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ordoor/doc/formats/obj.md

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Obj format information

The names of Obj files are highly suggestive of them being objects that can be placed on maps. Each map cell seems to have space for four objects to be placed on it - a SURFACE, LEFT, RIGHT, and CENTER. Maps reference objects in a space-efficient way via sets, which seem to be a kind of object palette.

Assign

The Assign/ directory contains a matching .asn file for each Obj/*.obj. It's a plain-text format which seems to assign properties to frames, and has references to a <name>.flc file which does not exist in the tree.

Theory: .obj files were originally generated from .flc files. This is an AutoDesk format for visual data, so this suggests the .obj files contain pixels \o/

blank.asn references 6 frames (0-5):

# single pixel tile
# transpix.obj/.asn   
#/--> transpix.flc
#

0-5:DEF 1;   


0-5:TYPE 13;


END OF FILE

jungtil.asn references 18 frames (0-17):

# jungle floor
# jungtil.obj/.asn
#   /--> d:\warflics\missions\jungtil.flc
#

0:DEF 2;
1-11:DEF 454;   


#damaged frames!!!!
12:DEF 2;   
13-16:DEF 454;   
17:DEF 454;


0:TYPE 2;
1-11:TYPE 0;
12:TYPE 2;
13-16:TYPE 0;   
17:TYPE 0;


0:DESTROY 12;  
1-3:DESTROY 13;  
4-6:DESTROY 14;  
7-9:DESTROY 15;  
10-11:DESTROY 16;  
17:DESTROY 15;

1-11:Dmg1Lnk 17;

END OF FILE

So it seems this visual data can have quite complicated attributes. At a minimum we see:

  • TYPE
  • DEF
  • DESTROY
  • Dmg1Lnk

The type field may tell us what format each sprite is in.

OBJ container structure

.obj files represent visual data. They contain a number of sprites, which are assigned attributes in .asn files and referenced from .map files.

The container format is worked out, but the per-sprite data is still unknown, so I'm documenting the former here while still investigating the latter.

The file begins with a header, with all values 32-bit little-endians:

Offset Meaning
0x0000 Number of sprites
0x0004 Offset of sprite directory
0x0008 Size of sprite directory
0x000c Offset of the sprite data
0x0010 Size of the sprite data

The sprite directory contains an 8-byte record per sprite. That record contains two 32-bit little-endians:

Offset Meaning
0x0000 Relative offset of sprite in data block
0x0004 Size of sprite in data block

For sanity checks, we can ensure that:

  • The header, sprite directory and data blocks do not overlap or extend past the end of the file
  • None of the individual sprites overlap each other or extend past the end of the data block

Sprite structure

If the type field of an .asn field does tell us how to interpret sprite data, I'll need to split this up per type. For now, I'm investigating a small number of files in depth, and comparing across files in a shallow manner, so all I need to do is manually select sets with the same type in the latter case.

First, the blank.obj file. blank.asn helpfully tells us that it's a single- pixel tile and assigns it a type of 13. There are six sprites, all of which are identical. Data dump:

-------------------------------------------------------------------------------
        0  1  2  3  4  5  6  7       01234567     0   1   2   3   4   5   6   7
-------------------------------------------------------------------------------
0x0000 10 01 61 01 01 00 01 00     |   a      |  16   1  97   1   1   0   1   0
0x0008 00 00 00 00 03 00 00 00     |          |   0   0   0   0   3   0   0   0
0x0010 00 00 00 00 00 00 00 00     |          |   0   0   0   0   0   0   0   0
0x0018 01 fd 00                    |          |   1 253   0

Total size is 27 bytes, so if there is only one pixel, it's tempting to suggest that the first 24 bytes are header, and the final 3 bytes represent that one pixel.

I think this is rendered as a 1px dot with the colour #ff00ff in WH40K_TD.exe:

blank.obj as rendered by WH40K_TD.exe

In the tile, the dot is in the very centre.

The colour itself doesn't show up in the data directly, so it's not a simple RGB array of pixels. WH40K_TD.exe is a 256-colour application, so the pixel data may account for 1 of the 3 bytes.

All sprites seem to end with 0x00 - like a GIF image descriptor, this may say "end of data".

So what's the 1? Simple RLE, like FLIC type 15 BYTE_RUN? - "Repeat 253 one time"?

There are 45 TYPE 13 .obj files in the game. Comparing the above with the start of the second sprite in pillar.obj:

----------------------------------------------
        0  1  2  3  4  5  6  7       01234567
----------------------------------------------
0x0000 fa 00 25 01 2e 00 48 00     |       H  | 250   0  37   1  46   0  72   0 
0x0008 00 00 00 00 f4 0c 00 00     |          |   0   0   0   0 244  12   0   0 
0x0010 00 00 00 00 00 00 00 00     |          |   0   0   0   0   0   0   0   0 
0x0018 80 0f 90 1a 4b 1a 1b 4b     |     K  K | 128  15 144  26  75  26  27  75 
0x0020 1a 4c 1a 4b 19 19 49 19     |  L K  I  |  26  76  26  75  25  25  73  25 
0x0028 4a 18 4a 80 0f 00 80 0b     | J J      |  74  24  74 128  15   0 128  11 
0x0030 98 1a 4c 1a 4c 1a 9e 1a     |   L L    | 152  26  76  26  76  26 158  26 
0x0038 4c 1b 4b 1a 1a 49 19 48     | L K  I H |  76  27  75  26  26  73  25  72 
0x0040 18 18 48 19 4b 19 4b 19     |   H K K  |  24  24  72  25  75  25  75  25 
0x0048 9d 80 0b 00 80 08 9e 1a     |          | 157 128  11   0 128   8 158  26 
0x0050 4a 1a 1b 4d 9e 1a 4c 1b     | J  M  L  |  74  26  27  77 158  26  76  27 
0x0058 1b 4c 1b 4c 1a 1a 49 18     |  L L  I  |  27  76  27  76  26  26  73  24 
0x0060 48 17 49 18 19 4a 19 4b     | H I  J K |  72  23  73  24  25  74  25  75 
0x0068 19 9d 4a 1a 49 80 08 00     |   J I    |  25 157  74  26  73 128   8   0 
0x0070 80 07 a0 19 4b 1a 1b 4c     |     K  L | 128   7 160  25  75  26  27  76 
0x0078 1b 1b 4d 9e 1b 4c 1b 4d     |   M  L M |  27  27  77 158  27  76  27  77 

