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<h1> MM3D File Format </h1>
<h2> Contents </h2>
<ul>
<li> <a href="#overview">Overview</a> </li>
<li> <a href="#header">File Header</a> </li>
<li> <a href="#dataoffsets">Data Offsets</a> </li>
<li> <a href="#datatypes">Data Offset Types</a> </li>
<li> <a href="#datablocks">Data Blocks</a> </li>
<li> <a href="#datablocktypes">Data Block Types</a> </li>
<li> <a href="#example">Example Hex Dump</a> </li>
</ul>
<a name="overview"></a>
<h2> Overview </h2>
<p>
This document describes version 1.6 of the MM3D file format. Data
that is available only in specific versions will be noted below. All other data
is common to every version of the file format. Previous releases of
Misfit Model 3D that do not read all data segments should still be able to
load model files, though some information may be lost.
</p>
<!--
<p>
Version 1.6 is in progress. Some details of version 1.6 will be
included in this document.
</p>
-->
<p>
The MM3D file format was designed to be easy to extend and easy to
read to extract just the information you want. The header will tell you
what information is included in the file and give you offsets to the location
where the information is in the file.
</p>
<p>
Data sections have their own header before the data. Each data type
is either a fixed size or a variable size.
If the data size is fixed
(constant, <b>Type B</b>) the data size immediatley preceeds the data block of the
data section.
If the data size is variable (<b>Type A)</b> the data size preceeds
each data element.
</p>
<p>
MM3D uses Intel byte order (least significant byte first). Bytes are 8 bits.
The types specified in the <b>Type</b> fields below are <b>ints</b> (signed integers)
or <b>uints</b> (unsigned integers). The type designation is followed by a number
which designates the number of bits in that integer. The type may be multiplied
by a constant or variable number to get the full length of the field. Variables
are generally data fields from earlier sections in the file. In the data chunks
there is also a <b>float32</b> which is a 32-bit floating point number and an
<b>ASCIIZ</b> which is every byte up to and including the next null byte. ASCIIZ
strings are truncated to 1024 bytes (including the terminating null) if necessary.
</p>
<p>
As of MM3D version 1.4 (and later 1.3 versions) all text strings are encoded as UTF-8.
Versions 1.2 and earlier (as well as early 1.3 versions) used extended ASCII encoding.
If you want your MM3D models to be usable in new and older versions of MM3D you should
use only standard ASCII characters (0-127) for model object names and texture
filenames.
</p>
<p><b>NOTE:</b> Items marked in <font color="red">red</font> are still under
development. They will not be finalized until the next revision of the file
format is complete. They are provided for reference in the interim and
are subject to change without notice.
</p>
<a name="header"></a>
<h2> File Header </h2>
<p>
The file header is 12 bytes.
</p>
<table border="1" cellpadding="4" cellspacing="0">
<tr><th>Data</th> <th>Type</th> <th>Notes</th> <th>Description</th></tr>
<tr><td>MAGIC_NUMBER</td> <td>int8 * 8</td> <td>'MISFIT3D'</td> <td>If the first 8 bytes do not match this string it is not an MM3D file</td></tr>
<tr><td>MAJOR_VERSION</td> <td>uint8</td> <td>0x01</td> <td>Major version number, the file format may be incompatible with newer or older filters if the major version number does not match</td></tr>
<tr><td>MINOR_VERSION</td> <td>uint8</td> <td>0x06</td> <td>Minor version number, older filters should be able to get useful data from the file but may not understand the value of all flags or data segments</td></tr>
<tr><td>MODEL_FLAGS</td> <td>uint8</td> <td>0x00 (reserved)</td> <td>Currently there are no model-wide flags, this byte is reserved in case such flags are ever needed</td></tr>
<tr><td>OFFSET_COUNT</td> <td>uint8</td> <td> </td> <td>This is the number of data segments. It tells you how many offsets are in the next section of the file</td></tr>
</table>
<a name="dataoffsets"></a>
<h2> Data Offsets </h2>
<p>
Data offsets are 6 bytes each. The value of [OFFSET_COUNT] in the header specifies
how many data offsets are in this section.
</p>
<p>
The data offsets section is [OFFSET_COUNT] instances of:
</p>
<table border="1" cellpadding="4" cellspacing="0">
<tr><th>Data</th> <th>Type</th> <th>Description</th></tr>
<tr><td>OFFSET_TYPE</td> <td>uint16</td> <td>Type of data for this offset (types listed in the next section)</td></tr>
<tr><td>OFFSET_VALUE</td> <td>uint32</td> <td>Offset to the data segment for this type (offset is from the start of the file)</td></tr>
</table>
<a name="datatypes"></a>
<h2> Data Offset Types </h2>
<p>
The following is a list of known data segment types. Types are 16 bits.
Bit 15 (0x8000) is a "uniform" flag, meaning data of that
type is a fixed (constant) size.
</p>
<p>
Bit 14 (0x4000) is the dirty flag. If Mifit Model 3D
encounters a data segment it does not understand it will keep a copy of the
raw data and write that data to a file if the model is saved again. It will
add the dirty bit to indicate to other model readers that this data was
written by a version of the program that did not understand the data. It
is therefore "dirty" and may be inconsistent with the model.
Under these circumstances the reader may chose to discard the data or attempt
to verify and use it.
</p>
<p>
The end of file offset is a special offset and indicates the file size. You
should always check this value against the file size to be certain that
the file is complete. There is no data at the end of file offset.
