Call of Duty: XMODEL formats
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Intermediate (*.XMODEL_EXPORT)
Version 6
Header
// Export filename: 'C:/Program Files/Activision/Call of Duty 4 - Modern Warfare/model_export/base_character/base_character.XMODEL_EXPORT' // Source filename: 'C:/Program Files/Activision/Call of Duty 4 - Modern Warfare/bin/maya/rigs/character/COD_DefMesh.mb' // Export time: Mon Jan 07 15:55:16 2008 MODEL VERSION 6
- // Comments (optional)
- MODEL data type definition (magic word)
- VERSION format version number
Bone hierarchy table
NUMBONES 126 BONE 0 -1 "TAG_ORIGIN" BONE 1 0 "J_MainRoot" BONE 2 0 "TAG_SYNC" BONE 3 1 "J_CoatFront_LE" BONE 4 1 "J_CoatFront_RI" BONE 5 1 "J_CoatRear_LE" BONE 6 1 "J_CoatRear_RI" BONE 7 1 "J_Hip_LE" BONE 8 1 "J_Hip_RI" BONE 9 1 "J_SpineLower" BONE 10 1 "TAG_STOWED_HIP_REAR" BONE 11 7 "J_HipTwist_LE" BONE 12 8 "J_HipTwist_RI" BONE 13 7 "J_Knee_LE" ...
- NUMBONES number of bones
Note: Numerations starts with zero, e.g. BONE 0 + BONE 1 + BONE 2 = NUMBONES 3
--- - BONE description:
- Bone number
- Parent number (-1 = root origin, a model can only have one!)
- "name string" (has to be unique per model)
Bone orientations
BONE 0 OFFSET 0.000002, -2.222280, 0.000042 SCALE 1.000000, 1.000000, 1.000000 X 0.000000, -1.000000, -0.000001 Y 1.000000, 0.000000, 0.000000 Z -0.000000, -0.000001, 1.000000 BONE 1 OFFSET 4.866636, 1.218493, 37.227966 SCALE 1.000000, 1.000000, 1.000000 X -0.008941, 0.033732, -0.999391 Y -0.004868, -0.999420, -0.033689 Z -0.999948, 0.004564, 0.009100 ...
- BONE number (as declared in the hierarchy table)
- OFFSET translations / position in the 3d space, like a coordinate (3x float)
- SCALE bone scale, appears to be always 1.000000 (3x float)
- X part of rotation matrix, basically the local x-axis of the bone (3x float)
- Y part of rotation matrix, basically the local y-axis of the bone = bone direction (3x float)
- Z part of rotation matrix, basically the local z-axis of the bone (3x float)
Vertices
NUMVERTS 93 VERT 0 OFFSET -17.273228, -12.413740, 43.184647 BONES 2 BONE 88 0.020674 BONE 103 0.979326 VERT 1 OFFSET -16.432205, -12.622912, 43.149212 BONES 3 BONE 103 0.657893 BONE 115 0.232664 BONE 125 0.109443 VERT 2 OFFSET -16.693701, -12.187638, 43.322441 BONES 1 BONE 103 1.000000 ...
- NUMVERTS number of vertices in model
--- - VERT number
- OFFSET coordinate (3x float)
- BONES number of bones influencing this vertex
- BONE bone number as declared in the hierarchy table, normalized influence (float, between 0.000001 and 1.000000, all listed influences sum up to ~1.0)
The influences are controlled via weight painting in the 3d modelling application.
Faces
Faces are flat surfaces described by vertices. Call of Duty doesn't support quads or polygons with 5+ vertices. Each face is made up of 3 vertices. Thus, a face is always a triangle. A triangle definition is started with a TRI line, followed by 3 blocks of VERT, NORMAL, COLOR and UV to set up all triangle properties.
NUMFACES 6292 TRI 0 0 0 0 VERT 4 NORMAL -0.773691 0.437762 -0.458003 COLOR 0.679886 0.686872 0.684380 1.000000 UV 1 0.863103 0.886260 VERT 5 NORMAL 0.194225 0.477258 -0.857030 COLOR 0.455880 0.463456 0.460754 1.000000 UV 1 0.863439 0.887645 VERT 0 NORMAL -0.738602 0.340904 -0.581594 COLOR 0.696122 0.701748 0.699741 1.000000 UV 1 0.865185 0.885729 TRI 4 1 0 0 VERT 779 NORMAL -0.874954 -0.363632 0.319730 COLOR 1.149123 1.155146 1.152998 1.000000 UV 1 0.454800 0.496727 VERT 769 NORMAL -0.707711 -0.706459 0.007776 COLOR 1.233310 1.238597 1.236711 1.000000 UV 1 0.484654 0.505479 VERT 778 NORMAL -0.886900 -0.450325 -0.103034 COLOR 1.172201 1.178101 1.175997 1.000000 UV 1 0.455714 0.506690 ...
