[][src]Struct fable_data::StbLev

pub struct StbLev {}

Temporary comments from fabletlcmod.com.

Stb .Lev

For Easier Editing Open STATIC_MAP_COMMON_HEADER Last Entry in .Stb Archive

Static Map Common Header

[4] Bytes - Number of Entries

Then You Need to Search for Filename (Data\Levels\FinalAlbion\xxxxx.Lev)
Once Desired Name is found there is an offset jump following name.

[4] Bytes - Offset Jump to File Data

[4] Bytes - Start Data (01 00 00 00)
[4] Bytes - Level ID
[4] Bytes - Unknown (Relative to Dimension of Map)
[4] Bytes - Map Dimension (X)
[4] Bytes - Map Dimesnion (Y)
[4] Bytes - Map World Offset (X)
[4] Bytes - Map World Offset (Y)
[4] Bytes - Null
[4] Bytes - Current File Offset Push
[4] Bytes - Current File Offset Push

[4] Bytes - New Section Start (0A 00 00 00)
[4] Bytes - Always (04 00 00 00)
[4] Bytes - Repeat of Unknown Data Above (Relative to Dimension of Map)
[4] Bytes - Checksum (Same as one used in .Wad Lev file)
[4] Bytes - Unknown (Always B3 16 34 7C?)
[4] Bytes - Unknown (Always 00 00 32 00)
[4] Bytes - Map World Offset Starting Position (X) {Float}
[4] Bytes - Map World Offset Starting Position (Y) {Float}
[4] Bytes - Map World Offset Starting Position (Z) {Float}
[4] Bytes - Map World Offset Ending Position (X) {Float}
[4] Bytes - Map World Offset Ending Position (Y) {Float}
[4] Bytes - Map World Offset Ending Position (Z) {Float}
[4] Bytes - Current File Offset Push
[4] Bytes - Current File Offset Push

[4] Bytes - New Section Start (01 00 00 00) (.Lev File Offsets)
[4] Bytes - Offset to First Table In Desired .Lev
[4] Bytes - Offset to Second Table In Desired .Lev
[4] Bytes - Second Table Size
[1] Byte - Indicator For Offset Push
[4] Bytes - Current File Offset Push


[4] Bytes - Section Length In Bytes *(Does not Start until after Next 4 Bytes)
[4] Bytes - New Section Start (01 E3 E3 12) (Flora Placement?)
[4] Bytes - World Placement (X) {Float}
[4] Bytes - World Placement (Y) {Float}
[4] Bytes - Height Placement (Z) {Float}
[4] Bytes - Unknown Placement (Rotation?) {Float}
[4] Bytes - Unknown Placement {Float}
[4] Bytes - Sections for Flora Data (In Static Map Header) (If Present)
[4] Bytes - Offset to Third Section (If Present) in Current .Lev
[4] Bytes - Size of Third Section (If Present) in Current .Lev
[4] Bytes - Offset in Third Section table (Third Section Offset + these bytes)
[4] Bytes - Null
[2] Bytes - Map Dimension (X)
[2] Bytes - Map Dimension (Y)

[1] Byte - Indicator for Internal Loop Within Last Segment
[4] Bytes - Number of Sections to loop *

*If Zero Data Ends Here for Current Map. If there is Value follow the next segment
Flora Loop

[4] Bytes - BIG ID #1
[4] Bytes - BIG ID #2
[4] Bytes - BIG ID #3
[4] Bytes - Placement (X)? {Float}
[4] Bytes - Placement (Y)? {Float}
[4] Bytes - Unknown (Area?) (Int)
[4] Bytes - Null (Int)
[4] Bytes - Unknown (Rotation/Angle?) {Float}
[4] Bytes - Unknown (Rotation/Angle?) {Float}
[4] Bytes - Unknown (Rotation/Angle?) {Float}
[4] Bytes - Placement on Map (X) (Secondary?) {Float}
[4] Bytes - Placement on Map (Y) (Secondary?) {Float}
[4] Bytes - Number of Sections (Int)
[4] Bytes - Unknown (type?) (Int)
[1] Byte - Boolean? Unknown
[1] Byte - Boolean? Unknown
[1] Byte - Boolean? Unknown
[1] Byte - Boolean? Unknown
[4] Bytes - Unknown (Int)
.Lev File Spec
First Table (Height)

Each Row is 36 Bytes long. Number of Rows is relative to ((X*Y) / 256) (dimensions of map divided by area of section /// always 16×16)

