Alpha
This site contains information about the alphafiles
For information added on 2012-03-24 : files I looked at come from build 3368 (Mjollnà).
WDT
In the Alpha the ADTs and the WDT were just one big file with this structure :
MVER
See the new files.
MPHD
struct SMMapHeader { uint nDoodadNames; uint offsDoodadNames; // MDNM uint nMapObjNames; uint offsMapObjNames; // MONM char pad[112]; };
MAIN
- Map tile table. Needs to contain 64x64 = 4096 entries of sizeof(SMAreaInfo)
struct SMAreaInfo { uint offset; // absolute offset MHDR uint size; // offset relative to MHDR start (so value can also be read as : all ADT chunks total size from MHDR to first MCNK) MCNK uint32 flags; // FLAG_LOADED = 0x1 is the only flag, set at runtime union { char pad[4]; uint asyncId; // set at runtime }; };
MDNM
Filenames Doodads.
MONM
Filenames WMOS.
MODF (optional)
See the new files.
Unique and at the end of the file for WMO based maps, which contain no ADT parts. First entry looks like a dummy one (2nd int32 is all 0xff, rest of entry is full of 0x0). Total 2 entries counting the dummy one.
RazorfenDowns is "hybrid", it contains both WDT-part optional MODF with the dummy entry, and a MODF for each of its ADTs.
MHDR
The start of what is now the ADT files.
struct SMAreaHeader { unsigned int offsInfo; // MCIN unsigned int offsTex; // MTEX unsigned int sizeTex; unsigned int offsDoo; // MDDF unsigned int sizeDoo; unsigned int offsMob; // MODF unsigned int sizeMob; char pad[36]; };
MCIN
256 Entries, so a 16*16 Chunkmap. See the new files.
MTEX
See the new files.
MDDF
See the new files.
MODF (in ADT part)
See the new files.
MCNK
The header is 128 bytes like later versions, but information inside is placed slightly differently. Offsets are relative to the end of MCNK header.
struct SMChunk { uint flags; // See SMChunkFlags uint indexX; uint indexY; float radius; uint nLayers; uint nDoodadRefs; uint offsHeight; // MCVT uint offsNormal; // MCNR uint offsLayer; // MCLY uint offsRefs; // MCRF uint offsAlpha; // MCAL uint sizeAlpha; uint offsShadow; // MCSH uint sizeShadow; uint areaid; uint nMapObjRefs; uint16 holes; uint16 pad0; uint16 predTex[8]; char noEffectDoodad[8]; uint offsSndEmitters; // MCSE uint nSndEmitters; uint offsLiquid; // MLIQ char pad1[24]; };
enum SMChunkFlags { FLAG_SHADOW = 0x1, FLAG_IMPASS = 0x2, FLAG_LQ_RIVER = 0x4, FLAG_LQ_OCEAN = 0x8, FLAG_LQ_MAGMA = 0x10, };
(MCVT) sub-chunk
No chunk name and no size.
It's composed of the usual 145 floats, but their order is different : alpha vertices are not interleaved... Which means there are all outer vertices first (all 81), then all inner vertices (all 64) in MCVT (and not 9-8-9-8 etc.). Unlike 3.x format, MCVT have absolute height values (no height relative to MCNK header 0x70).
(MCNR) sub-chunk
No chunk name and no size.
Same as 3.x format, except values order which is like alpha MCVT : all outer values first, then all inner ones.
struct SMNormal { char n[145][3]; char pad[13]; };
MCLY sub-chunk
See the new files.
struct SMLayer { uint textureId; uint props; uint offsAlpha; uint16 effectId; char pad[2]; };
MCRF sub-chunk
Since there are no MMDX/MWMO MMID/MWID in alpha ADT, MCRF entries directly point to index in MDNM and MONM chunks.
(MCSH) sub-chunk
No chunk name and no size.
See the new files.
(MCAL) sub-chunk
No chunk name and no size.
See the new files.
(MCLQ) sub-chunk
No chunk name and no size.
See the new files.
MDX
The old Model-Format, it's a lightly modified WC3-Modelformat. ChunkedStructure
'MDLX' Identifier(no chunk size!)
'VERS' 0x514 Version Chunk
'MODL':
- char Name[80];
- char AnimationFileName[260];
- float BoundsRadius;
- Vector3D MinimumExtent;
- Vector3D MaximumExtent;
- int BlendTime;
- char unk;//oO
'SEQS'
- int nSequences;
array[nSequences] of:
- char Name[80];
- int IntervalStart;
- int IntervalEnd;
- float MoveSpeed;//only for animations were you move
- int Flags; //0 - Looping 1 - NonLooping
- Vector3D MinimumExtent;
- Vector3D MaximumExtent;
- float Rarity;//?
- int SyncPoint;//?
- float BoundsRadius;//?
- int unknown;//?
- int PlaybackSpeed;//?
'GLBS'
- int GlobalSequence;
'MTLS'
- int nMaterials;
- int unk;
array[nMaterials] of:
- int InclusiveSize;
- int PriorityPlane;
- int Flags;
- int InclusiveSize2;
- int FilterMode;
- int ShadingFlags;
- int TextureId;
- int TextureAnimationId;
- int CoordId;
- float Alpha;
'TEXS' array of:
- int ReplaceableId;
- char FileName[260] ;
- int Flags
'GEOS'
- int nGeos;
- int unk;
array[nGeos] of:
- char vert[4];//'VRTX'
- int NrOfVertexPositions;
- Vector3D vpos[NrOfVertexPositions];
- char norm[4];//'NRMS'
- int NrOfVertexNormals;
- Vector3D vnorm[NrOfVertexNormals];
- char uvas[4];//'UVAS'
- int NrOfTextureVertexGroups;
- Vector2D unk[NrOfVertexNormals];
- char ptyp[4];//'PTYP'
- int NrOfFaceTypeGroups;
- char FaceType[NrOfFaceTypeGroups];
- char pcnt[4];//'PCNT'
- int NrOfFaceGroups;
- int NrOfIndexes[NrOfFaceGroups];
- char pvtx[4];//'PVTX'
- int TotalNrOfIndexes;
local int TotalNrOfFaces = TotalNrOfIndexes / 3;
- Triangle Face[TotalNrOfFaces] ;
- char gndx[4];//'GNDX'
- int NrOfVertexGroups;
- byte MatrixGroup[NrOfVertexGroups];
- char mtgc[4];//'MTGC'
- int NrOfMatrixGroups;
- int MatrixGroupSize[NrOfMatrixGroups];
- char mats[4];//'MATS'
- int NrOfMatrixIndexes;
- int MatrixIndex[NrOfMatrixIndexes];
- char bidx[4];//'BIDX'
- int nBidx;
- int Bidx[nBidx];
- char bwgt[4];
- int nBwgt;//'BWGT'
- float Bwgt[nBwgt];
- int MaterialId;
- int SelectionGroup;
- int SelectionFlags;
- float BoundsRadius;
- Vector3D MinimumExtent;
- Vector3D MaximumExtent;
- int NrOfExtents;
- Vector6D Extent[NrOfExtents];
- float unk_[15];
'BONE'
'KGRT' Animated geoset rotation
'WOQC'
'KGSC' Animated geoset scaling
'PIVT'
'CAMS'
'EVTS'
'KEVT'
'NRMS'