Trespasser File Formats

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Disclaimer: The information contained in this document is provided exclusively for Your Own Use in order to enjoy Your Legal Copy of the game Trespasser. You must not use this information in any way that would break the conditions of the Trespasser License Agreement.

This document contains the latest known information about the file formats used by Trespasser, and was written by Andres. It is based on the original formats.txt document created by PenguiN42, TSOrd, and Andres. Andres last updated it on 24 July 2003. Now it's being updated and maintained by machf.

Unless otherwise specified, all numeric values are stored as a 4 byte integer, henceforth called a long (possibly unsigned, which is mentioned explicitly if the distinction is important).

Contents

Info about Trespasser, and conventions used in the levels:
 
Directory structure
  File locations and naming
  Model and Instance names
Format of the data files:
 
GROFF Block structured file format used by GRFs, SCNs and Savegames
  GRF - Main level file Models, instances, scripting
  SCN/Savegame - Scene file (level startup) Savegame state, including spatial partition tree
  PID - Packed Image Directory (Texture index) Texture information
  SWP/SPZ - Swap files (Texture data) Raw and compressed textures
  TPA - Trespasser Packed Audio file format PCM/ADPCM samples
  WTD - Terrain Wavelet compressed terrain
  SMK - Video
  DDF - Menu

Directory structure

\Trespasser The directory Trespasser is installed in. Listed as "Installed Directory" in the Windows registry under "HKEY_LOCAL_MACHINE\Software\DreamWorks Interactive\Trespasser"
\Demo Directory the Trespasser demo is installed in. All data files for the demo are stored in subdirectories of this.
\DataDrive By default this is the location Trespasser was installed from, but it is possible to change this in the Windows registry. This is where the PID/SPZ/SWP are always loaded from. Listed as "Data Drive" in the Windows registry.
\Trespasser\data Depending on the install type, various files from \DataDrive were copied here.
\Patch The directory where files for the patched version are put. But default this is located at \Trespasser\patch\. The patched version of Trespasser loads GRFs, SCNs and WTDs from here.

File locations and naming

File Demo Full version Patched full version What file is usually named Where Trespasser looks to find the file name
SCN \Demo\data \DataDrive \Patch (level).scn n/a, this is the base file that gets loaded
SaveGame \Demo \Trespasser \Trespasser "Savegame.*" * can be anything but Trespasser uses 3 digit numbers starting at 000 n/a, this is the base file that gets loaded
GRF \Demo\data \DataDrive \Patch (level).grf SCN Header
PID \Demo\data \DataDrive \DataDrive (level)-130.pid unknown. Probably same name as GRF
SWP \Demo\data \Trespasser,\DataDrive \Trespasser,\DataDrive (level)-130.swp unknown. Probably same name as GRF
SPZ not used \DataDrive \DataDrive (level)-130.spz unknown. Probably same name as GRF
WTD \Demo\data \DataDrive \Patch (level).wtd GRF.VALUETABLE class "TerrainPlacement" value "File"
TPA ? ? ? Stream.tpa, Ambient.tpa, ... not level specific.

Model and Instance Names

Some conventions are required by Trespasser - the level will not load if these are not followed:

Some conventions affect the way the level works:

The following conventions are found in the Trespasser data files, however they are not required by the game engine. (I assume they were used to assist level designers.)

Modifying files

TODO: Changing the position of an object can cause Trespasser to crash, or objects to disappear.

If an instance has a block in the SCN/Savegame, that instance's info in the region and value tables are ignored.


GROFF - Main structure of GRFs, SCNs and Savegames

Groff is the name given to a certain block structured file format, and is named because the string "GROFF" is found in the executable. Groff files consist of a HEADER, a DATA DIRECTORY, DATA BLOCKS, and a NAME TABLE, and are the format for the GRF, SCN and Savegame files.

HEADER

0x00 BE BA CE 0A Magic Number (Ace Babe in hex)
0x04 File size
0x08 Number of DATA DIRECTORY entries
0x0C Number of NAME TABLE entries
0x10 Size of NAME TABLE
0x14 Offset to NAME TABLE
0x18 00000000 0C000000 0A000000 00000000 00000000 00000000
0x30 Beginning of DATA DIRECTORY

DATA DIRECTORY ENTRY

The DATA DIRECTORY describes the DATA BLOCKS

0x00 Symbol handle, reference to a NAME TABLE string, which is the name of this block.
0x04 00 00 00 00
0x08 Offset to data in file
0x0C Length of data in file
0x10 00000000 00000000
0x18 Data type:
0x00000001 - Header
0x00000002 - Region
0x00000004 - Main object block (model)
0x00000008 - Geometry
0x00000010 - Mapping
0x00000020 - Material
0x00000040 - Bitmap
0x00000080 - Palette
0x00000100 - Physics
0x00000200 - AI
0x00000400 - Sound
0x00000800 - Design
0x00001000 - Trigger
0x00002000 - Valuetable
0x80000000 - Data update. Used in the SCNs and Savegames, information contained within updates data in the GRF.
0x1C Handle of this data block (0x8000xxxx where xxxx is the block number from 0)

NAME TABLE

The NAME TABLE stores strings which are referenced by the symbol handle. I believe the handles can be any set of unique values (as long as they match in all the places they're used). In the GRF the strings are used as the names of DATA BLOCKS, names of instances in the REGION TABLE, and names of textures in the .mapping block. In the SCN and Savegames, the strings are used as names of the DATA BLOCKS, and also are used within many of the data blocks (of which the exact format is not yet known).

Trespasser files have the name table sorted alphabetically by the string, but that is not required by the game engine.

0x00 Symbol handle. Any unique number except zero.
0x04 Length of string, including terminating zero
0x08 Number of times this string is referenced
0x0C String, null-terminated

GRF - Main level file

GRF Blocks:

- Header
- Region
- Valuetable
-
Main Object Block<
- - Geometry>
- - Mapping - - Material>

General Information

GRFs hold all the object geometry, positioning, and scripting for a level. They use the Groff format, and were made with a custom 3DS MAX plugin.

GRFs can be either compressed (as in the game) or uncompressed (as in the demo). Compressed files use Lempel-Ziv (LZ) compression, and can be decompressed using WinZip. Alternatively the Microsoft MS-DOS utilities Compress.exe and Decompress.exe can be used. From within MS Visual C++, LZOpen() and releated functions can be used to decompress them.

GRFs contain three main types of data. 'Models' are actual geometry (eg. textured triangles) and are stored in seperate named data blocks. 'Instances' are instantiations of a model in the level (eg. a model reference + position,orientation,scale) and are listed in the regiontable (".region"). The valuetable contains extra data associated with instances (render parameters, scripting, ...) (".valuetable").

Notes on naming. Blocks types can be identified by either their string name or data directory 'type'.

Models consist of several blocks, a Main block with the name of the model, then optional ".geometry", ".material", and ".mapping". Main blocks contain handles to the geometry and mapping blocks, and the mapping block contains a handle to the material block. (They always seem to be written in consecutive blocks, but this should not be relied on.) There are two different types of geometry format, which I call Type1 and Type2.

Mapping strings to IDs

Textures and objects in the script are referred to by a string, which must be mapped to an integer ID which is used by the PID and TPA. This mapping is done using a hash function tresHash(), described (TODO).

Textures have three strings, for texture, opacity, and bump maps. If they are all empty strings, there is no texture. Otherwise the texture string will exist, and the opacity and bump strings seem to match the info in the PID entry ie. bumpmapped textures always have a bump string, and textures with transparency always have an opacity string (so all three may exist). To find the textureID, the texture and bump names are combined with the Diffuse value for the mesh (default 1.0).

The GRF blocks

".header"

Exactly one ".header" per GRF.

0x00 BE BA CE 0A (groff magic number)
0x04 version (always 0x8000000F?)

".region"

The regiontable lists all the objects (instances) in a level, there is exactly one ".region" per GRF. Note that when changing the position of a 'primary' instance (described TODO), many of the models listed in the script also have to be moved. They have absolute positions, yet the relative position compared to the primary instance is used to instantiate those models on other instances of a mesh. (eg. Model00s, Detail0, DetailShadow, A00s. See document on the valuetable for more information).