[4] Bytes - Offset
[4] Bytes - Compressed Size
[4] Bytes - World Map Starting Position (X) {Float}
[4] Bytes - World Map Starting Position (Y) {Float}
[4] Bytes - World Map Starting Position (Z) {Float}
[4] Bytes - World Map Ending Position (X) {Float}
[4] Bytes - World Map Ending Position (Y) {Float}
[4] Bytes - World Map Ending Position (Z) {Float}
[4] Bytes - Unknown

*Each Compressed Package is LZO Compressed following this format:
[4] Bytes - Decompressed Size
[4] Bytes - Compressed Size
Decompressed Data

[2] Bytes - Number of Sections

Looped
[2] Bytes - Number of Verts
[2] Bytes - Number of Faces
[1] Byte - Null
[4] Bytes - Textures.Big ID of Image used. (This may be only for Proc Textures) These are the actual Mesh
[4] Bytes - Textures.Big ID of Image used. (This may be repeated from above)
[4] Bytes - Textures.Big ID of Bump used.
[4] Bytes - Possibly another texture link
[4] Bytes - Possibly another texture link
[4] Bytes - Possibly another texture link
[1] Byte - Null
Vert Listing

15 Byte rows

[2] Bytes - Global X Position
[2] Bytes - Global Y Position
[4] Bytes - Height {Float}
[4] Bytes - Packed Normal {PackedXYZ}
[1] Byte - 00 or FF (indicates next X or Y value?)
[1] Bytes - TU offset, Actual TU = (TU + (this-127)/127)
[1] Bytes - TU offset, Actual TU = (TU + (this-127)/127)
Faces

2 Bytes
[2] Bytes - Number of Faces
Second Table (Unused Graphics?)

Originally believed to be the mesh, could be used for internal editor only.
[2] Bytes - Placement (X)
[2] Bytes - Placement (Y)
[2] Bytes - Tile Value (X) (Based on Dimension)*
[2] Bytes - Tile Value (Y) (Based on Dimension)*

*If Value is size of Map then this is the lowest LOD

[1] Byte - Indicator (01 - Indicates that it contains Offsets. Else it is only 47 Bytes in Length)
[1] Byte - Indicator (Section Start)
[1] Byte - Indicator (Section End)
[4] Bytes - Offset to Compressed Chunk
[4] Bytes - Size of Entire Table (If Value is present this indicates a start of a new LOD)
[4] Bytes - Offset Push Within Table (Next Section to Read, Table treated as internal file!)
[4] Bytes - World Map Start Position (X) {Float}
[4] Bytes - World Map Start Position (Y) {Float}
[4] Bytes - World Map Start Position (Z) {Float}
[4] Bytes - World Map Ending Position (X) {Float}
[4] Bytes - World Map Ending Position (Y) {Float}
[4] Bytes - World Map Ending Position (Z) {Float}
Offset Rows

If Indicator = 01 above then loop until starting indicator equals (stop indicator above)
13 Byte Rows

[1] Byte - Indicator (Row start based on LOD)
[4] Bytes - Offset to compressed chunk
[4] Bytes - Compressed Chunk Size
[4] Bytes - Offset to specific compressed Data (Offset to compressed chunk + Value of These Bytes)

*Additional Notes Number of LODs seems dependent on First Table Rows. Example Creature Hub 4 Rows in first Table. // Graphics It Contains (4 High Quality, 6 Medium, 1 Low)

*Each Compressed Package is LZO Compressed following this format:
[4] Bytes - Decompressed Size
[4] Bytes - Compressed Size
Decompressed Data

[2] Bytes - Image Dimension (X) it takes up on Map *
[2] Bytes - Image Dimension (Y it takes up on Map *

*If Dimension equals map dimensions then it is the lowest LOD

[2] Bytes - Tile Placement of Image (Based on Map Dimensions) (X)
[2] Bytes - Tile Placement of Image (Based on Map Dimensions) (Y)
[1] Byte - Null
[1] Byte - Indicator for LOD (not an actual value!)
[3] Bytes - Unkown Based on LOD
[1] Byte - Indicator new section start
[1] Byte - Image Dimensions (X) (Actual Image Size, for editing)
[1] Byte - Image Dimensions (Y) (Actual Image Size, for editing)
[1] Byte - Indicator new section start
[2] Bytes - Image Dimensions Repeat (X) as 2 bytes
[2] Bytes - Image Dimensions Repeat (Y) as 2 bytes
[1] Byte - Indicator new section start
[4] Bytes - Unknown
[6] Bytes - Null?
[4] Bytes - Always (01 00 00 00) Indicates Image Start
~ DXT1 Image (To get Image size take actual dimension ( X * Y / 2)

*The Rest of file is currently Unknown
Third Section (Flora/Model)

The only offset to this section exists in Static Map Header see: [4] Bytes - Offset in Third Section table (Third // Section Offset + these bytes)

*The following entries are very sloppy and jump around quite a bit.