</p>
<h3> Type A (variable) </h3>
<table border="1" cellpadding="4" cellspacing="0">
<tr><th>Type A</th> <th>Version</th> <th>Description</th></tr>
<tr><td>0x1001</td> <td>1.4+ </td> <td><a href="#data_type_meta">Meta data</a></td></tr>
<tr><td>0x1002</td> <td> </td> <td>Unknown type information (not implemented)</td></tr>
<tr><td>0x0101</td> <td> </td> <td><a href="#data_type_groups">Groups</a></td></tr>
<tr><td>0x0141</td> <td> </td> <td>Embedded textures (not implemented)</td></tr>
<tr><td>0x0142</td> <td> </td> <td><a href="#data_type_external_textures">External textures</a></td></tr>
<tr><td>0x0161</td> <td> </td> <td><a href="#data_type_materials">Materials</a></td></tr>
<tr><td>0x016c</td> <td>1.6+ </td> <td><a href="#data_type_texture_projection_triangles">Texture Projections Triangles</a></td></tr>
<tr><td>0x0191</td> <td>1.4+ </td> <td><a href="#data_type_canvas_background_images">Canvas Background Images</a></td></tr>
<tr><td>0x0301</td> <td> </td> <td><a href="#data_type_skeletal_animations">Skeletal Animations</a></td></tr>
<tr><td>0x0321</td> <td> </td> <td><a href="#data_type_frame_animations">Frame Animations</a></td></tr>
<tr><td>0x0321</td> <td>1.6+ </td> <td><a href="#data_type_frame_points">Frame Animation Points</a></td></tr>
<tr><td>0x0341</td> <td> </td> <td>Frame Relative Animations (not implemented)</td></tr>
<tr><td>0x3fff</td> <td> </td> <td>End of file (offset is file size)</td></tr>
</table>
<h3> Type B (fixed) </h3>
<table border="1" cellpadding="4" cellspacing="0">
<tr><th>Type B</th> <th>Version</th> <th>Description</th></tr>
<tr><td>0x8001</td> <td> </td> <td><a href="#data_type_vertices">Vertices</a></td></tr>
<tr><td>0x8021</td> <td> </td> <td><a href="#data_type_triangles">Triangles</a></td></tr>
<tr><td>0x8026</td> <td> </td> <td><a href="#data_type_triangle_normals">Triangle Normals</a></td></tr>
<tr><td>0x8041</td> <td> </td> <td><a href="#data_type_joints">Joints</a></td></tr>
<tr><td>0x8046</td> <td> </td> <td><a href="#data_type_joint_vertices">Joint Vertices</a></td></tr>
<tr><td>0x8061</td> <td>1.6+ </td> <td><a href="#data_type_points">Points</a></td></tr>
<tr><td>0x8106</td> <td>1.4+ </td> <td><a href="#data_type_smoothness_angles">Smoothness Angles</a></td></tr>
<tr><td>0x8168</td> <td>1.6+ </td> <td><a href="#data_type_weighted_influences">Weighted Influences</a></td></tr>
<tr><td>0x8168</td> <td>1.6+ </td> <td><a href="#data_type_texture_projections">Texture Projections (sphere/cylinder map)</a></td></tr>
<tr><td>0x8121</td> <td> </td> <td><a href="#data_type_texture_coordinates">Texture Coordinates</a></td></tr>
</table>
<h3> User Defined Blocks </h3>
<p>
Types 0x0000 through 0x1fff are reserved for Misfit Model 3D defined types.
0x4000 through 0xffff are reserved for the uniform and dirty bit versions of each type.
If you want to add a type for
your own use it is recommended that you use a value in the 0x2000 through 0x2fff
range. Suggestions for types which may be useful to other uses are welcome and
may be incorporated into future versions.
</p>
<a name="datablocks"></a>
<h2> Data Blocks </h2>
<p>
Data Blocks have a header and a data chunk. The data blocks are similar between
types A and B. The only difference is how the size of each data element is handled.
In <b>Type A</b> the size is included before each data element in the data chunk.
In <b>Type B</b> the size is included at the end of the header and before the
data chunk itself.
</p>
<p>
The size of a data element may change. When reading data from an MM3D file it
is important to note if the size of the element is different from the expected
size. If it is smaller, data at the end of the element has been omitted. If larger,
data has been appended to the end of the element's data type and must be skipped
over during data parsing. These situations may happen if your filter is reading
a file written by a newer or older version of Misfit Model 3D. Data size changes
will be rare but should be accounted for.
</p>
<h3> Type A </h3>
<p>
Data header:
</p>
<table border="1" cellpadding="4" cellspacing="0">
<tr><th>Data</th> <th>Type</th> <th>Description</th></tr>
<tr><td>DATA_FLAGS</td> <td>uint16</td> <td>Flags for the data segment (currently unused, should be 0x0000)</td></tr>
<tr><td>DATA_COUNT_A</td> <td>uint32</td> <td>The number of elements in each data chunk</td></tr>
</table>
<p>
Data chunk:
</p>
<table border="1" cellpadding="4" cellspacing="0">
<tr><th>Data</th> <th>Type</th> <th>Description</th></tr>
<tr><td>DATA_SIZE_A</td> <td>uint32</td> <td>Size of this element of data</td></tr>
<tr><td>DATA_CHUNK_A</td> <td>uint8 * [DATA_SIZE_A] </td> <td>One element of [DATA_SIZE_A] size, <b>Data Block Types</b> are defined below</td></tr>
</table>
<h3> Type B </h3>
<p>
Data header:
</p>
<table border="1" cellpadding="4" cellspacing="0">
<tr><th>Data</th> <th>Type</th> <th>Description</th></tr>
<tr><td>DATA_FLAGS</td> <td>uint16</td> <td>Flags for the data segment (currently unused, should be 0x0000)</td></tr>
<tr><td>DATA_COUNT_B</td> <td>uint32</td> <td>The number of elements in each data chunk</td></tr>
<tr><td>DATA_SIZE_B</td> <td>uint32</td> <td>Size of each element of data</td></tr>
</table>
<p>
Data chunk:
</p>
<table border="1" cellpadding="4" cellspacing="0">
<tr><th>Data</th> <th>Type</th> <th>Description</th></tr>
<tr><td>DATA_CHUNK_B</td> <td>uint8 * [DATA_SIZE_B] * [DATA_COUNT_B]</td> <td>[DATA_COUNT_B] elements of [DATA_SIZE_B] size, <b>Data Block Types</b> are defined below</td></tr>
</table>
<a name="datablocktypes"></a>
<h2> Data Block Types </h2>
<a name="data_type_meta"></a>
<h3>Meta Data</h3>
<p>
<b>Version 1.4 and later.</b>
</p>
<p>
The meta data section contains key/values pairs of ASCIIZ strings. These key/value
pairs do not affect model display in any way. These are purely information strings
for things like copyright, contact, urls, etc.