HEADER (4 bytes)

0x00 Number of entries (objects)
0x04 Beginning of REGION ENTRYs

REGION ENTRY (44 bytes)

0x00 Main Handle of model
0x04 symbolHandle. Name of this block, each entry must have a unique name.
0x08 Position in level (3float)
0x14 Orientation, as Euler angles, in Radians. Rotation order is x then y then z going object->world. (3float)
0x20 Scale (float)
0x24 Valuetable entry number, or 0 if 0x28 is 0
0x28 0 - No valuetable entry
1 - Has valuetable entry

POST-REGIONTABLE (4 bytes)

0x00 Main Handle of valuetable (long)

".valuetable"

The valuetable stores extra initialization information for instances in the REGIONTABLE, and there is exactly one ".valuetable" per GRF. A region instance will always reference a Group value entry which lists the values for that instance. The entry will always have the same name as the instance's model, so it's more correct that the valuetable stores info about the models, not the instances.

HEADER (20 bytes)

0x00 00 00 00 00 00 00
0x06 Number of strings in STRINGTABLE
0x0A 00 00 00 00 00 00
0x10 Number of strings in STRINGTABLE (again)
0x14 Start of STRINGTABLE
0xxx ENTRY HEADER
0xxx VALUETABLE ENTRYs

STRINGTABLE ENTRY

0x00 Null-terminated string
0xxx Number of this string (numbered consecutively from 0) (long)
0xxx Number of times this string occurs in ASSEMBLY. Seems to be ignored by Trespasser, can just be zero. (long)

ENTRY HEADER (18 bytes)

0x00 00 00 00 00 00
0x05 Number of entries
0x09 00 00 00 00 00
0x0E Number of entries (again)
0x13 Beginning of VALUETABLE ENTRYs

VALUETABLE ENTRY

0x00 Entry type (unsigned short)
0x101 - bool
0x102 - char
0x103 - int
0x104 - float
0x105 - string
0x106 - object (Andres called this Group and used it in the .tpm format)
0x02 00
0x03 Entry number (consecutively numbered from 0)
0x07 01 00 00 00
0x0B Entry name, index into STRINGTABLE. If this entry is directly used by an instance, this name will be the name of the instance's mesh. However, Trespasser seems to ignore it (eg. can use the string "unused" for all names).
0x0F Number of times entry name has been used so far. Seems to be ignored by Trespasser, can just be zero.
0x13 00 00 00 00
0x17 00 00 00 00
0x1B Entry data, depends on entry type:
Boolean - Unsigned char, 0=false, 1=true 1byte
Integer - (signed?) long 4 bytes
Float - float 4 bytes
String - zero terminated ASCII L bytes
Group - Group of entries, N (long) = size, followed by 2*N longs. The first of each pair is an entry number, the second is always 0x01. (Perhaps the second is the number of times the entry is used?) 4+8*N bytes
0xxx Entry number again (long)
0xxx 01 00 00 00

Main object block

This represents an object model or 'mesh', and is referred to by the .regiontable. A model must have a .geometry block, and has optional .mapping (with corresponding .material).

0x00 Symbol Handle (stringtable) Name of the mesh. Trespasser seems to ignore it (eg. can use string "unused" for all mesh names).
0x04 Geometry Handle (data block)
0x08 Mapping Handle (data block)
0x0C Physics Handle (always zero)
0x10 AI Handle (always zero)
0x14 Sound Handle (always zero)
0x18 Special Handle (always zero)

".geometry"

Geometry blocks contain the actual object geometry, and contain one of two data formats. I currently use a heuristic to tell which format it contains: If there is a .mapping block, check the size of that block. If the size is 4 bytes, it is type 2, otherwise it is type 1. If there is no mapping block, check the 2nd int of the block (pivotOffset.y in type 1, mapping flag in type 2). If this is 1, the block is type 2, otherwise it is type 1. This works because the floating point interpretation of 0x01 is 1.4013e-045, which is quite unlikely, and in fact never occurs in pivotOffset.y in the trespasser data files)

Type 1:

Type 1 geometry blocks mostly contain untextured cubes (which are physics objects or triggers) and diamonds and spheres (which are triggers), although sometimes they have dummy textures (blank or with "Dummy" written on them). Sometimes they contain textured visible geometry, particularly dinosaurs. If the object is textured, the texture coordinates are stored in the .mapping block.

0x00 float[3] Pivot Offset (how used?)
0x0C int (A) Vertex Count
0x10 int (B) Face Count. Matches face count in .mapping if .mapping exists.
0x14 int (C=3*B) Vertex Normal Count
0x18 int (D) Wrap Vertex Count
0x1C int[3] Default Color (.BMP style BGR order)
0x28 float[3][A] Vertices. Also used to find the physics bounding box. Note that the bounding box is centered about the origin, so even if all vertices are in the range [0.1,0.7], the bounding box will be [-0.7,0.7]
0x-- int[3][B] Faces. Index into the Vertices.
0x-- float[3][B] Face Normals. One normal per triangle.
0x-- float[3][C] Vertex Normals. Normal for vertex j of triangle k is in position 3*k+j.
0x-- float[3][D] Wrap Vertices. It is not known what these are used for. Trespasser uses the standard vertices (above) to calculate the bounding box.
In the Trespaser data files these are all vertices from the vertex list, and so are the convex hull of the shape. However I haven't noticed any side-effects of just finding the min & max x,y,z values of the vertices and writing out the 8 vertices of this bounding cube.

Type 2:

Type 2 geometry contains texture coordinate info, so the corresponding .mapping block is only 4 bytes long.

0x00 uint Material Handle. 0x00 if no .material block or if .material contains no textures.
0x04 uint No Material flag, 0 if has .material, 1 if has no .material.
0x08 uint Default Color 0x00RRGGBB. Used only if there's no .material.
0x0C float[3]? Pivot Offset. See description in Type 1 geometry.
0x18 int (A) Vertex Count
0x1C int (B) Textured Normal Count
0x20 int (C) Face Vertex Index Count
0x24 int (D) Wrap Vertex Count
0x28 int (E) Face Count
0x2C float[3][A] Vertices.
0x-- TexNorm[B] Textured Normals, see below (32 bytes each)
0x-- int[C] Face Vertex Indices (used by Faces)
0x-- FaceInfo[E] Faces, see below (40bytes each)
0x-- float[3][D] Wrap Vertices. See description in Type 1 geometry.

TexNorm (32 bytes)

0x00 uint Vertex index (index into Vertices)
0x04 float[3] Vertex normal
0x10 float[2] Texture coordinates
0x18 uint 0x00000001
0x2C uint 0x00000000

FaceInfo (40 bytes)

0x00 uint Number of vertices
0x04 uint Index of first vertex in Face Vertex List (others follow consecutively)
0x08 float[3] Normal of polygon
0x14 float -(p dot n), where n = face normal, p = a point on the face, dot = dot product. This is the closest distance from the origin (0,0,0) to the plane containing the face, positive if the origin is in front of the face (in the direction of the normal), negative otherwise.
0x18 uint Face material (index into .mapping). Must be zero if there are no materials.
0x1C uint Type of normals:
0 - Flat shaded, use polygon normal. (Do vertex normals always equal face normal in this case?)
4 - Smooth shaded, use vertex normals. (vertex normals may not equal face normal)
0x20 uint 0x00000000
0x24 uint? (?) Same for whole object. One of about 20 values in a level. Different levels have different sets of values. eg. 8 1-2 digit values, couple inbetween going to 9 6 digit values, then 6 8 digit values. (Do they match that unknown field in the PID entries?)
Seem to be able to write zero for this.

".mapping"

If mapping.NumVerts = 0, NumFaces may be greater than 0, but all entries will be 0. So must take faces from the geometry block. NumVerts=0 seems to happen when a material has all texturenames = "", so really has no texture at all, so NumTexVerts = 0.