Total size is 3340. The first 24 bytes look quite different to the remainder of this file, lending weight to the 24-byte header theory.

Line-by-line comparisons of first 16 bytes (all TYPE 13). 0x10..0x17 are all 0x00 in all examples so far.

a: blank.obj sprite 0, 1x1 tile (27 bytes)
b: pillar.obj sprite 1 (3340 bytes)
c: altar.obj sprite 0 (7465 bytes)
d: altar.obj sprite 1 (7368 bytes)

a 0x0000 10 01 61 01 01 00 01 00     |   a      |  16   1  97   1   1   0   1   0
b 0x0000 fa 00 25 01 2e 00 48 00     |       H  | 250   0  37   1  46   0  72   0
c 0x0000 d6 00 16 01 74 00 67 00     |     t g  | 214   0  22   1 116   0 103   0 
d 0x0000 d6 00 19 01 74 00 64 00     |     t d  | 214   0  25   1 116   0 100   0 


a 0x0008 00 00 00 00 03 00 00 00     |          |   0   0   0   0   3   0   0   0
b 0x0008 00 00 00 00 f4 0c 00 00     |          |   0   0   0   0 244  12   0   0
c 0x0008 00 00 00 00 11 1d 00 00     |          |   0   0   0   0  17  29   0   0 
d 0x0008 00 00 00 00 b0 1c 00 00     |          |   0   0   0   0 176  28   0   0 

Assuming a 24-byte header, 0x0c matches "remaining pixeldata" size in all cases.

0x04 makes sense as x,y dimension in blank.obj where we know it's 1x1 pixel.

The pillar has more Y than X; the altar more X than Y, suggesting 0x04-0x05 are X and 0x06-0x07 are Y. Measuring the rendered pixels by WH40K_TD.exe gives a close correspondence in all cases.

WH40K_TD.exe crashes trying to load a set referencing pillar in it unless it's in the CENTER position. Interesting.

Not all pixeldatas are evenly divisible by 3. blank.obj seems to be the special case.

The volume represented by a cell is a little odd. We see three faces of a fake 3D volume of size 64x64x32(ish). This is presented in an isomorphic fashion, so the height is 32px at the leftmost and rightmost extents and 96 in the centre. Overall width is 128px, and the minimum rectangle covering the whole space would be 128x96, or 12288 bytes at 8bpp.

Or it could be represented as the three planes separately. So for an altar, we'd have 64x64 pixels, plus 32x64 pixels, plus 32x64 pixels (minus a few around the edges, perhaps) - 4096 + 2048 + 2048 = 8192. The sprite is only slightly smaller than that.

Or perhaps we draw a normal X/Y rectangle which is then skewed appropriately. That seems like it would be odd for pixeldata though?

Bytes per pixel (intuited from hypothetical x,y) for the four frames so far:

a:   1 *   1 =     1.   27 - 24 =    3. 24 bits    / pixel
b:  46 *  72 =  3312. 3340 - 24 = 3316.  8 bits    / pixel with 4 bytes left over.
c: 116 * 103 = 11948. 7465 - 24 = 7439.  4.9 bits  / pixel
d: 116 * 100 = 11600. 7368 - 24 = 7344.  5.1 bits  / pixel
Offset Purpose
0x0000 ?
0x0004 x,y size (16 bits each)
0x0008 ? (blank in all cases so far)
0x000c Size of remaining pixeldata
0x0010 Padding?
0x0014 Padding?

We still don't know what the first 32 bits are all about. Perhaps they can help to explain the differences in putative bpp.

0x002-0x003 changes in step with total number of pixels, but that doesn't seem to account for the difference.

Considering sprites with a 1,1 x,y.

           u0 u1 u2 u3 X  Y    pixeldata
bgtree_m 24 : ee 00 5e 01 01 01   01 1f 00
blank     0 : 10 01 61 01 01 01   01 fd 00
transpix  0 : 11 01 3c 01 01 01   01 ae 00

Sprites seem to end with a \x00 byte in-general, but we only see 0x01 in the first byte of data for these 1x1 tiles.

Sprites with X= 128 Y=63 almost always seem to have a u0..u3 of d1 00 42 01 with a few exceptions, e.g. treemac{1,2}.obj

WH40K_TD.exe loops around "ReadInMissionFLCs", incl. address 0x0041dd10, where it loads in all the .asc and .obj files in a set.

break *0x41DD10

This lets me focus very narrowly on what happens when loading sprites, and might give clues.