</p>
<p>
Keys are case-sensitive and do not have to be unique (though having two identical
keys is bad form).
</p>
<table border="1" cellpadding="4" cellspacing="0">
<tr><th>Data</th> <th>Version </th> <th>Type</th> <th>Description</th></tr>
<tr><td>META_KEY</td> <td>1.4+ </td> <td>ASCIIZ</td> <td>Key for this meta data key/value pair</td></tr>
<tr><td>META_VALUE</td> <td>1.4+ </td> <td>ASCIIZ</td> <td>Value associated with meta data key</td></tr>
</table>
<a name="data_type_vertices"></a>
<h3> Vertices </h3>
<table border="1" cellpadding="4" cellspacing="0">
<tr><th>Data</th> <th>Type</th> <th>Description</th></tr>
<tr><td>VERTEX_FLAGS</td> <td>uint16</td> <td>See vertex flags below</td></tr>
<tr><td>VERTEX_COORD_X</td> <td>float32</td> <td>X coordinate of the vertex</td></tr>
<tr><td>VERTEX_COORD_Y</td> <td>float32</td> <td>Y coordinate of the vertex</td></tr>
<tr><td>VERTEX_COORD_Z</td> <td>float32</td> <td>Z coordinate of the vertex</td></tr>
</table>
<p>
Vertex flags:
</p>
<table border="1" cellpadding="4" cellspacing="0">
<tr><th>Bits</th> <th>Version</th> <th>Data</th> <th>Description</th></tr>
<tr><td>0</td> <td> </td> <td>Hidden</td> <td>Set if hidden, clear if visible</td></tr>
<tr><td>1</td> <td> </td> <td>Selected</td> <td>Set if selected, clear if unselected</td></tr>
<tr><td>2</td> <td>1.6+ </td> <td>Free Vertex</td> <td>Set if vertex does not have to be connected to a face (don't auto-delete when face is deleted)</td></tr>
</table>
<a name="data_type_triangles"></a>
<h3> Triangles </h3>
<p>
The triangles section describes the triangular faces of the model. The vertex indices
are 0-based indices into the vertex array from the vertices section.
</p>
<table border="1" cellpadding="4" cellspacing="0">
<tr><th>Data</th> <th>Type</th> <th>Description</th></tr>
<tr><td>TRIANGLE_FLAGS</td> <td>uint16</td> <td>See triangle flags below</td></tr>
<tr><td>TRIANGLE_VERTEX_1</td> <td>uint32</td> <td>Index of vertex 1 of the triangle</td></tr>
<tr><td>TRIANGLE_VERTEX_2</td> <td>uint32</td> <td>Index of vertex 2 of the triangle</td></tr>
<tr><td>TRIANGLE_VERTEX_3</td> <td>uint32</td> <td>Index of vertex 3 of the triangle</td></tr>
</table>
<p>
Triangle flags:
</p>
<table border="1" cellpadding="4" cellspacing="0">
<tr><th>Bits</th> <th>Data</th> <th>Description</th></tr>
<tr><td>0</td> <td>Hidden</td> <td>Set if hidden, clear if visible</td></tr>
<tr><td>1</td> <td>Selected</td> <td>Set if selected, clear if unselected</td></tr>
</table>
<a name="data_type_triangle_normals"></a>
<h3> Triangle Normals </h3>
<p>
<b>Version 1.4 and later.</b>
</p>
<p>
The triangle normals section describes the normals for each face of the model.
Each block is composed of a triangle index that indicates to which triangle
the normals apply to, followed by three sets (one for each triangle vertex)
of three floating point numbers (one for each dimension).
</p>
<table border="1" cellpadding="4" cellspacing="0">
<tr><th>Data</th> <th>Version</th> <th>Type</th> <th>Description</th></tr>
<tr><td>TRI_NORM_FLAGS</td> <td>1.4+ </td> <td>uint16</td> <td>Reserved, should be 0</td></tr>
<tr><td>TRI_NORM_INDEX</td> <td>1.4+ </td> <td>uint32</td> <td>Triangle index (0 based)</td></tr>
<tr><td>TRI_NORM_V1_NORM</td> <td>1.4+ </td> <td>float32 * 3</td> <td>Normals for vertex 1 (XYZ)</td></tr>
<tr><td>TRI_NORM_V2_NORM</td> <td>1.4+ </td> <td>float32 * 3</td> <td>Normals for vertex 2 (XYZ)</td></tr>
<tr><td>TRI_NORM_V3_NORM</td> <td>1.4+ </td> <td>float32 * 3</td> <td>Normals for vertex 3 (XYZ)</td></tr>
</table>
<a name="data_type_joints"></a>
<h3> Joints </h3>
<p>
The joint section describes joints used for skeletal animations.
Their orientation information is relative to their parent joint's orientation.
</p>
<table border="1" cellpadding="4" cellspacing="0">
<tr><th>Data</th> <th>Type</th> <th>Description</th></tr>
<tr><td>JOINT_FLAGS</td> <td>uint16</td> <td>See joint flags below</td></tr>
<tr><td>JOINT_NAME</td> <td>int8 * 40</td> <td>Joint name</td></tr>
<tr><td>JOINT_PARENT</td> <td>uint32</td> <td>Index of parent joint</td></tr>
<tr><td>JOINT_LOCAL_ROT_X</td> <td>float32</td> <td>X rotation of joint relative to parent (in radians)</td></tr>
<tr><td>JOINT_LOCAL_ROT_Y</td> <td>float32</td> <td>Y rotation of joint relative to parent</td></tr>
<tr><td>JOINT_LOCAL_ROT_Z</td> <td>float32</td> <td>Z rotation of joint relative to parent</td></tr>
<tr><td>JOINT_LOCAL_TRANS_X</td> <td>float32</td> <td>X offset of joint relative to parent (or origin if root joint)</td></tr>
<tr><td>JOINT_LOCAL_TRANS_Y</td> <td>float32</td> <td>Y offset of joint relative to parent</td></tr>
<tr><td>JOINT_LOCAL_TRANS_Z</td> <td>float32</td> <td>Z offset of joint relative to parent</td></tr>
</table>
<p>
Joint flags:
</p>
<table border="1" cellpadding="4" cellspacing="0">
<tr><th>Bits</th> <th>Data</th> <th>Description</th></tr>
<tr><td>0</td> <td>Hidden (ingored)</td> <td>Set if hidden, clear if visible</td></tr>
<tr><td>1</td> <td>Selected</td> <td>Set if selected, clear if unselected</td></tr>
</table>
<a name="data_type_joint_vertices"></a>
<h3> Joint Vertices </h3>
<p>
The joint vertices section associates vertices with joints.