(TODO compare to TresView source, found out new things while writing it) Type1 geometry contains texturing info in this block, Type2 has just the material handle (as the texturing info is in the .geometry block). If this block exists, the .material does too.

struct object {
  uint materialHandle;
  uint nverts;
  uint nfaces;
  float2 tvert[nverts];
  uint face[nfaces][3] ;
  uint faceMaterial[nfaces] ;
}
0x00 uint Material Handle
0x04 uint Texture Vertex Count (A). Can be zero, which occurs if object is not textured, but .material is still used (will contain one material, with empty strings for textures). Note that this does not necessarily equal the vertex count in the geometry block. To find the info for vertex j of triangle i: tex coord is map.tvert[map.face[i][j]], position is geom.vert[geom.face[i][j]]
0x08 uint Texture Face Count (B), matches the face count in the .geometry. Can be non-zero even if (A) is zero.
0x0C float[A][2] Texture coordinates
0x-- uint[B][3] Face vertex indices. These index into the Texture coordinates array. eg. tex coord for vert j of face i is tvert[face[i][j]]. If (A) is zero, these are all zero.
0x-- uint[B] Face material. These index the .material texture lists.

".material"

Contains info on textures, transparency and bump maps used by model. Also some lighting parameters (which are possibly ignored, or overwritten by data elsewhere, the valuetable perhaps). Blocks are all multiples of 24 bytes, minimum 48 bytes. This block exists if and only if there is a .mapping block too. If .mapping.nverts = 0, the map handles all point to the empty string, otherwise tmap points to a non-empty string, and omap and bmap are optional.

Type Description
uint Material count = N > 0
uint[N] Texture map handle list (symbolHandles, see below)
uint[N] Opacity map handle list (ditto)
uint[N] Bump map handle list (ditto)
uint[3][N] Material color list. R,G,B values, 1 long each. Usually all 0x00000080.
uint Ambient lighting, 0-100 (usually 50 = 0x32)
uint Diffuse lighting, 0-100 (usually 50 = 0x32)
uint Specular lighting, 0-100 (usually 50 = 0x32)
uint Opacity value, 0-100 (usually 100 = 0x64)
uint Bumpiness value, (usually 0)

The symbol handles are all to strings of the form "Map\LevelName\ImageName.bmp", or an empty string if there is no texture of the type. Textures usually post-fixed with"t2", bumpmaps with "b8", and opacity maps with "o8", though that is not required. eg. Blaht2.bmp, Blahb8.bmp for a bumpmapped texture.

The strings are mapped to the TextureIDs in the PID using a hash function, see (TODO).

 

 

UTILITIES: GRFHack 0.10 -- extracts all the blocks from GRFs, SCNs, and SAVEGAMES.
	   GeomExt 0.12 -- extracts .geometry as 3ds files. Does most textures.
	   MasterHack 0.1 -- can sorta change savegame positions...

SCN/Savegame - Scene file (level startup)

The SCN and Savegame files use the Groff format, and consist largely of data update blocks which replace information from the GRF. The SCN is basically an 'initial savegame', though the Savegame files contain a few extra blocks specific to savegames. A savegame can be renamed as a SCN, and will then show up on the level load cheat screen (if put in the data directory along with all the other SCNs).

I don't believe the SCN contains any level information that is not derivable from the GRF - the SCN would have been generated from the GRF using a utility, after the GRFs were exported from MAX.

SCN and Savegame blocks

SCNs contain a Header, Partitions, Hierarchy, TerrainHierarchy, and TriggerHierarchy, along with many data blocks (named with a hexadecimal string). That hex number is a hash of a string. Most are of instance names from the GRF, some are strings from the .exe ("DefaultCon", "Render DBase", "AI System", "Joe", "CBloodSplats", "Audio Daemon", "Terrain").

Important note: It appears to be possible to trick Trespasser into creating most of the SCN for us, which is a good thing because we don't need to figure out the format of the other blocks. All blocks except the Header can be deleted and the level will still load. Immediately save the level, then rename the savegame as the required SCN. Trespasser will have recreated all the blocks that are in a normal SCN. (If the blocks are not recreated in this way the level will not restart correctly as there would be no InstanceUpdate blocks to reset the level state.) However, Trespasser will not create a proper Partitions block, so levels may run very slow.

About the GROFF data blocks: The data type must always be 0x80000000. I believe the block handles are ignored. The blocks with hexadecimal names are the ones that we believe update information originally in the GRF. The hexadecimal values are hashes of name from the GRF. For example, the 36byte blocks update CInstances in the GRF, and hence the hex name will be a hash of the instance name in the GRF.

SCN block: "Header" (1348 bytes)

0x00 Always 0x16?
0x04 Zero terminated GRF string, full path of original GRF. The filename part determines the GRF for this level. The directory and drive are ignored (NOTE: that may be true for .SCN files, but for savegames, they certainly aren't ignored - savegames made in a different installation of Trespasser won't load unless edited), however the string must contain a colon and a slash before the GRF filename or the level won't load.
0x-- Rest of header. All zero for some levels, full of data for others. I haven't noticed any side effects if I just zero out this part.

The Hierarchy blocks

These are used along with that Partitions block to define a spatial tree of axis-aligned bounding boxes. If nodeID is the hash of a (case sensitive) instance name, the node's bounding box is the bounding box of that instance. Otherwise nodeID is the hash of a PartitionEntry (see description of hash above). nodeID is always non-zero. There seems to be no limit to the number of children a node can have. The partitions are fixed, so as objects move around a level they are placed into different hierarchy nodes.

In the original Trespasser levels: Each hierarchy block has its own set of partitions. In each hierarchy block there are often more than one node with no parent. These often enclose disjoint parts of the level (eg. one root node for main level objects, one for some outlying objects a long way away).

// Stored in SCN blocks named "Hierarchy", "TriggerHierarchy", and "TerrainHierarchy"

struct HierarchyBlock {
  HierarchyNode nodes[]; // Calculate array size from size of data block??? eg. size/8
}

struct HierarchyNode {
  uint nodeID;   // Hash of node name or of a PartitionEntry.

  uint parentID; // Hash of parent node's name, or zero if no parent.
} // sizeof(HierarchyNode) = 8 bytes

SCN Block: "Hierarchy"
Contains all classes not in other hierarchy blocks? Certainly all of the following: CAnimal, CEntityWater, CGun, CInstance,CLightDirectional, Player, Teleport, ""(no class), CWaterDisturbance. Physics subobjects (all those with instance name beginning with '$') are not included in the hierarchy, except for the body parts of CAnimal and Player. However, levels seem to work fine even if the body parts aren't included in the hierarchy block.

Most nodeIDs use the hash of their instance name, however there are some exceptions. class "Player" uses the string "Player" instead of the instance name (normally "Anne"). Dino body parts (CAnimal values "Body", "Head", and "Tail") and player body parts ("Body", "Foot", and "Hand") are named eg. "$RaptorBody+RaptorB" where "$RaptorBody" is the body part of instance "RaptorB". Note that although there is only one "$RaptorBody" there are entries for the body parts of every instance of dinos eg. there might be a "$RaptorBody+RaptorB300-00". Also, there are entries named eg. "LFoot+31519BCE" and "RFoot+31519BCE" where the number is the hash of "RaptorB" (not sure if should include leading zeros). I don't know which instances these correspond to or how their position is determined (probably two of the joints), but as mentioned above it seems to be okay to not have hierarchy entries for any of these body parts.

SCN Block: "TriggerHierarchy"
Contains all triggers (classes named "*Trigger"). Only CLocationTrigger are stored as a partition tree structure, the other triggers have no 'location', and are stored with parentID = 0.

SCN Block: "TerrainHierarchy"
Contains all CTerrainObj classes. There seem to be some (as yet unknown) restrictions on the terrain hierarchy - with the tree structures I build, some levels to crash on pentium Trespasser builds (but not the K6 build). As a work around I create a single partition containing all the terrain objects as children.

