String: ....ui.
Hex: 03 00 00 00 75 69 00 }
6 0x0007: (StorageContainer) [2] {
0 0x0060: (StorageRaw) {
Size: 4
String: ....
Hex: 01 00 00 00 }
1 0x0006: (StorageRaw) {
Size: 17
String: ....cfBumpUSpeed.
Hex: 0d 00 00 00 63 66 42 75 6d 70 55 53 70 65 65 64 00 } } } }
2 0x0007: (StorageContainer) [5] {
0 0x0060: (StorageRaw) {
Size: 4
String: ....
Hex: 04 00 00 00 }
1 0x0006: (StorageRaw) {
Size: 9
String: ....type.
Hex: 05 00 00 00 74 79 70 65 00 }
2 0x0006: (StorageRaw) {
Size: 12
String: ....integer.
Hex: 08 00 00 00 69 6e 74 65 67 65 72 00 }
3 0x0006: (StorageRaw) {
Size: 12
String: ....default.
Hex: 08 00 00 00 64 65 66 61 75 6c 74 00 }
4 0x0003: (StorageRaw) {
Size: 4
String: ....
Hex: 01 00 00 00 } } }
If you have an understanding of the file format at this point, and try to understand the contents of these blocks, you should notice how ridiculous this looks.
It's like making an xml file that goes
<name>Name</name><value>Number</value>
<name>Value</name><value>2</value>
instead of
<Number>2</Number>
thanks to abstraction layers being piled up on each other.
The 0x0060 entry contains an integer which states the number of chunks that follow in the container, and is thus basically the size header of an array. Chunks with id 0x0006 recognizably contain strings, prefixed with their size, which is already known by the chunk header, and followed by an unnecessary null value byte suffix. It gets even sillier. The blocks shown above are actually not arrays, but tables of two columns stored in an array stored in the chunk tree structure. The first value in the array is the name column, and the second value the value column.
These blocks are child chunks of containers, containing a chunk with a name of a data field, and describe the format of this data field. It is fairly straightforward, the value of the name 'type' is the type, the 'default' is the default, and so on. For the default value, and this actually goes for the entire format of the ConfigScript block, the id of the chunk is directly related to the type field, and defines the actual low level storage of the field. The type fields is very helpful in finding out the meanings of these chunk ids.
0x0001 is a boolean stored as 4 bytes, 0x0002 does not appear in my file, 0x0003 is a 32 bit possibly signed integer, 0x0004 is a float, 0x0005 is a string in the same format as the 0x0006 internal strings, 0x0007 is the previously covered array-in-a-container, 0x0008 is a color stored as a 3 floating point vector with value 255.f being the maximum. With this information, the file can be made much more readable. Here's a short excerpt (pun intended) from inside the ConfigScript block.
2 0x0007: (ConfigScriptMetaContainer) [42] {
0 0x0060: (CStorageValue) { 41 }
1 0x0006: (ConfigScriptMetaString) { main }
2 0x0003: (CStorageValue) { 1 }
3 0x0003: (CStorageValue) { 2 }
4 0x0007: (ConfigScriptMetaContainer) [3] {
0 0x0060: (CStorageValue) { 2 }
1 0x0006: (ConfigScriptMetaString) { rollout }
2 0x0006: (ConfigScriptMetaString) { NelParams } }
5 0x0007: (ConfigScriptMetaContainer) [3] {
0 0x0060: (CStorageValue) { 2 }
1 0x0006: (ConfigScriptMetaString) { bLightMap }
2 0x0007: (ConfigScriptMetaContainer) [5] {
0 0x0060: (CStorageValue) { 4 }