</p>
<p>
<b>NOTE: As of version 1.6 this data is deprecated.</b>
Use the <a href="#data_type_weighted_influences">Weighted Influences</a> data
instead. This data section is maintained for backwards compatibility.
Newer files should have this data and the Weighted Influences data. If the
Weighted Influences section is present it takes precedence over this data.
When writing this data, only one joint per vertex is allowed. The joint
with the most influence (highest weight) on the vertex is the joint index
that should be used.
</p>
<table border="1" cellpadding="4" cellspacing="0">
<tr><th>Data</th> <th>Type</th> <th>Description</th></tr>
<tr><td>VERTEX_INDEX</td> <td>uint32</td> <td>Index into vertex array</td></tr>
<tr><td>JOINT_INDEX</td> <td>uint32</td> <td>Index into joint array for this vertex</td></tr>
</table>
<a name="data_type_points"></a>
<h3> Points </h3>
<p>
<b>Version 1.6 and later.</b>
</p>
<p>
Points are objects that have a position and orientation. They can be
attached to bone joints for animation purposes. Points do not affect
model geometry in any way. They are simply reference objects for
specifying a location in the model. One potential use for this is bolt
points for attaching one model to another (such as tags in MD3 models).
</p>
<p>
Note that the POINT_JOINT element is deprecated. It should still be set
in MM3D files (or -1 if no bone joint assignment). If the point is assigned
to multiple bone joints, the joint with the most influence (highest weight)
should be used. When reading MM3D files, the POINT_JOINT element should
usable, but any data in the
<a href="#data_type_weighted_influences">Weighted Influences</a> section takes
precedence over this value.
</p>
<table border="1" cellpadding="4" cellspacing="0">
<tr><th>Data</th> <th>Type</th> <th>Description</th></tr>
<tr><td>POINT_FLAGS</td> <td>uint16</td> <td>See point flags below</td></tr>
<tr><td>POINT_NAME</td> <td>int8 * 40</td> <td>Point name</td></tr>
<tr><td>POINT_TYPE</td> <td>int32</td> <td>Type of point (reserved, should be zero)</td></tr>
<tr><td>POINT_JOINT</td> <td>int32</td> <td>Index of parent joint (deprecated, use <a href="#data_type_weighted_influences">Weighted Influences</a>)</td></tr>
<tr><td>POINT_ROT_X</td> <td>float32</td> <td>X rotation of point (in radians)</td></tr>
<tr><td>POINT_ROT_Y</td> <td>float32</td> <td>Y rotation of point </td></tr>
<tr><td>POINT_ROT_Z</td> <td>float32</td> <td>Z rotation of point </td></tr>
<tr><td>POINT_TRANS_X</td> <td>float32</td> <td>X position of point </td></tr>
<tr><td>POINT_TRANS_Y</td> <td>float32</td> <td>Y position of point </td></tr>
<tr><td>POINT_TRANS_Z</td> <td>float32</td> <td>Z position of point </td></tr>
</table>
<p>
Point flags:
</p>
<table border="1" cellpadding="4" cellspacing="0">
<tr><th>Bits</th> <th>Data</th> <th>Description</th></tr>
<tr><td>0</td> <td>Hidden (ingored)</td> <td>Set if hidden, clear if visible</td></tr>
<tr><td>1</td> <td>Selected</td> <td>Set if selected, clear if unselected</td></tr>
</table>
<a name="data_type_smoothness_angles"></a>
<h3> Smoothness Angles </h3>
<p>
<b>Version 1.4 and later.</b>
</p>
<p>
The joint vertices section associates vertices with joints.
</p>
<table border="1" cellpadding="4" cellspacing="0">
<tr><th>Data</th> <th>Version</th> <th>Type</th> <th>Description</th></tr>
<tr><td>GROUP_INDEX</td> <td>1.4+ </td> <td>uint32</td> <td>Index into group array</td></tr>
<tr><td>ANGLE</td> <td>1.4+ </td> <td>uint8</td> <td>Maximum angle (in degrees) to use in smoothing normals (0-180)</td></tr>
</table>
<a name="data_type_groups"></a>
<h3> Groups </h3>
<p>
The groups section groups faces (triangles) for editing or texturing purposes.
Textures are applied to groups, so faces must be grouped in order to have a texture
applied.
</p>
<table border="1" cellpadding="4" cellspacing="0">
<tr><th>Data</th> <th>Type</th> <th>Description</th></tr>
<tr><td>GROUP_FLAGS</td> <td>uint16</td> <td>See group flags below</td></tr>
<tr><td>GROUP_NAME</td> <td>ASCIIZ</td> <td>Name of the group of faces</td></tr>
<tr><td>TRIANGLE_COUNT</td> <td>uint32</td> <td>Number of triangles in the group</td></tr>
<tr><td>TRIANGLE_INDICES</td> <td>uint32 * [TRIANGLE_COUNT]</td> <td>Index of each triangle belonging to the group</td></tr>
<tr><td>GROUP_SMOOTHNESS</td> <td>uint8</td> <td>Determines how the face normals are interpolated between faces. 0 = flat along face plane, ff=averaged between all planes that share the vertex</td></tr>
<tr><td>GROUP_MATERIAL</td> <td>uint32</td> <td>Index into material list (0xffffffff for none)</td></tr>
</table>
<p>
Group flags:
</p>
<table border="1" cellpadding="4" cellspacing="0">
<tr><th>Bits</th> <th>Data</th> <th>Description</th></tr>
<tr><td>0</td> <td>Hidden (ingored)</td> <td>Set if hidden, clear if visible</td></tr>
<tr><td>1</td> <td>Selected</td> <td>Set if selected, clear if unselected</td></tr>
</table>
<a name="data_type_weighted_influences"></a>
<h3> Weighted Influences </h3>
<p>
<b>Version 1.6 and later.</b>
</p>
<p>
The weighted influences section describes how vertices and points are assigned
to bone joints. Objects can be assigned to multiple bone joints. This is the
preferred method to save and load bone joint assignments for vertices and
points. New versions of Misfit Model 3D will use this data if it is present
and the deprecated data sections if this data is not present.