SCN block: "Partitions"

This a list of bounding boxes used by the Hierarchy blocks. The partitions are static (ie. they are not modified, created or deleted by Trespasser, although the ordering (and hence names) may change). In the hierarchy blocks, a partition is identified by a uint, which is the sum of the hashes of a partition's position and size. ie. nodeID = tresHash(&partition.position, 3*sizeof(float)) + tresHash(&partition.size, 3*sizeof(float)). Size of partition node is size of bounding box of child nodes + <0.01,0.01,0.01>

struct PartitionsBlock { // Stored in SCN block named "Partitions"

  char unknown;          // Always 0x10? (Or is it 0x01?)
  PartitionEntry partitions[]; // Calculate array size from size of data block??? eg. (size-1)/28
}

struct PartitionEntry {

  uint flags;      // Flags. When saving a level I set this to 0x10, then the level seems
                   // to work fine. Trespasser seems to recreate the proper flags as they
                   // appear in the savegame if the new level is saved.
  float3 position; // Center of bounding box
  float3 size;     // Half length of bounding box sides

} // sizeof(PartitionEntry) = 28 bytes, except in TestScnNght where size = 24! (no flags)

The Object Update blocks

These hold dynamic state information for objects in the level. The string name of the block is the hash (uppercase hex, without leading zeros) of the instance name (case sensitive) eg."79815A3" for "PDomino-07". The format for most of the object update blocks is unknown. 

struct InstanceUpdateBlock {  // sizeof(block) = 36 or 44 bytes
  float3 position;
  float4 rotation; // Quaternion in order [w,x,y,z]
  float  scale;
  uint   flags;    // (unknown, but similar to PartitionEntry flags)
  // 44 byte blocks have two more fields:

  uint   unknown1; // (usually a small number)
  uint   unknown2; // (always zero?)
}

// Format of other object update blocks (triggers, dinos, teleports etc) is unknown.

Savegame blocks

In addition to the SCN blocks, Savegames contain three extra blocks:

Savegame block: "SaveGameName"

Zero terminated string, name of savegame, as seen in the Trespasser load level dialog box. (Possibly 14 extra unknown bytes after the string.)

Savegame block: "SaveBMP"

Image in standard BMP format. This image is displayed in the Trespasser load level dialog box.

Savegame block: "SaveSCNName"

Zero terminated string, name of the SCN this savegame is based on. Seems to be ignored by Trespasser. (Possibly 6 extra unknown bytes after the string.)

*** From Andres's hacking diary ***)

Found some parsing related stings near CAnimationScript in exe. Nearby strings
were ".asa" and ".asb". Keywords are possibly: scale, rot, pos, frame, end_object,
object, forced_rate, version, Camera. Couldn't figure out how to use them.

*** Other stuff ***

"We used dummy meshes to represent gameplay objects like triggers and
defined game behavior of all objects by typing code into their
object properties buffers"

Utilities

TresEd, unless you're interested in hex data. Then there's GRFHack from the original THS to extract the raw blocks, and there's the unreleased MasterHack by TSOrd.


PID - Packed Image Directory (Texture index)

Packed Image Directory files, or PIDs, describe the data in the corresponding SWP files. They consist of a HEADER followed by PALETTE BLOCK(s) then PID ENTRY(s). See the section on the SWP below for information on how the textures must be packed into the SWP.

HEADER

0x00 Version (always 0x130)
0x04 Bumpmap bits (0x10)
0x08 Offset to first PID ENTRY
0x0C Number of PID ENTRYs
0x10 Offset to first PALETTE BLOCK
0x14 Number of PALETTE BLOCKs
0x18 Offset in SWP to swapable data (Always 0x600000 in the Trespasser data files, but can be changed)
0x1C Offset in SWP of end of non-swapable data. Must be less than this.0x18. (Between about 0x170000 and 0x400000 for the Trespasser levels)
0x20 Beginning of PALETTE BLOCKs

PALETTE BLOCK

0x00 Length of this block (= 16 + num entries * 4)
0x04 Number of palette entries
0x08 varies, unknown. See pidEntry.mipData
0x0C Palette data, BMP-style (4 bytes/entry = BB GG RR 00)
...  
0xxx Footer thing, last 4 bytes (?)

PID ENTRY

0x00 Length of this entry (always 56)
0x04 Offset into SWP
0x08 Width of texture in pixels
0x0C Height of texture in pixels
0x10 Width of containing BMP in bytes
0x14 Bit depth
8 - Normal, SWP value = palette index
16 - RGBA, SWP value = 16bit color, 4bits per color, order BGRA (lo-hi bits)
Bumpmapped, SWP value =
  bits 0-3 Vertical angle: eg. 0 = flat, 1111b = at right angles to surface
  bits 4-9 Horizontal angle: eg. 0/63 = toward bottom row, 16 = toward start of row, 32 = toward row 0, 48 =toward row end.
  bits 10-15 Palette index. (Note: max 64 colors)
0x18 DefaultColor, in format 0x00RRGGBB (might be 0x00BBGGRR). Not used by Trespasser. Often (always?) from the palette of this texture. All textures for a model seem to have the same value (not sure what happens when textures are used in multiple models). The color is representative of the textures used and type of model, so the level looks good if use this as a flat color for polygons instead of the texture. Same value for all mipmaps.
0x1C Transparency flags
0 - No transparency
1,8 - For palette textures, palette entry 0 is transparent. '1' is used for bumpmaped textures, '8' for normal ones. Palette entry 0 is usually pure blue, sometimes pure green.
For 16bit BGRA textures, this value is '8'.
0x20 Image type
0 - Indexed palette (bit depth = 8), or BGRA (bit depth = 16)
1 - Curved bumpmap? (bit depth = 16) Does it have to match the value"Curved"?
16 - Indexed palette with bumpmap (bit depth = 16)
0x24 Occlusion flag. 0x00000000 for normal texture, 0x02000000 for occlusion texture. Use of an occlusion texture by a polygon signifies that the polygon is not to be rendered, but used in visibility culling instead. For Moveable objects, the occlusion only works until the object is first moved. In the Trespasser data files exactly one entry per PID has the occlusion flag set, which corresponds to a grey 8x8 texture. The name of this texture is always "Map\<levelname>\SOccludet2.bmp", possibly lowercase. However, any number of textures can have this flag set, and they will work correctly as occlusion textures.. 
0x28 Palette index, 0 to # palette blocks-1, or -1 (0xFFFFFFFF) for 16bit RGBA textures.
0x2C unknown. A single repeated value, seems to different in each PID. Except in the TestScene where there are about 13 different values (in cyclic pattern?). Can write zero here.
0x30 Texture ID. Same for all mipmaps. Usually the hash of a texture name from the GRF, concatinated with the bumpmap name (which may be null), made lowercase, and back slashes replaced with forward slashes (see TODO). For curved bumpmaps, there are lots of little textures whose textureIDs are a hash something unknown.
0x34 Mipmap data
If 0x00000000 then texture is original (non-mipped). Otherwise:
bits 0-9 - Same as width of texture
bits 10-19 - Same as height of texture
bits 20-31 - unknown. Texture colors break if this isn't set right. This is the same for all textures with the same palette, and seems to be related to the unknown palette entry value, because only certain numbers exist in a level. I extracted the (pidEntry.mipData, palEntry.unknown) pairs from all levels and use them for new textures, because I've had no success coming up with my own values. It does not depend on the palette data, I've swapped them around successfully.

Utilities

The classic SWPAdd and SWPExt can be used to add/extract textures, but they are hard to use.


SWP/SPZ - Swap files (Texture data)

The SWP/SPZs are swap files holding raw bitmap data for all the texture maps, bump maps and pre-computed mip maps used in the game. An SPZ file is a compressed SWP file, and the data in the SWP is described in the PID file.