1 0x0006: (ConfigScriptMetaString) { type }
2 0x0006: (ConfigScriptMetaString) { boolean }
3 0x0006: (ConfigScriptMetaString) { default }
4 0x0001: (CStorageValue) { 0 } } }
6 0x0007: (ConfigScriptMetaContainer) [3] {
0 0x0060: (CStorageValue) { 2 }
1 0x0006: (ConfigScriptMetaString) { bUnlighted }
2 0x0007: (ConfigScriptMetaContainer) [7] {
0 0x0060: (CStorageValue) { 6 }
1 0x0006: (ConfigScriptMetaString) { type }
2 0x0006: (ConfigScriptMetaString) { boolean }
3 0x0006: (ConfigScriptMetaString) { default }
4 0x0001: (CStorageValue) { 0 }
5 0x0006: (ConfigScriptMetaString) { ui }
6 0x0007: (ConfigScriptMetaContainer) [2] {
0 0x0060: (CStorageValue) { 1 }
1 0x0006: (ConfigScriptMetaString) { cbUnlighted } } } }
7 0x0007: (ConfigScriptMetaContainer) [3] {
0 0x0060: (CStorageValue) { 2 }
1 0x0006: (ConfigScriptMetaString) { bStainedGlassWindow }
2 0x0007: (ConfigScriptMetaContainer) [7] {
0 0x0060: (CStorageValue) { 6 }
1 0x0006: (ConfigScriptMetaString) { type }
2 0x0006: (ConfigScriptMetaString) { boolean }
3 0x0006: (ConfigScriptMetaString) { default }
4 0x0001: (CStorageValue) { 0 }
5 0x0006: (ConfigScriptMetaString) { ui }
6 0x0007: (ConfigScriptMetaContainer) [2] {
0 0x0060: (CStorageValue) { 1 }
1 0x0006: (ConfigScriptMetaString) { cbStainedGlassWindow } } } }
Most other blocks in this file seem to contain value sets where the type is fixed to the id, and the id is basically the name of the config value. Right now, there doesn't seem to be anything in there that interests me, so I won't bother with them too much, but here's an example of one simplified anyways.
2 0x20a0: (Config20a0) [2] {
0 0x0100: (CStorageValue) { 1 }
1 0x0110: (Config20a0Entry) [25] {
0 0x0100: (CStorageValue) { 220 }
1 0x0110: (CStorageValue) { 0 }
2 0x0120: (CStorageValue) { 1 }
3 0x0130: (CStorageValue) { 0 }
4 0x0140: (CStorageValue) { 0 }
5 0x0150: (CStorageValue) { 0 }
6 0x0160: (CStorageValue) { 1 }
7 0x0161: (CStorageValue) { 1 }
8 0x0170: (CStorageValue) { 1 }
9 0x0180: (CStorageValue) { 0 }
10 0x0190: (CStorageValue) { 0 }
11 0x0200: (CStorageValue) { 0 }
12 0x0210: (CStorageValue) { 0 }
13 0x0220: (CStorageValue) { 994352038 }
14 0x0230: (CStorageValue) { 1041059807 }
15 0x0240: (CStorageValue) { 266338296 }
16 0x0250: (CStorageValue) { 131008 }
17 0x0260: (CStorageValue) { 0 }
18 0x0270: (CStorageValue) { 1 }
19 0x0280: (CStorageValue) { 0 }
20 0x0310: (CStorageValue) { 0 }
21 0x0290: (CStorageValue) { }
22 0x0390: (CStorageValue) { default }
23 0x0300: (StorageContainer) [1] {
0 0x0100: (StorageRaw) {
Size: 4
String: ....
Hex: 00 00 00 00 } }
24 0x0330: (StorageRaw) {
Size: 16
String: ................ } } }
Quite boring, right?
Next up is the long awaited Scene.
【转】http://blog.kaetemi.be/post/2012/08/19/3ds-Max-File-Format-%28Part-3%29
3ds Max File Format (Part 3: The department of redundancy department; Config)的更多相关文章
- 3ds Max File Format (Part 1: The outer file format; OLE2)
The 3ds Max file format, not too much documentation to be found about it. There are some hints here ...
- 3ds Max File Format (Part 5: How it all links together; ReferenceMaker, INode)
At this point, you should start to familiarize yourself a bit with the publicly available 3ds Max AP ...