- NUMFACES number of faces in model
--- - TRI description:
- Number of the object, the triangle belongs to
- Material number,
- 0 0 (static numbers)
- VERT vertex number
- NORMAL Vertex normal vector, normalized (3x float, apparently not doing anything; face orientation is rather controlled by the order of the 3 vertices)
- COLOR Vertex color (4x float, RGBA?)
- UV description:
- 1 (static number)
- UV texture coords (2x float)
Objects
This data block seems to have no effect on an xmodel file.
NUMOBJECTS 15 OBJECT 0 "_handRIShape" OBJECT 1 "_handLEShape" OBJECT 2 "polySurfaceShape3796" OBJECT 3 "polySurfaceShape3797" OBJECT 4 "_headShape" ...
- NUMOBJECTS number of objects in xmodel_export file
--- - OBJECT description:
- Object number
- "name string"
Materials
NUMMATERIALS 3 MATERIAL 0 "mtl_desert_marines" "Lambert" "marines_col_desert.tga" COLOR 0.000000 0.000000 0.000000 1.000000 TRANSPARENCY 0.000000 0.000000 0.000000 1.000000 AMBIENTCOLOR 0.000000 0.000000 0.000000 1.000000 INCANDESCENCE 0.000000 0.000000 0.000000 1.000000 COEFFS 0.800000 0.000000 GLOW 0.000000 0 REFRACTIVE 6 1.000000 SPECULARCOLOR -1.000000 -1.000000 -1.000000 1.000000 REFLECTIVECOLOR -1.000000 -1.000000 -1.000000 1.000000 REFLECTIVE -1 -1.000000 BLINN -1.000000 -1.000000 PHONG -1.000000 ...
- NUMMATERIALS number of materials
--- - MATERIAL description:
- Material number
- Material name
- Type (taken from 3d application, has no effect on xmodel)
- "texture file name"
Note: None of the following material data is useful, it will be ignored by the xmodel converter
- COLOR material RGBA color (4x float)
- TRANSPARENCY transparency RGBA color (4x float)
- AMBIENTCOLOR ambient RGBA color (4x float)
- INCANDESCENCE incandescence RGBA color (4x float)
- COEFFS coefficients (2x float)
- GLOW glow (float, int)
- REFRACTIVE refraction (int, float)
- SPECULARCOLOR specular RGBA color (4x float)
- REFLECTIVECOLOR reflection RGBA color (4x float)
- REFLECTIVE reflection (int, float)
- BLINN blinn (2x float)
- PHONG phong (float)
Version 5 (CoD1)
Only differences compared to version 6 are listed.
Header
// Source filename: 'C:\trees\model_source\character_models\character_lod\airborne_Low.max' // Export time: Fri Aug 01 15:44:31 2003 MODEL VERSION 5
- // Comments (optional)
- MODEL data type definition (magic word)
- VERSION format version number
Bone orientations
Same as Version 6, but without commas:
BONE 0 OFFSET 0.000002 -2.222280 0.000042 SCALE 1.000000 1.000000 1.000000 X 0.000000 -1.000000 -0.000001 Y 1.000000 0.000000 0.000000 Z -0.000000 -0.000001 1.000000 ...
Vertices
Same as Version 6, but without commas:
NUMVERTS 93 VERT 0 OFFSET -17.273228 -12.413740 43.184647 BONES 2 BONE 88 0.020674 BONE 103 0.979326 ...
Faces
NUMFACES 172 TRI 0 0 0 1 VERT 10 0.873177 0.502103 0.514332 0.849479 0.117676 VERT 3 0.875169 0.254302 0.964290 0.262399 -0.035947 VERT 65 0.910332 0.493356 0.583699 0.238673 -0.776100 TRI 0 0 0 1 VERT 6 0.399969 0.721943 0.699542 -0.713791 -0.033821 VERT 3 0.470804 0.723883 0.964290 0.262399 -0.035947 VERT 2 0.503285 0.902194 0.830325 0.552277 0.074499 TRI 0 0 0 1 VERT 2 0.503285 0.902194 0.830325 0.552277 0.074499 VERT 1 0.435323 0.925295 0.690132 -0.722368 -0.043609 VERT 6 0.399969 0.721943 0.699542 -0.713791 -0.033821 ...
- NUMFACES number of faces in model (face = triangle, quads are not supported!)
--- - TRI description:
- Number of the object, the triangle belongs to
- Material number,
- unknown number
- 1 (static number? It's rarely 0)
- VERT description:
- Vertex number
- UV texture coords (2x float)
- Face normal vector, normalized (3x float)
Materials
NUMMATERIALS 7 MATERIAL 0 "body@air_chest.tga" MATERIAL 1 "body@air_upperarm.tga" MATERIAL 2 "body@air_forearm.tga" MATERIAL 3 "body@air_upperleg.tga" MATERIAL 4 "body@air_lowerleg.tga" MATERIAL 5 "[email protected]" MATERIAL 6 "body@air_boots.tga" ...
- NUMMATERIALS number of materials
--- - MATERIAL description:
- Material number
- "texture file name"