If the SWP doesn't exist for a level, or if the 'modified' time/date stamp on the SWP doesn't match the modified time/date stamp on the SPZ, then Trespasser uncompresses the SPZ on to your hard drive to run the level on load-time (this is reflected in the "Level File Copy" progress bar). Thus Trespasser will overwrite a tampered-with SWP if its 'modified' time/date is different

Also, if Trespasser determines it doesn't need the data in the SPZ (ie. SWP already exists and has the correct 'modified' date/time stamp), then it doesn't even look at the data within the SPZ - any non-zero length "dummy SPZ" will satisfy the engine. (Andres - Actually the SPZ must contain the correct swp length in the first 4 bytes, but the rest of the file is ignored if length + date/time match the SWP.)

SPZ

An SPZ is a compressed SWP file. The compression is a variant of run-length encoding. The Demo does not use SPZs.

0x00 Length of SWP. Must match the actual length of the SWP or the SWP is overwritten.
0x04 Start of compressed data

The SPZ data is divided into blocks consisting of a single byte Block Code, then some Block Data. The decompressed data is appended to the SWP file as the decompression progresses.

Block code: 8 bits specifying how the block data is to be interpreted. A '1' bit specifies a raw data byte, and a '0' bit specifies a two byte command code. Lowest bit corresponds to the first data byte.

Command code: 2 bytes, copy 'count' bytes from swp file 'offset'. Note that the source and destination may overlap.
Offset = command byte 1 + 256 * command byte 2 hi nibble
Count = 3 + command byte 2 low nibble

I'm not certain of the interpretation of the offset, but I believe:
- Must add 0x12 to get offset from startt of the output stream (offset is not relative to the current position)
- Offset is signed (so must sign extend))
- If the offset is before the start of tthe output stream, output zeros. For encoding a string of zeros, Trespasser initially uses an offset -0x12 - NumZeros
- Not sure what happens when required offfset is larger than 3 nibbles. Taken from start of file? From start of current 0x100000 block?

Example:

Data in spz: 9D 77 EE F3 1A 40 74 F6 F0 FA F0 02
Data in swp: 77 77 77 77 77 77 77 1A 40 74 40 40 40 40 02
SPZ data Resulting
output to SWP
Comment
9D   Block code 0x9D = 10011101b
= decode in order data,command,data,data,data,command,command,data
77 77 raw data
EE F3 77 77 77 77 77 77 command: copy (3+3) bytes
starting from SWP position 0x00 = (0xFEE = -0x12) + 0x12
1A 40 74 1A 40 74 raw data
F6 F0 40 74 40 command, copy (0+3) bytes
starting from SWP position 0x08 = (0xFF6 = -0xA) + 0x12
FA F0 40 40 40 command, copy (0+3) bytes
starting from SWP position 0x0C = (0xFFA = -0x6) + 0x12
02 02 raw data

SWP

The SWP file holds the raw data for all the texture maps, bump maps and pre-computed mip maps used in the game. The bitmaps are described in the PID file, one bitmap per PID ENTRY. The bitmaps are arranged into blocks that are usually 512 or 1024 bytes wide. I assume bitmaps were organised into blocks in order to simplify the memory management needed for the texture caching used by Trespasser. (I'm not sure how high the blocks are, but almost certainly a multiple of the largest texture height, which is 256.) The bitmaps are all palette based, either standard 8-bit bitmap data, or a custom 16-bit format which includes bumpmap information. For more details of the bitmap format see the "bit depth" field of the PID ENTRY description.

The SWP is divided into two sections. The first is 'non-swapable', it is loaded during level startup and remains in memory. This occurs about 3/4 of the way through level loading. Changing the size of this section (in the PID header) noticeably creates a pause during level loading, as more data is being loaded. This section MUST contain at least the smallest mipmap of every texture, or the level won't load (or will crash randomly). If a texture has no mipmaps, the whole texture must be in this section. (except for the large dino textures at the end of some pids?) The second section contains the rest of the textures, which are loaded as they are needed. The area between the first and second sections is (always?) zero, and can be used when adding new textures to the swp.

It appears that textures can be written sequentially one after the other, instead of packed into pages. (This is how all the small dino textures with non-power of two sizes are stored). However, doing this breaks texture wrapping and makes the mipmapping screwy. If the textures are packed into 512 byte wide pages, texture wrapping works fine and happens automatically. (Haven't verified that mipmaps work correctly).

Most textures require all mipmaps to exist until one of the dimensions is less than 16. eg. 16x32 would get divided again, but 15x32 or 8x32 are okay as the smallest mipmap. There are some odd textures with no mipmaps (don't know how they work, haven't been able to write one myself).

Utilities

Again, the classic SWPAdd and SWPExt can be used to add/extract textures, but they are hard to use.


TPA - Trespasser Packed Audio file format


tpa -- Trespasser Packed Audio Files

Found in the \Trespasser Directory, \Demo\data directory, and the D:\data directory. 
Purposely named (Effects, Ambient, Menu, Stream), the sounds in each one of them are accessed
and played back differently.

They basically hold all the sound data (PCM or DVI/IMA ADPCM [not Microsoft ADPCM])
for the game, and caption data. TSORD - I've tested substituting the Microsoft
ADPCM (which is about 75% smaller) but it doesn't work because Trespasser doesn't
know how to play the data.

Because of the repeating string "WBOR" throughout the file, TSOrd and Andres
named most of the elements after this "WBOR". Since it turned out "WBOR" is
just the "magic number" associated with the format which is just "ROBW" backwards and
stands for Rob Wyatt, I've changed the names to be more descriptive. Here are my names:
First, there's a HEADER,
Then, an ID Table (old: WBOR Table, WBTable), consisting of a number of ID Headers + Sample
Headers together (old: WBOR Table Entries, WTE's)
Then the rest of the file is composed of a Sample Table (old: WBOR Blocks, WBBlocks), each entry
consists of a Sample Header and optional Caption Block (old: WBOR Block Header, WBH) and the
Data Block (old: WBOR Block Data, WBD).
At the end of Effects.tpa there's an additional "Foley Table" or Collision Table.

Most data is aligned to unsigned longs / intel byte order.

Other notes:
-ADPCM uses the 'new' DVI form ie. decode low nibble then high nibble.
-PCM data can be 8bit or 16bit, mono or  stereo.
-For compressed blocks, the UnCompSize field is as if each ADPCM block
 writes the predicted value to the stream, plus one extra sample. But
 CoolEdit seems not to write the predicted value. Who is right?


Here are the details so far:

HEADER

The header is 0x18 (decimal 24) bytes long.
0x00 Version number (Tres will only accept 0x150)
0x04 Number of Sound Samples (UL)*
0x08 Offset to ID Table
0x0C Number of Collisions (zero except for Effects.tpa)
0x10 Offset to Foley Table (= file size if Number of Collisons = 0) (UL)
0x14 Number of Sound IDs (equal to or greater than # of Sound Samples) (UL)
*Notes from TSOrd: This (# of Sound Samples) should equal the number of Sound IDs, sometimes it doesn't. The reason for this discrepancy is because the same sound sample sometimes has two (or more?) Sound IDs! There are always more Sound IDs than Sound Samples when this happens. (Sound IDs are stored in the ID Table and not in the Sample Data.) My program compensates for this by writing multiple WBOR blocks - later I may work on fixing this problem properly. [To fix this problem requires naming the sound files, which will be necessary to use them properly elsewhere. I'm thinking more on this.]

ID TABLE

The number of Sound IDs in the table is specified in the previous header. Each entry in the ID Table has a length of 0x38 or 56 bytes, and consists of an ID Header (length 0x14 or 20 bytes) and a Sample Header (duplicated from the Sample Table) (length 0x24 or 36 bytes)

ID HEADER

0x00 Sound ID (UL) (first one is always D9 7B A0 F0 - "MISSING")*
0x04 Offset of Sample Table entry from beginning of file (UL)
0x08 Length of Sample Table entry in bytes (UL)
0x0C (float) Attenuation factor, in dB/m. Dinosaur vocals have values of 0.5, 1.5, 1.75, other sounds have 0, and when new dinosaur vocals added with TPAadd have had this value left at 0, they sound as if the dinos were right next to the player, even though they are far away.
0x10 (float) Master volume, in dB. Usually 0, but sometimes not, will contain negative values for lower volume.