</p>
<p>
The type of influence can be automatic (based on the position of the object
relative to the bone joint), remainder (100 minus the sum of all other joint
weights), or custom (manually entered by the user). If the type is
"Remainder" and the sum of the influence of other joints is greater
than 100, the remainder value is 0 (it is never negative).
</p>
<p>
The weight of each influence ranges from 0 to 100. The relative influence of
each joint is the percentage of the total influence of all joints. The sum
off all influence weights does not have to be 100. For example a single joint
with a weight of 80 will have 100% influence. Two joints that each have a
weight of 80 will each have 50% influence. One joint with a weight of 40 and
another with a weight of 80 will have 33% and 67% influence respectively.
</p>
<table border="1" cellpadding="4" cellspacing="0">
<tr><th>Data</th> <th>Type</th> <th>Description</th></tr>
<tr><td>POS_TYPE</td> <td>uint8</td> <td>Type of object influenced by joint (see position types below)</td></tr>
<tr><td>POS_INDEX</td> <td>uint32</td> <td>Index into vertex or point array (based on position type)</td></tr>
<tr><td>INF_INDEX</td> <td>uint32</td> <td>Bone joint index</td></tr>
<tr><td>INF_TYPE</td> <td>uint8</td> <td>Type influence by joint (see influence types below)</td></tr>
<tr><td>INF_WEIGHT</td> <td>int8</td> <td>Weight of this joint's influence (0 to 100)</td></tr>
</table>
<p>
Position Types:
</p>
<table border="1" cellpadding="4" cellspacing="0">
<tr><th>Number</th> <th>Version</th> <th>Type</th></tr>
<tr><td>0</td> <td>1.6+ </td> <td>Vertex</td></tr>
<tr><td>2</td> <td>1.6+ </td> <td>Point</td></tr>
</table>
<p>
Influence Types:
</p>
<table border="1" cellpadding="4" cellspacing="0">
<tr><th>Number</th> <th>Version</th> <th>Type</th></tr>
<tr><td>0</td> <td>1.6+ </td> <td>Custom (manually entered by user)</td></tr>
<tr><td>1</td> <td>1.6+ </td> <td>Automatic</td></tr>
<tr><td>2</td> <td>1.6+ </td> <td>Remainder</td></tr>
</table>
<a name="data_type_texture_projections"></a>
<h3> Texture Projections </h3>
<p>
<b>Version 1.6 and later.</b>
</p>
<p>
The texture projection section describes objects that map triangle texture
coordinates onto a texture as a cylinder or sphere. The "up"
vector defines which direction is the U component of the texture projection.
In some cases (such as cylinder) the magnitude of this vector determines
the size of the projection area.
The "seam" vector indicates where the V texture component
starts and 0.0 and wraps back to 0.0 after reaching 1.0.
</p>
<table border="1" cellpadding="4" cellspacing="0">
<tr><th>Data</th> <th>Type</th> <th>Description</th></tr>
<tr><td>PROJ_FLAGS</td> <td>uint16</td> <td>See projection flags below</td></tr>
<tr><td>PROJ_NAME</td> <td>int8 * 40</td> <td>Projection name</td></tr>
<tr><td>PROJ_TYPE</td> <td>int32</td> <td>Type of Projection (see types below)</td></tr>
<tr><td>PROJ_POS_X</td> <td>float32</td> <td>X coordinate of projection center</td></tr>
<tr><td>PROJ_POS_Y</td> <td>float32</td> <td>Y coordinate of projection center</td></tr>
<tr><td>PROJ_POS_Z</td> <td>float32</td> <td>Z coordinate of projection center</td></tr>
<tr><td>PROJ_UPVEC_X</td> <td>float32</td> <td>X component of up vector</td></tr>
<tr><td>PROJ_UPVEC_Y</td> <td>float32</td> <td>Y component of up vector</td></tr>
<tr><td>PROJ_UPVEC_Z</td> <td>float32</td> <td>Z component of up vector</td></tr>
<tr><td>PROJ_SEAMVEC_X</td> <td>float32</td> <td>X component of seam vector</td></tr>
<tr><td>PROJ_SEAMVEC_Y</td> <td>float32</td> <td>Y component of seam vector</td></tr>
<tr><td>PROJ_SEAMVEC_Z</td> <td>float32</td> <td>Z component of seam vector</td></tr>
<tr><td>PROJ_MIN_U</td> <td>float32</td> <td>Minimum U texture coordinate</td></tr>
<tr><td>PROJ_MIN_V</td> <td>float32</td> <td>Minimum V texture coordinate</td></tr>
<tr><td>PROJ_MAX_U</td> <td>float32</td> <td>Maximum U texture coordinate</td></tr>
<tr><td>PROJ_MAX_V</td> <td>float32</td> <td>Maximum V texture coordinate</td></tr>
</table>
<p>
Projection flags:
</p>
<p>None</p>
<p>
Projection types:
</p>
<table border="1" cellpadding="4" cellspacing="0">
<tr><th>Number</th> <th>Version</th> <th>Type</th></tr>
<tr><td>0</td> <td>1.6+ </td> <td>Cylinder</td></tr>
<tr><td>1</td> <td>1.6+ </td> <td>Sphere</td></tr>
</table>
<a name="data_type_texture_coordinates"></a>
<h3> Texture Coordinates </h3>
<p>
The texture coordinates section maps the vertices of a triangle onto a material's
texture. Texture coordinates range from (0.0, 0.0) to (1.0, 1.0). The origin (0,0)
of a texture is the <b>lower-left</b> corner, not the upper-left. Values outside of
the 0.0 to 1.0 range are valid.