[4] Bytes - always zero?
[4] Bytes - if zero again it will need to read until it is at least reaches 1.
[4] Bytes - Global X coords [Float]
[4] Bytes - Global Y coords [Float]
[4] Bytes - Global Z coords [Float]
[4] Bytes - Unknown (Rotation?) [Float]
[4] Bytes - Unknown (Always 23?) [Float]
[4] Bytes - Unknown [Integer]
[4] Bytes - Offset to Chunk [Integer]
[4] Bytes - Chunk Size [Integer]
[4] Bytes - Offset in Chunk (take above Offset + This) [Integer]
[2] Bytes - Placement X? [Short]
[2] Bytes - Placement Y? [Short]
[2] Bytes - Size X? [Short]
[2] Bytes - Size Y? [Short]
[1] Byte - Indicates more entries. If zero reading is finished.

Here is the Tricky Part. If Offset above leads directly to anything other than zero you read below, else the entry is // dead and the loop above is redone.

[4] Bytes - Number of Sections (Array) [Integer]
[4] Bytes - Chunk Offset [Integer]
[4] Bytes - Chunk Size [Integer]
[4] Bytes - Package Offset (Chunk Offset + Package Offset) (This will lead to compressed data) [Integer]
[4] Bytes - Global X coords [Float]
[4] Bytes - Global Y coords [Float]
[4] Bytes - Global Z coords [Float]
[4] Bytes - Unknown (Rotation?) [Float]
[4] Bytes - Unknown [Float]
[4] Bytes - Unknown [Integer]
[4] Bytes - Unknown [Integer]
Compressed Package

[4] Bytes - Decompressed Size
[4] Bytes - Compressed Size
*Data is LZO compressed
Decompressed Data




1bit sign, 4bits exponent, 27bits mantissa

value = (-1^s)*(2^(e-7))*(f/0x8000000)

s eeee fff ffffffff ffffffff ffffffff  value
0 0111 100 00100110 11010110 11010100  0.5189644396305084228515625
0 0111 011 10011100 11000011 11110010  0.45154561102390289306640625
0 0111 000 10100000 11010110 01001001  0.078533716499805450439453125
1 0111 100 00100110 11000100 10101001 -0.518929786980152130126953125
0 0111 011 10011100 10011011 00110000  0.45146787166595458984375
0 0111 001 11000100 10001101 10010110  0.22097317874431610107421875
0 0111 001 10100000 11001111 10101001  0.203521080315113067626953125
1 0111 001 01101111 11100110 11100001 -0.179639585316181182861328125
0 0111 100 00111000 00111010 10001101  0.527455426752567291259765625

0 0111 011 01110001 00111100 11110011  0.430292032659053802490234375
1 0111 100 00000001 10000100 01011111 -0.500740759074687957763671875
0 0111 010 10111000 00110110 10110101  0.339948095381259918212890625
0 0111 100 00000010 00011000 01011010  0.50102300941944122314453125
0 0111 011 01111001 11101000 10000110  0.43452553451061248779296875
0 0111 010 00101010 11011000 00111011  0.270920239388942718505859375
1 0111 010 10011011 11111011 10001000 -0.326163351535797119140625
0 0111 010 10000010 00000001 01011100  0.3134791553020477294921875
0 0111 100 00001110 01111000 10011110  0.50706599652767181396484375



Also the game mostly uses lzo1x compression, and dxt(textures).

Auto Trait Implementations

impl RefUnwindSafe for StbLev

impl Send for StbLev

impl Sync for StbLev

impl Unpin for StbLev

impl UnwindSafe for StbLev

Blanket Implementations

impl<T> Any for T where
    T: 'static + ?Sized
[src]

impl<T> Borrow<T> for T where
    T: ?Sized
[src]

impl<T> BorrowMut<T> for T where
    T: ?Sized
[src]

impl<T> From<T> for T[src]

impl<T, U> Into<U> for T where
    U: From<T>, 
[src]

impl<T, U> TryFrom<U> for T where
    U: Into<T>, 
[src]

type Error = Infallible

The type returned in the event of a conversion error.

impl<T, U> TryInto<U> for T where
    U: TryFrom<T>, 
[src]

type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.