SAMPLE HEADER

0x00 Magic number 'WBOR' ('ROBW' backwards, for Rob Wyatt who designed the format)
0x04 Version number 6E 00 00 00 (110 decimal)
0x08 Offset to Sample Data (UL) (0x24 unless captions)
0x0C ADPCM Block Length
0x10 Length of Sample Data in bytes (UL)
0x14 Uncompressed Sample Data length (UL)
0x18 Sample Rate (UL)
0x1C Bits per sample (UC)
0x1D # of channels 01 -- MONO, 02 -- STEREO (UC)
0x1E compression type 00 -- PCM, 01 -- DVI/IMA ADPCM (UC)
0x1F flags, always 00 ?
0x20 Offset to Caption Data (0x00000000 if no captions, 0x00000024 if captions)
*Notes from TSOrd: The first ID Table Entry points to a silent sample that is 16536 or 22120 bytes in length. This first entry is the default sound/caption block used whenever the TPA is missing the Sound called for. This is a special case but it is *NOT* the only case where the sound ID is duplicated between TPA files. It appears that there is one discrepancy in that normally a duplicate ID results in a duplicate sound. See the DITTO table for more information.

SAMPLE TABLE

BEGINNING OF Sample Table (Offset = 0x38 * Number of ID Table Entries + 0x18) Described by the WTE's Each entry of the Sample Table consists of a Sample Header, an optional Caption Block and a Data Block.

SAMPLE HEADER

WBH (info better agree with WTE info)
0x00 Magic number 'WBOR' ('ROBW' backwards, for Rob Wyatt who designed the format)
0x04 Version number 6E 00 00 00 (110 decimal)
0x08 Offset to Sample Data (UL) (0x24 unless captions)
0x0C ADPCM Block Length
0x10 Length of Sample Data in bytes (UL)
0x14 Uncompressed Sample Data length (UL)
0x18 Sample Rate (UL)
0x1C Bits per sample (UC)
0x1D # of channels 01 -- MONO, 02 -- STEREO (UC)
0x1E compression type 00 -- PCM, 01 -- DVI/IMA ADPCM (UC)
0x1F flags, always 00 ?
0x20 Offset to Caption Data (0x00 if no captions, 0x24 if captions)

CAPTION BLOCK

Caption Block -- variable length (Optional -- only present if offset in Sample Header == 0x24) Each Caption Block consists of a Caption Header, 8 bytes long, and Caption Data of variable length.

CAPTION HEADER

The Caption Header consists of two 4-byte integer entries:
0x00 Length of Caption Block
0x04 Number of caption lines (can't be 0)

CAPTION DATA

Caption Data consist of as many entries as specified by the number of caption lines indicated in the header, of the following form:
0x00 Duration to display this caption in 200ms increments (I think)
0x04 Caption text - \0 terminated string (Length of caption can be zero)
(both fields repeated for each line)

DATA BLOCK

The Data Block contains the actual Sample Data, the number of bytes it takes up is indicated in the Sample Header, together with the format and other info.

FOLEY TABLE

Extra data at the end of Effects.tpa has been identified as a 'Foley table', listing pairs of SoundMaterial hashes, the sound(s) to play when objects with those materials collide, and a bunch of additional parameters (all floats). There are as many entries in the Foley Table as indicated by the Number of Collisions entry in the Header. Each Foley Table entry has a length of 0x98 or 154 bytes, like this:

FOLEY TABLE ENTRY (FTE) (0x98 bytes)

0x00 SoundMaterial1 hash
0x04 SoundMaterial2 hash
0x08 NumEffectSounds
bits 0-1: = number of Effect hashes (always 1 or 2). See 0x14.
bit 7: 0, or 1 if has FrictionSoundEffect hash (ie. 1=0x80 because this is the high bit of the byte).
0x0C (float) Minimum time delay. Most entries have this value set to 0.35 or 0.3, but "Bullet" entries and some other ones have it set to 0.
0x10 (float) Time last used. All entries have this value set to 0.
0x14 SoundEffect1 hash
0x18 SoundEffect2 hash
0x1C FrictionSoundEffect hash
0x20 Transfer function parameter table for SoundEffect1
0x48 Transfer function parameter table for SoundEffect2
0x70 Transfer function parameter table for FrictionSoundEffect
Each Transfer Function Parameter Table consists of 10 float entries, for a length of 0x28 or 40 bytes, as follows:

TRANSFER FUNCTION PARAMETER TABLE (0x28 bytes)

0x00 (float) Maximum volume
0x04 (float) Minimum volume
0x08 (float) Volume slope
0x0C (float) Volume intersection
0x10 (float) Maximum pitch
0x14 (float) Minimum pitch
0x18 (float) Pitch slope
0x1C (float) Pitch intersection
0x20 (float) Attenuation in dB/m
0x24 (float) Minimum velocity
For non-used effects, the corresponding values appear to be just garbage (though they may be something else, but interpreted as float values they are absurd). This is how the transfer functions are built based on the corresponding parameters for the different sound effects: Transfer functions: Volume = Volume Intersection + (Volume Slope * Velocity) Pitch = Pitch Intersection + (Pitch Slope * Velocity) Volume = Min(Max(Volume, Minimum Volume), Maximum Volume) Pitch = Min(Max(Pitch, Minimum Pitch), Maximum Pitch) Final Volume = Volume / 10 ^ (Attenuation / 10) Or, to express it in single lines: Volume = (Min(Max(Volume Intersection + (Volume Slope * Velocity), Minimum Volume), Maximum Volume))/ 10 ^ (Attenuation / 10) Pitch = Min(Max(Pitch Intersection + (Pitch Slope * Velocity), Minimum Pitch), Maximum Pitch) To understand better the terms "slope" and "intersection", imagine the functions being expressed as the equation of a line in a Cartesian coordinates system: y=a*x+b Here, y is either the volume or pitch (which we want to calculate), x is the velocity at which the collision takes place (our input variable), and a and b are the equation's parameters: b is the value at which the line intersects the Y-axis (the value of y when x = 0) and a is the slope of the line (the value of y when x = 1, minus b). The minimum and maximum values actually override the values y should take for certain values of x. Then the attenuation is used to divide the result to further lower it.
UTILITIES: TPAHack 0.2 -- extract all the data in the tpa's to wavs. MasterHack 0.1 -- extract and replace wav data. TPAAdd 0.0 -- Add and replace wave data.

WTD - Terrain

The WTD (World Terrain Data) holds wavelet compressed terrain data. It consists of three sections: a header, a parameter table, and the zerotree.

WTD HEADER

0x00 Unknown (short), almost always 0000
0x02 version (short), always 0x03E9 (1001)
0x04 Unknown (short), almost always 0000 (apparently, same as 0x00)
0x06 numTreeNodes (long), number of significant nodes
0x0A Number of vertices (long)
0x0E rootCoef (long), the root wavelet coefficient. (long)

WTD TERRAIN PARAMETERS

The following parameters are used to convert back and forth between world coordinates and grid (or quad, or zerotree) coordinates, both horizontal (XY) and vertical (Z, height).
NOTE: Things from now on are read using a reversed endian format. Four bytes are read at a time, and their order must be reversed.