</p>
<table border="1" cellpadding="4" cellspacing="0">
<tr><th>Data</th> <th>Type</th> <th>Description</th></tr>
<tr><td>TEXCOORD_FLAGS</td> <td>uint16</td> <td>Unused</td></tr>
<tr><td>TEXCOORD_TRIANGLE</td> <td>uint32</td> <td>Triangle for this texture coordinate set</td></tr>
<tr><td>TEXCOORD_VERTEX_1_S</td> <td>float32</td> <td>S (x) coordinate for triangle vertex 1</td></tr>
<tr><td>TEXCOORD_VERTEX_2_S</td> <td>float32</td> <td>S (x) coordinate for triangle vertex 2</td></tr>
<tr><td>TEXCOORD_VERTEX_3_S</td> <td>float32</td> <td>S (x) coordinate for triangle vertex 3</td></tr>
<tr><td>TEXCOORD_VERTEX_1_T</td> <td>float32</td> <td>T (y) coordinate for triangle vertex 1</td></tr>
<tr><td>TEXCOORD_VERTEX_2_T</td> <td>float32</td> <td>T (y) coordinate for triangle vertex 2</td></tr>
<tr><td>TEXCOORD_VERTEX_3_T</td> <td>float32</td> <td>T (y) coordinate for triangle vertex 3</td></tr>
</table>
<a name="data_type_external_textures"></a>
<h3> External textures </h3>
<p>
The external textures section describes the textures in the model. The textures
are assigned to materials which describe the lighting properties. Groups reference
materials. Currently there is a 1-to-1 relationship between materials and
textures, but this is not required and should not be expected in the future.
One texture may be referenced by many materials in later file versions.
</p>
<table border="1" cellpadding="4" cellspacing="0">
<tr><th>Data</th> <th>Type</th> <th>Description</th></tr>
<tr><td>TEXTURE_FLAGS</td> <td>uint16</td> <td>Flags for texture (unused)</td></tr>
<tr><td>TEXTURE_PATH</td> <td>ASCIIZ</td> <td>File path to texture relative to model (directory separator is backslash)</td></tr>
</table>
<a name="data_type_materials"></a>
<h3> Materials </h3>
<p>
The materials section describes the materials in the model. The materials
reference textures and describe the lighting properties. Groups reference
materials. Some materials do not have textures. For materials without
textures, the MATERIAL_TEXTURE element is still present but the value
is ignored. The MATERIAL_FLAGS element indicates if the material has
a texture (see below).
</p>
<table border="1" cellpadding="4" cellspacing="0">
<tr><th>Data</th> <th>Type</th> <th>Description</th></tr>
<tr><td>MATERIAL_FLAGS</td> <td>uint16</td> <td>See material flags below</td></tr>
<tr><td>MATERIAL_TEXTURE</td> <td>uint32</td> <td>Texture index for this material</td></tr>
<tr><td>MATERIAL_NAME</td> <td>ASCIIZ</td> <td>Name of the material</td></tr>
<tr><td>MATERIAL_AMBIENT</td> <td>float32 * 4</td> <td>Ambient light properties (RGBA)</td></tr>
<tr><td>MATERIAL_DIFFUSE</td> <td>float32 * 4</td> <td>Diffuse light properties (RGBA)</td></tr>
<tr><td>MATERIAL_SPECULAR</td> <td>float32 * 4</td> <td>Specular light properties (RGBA)</td></tr>
<tr><td>MATERIAL_EMISSIVE</td> <td>float32 * 4</td> <td>Emissive light properties (RGBA)</td></tr>
<tr><td>MATERIAL_SHININESS</td> <td>float32</td> <td>Shininess</td></tr>
</table>
<p>
Material flags:
</p>
<p>
The Clamp S and Clamp T values specify whether texture coordinates outside
of the 0.0 to 1.0 range should wrap or not. If the bit is set, the texture
wraps. If the bit is clear the colors at the edge of the texture are
stretched.
</p>
<table border="1" cellpadding="4" cellspacing="0">
<tr><th>Bits</th> <th>Version</th> <th>Data</th> <th>Description</th></tr>
<tr><td>0-3</td> <td> </td> <td>Material type</td> <td>0 = external texture, 1-15 = reserved </td></tr>
<tr><td>4</td> <td>1.4+ </td> <td>Clamp S</td> <td>Clamp S texture coordinates (do not tile/repeat)</td></tr>
<tr><td>5</td> <td>1.4+ </td> <td>Clamp T</td> <td>Clamp T texture coordinates (do not tile/repeat)</td></tr>
</table>
<a name="data_type_texture_projection_triangles"></a>
<h3> Texture Projection Triangles </h3>
<p>
<b>Version 1.6 and later.</b>
</p>
<p>
The texture projection section describes objects that map triangle texture
coordinates onto a texture as a cylinder or sphere. The "up"
vector defines which direction is the U component of the texture projection.
In some cases (such as cylinder) the magnitude of this vector determines
the size of the projection area.
The "seam" vector indicates where the V texture component
starts and 0.0 and wraps back to 0.0 after reaching 1.0.
</p>
<table border="1" cellpadding="4" cellspacing="0">
<tr><th>Data</th> <th>Type</th> <th>Description</th></tr>
<tr><td>PROJ_INDEX</td> <td>uint32</td> <td>Texture Projection Index to which these triangles are assigned</td></tr>
<tr><td>TRI_COUNT</td> <td>uint32</td> <td>Number of triangles assigned to this projection</td></tr>
<tr><td>TRI_INDICES</td> <td>uint32 * [TRI_COUNT] </td> <td>List of triangle indices that are assigned to projection</td></tr>
</table>
<a name="data_type_canvas_background_images"></a>
<h3> Canvas Background Images </h3>
<p>
<b>Version 1.4 and later.</b>
</p>
<p>
The Canvas Background Image section describes background images that appear
in canvas views. There can be one background image for each of the six
canvas views (Front, Back, Left, Right, Top, Bottom) and each can be scaled
and positioned independently. Canvas background images are for editing
purposes only and should not be rendered as part of the model itself.
