Luigi's Mansion:Docs/Model Formats/MDL (File Format)
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Summary[edit | edit source]
MDL files can be partially edited, only through a hex editor. It can be extracted but not imported.
In Luigi Mansion , MDL model files are used for character models, such as Luigi, E. Gadd, and the ghosts.
Format Information[edit | edit source]
Don't confuse the MDL format to be the same as others, as they are different.
Original MDL doc is below the wikitables.
Offset | Integer | Use | Description |
---|---|---|---|
0x00 | u8 | Flag | Determines how data is read (98 = Tri-Strips) |
0x01 | u8 | Null | Null byte |
0x02 | u8 | Data Total | Total Data |
0x03 | u8 | Matrix Index | Index of the Bone Matrix |
0x04 | u8 | Index | Could be TexCood0 Matrix Index |
0x05 | u8 | Index | Could be TexCood1 Matrix Index |
Data Structures[edit | edit source]
Offset | Integer | Use | Description |
---|---|---|---|
0x00 | u16 | Vertex Index | Index of Vertice for Mesh |
0x02 | u16 | Normal Index | Index of Normal for Mesh (if present) |
0x04 | u16 | Color Index | Index of Vertex Color for Mesh (if present) |
0x06 | u16 | U Index | Index of U Coordinate for TexCoords |
0x08 | u16 | V Index | Index of V Coordinate for TexCoords |
uint | Description |
---|---|
uint8 | matrix index |
uint8 | texcoord0 matrix index? |
uint8 | texcoord1 matrix index? |
uint16 | position index |
uint16 | normal index (only present if the model has normals) |
uint16 | color index (only present if the model has colors) |
uint16 | texcoord index (only present if the model has texcoord) |
0x00 u8 Flag //Determines how data is read (98 = Tri-Strips) 0x01 u8 Null //Null byte 0x02 u8 Data Total //Total Data 0x03 u8 Matrix Index //Index of the Bone Matrix 0x04 u8 Index //Could be TexCood0 Matrix Index 0x05 u8 Index //Could be TexCood1 Matrix Index --Data Structures-- 0x00 u16 Vertex Index //Index of Vertice for Mesh 0x02 u16 Normal Index //Index of Normal for Mesh (if present) 0x04 u16 Color Index //Index of Vertex Color for Mesh (if present) 0x06 u16 U Index //Index of U Coordinate for TexCoords 0x08 u16 V Index //Index of V Coordinate for TexCoords uint8 - matrix index uint8 - texcoord0 matrix index? uint8 - texcoord1 matrix index? uint16 - position index uint16 - normal index (only present if the model has normals) uint16 - color index (only present if the model has colors) uint16 - texcoord index (only present if the model has texcoords)
(Source: SpaceCats)