  The next 4 values represent the extents of the terrain area quadtree in vertices/points
0x12 (long) leafNodes.x, max number of nodes in the x direction (ie. number of nodes if using max detail level). Should be 2^(max tree depth +- 1) (not sure if is +-1 or 0) (Max Index X)
0x16 (long) leafNodes.y, but always y = x (Max Index Y)
0x1A (long) opposite_edge.x (always 0?) (Min Index X)
0x1E (long) opposite_edge.y (always 0?) (Min Index Y)
  The next 4 values represent the terrain area quad in world coords
0x22 (float) terrainPos.x, position of most negative corner in world coords (Min World X)
0x26 (float) terrainPos.y, position of most negative corner in world coords (Min World Y)
0x2A (float) terrainSize.x in world coords, but always y = x (World Extent X)
0x2E (float) terrainSize.y in world coords, but always y = x (World Extent Y)
  The next 4 values form the wavelet->world x/y transform, first scale then translation, with finest nodes on unit integer coordinates in range (0,0)-(leafNodes.x, leafNodes.y)
0x32 (float) Scale.x = terrainSize.x/(leafNodes.x - opposite_edge.x) = (World Extent X)/(Max Index X - Min Index X)
0x36 (float) Offset.x = terrainPos.x = Min World X
0x3A (float) Scale.y = terrainSize.y/(leafNodes.y - opposite_edge.y) = (World Extent Y)/(Max Index Y - Min Index Y)
(but not always)
0x3E (float) Offset.y = terrainPos.y = Min World Y
  The next 4 values form the world->wavelet x/y transform, first scale then translation
0x42 (float) InvScale.x = 1 / Scale.x
0x46 (float) InvOffset.x = - Offset.x / Scale.x
0x4A (float) InvScale.y = 1 / Scale.y
0x4E (float) InvOffset.y = -Offset.y / Scale.y
  The next 3 values are used for converting the height values.
0x52 (float) Scale Z = 2^Qbits / Max Height, where Qbits is the number of bits used during quantisation (by default 16, so Scale Z = 65536 / Max Height); world->wavelet z scale
0x56 (float) InvScale Z = Max Height / 2^Qbits; wavelet->world z scale
0x5A (float) qFactor = Max Height / (Scale.x * 2^Qbits); possibly used to scale the height together with the horizontal coordinates (XY).

WTD ZEROTREE

The wavelet coefficients are stored in a zerotree (which is like a quadtree storing children only if they are significant), which is how the terrain supports varying level of detail. Ask me if you want to know the details of how the wavelet encoding/decoding actually works, it's a bit involved and I don't want to go into it here.

0x5E Start of zerotree encoded wavelet data

WTD TREENODE

Size of field in bits Description
1 isSignificant, 0 if empty node, 1 if more data follows.
31 if is root node, otherwise
log2(parent.nodeSize)+1
nodeSize, size of node and all children in bits.
31 if is root node, otherwise
log2(parent.maxCoef)+1
maxCoef, absolute value of maximum coef from this node and all children
(log2(maxCoef) + 2) * 3 coef[3], the three wavelet coefficients for this node
  The four child nodes, in anticlockwise order (viewed from above)

Created: 03/02/2003


SMK - Video

(copied directly from formats.txt)

Updated: 12/30/1998

smk -- Smacker Video Files

Found in the \Demo\data\menu directory and D:\data\menu directory. Arbitrarily named.

Contains the movies used at the beginning and end of trespasser. This is a standardized 
format rather than a DreamWorks Proprietary format -- Mechwarrior 2 also uses SMK files.

SMACKW32.DLL holds the routines to play them back, but we don't care about that :) ... 

I got a free SMK compressor from www.radgametools.com ... cool stuff.

UTILITIES: Smacker Utilities, available for free download.

DDF - Menu

(copied directly from formats.txt)

Updated: 1/21/2000

Figure these out at some point, they look easy.

Text files which script the appearance and actions of buttons and
windows and such. Basically the GUI layer of the game.

Found in the \Demo\data\menu, D:\data\menu and Trespasser\menu directories.

Formats related to the game but not used within it

TPM - Models

(copied directly from Remdul's draft)

TPM File Format

Last updated August 7, 2007.

Introduction

TPM stands for "Trespasser Models". This file format was created as an alternative for the .3ds format. The main reason for this was that .3ds files do not store texture coordinates and normals correctly on all geometry.
TPM files are ASCII text files which define the elements that make up a scene. The formatting is somewhat based on the Alias/Wavefront OBJ file format. Elements are defined in blocks, marked by curly brackets to indicate the start and end of a block, much like the C/C++ and Java programming languages do. Like these languages, lines of text can also be 'commented out' by using double slashes.

Conventions

Coordinate System
All positions are in world space, and consist of three floating point values: X,Y,Z. These are contained in parenthesis to indicate they make up a triplet.
The format sticks to the Trespasser (and 3dsmax) scene orientation, where X is left/right, Y is front/back and Z is up/down direction.

Floating Point Numbers
Floating point numbers may be rounded, or unnecessary leading and/or trailing zeros removed to compress files. Note that rounding may have an impact on quality of the content.

Strings
Strings are contained by double quotation marks ("). Note that these must be character 34 defined in the ASCII standard. Other quotation marks, or those in extended character sets are not valid.
There are no escape characters, nor are line breaks or cariage returns supported as of now.

Name Strings
Strings that are used as identifiers should conform to what Trespasser supports. If it does not, it may lead to undefined behavior in other implementations.

Elements

The TPM format defines a number of different elements (also called 'data blocks' or just 'blocks'). All blocks start by a keyword, defining the type of the block. It is followed by a string that is used as identifier, essentially the 'name' of the block. Note that the "fileinfo" block does not have this identifier as there can be only one instance of that block in a TPM file. The block properties are containted in parentheses, curly brackets mark the start and end of each block.

The blocks types are:
Blocks
fileinfo instance material mesh skin bone

Fileinfo

The fileinfo element provides information about the TPM file itself for the application that is processing it. Not all properties are required, only the file format version is needed to properly parse the file.

Example
fileinfo
{
 formatversion = 1.0.1
 name = "NewRaptor.max"
 version = 0.1.3
 source = "NewRaptor.max"
 date = 7/2/2007 6:03:23 PM
 comments = "unfinished yet"
}
Properties
PropertyFormatDescription
formatversionmajor.minor.revisionDefines the version of the file format.
namestringOptional. Contains the name of the content.
versionmajor.minor.revisionOptional. Can be used to store the version of the content.
sourcestringOptional. Contains a reference to the source of the content, for example a file name.
datem/d/y h:m:s XXOptional. Time stamp at which the file was created or last changed. Implementations are free to use file system information instead, which is more reliable.
commentsstringOptional. May be used to store arbitrary information.

Instance

In Trespasser worlds, instances are the nodes that contain the transform of a single entity, as well as references to other elements. The transform defines the position and rotation of the node. A reference to a mesh element may be included in order to render visible geometry to the screen.

Example
instance "RaptorB"
{
 mesh = "RaptorB"
 position = (0.00585938,-0.51088,0.0339626)
 rotation = (0,0,0)
 scale = 3.05637
}
Properties
PropertyFormatDescription
meshstringName of the mesh that is rendered in place of the node.
position(x,y,z)World space position of the node.
rotation(x,y,z)World space rotation of the node in Euler Angles.
scalenumberScale of the node. This number is a multiplier, so a value of 0.5 means the node will be half the normal size.

Material

The material element defines the surface properties that are used on meshes, such as the texture maps.

Example
material "RaptorGreen2"
{
 colormap = "RaptorGreen2color.bmp"
 bumpmap = "RaptorGreen2bump.bmp"
}
Properties
PropertyFormatDescription
colormapfile pathOptional. File path to color texture map.
bumpmapfile pathOptional. File path to the bump texture map.

Mesh

Mesh elements contain all the data that is required to construct a three dimensional model. This includes vertices, which are points in 3d space, and faces, which contain indices to these vertices to make up a three dimensional triangle. Other data is used to define the appearance of these polygons.

Example
mesh "Plane01"
{
 m = "wood04"
 m = "stone03"
 v = (-1.0,-0.5,0.0)
 v = (1.0,-0.5,0.0)
 v = (-1.0,0.5,0.0)
 v = (1.0,0.5,0.0)
 t = (0.0,0.0)
 t = (1.0,0.0)
 t = (0.0,1.0)
 t = (1.0,1.0)
 n = (0.0,0.0,1.0)
 f = (3,1,4),(3,1,4),(1,1,1),2
 f = (2,4,1),(2,4,1),(1,1,1),1
}
Materials
A mesh may use one or more materials. These are stored per mesh in a 'material table'. Each material can be added to this table by the "m = ..." construct. These must be in proper order; the first material will have index 1, the second will have index 2, etc. Each face has an index that points to this material table.