</p>
<table border="1" cellpadding="4" cellspacing="0">
<tr><th>Data</th> <th>Version</th> <th>Type</th> <th>Description</th></tr>
<tr><td>CANVBACKIMAGE_FLAGS</td> <td>1.4+ </td> <td>uint16</td> <td>Reserved, should be 0</td></tr>
<tr><td>CANVBACKIMAGE_VIEWINDEX</td> <td>1.4+ </td> <td>uint8</td> <td>View direction (see below)</td></tr>
<tr><td>CANVBACKIMAGE_SCALE</td> <td>1.4+ </td> <td>float32</td> <td>Image scale (1.0 = center to top/left is 1.0 OpenGL unit)</td></tr>
<tr><td>CANVBACKIMAGE_CENTER</td> <td>1.4+ </td> <td>float32 * 3</td> <td>Center coordinates of image</td></tr>
<tr><td>CANVBACKIMAGE_FILENAME</td> <td>1.4+ </td> <td>ASCIIZ</td> <td>Filename of the image to load (relative path)</td></tr>
</table>
<p>
Canvas Background Image View Directions
</p>
<table border="1" cellpadding="4" cellspacing="0">
<tr><th>View Index</th> <th>Version</th> <th>Direction</th></tr>
<tr><td>0</td> <td>1.4+ </td> <td>Front</td></tr>
<tr><td>1</td> <td>1.4+ </td> <td>Back</td></tr>
<tr><td>2</td> <td>1.4+ </td> <td>Left</td></tr>
<tr><td>3</td> <td>1.4+ </td> <td>Right</td></tr>
<tr><td>4</td> <td>1.4+ </td> <td>Top</td></tr>
<tr><td>5</td> <td>1.4+ </td> <td>Bottom</td></tr>
</table>
<a name="data_type_skeletal_animations"></a>
<h3> Skeletal Animations </h3>
<p>
The skeletal animations section describes the skeletal animations in the model.
It includes all frames of all skeletal animations. This mostly consists of
animation data and joint keyframes.
</p>
<table border="1" cellpadding="4" cellspacing="0">
<tr><th>Data</th> <th>Type</th> <th>Description</th></tr>
<tr><td>SKEL_FLAGS</td> <td>uint16</td> <td>Flags for skeletal animation (unused)</td></tr>
<tr><td>SKEL_NAME</td> <td>ASCIIZ</td> <td>Name of animation</td></tr>
<tr><td>SKEL_FPS</td> <td>float32</td> <td>Frames per second</td></tr>
<tr><td>SKEL_FRAME_COUNT</td> <td>uint32</td> <td>Number of frames in animation</td></tr>
<tr><td>SKEL_FRAME_DATA</td> <td>SKEL_FRAME_TYPE * [SKEL_FRAME_COUNT]</td> <td>Frame data for skeletal animation, see below</td></tr>
</table>
<p>
Skeletal frame data type:
</p>
<table border="1" cellpadding="4" cellspacing="0">
<tr><th>Data</th> <th>Type</th> <th>Description</th></tr>
<tr><td>SKEL_KEYFRAME_COUNT</td> <td>uint32</td> <td>Number of joint keyframes for this skeletal animation frame</td></tr>
<tr><td>SKEL_KEYFRAME_DATA</td> <td>SKEL_KEYFRAME_TYPE * [SKEL_KEYFRAME_COUNT]</td> <td>Keyframe data for this frame, see below</td></tr>
</table>
<p>
Skeletal keyframe data type:
</p>
<table border="1" cellpadding="4" cellspacing="0">
<tr><th>Data</th> <th>Type</th> <th>Description</th></tr>
<tr><td>SKEL_KEYFRAME_JOINT</td> <td>uint32</td> <td>Joint that this keyframe is for</td></tr>
<tr><td>SKEL_KEYFRAME_ANIM_TYPE</td> <td>uint8</td> <td>Keyframe type: 0 = translation, 1 = rotation</td></tr>
<tr><td>SKEL_KEYFRAME_POS_X</td> <td>float32</td> <td>X position data (translation or rotation [in radians])</td></tr>
<tr><td>SKEL_KEYFRAME_POS_Y</td> <td>float32</td> <td>Y position data</td></tr>
<tr><td>SKEL_KEYFRAME_POS_Z</td> <td>float32</td> <td>Z position data</td></tr>
</table>
<a name="data_type_frame_animations"></a>
<h3> Frame Animations </h3>
<p>
The frame animations section describes the frame animations in the model.
It includes all frames of all frame animations. This mostly consists of
animation data and vertex positions for each animation frame (each frame is
vertex positions for every vertex in the model).
</p>
<table border="1" cellpadding="4" cellspacing="0">
<tr><th>Data</th> <th>Type</th> <th>Description</th></tr>
<tr><td>FRAME_FLAGS</td> <td>uint16</td> <td>Flags for skeletal animation (unused)</td></tr>
<tr><td>FRAME_NAME</td> <td>ASCIIZ</td> <td>Name of animation</td></tr>
<tr><td>FRAME_FPS</td> <td>float32</td> <td>Frames per second</td></tr>
<tr><td>FRAME_COUNT</td> <td>uint32</td> <td>Number of frames in animation</td></tr>
<tr><td>FRAME_DATA</td> <td>FRAME_ANIM_DATA * [FRAME_COUNT]</td> <td>Vertex position data for each frame, see below</td></tr>
</table>
<p>
Frame animation frame data type:
</p>
<table border="1" cellpadding="4" cellspacing="0">
<tr><th>Data</th> <th>Type</th> <th>Description</th></tr>
<tr><td>FRAME_VERTEX_DATA</td> <td>FRAME_VERTEX_TYPE * [VERTEX_COUNT]</td> <td>Vertex position data for each vertex in this frame, see below</td></tr>
</table>
<p>
Frame animation vertex data type:
</p>
<table border="1" cellpadding="4" cellspacing="0">
<tr><th>Data</th> <th>Type</th> <th>Description</th></tr>
<tr><td>FRAME_VERTEX_COORD_X</td> <td>float32</td> <td>X coordinate for vertex</td></tr>
<tr><td>FRAME_VERTEX_COORD_Y</td> <td>float32</td> <td>Y coordinate for vertex</td></tr>
<tr><td>FRAME_VERTEX_COORD_Z</td> <td>float32</td> <td>Z coordinate for vertex</td></tr>
</table>
<a name="data_type_frame_points"></a>
<h3> Frame Animation Points </h3>
<p>
<b>Version 1.6 and later.</b>
</p>
<p>
The frame animations points section describes the location and rotation of points
in frame animations.