- 3ds Max File Format (Part 2: The first inner structures; DllDirectory, ClassDirectory3)
Now that we understand the outer structure of the file, it's time to look closer to what's inside. T ...
- 3ds Max File Format (Part 4: The first useful data; Scene, AppData, Animatable)
The most interesting part of this file is, evidently, the Scene. Opening it up in the chunk parser, ...
- 3ds Max File Format (Part 6: We get signal)
Let's see what we can do now. INode *node = scene.container()->scene()->rootNode()->find(uc ...
- The Department of Redundancy Department
Write a program that will remove all duplicates from a sequence of integers and print the list of un ...
- uva 484 - The Department of Redundancy Department
已有的数据结构装不下数据,或者不能处理现有的数据,那就必须要思考其他的辅助手段,辅助结构: #include <cstdio> #include <map> #include ...
- AVEVA PDMS to 3ds Max - RvmTranslator6.0beta
AVEVA PDMS to 3ds Max - RvmTranslator6.0beta eryar@163.com RvmTranslato6.0 translate PDMS RVM to 3ds ...
- VRay 2.0 SP1 2.10.01 for 3ds max 9/2008/2009/2010/2011/2012 32/64位 顶渲简体中文版+英文版[中国室内设计论坛-室内人]
VRay 2.0 SP1 2.10.01 for 3ds max 9/2008/2009/2010/2011/2012 32/64位 顶渲简体中文版+英文版[中国室内设计论坛-室内人] 对最新版本的V ...
随机推荐
- [IOI2018] werewolf 狼人 [kruskal重构树+主席树]
题意: 当你是人形的时候你只能走 \([L,N-1]\) 的编号的点(即大于等于L的点) 当你是狼形的时候你只能走 \([1,R]\) 的编号的点(即小于等于R的点) 然后问题转化成人形和狼形能到的点 ...
- luogu P3369 【模板】普通平衡树
————————————————版权声明:本文为CSDN博主「ModestCoder_」的原创文章,遵循 CC 4.0 BY-SA 版权协议,转载请附上原文出处链接及本声明.原文链接:https:// ...
- 硬件知识整理part1--电阻E系列行业规范
仁者,人心也,义者,人路也. --孟子 “ E ”表示“指数间距”(Exponential Spacing) 在上个20世纪的电子管时代,电子元器件厂商为了便于元件规格的管理和选用.大规模生产的电 ...
- C# Winform初体验
设计一个简单的登录窗口,要求输入用户名:小金,密码:123456时候点登录能正确转到另一个窗口. 1.建立窗体应用. 2.这里创建一个login和一个NewForm的窗体. 3.在login的窗体拖拉 ...
- css基础-float浮动
float实现文字环绕图片效果: <!DOCTYPE html> <html lang="en"> <head> <meta charse ...
- tomcat - 解决 org.bouncycastle.asn1.ASN1Boolean 非法循环依赖的错误
背景 记录遇到一次奇怪的错误,在发布war包到Tomcat的时候,出现了org.bouncycastle.asn1.ASN1Boolean非法循环依赖的错误. INFO: Deploying web ...
- mybatis中用到的9种设计模式
1.Builder模式:例如SqlSessionFactoryBuilder.XMLConfigBuilder.XMLMapperBuilder.XMLStatementBuilder.CacheBu ...
- 【新人赛】阿里云恶意程序检测 -- 实践记录11.3 - n-gram模型调参
主要工作 本周主要是跑了下n-gram模型,并调了下参数.大概看了几篇论文,有几个处理方法不错,准备下周代码实现一下. xgboost参数设置为: param = {'max_depth': 6, ' ...
- Redis入门-01
目录 使用场景 支持的数据类型 主从复制 原理 配置 哨兵机制 持久化 RDB(Redis Database) AOF(Append Only File) redis(Remote DIctionar ...
- pyjsonrpc的使用
pyjsonrpc的使用 客户端 JsonRpcClient.py #!usr/bin/env python2.7 # -*- coding: utf-8 -*- import ssl import ...