Vertices
Vertices are defined as a triplet of three floating point numbers. Faces are constructed by using three vertices to make up a three-dimensional triangle.

Texture Coordinates
Texture coordinates are two dimensional coordinates that define the placement of texture maps on the surface of a face (polygon). These are sometimes referred to as "UVs". These coordinates consist of two floating point numbers which typically range from 0.0 to 1.0, however larger values may be used to 'tile' textures on surfaces, and negative values to 'mirror' textures.

It should be noted that textures maps are usually stored vertically flipped, and displayed normally. That is, the coordinate [0,0] is the bottom left pixel. Texture coordinates however are not flipped, where [0,0] is the upper left corner. Virtually all software use these same conventions, so it should not lead to problems.

Normals
Normals are normalized vectors that provide infomation to the renderer to approximate the curvature of a polygon (face). This is used for Gouraud shading. Each face has three normals, one for every vertex.

Normals should be normalized, that is, the square length of the vector is equal to one. This is not a requirement however, but should be seen as good practice.

Faces
Faces are the structures that make up a triangle (a polygon). They consist solely of indices. The first triplet indexes three vertices. The second triplet indexes three texture coordinates. The third triplet indexes three normals. The last index points to the material table.

The vertex, texture coordinate and normal arrays are all one based, that is, the index of the first element is one. Faces that do not have a material, may point to zero. Implementations are encouraged to check for indices that lay outside the array ranges to prevent data corruption.

Also encouraged is to order the faces in groups per material. This will lead to fewer state changes when the geometry is rendered, and thus improved performance.

Properties
PropertyFormatDescription
mstringAdds a material to the mesh material table.
v(x,y,z)Defines and adds a vertex.
t(u,v)Defines and adds a texture coordinate.
n(x,y,z)Defines and adds a normal vector. Normals should be normalized.
f(v1,v2,v3),(t1,t2,t3),(n1,n2,n3),mFace indices. First triplet indexes the vertices. Second triplet indexes the texture coordinates. Third triplet indexes the normal vectors. The last index points to the material table.

Compression
To compress files, duplicate vertices, texture coordinates and normals may be merged, resulting in less data. Face indices will then need to be altered. For example, a flat shaded box has 2 * 6 = 12 faces. Each face has 3 vertex normals, resulting in a total of 3 * 12 = 36 normals. This can be reduced to only 6 normals, one for each side of the box, by removing the duplicates. The same applies to vertices and texture coordinates.

Skin

Skin elements are almost identical to mesh elements. Skin elements however include some additional: vertex weights. In order to deform models, it needs to be known which vertices are bound to which bones in the skeleton. Skins include an extra index for each vertex, which is the bone number. This number may be zero, meaning it is not bound to any bone, but during deformation this may lead to undefined behavior.

Example Code
skin "TestSkin"
{
 m = "default"
 v = (-1.0,-0.5,0.0),1
 v = (1.0,-0.5,0.0),1
 v = (-1.0,0.5,0.0),3
 v = (1.0,0.5,0.0),2
 t = (0.0,0.0)
 t = (1.0,0.0)
 t = (0.0,1.0)
 t = (1.0,1.0)
 n = (0.0,0.0,1.0)
 f = (3,1,4),(3,1,4),(1,1,1),1
 f = (2,4,1),(2,4,1),(1,1,1),1
}
Properties
PropertyFormatDescription
v(x,y,z),wDefines and adds a vertex. w is the index of the bone the vertex is attached to.
For more properties, see mesh.

Bone

Bones are nodes used to deform skins, interconnected in a hierarchy that functions as 'skeleton'. While called "bones", they are actually joints. For example, for a lower arm bone is really the elbow joint, and the foot bone is the angle joint.
Skin vertices are assigned to move along with the respective bones in the hierarchy, thus deforming the geometry.

Example Code
bone "$JRaptorB23"
{
 position = (0.002930,1.740082,0.810120)
 rotation = (31.740742,-0.000009,0.000010)
 Anim00 = 7
 Anim01 = 8
 Ratio = 0.500000
 RotationRatio = 0.500000
}
Properties
PropertyFormatDescription
position(x,y,z)Defines the XYZ position of the origin on the bone.
rotation(x,y,z)Defines the XYZ position of the origin on the bone.
A number of extra, arbitrary properties may be present. These are usually T-Script values that may used for editing or displaying. Implementations are allowed to ignore these additional values for use, but they must be preserved in a conversion process.

Acknowledgments

The format was initially designed by Martijn Buijs, with many contributions by Andres James. Andres also provided excellent implementations of the TPM format in both TresEd and GeomAdd, and additionally helped with the export scripts and wrote the import scripts for 3dsmax. Numerous others within the Trespasser community have helped to improve the format in one way or another.

This document was written by Martijn Buijs (a.k.a. Remdul) on August 5, 2007.
This document may be freely reproduced.
TresCom 2007.

CAU - Compressed Audio

These files are the "building blocks" of the TPA files, sort of an intermediate step between the original WAV files and the TPA files themselves. Each entry in the TPA Sample Table corresponds to a CAU file. Each CAU file consists of a Sample Header, an optional Caption Block and a Data Block.

SAMPLE HEADER

0x00 Magic number 'WBOR' ('ROBW' backwards, for Rob Wyatt who designed the format)
0x04 Version number 6E 00 00 00 (110 decimal)
0x08 Offset to Sample Data (UL) (0x24 unless captions)
0x0C ADPCM Block Length
0x10 Length of Sample Data in bytes (UL)
0x14 Uncompressed Sample Data length (UL)
0x18 Sample Rate (UL)
0x1C Bits per sample (UC)
0x1D # of channels 01 -- MONO, 02 -- STEREO (UC)
0x1E compression type 00 -- PCM, 01 -- DVI/IMA ADPCM (UC)
0x1F flags, always 00 ?
0x20 Offset to Caption Data (0x00 if no captions, 0x24 if captions)

CAPTION BLOCK

Caption Block -- variable length (Optional -- only present if offset in Sample Header == 0x24) Each Caption Block consists of a Caption Header, 8 bytes long, and Caption Data of variable length.

CAPTION HEADER

The Caption Header consists of two 4-byte integer entries:
0x00 Length of Caption Block
0x04 Number of caption lines (can't be 0)

CAPTION DATA

Caption Data consist of as many entries as specified by the number of caption lines indicated in the header, of the following form:
0x00 Duration to display this caption in 200ms increments (I think)
0x04 Caption text - \0 terminated string (Length of caption can be zero)
(both fields repeated for each line)

DATA BLOCK

The Data Block contains the actual Sample Data, the number of bytes it takes up is indicated in the Sample Header, together with the format and other info.

TRI - Terrain Triangulation

A .tri file is a text file generated by GUIapp from an existing .wtd file, which could be loaded back into MAX through the Terrain Exporter MAXScript used by the developers, to make an exact representation of the game's triangulation of the .wtd file that was handed to it. The file structure is as follows:
numTris -- # of triangles in the terrain, integer number
Next comes a list of triangles consisting of #numTris triVerts
numVerts -- # of vertices in the terrain, integer number
Next comes a vertList (list of vertices) consisting of #numVerts vertCoords
As for the format of the triVerts (triangle vertices), each one is a list of three integer values (one for each triangle vertex) separated by spaces like this:
V1 V2 V3
Where V1, V2 and V3 are integer values representing indexes to the entries in the vertList, between 0 and numVerts -1.
And the format of the vertCoords (vertex coordinates) is simply a space-separated list of three real values, representing the X, Y and Z coordinates of the vertex like this:
X Y Z

TRR - Terrain

The .trr files were raw text terrain files produced by the Terrain Exporter MAXScript which could be turned by GUIapp into .wtd files (the binary terrain files which GUIApp needs in order to have terrain in a groff). The file structure is a list of vertices, where each line is simply a space-separated list of three real values, representing the X, Y and Z coordinates of the vertex like this:
X Y Z