</p>
<table border="1" cellpadding="4" cellspacing="0">
<tr><th>Data</th> <th>Type</th> <th>Description</th></tr>
<tr><td>FPOINT_FLAGS</td> <td>uint16</td> <td>Flags for skeletal animation (unused)</td></tr>
<tr><td>FPOINT_ANIM</td> <td>uint32</td> <td>Index of frame animation</td></tr>
<tr><td>FPOINT_FRAME_COUNT</td> <td>uint32</td> <td>Number of frames that follow</td></tr>
<tr><td>FPOINT_POINT_DATA</td> <td>FPOINT_FRAME_DATA * [FPOINT_FRAME_COUNT] * [POINT_COUNT]</td> <td>Point position and rotation data for each frame, see below</td></tr>
</table>
<p>
There is one of these data structures for each point for each animation frame.
Frame animation point data type:
</p>
<table border="1" cellpadding="4" cellspacing="0">
<tr><th>Data</th> <th>Type</th> <th>Description</th></tr>
<tr><td>FPOINT_ROT_X</td> <td>float32</td> <td>X rotation of point (in radians)</td></tr>
<tr><td>FPOINT_ROT_Y</td> <td>float32</td> <td>Y rotation of point </td></tr>
<tr><td>FPOINT_ROT_Z</td> <td>float32</td> <td>Z rotation of point </td></tr>
<tr><td>FPOINT_TRANS_X</td> <td>float32</td> <td>X position of point </td></tr>
<tr><td>FPOINT_TRANS_Y</td> <td>float32</td> <td>Y position of point </td></tr>
<tr><td>FPOINT_TRANS_Z</td> <td>float32</td> <td>Z position of point </td></tr>
</table>
<a name="example"></a>
<h2> Example Hex Dump </h2>
<p>
This is an example hex dump of a cube with grouped faces.
It is color-coded to highlight the different parts of the file.
</p>
<p>
Key:
</p>
<ul>
<li> File header <font color="#00aa00">green</font> </li>
<li> Offsets <font color="#0000aa">blue</font> </li>
<li> Vertices <font color="#880000">dark red</font> </li>
<li> Faces <font color="#cc00cc">magenta</font> </li>
<li> Groups <font color="#ff0000">light red</font> </li>
</ul>
<code>
0000000: <font color="#00aa00">4d49 5346 4954 3344 0101 0004</font> <font color="#0000aa">0180 2400</font> MISFIT3D......$.<br/>
0000010: <font color="#0000aa">0000 2180 9e00 0000 0101 5001 0000 ff3f</font> ..!.......P...?<br/>
0000020: <font color="#0000aa">a001 0000</font> <font color="#880000">0000 0800 0000 0e00 0000 0200</font> ................<br/>
0000030: <font color="#880000">0000 803f 0000 80bf 0000 803f 0200 0000</font> ...?.......?....<br/>
0000040: <font color="#880000">80bf 0000 80bf 0000 803f 0200 0000 803f</font> .........?.....?<br/>
0000050: <font color="#880000">0000 803f 0000 803f 0200 0000 80bf 0000</font> ...?...?........<br/>
0000060: <font color="#880000">803f 0000 803f 0000 0000 80bf 0000 80bf</font> .?...?..........<br/>
0000070: <font color="#880000">0000 80bf 0000 0000 803f 0000 80bf 0000</font> .........?......<br/>
0000080: <font color="#880000">80bf 0000 0000 80bf 0000 803f 0000 80bf</font> ...........?....<br/>
0000090: <font color="#880000">0000 0000 803f 0000 803f 0000 80bf</font> <font color="#cc00cc">0000</font> .....?...?......<br/>
00000a0: <font color="#cc00cc">0c00 0000 0e00 0000 0000 0300 0000 0100</font> ................<br/>
00000b0: <font color="#cc00cc">0000 0000 0000 0000 0000 0000 0200 0000</font> ................<br/>
00000c0: <font color="#cc00cc">0300 0000 0000 0700 0000 0500 0000 0400</font> ................<br/>
00000d0: <font color="#cc00cc">0000 0000 0400 0000 0600 0000 0700 0000</font> ................<br/>
00000e0: <font color="#cc00cc">0000 0200 0000 0000 0000 0500 0000 0000</font> ................<br/>
00000f0: <font color="#cc00cc">0500 0000 0700 0000 0200 0000 0000 0600</font> ................<br/>
0000100: <font color="#cc00cc">0000 0400 0000 0100 0000 0000 0100 0000</font> ................<br/>
0000110: <font color="#cc00cc">0300 0000 0600 0000 0000 0700 0000 0600</font> ................<br/>
0000120: <font color="#cc00cc">0000 0300 0000 0000 0300 0000 0200 0000</font> ................<br/>
0000130: <font color="#cc00cc">0700 0000 0000 0000 0000 0100 0000 0400</font> ................<br/>
0000140: <font color="#cc00cc">0000 0000 0400 0000 0500 0000 0000 0000</font> ................<br/>
0000150: <font color="#ff0000">0000 0100 0000 4600 0000 0000 6772 6f75</font> ......F.....grou<br/>
0000160: <font color="#ff0000">7020 6e61 6d65 000c 0000 0000 0000 0001</font> p name..........<br/>
0000170: <font color="#ff0000">0000 0002 0000 0003 0000 0004 0000 0005</font> ................<br/>
0000180: <font color="#ff0000">0000 0006 0000 0007 0000 0008 0000 0009</font> ................<br/>
0000190: <font color="#ff0000">0000 000a 0000 000b 0000 00ff ffff ffff</font> ...........<br/>
</code>
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