Talk:MDL0 (File Format)
MDL, section 8
I have found string behind the last layer at offset 8. Overall I found 1885 valid string references, but also 13929 NULL and 18 other values. Because the most string contains a variation of "shadow" I believe that there is at least a conditional string. Here is a summary of all found strings (using 218 different offsets):
1647 mat_shadow 68 lambert1 24 mat_shadow1 20 shb_mat_shadow 17 shadow 10 map01 10 lambert3 9 shadow1 4 map1 4 map 4 lambert318 4 lambert239 4 lambert233 4 beginner_course_m 2 nami_tx_v_x 2 lambert9 2 lambert42 2 lambert404 2 lambert400 2 lambert351 2 lambert326 2 lambert321 2 lambert313 2 lambert282 2 lambert264 2 lambert242 2 lambert238 2 lambert19 2 lambert11 2 hikari1 2 ex_lambert193 2 ex_lambert186 2 col_ROAD 2 cactusColor_m 2 c_road_m 2 TR_sky 2 ROAD_c 2 ROAD_ami 2 Map 2 MAP_m 1 wing1 1 m_ef_bkBoard 1 glow 1 body2
- I'm not aware of this. Can you give me some examples of which BRRESs have this in.
- Chadderz 17:38, 6 May 2011 (CEST)
Race/Common.szs -> banana_s.brres Race/Kart/ldf_bike_blue-la_mii_f_4.szs -> kart_model.brres Race/Course/old_donkey_gc_d.szs -> DKrockGC.brres Race/Course/boardcross_course.szs -> itembox.brres
And these are the sizes of the appended data areas:
6596 * 0x180 1884 * 0x184 1459 * 0x188 3128 * 0x18c 759 * 0x190 3698 * 0x194 1432 * 0x198 1569 * 0x19c = 0x180 + 0x1c 2 * 0x598 12 * 0x59c 9 * 0x5a0 1756 * 0x5a4 4 * 0x5a8 12 * 0x5ac 88 * 0x5b0 2 * 0x5b4 = 0x598 + 0x1c
It seems that there are 2 different sizes plus a little padding.
- Wiimm 18:16, 6 May 2011 (CEST)
- This was a failure of my. It apperars if the layer count is 0 and the layer offset points to the beginning of section 8. Then I detect the name of the base structure.
- Wiimm 13:43, 11 May 2011 (CEST)
I hex edited a model so the X and Y texture settings were 02 (mirror) but showed no difference (Layers section, addresses 0x18 and 0x1c. I checked with another model, a mach bike model, and it has 00000002 there on both). I'm too lazy to edit my uv maps in 3dsmax (I'm trying to make a character but the textures are weird). I took a quick look through the page but didn't see anything else that would change this setting. Any help?
Guilmon35249vr 03:16, 16 September 2011 (CEST)
Also, has anyone ever tried adding a texture link to a map_model? --Guilmon35249vr 23:39, 25 September 2011 (CEST)
Adding polygons to pre-existing models?
There are people trying to get Paratroopa into Mario Kart Wii. After taking a look through Koopa Troopa's files, I noticed he already has EVERYTHING needed to make Paratroopa work.. except a wing model. He even has bones for the wings already!
http://i349.photobucket.com/albums/q364/MikeYoshi/koopatroopawings.png
And he has textures for them too. I would assume that.. since the bones are there, they're also animated (Recycled animations happen in MKW already.. Yoshi/Birdo share some animations. This would make me thing that Koopa Troopa and Paratroopa would share animations too).
Has anyone found a way to hex edit in a new polygon?
--Guilmon35249vr 01:23, 9 November 2011 (CET)
- So with nothing more then hex editing this is possible?
- I haven't seen any animated character yet.
- kHacker35000vr 07:21, 9 November 2011 (CET)
Is the MDL0 page correct?
At the moment I try to understand MDL0. But I can't follow the the descriptions.
- Example "section 1 - bones"
- The page says, that the basic structure is 0xd0 (=208) byte long, but if analyzing Nintendo Moonview Highway, it contains 26 MDL0 files and section 1 is always smaller than 0xd0, the size is most 0x28.
I can find such things also for some other sections. Either the page info is wrong or I don't understand the section concept of BRESS sub files.
- Not sure what the problem is here; the page seems to be correct. I suppose calling it section 1 is a little ambiguous; it's the section 1 entry's format. The pointer at the begining is to a BRRES Index Group which then in turn points to the data described.
- Chadderz 12:07, 8 January 2012 (CET)
The index group points to the different sub files (MDL0, TEX0, PAT0,...). But the MDL0 has also sections as described here. A hexdump of a typical MDL0:
MDL0 file header (equal structure for all BRRES sub files) 0: 4d 44 4c 30 00 00 31 60 00 00 00 0b 00 00 00 00 :MDL0..1`........: 14 section offsets (is this my misunderstanding?) 10: 00 00 00 9c 00 00 00 e4 00 00 01 2c 00 00 01 64 :...........,...d: 20: 00 00 01 8c 00 00 01 c4 00 00 00 00 00 00 00 00 :................: 30: 00 00 01 fc 00 00 02 34 00 00 02 6c 00 00 02 a4 :.......4...l....: 40: 00 00 00 00 00 00 00 00 string pointer 40: 00 00 31 98 beginning of MDL0 header 40: 00 00 00 40 :..........1....@: 50: ff ff ff b4 00 00 00 00 00 00 00 00 00 00 02 32 :...............2: ...
Interpreting the offset table, section 01 starts a 0xe4 and ends at 0x12c (length 0x48).
Wiimm 12:23, 8 January 2012 (CET)