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rse-file-formats's Introduction

About

010 Editor file templates and format specs for the games by Red Storm Entertainment. Current available file templates are listed below.

About file formats see WIKI page. Current progress status see Issues.

Roadmap

  • 3dsmax import/export scripts (link);
  • conversion scripts (link);

Discussions

  • ghostrecon.net forum (link);

Other

Games and formats

Game Platform Year File extensions
1 Rainbow six Lockdown PC 2005 .rsb, .chr, .skl, .qob
2 Ghost Recon 2 Summit Strike XBOX 2005 .xpr
3 Ghost Recon 2 XBOX 2004 .xpr
4 Tom Clancy's Ghost Recon Island Thunder XBOX 2002 .rsb
5 Tom Clancy's Ghost Recon PS2 2002 .rsb
6 The Sum of All Fears PC 2002 .chr, .map, .pob, .qob, .rsb, .anm, .bmf
7 Ghost Recon (Desert Siege, Island Thunder) PC 2001 - 2003 .chr, .map, .pob, .qob, .rsb, .anm, .bmf
8 Freedom First Resistance PC 2000 .rsb, .map, .qob, .noz, .rsa, .dam
9 Rogue Spear (Urban Operations, Covert Ops, Black Thorn) PC 1999 - 2001 .rsb, .map, .sob, .rob, .qob, .skl, .dam, .dmp
10 Shadow Watch PC 2000 .r16, .smf
11 Force 21 PC 1999 .rsb, .kit, .gee, .tgz
12 Dominant Species PC 1998 .rsb, .crp, .cmf, .dam
13 Rainbow six (Eagle Watch) PC 1998 .rsb, .crp, .skl, .sob, .bcl, .map, .dam

Templates and scripts (wip)

1. Ghost Recon 1, The Sum Of All Fears

Format Template name Progress Specs Description
1 .anm ANM(gr).bt 100% ANM file format Animation data
2 .bmf BMF.bt 100% BNF file format Charater animation data
3 .chr CHR.bt       100%       CHR file format       Character 3D model
4 .map MAP(gr).bt 80% MAP file format Level: 3d Data, portals, lights, objects
5 .pob POB.bt 95% POB file format 3D objects: vehicles (tanks, bmps and so on), helicopters, boats + Particles
6 .qob QOB(gr).bt 100% QOB file format 3D objects: Weapons + special objects.
7 .rsb RSB.bt 95% RSB file format Texture

2. RainBow Six

Format Template name Progress Specs Description
1 .crp CRP(rs).bt       99%             Character 3D model
2 .dam DAM(rs).bt       99%             Character animation data
3 .map MAP(rs).bt 70% level
4 .skl SKL(rs).bt 99% Skeleton
5 .rsb RSB.bt 100% RSB file format Texture
6 .sob SOB.bt 99% Static 3D objects

3. Rainbow Six Rogue Spear

Format Template name Progress Specs Description
1 .crp CRP(rsp).bt     90%             Character 3D model
2 .dam DAM(rsp).bt       90%             Character animation data
3 .dmp DMP.bt       80%             Level light
4 .map MAP(rsp).bt 70% Level
5 .qob QOB(rsp).bt 95% 3D objects
6 .rob ROB.bt 70% 3D objects
7 .rsb RSB.bt 100% RSB file format Texture
8 .skl SKL(RSP).bt 99% Skeleton
9 .sob SOB(rsp).bt 90% Static 3D objects

3. Rainbow Six Lockdown

Format Template name Progress Specs Description
1 .chr CHR(LD).bt       55%             3D model
2 .qob QOB(LD).bt 65% 3D object
3 .rsb RSB.bt 95% RSB file format Texture
4 .skl SKL(LD).bt 50% Skeleton

4. Dominant Species

Format Template name Progress Specs Description
1 .cmf CMF.bt       50%             Character 3D model
2 .crp CRP(ds).bt     70%             character 3D model
3 .dam DAM(ds).bt       10%             Character animation data

5. Force 21

Format Template name Progress Specs Description
1 .kit KIT.bt 50% 3D Model
2 .rsb RSB.bt 95% RSB file format Texture

6. Freedom First Resistance

Format Template name Progress Specs Description
1 .dam DAM(rsp).bt 90% Character animations
2 .map MAP(ffs).bt 70% level
3 .noz NOZ.bt 90% character model
4 .qob QOB(ffs).bt 95% 3D objects
5 .rsa RSA.bt 100% game archive
6 .rsb RSB.bt 95% RSB file format Texture

7. Shadow Watch

Format Template name Progress Specs Description
1 .r16 R16.bt 90% Texture file
2 .smf SMF.bt 99% game archive

8. Ghost Recon 2

Format Template name Progress Specs Description
1 .xpr XPR.bt 75% Texture file

9. Ghost Recon (playstaion)

Format Template name Progress Specs Description
1 .rsb RSB(ps2).bt 5% Texture file

Scripts

010Editor

  • RSBtoBMP.1sc - convert RSB, R16, XPR to BMP and DDS (files with DXT compression). Supported games: Rainbow six (1998), Rogue Spear (1999 - 2001), Ghost Recon (2001 - 2003), Sum Of All Fears (2002), Rainbow 6 LockDown (2005), partly Ghost Recon 2 XBOX (2004)
  • SOBtoObj.1sc - convert SOB (Rainbow six) to Obj
  • QOBtoObj.1sc - convert QOB (Ghost Recon) to Obj
  • CHRtoObj.1sc - convert CHR (Ghost Recon) to Obj
  • UnpackSMF.1sc - unpack SMF archive (Shadow Watch)
  • UnpackRSA.1sc - unpack RSA archive (Freedom First Resistance)

Noesis


Описание проекта

Группа vk: https://vk.com/greredux

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rse-file-formats's Issues

CMF format

  • Header
  • Textures
    • parameters
  • Indexes
  • Vertices
  • Normals
  • Face Color
  • Meshes
  • File format specification

Suggested Updates for RSB Version 0 format.

Hi,
Thanks for putting this information up. It's incredibly useful for a hobby project I'm working through.

I've discovered some information that may be useful for you, and that could be added to the wiki.

Version 0 files store a palette, as you know. The palette order is BGRA, not RGBA. The 16 bit version of the image stored at the end of the file, remains RGB. Although the palette seems to have a valid alpha field, the alpha value for most images is 0 on all pixels. I found that I was better off just discarding the alpha field and replacing it with 255 for my extracted images.

The template for 010 Editor, the Pixel Array 24 field, has the wrong labels for the fields. It's saying the fields are Alpha, Red, Green, when it should read Red, Green, Blue.

You have a boolean at the top of the bt template file to specify if it's a "type1" file or not. This just specifies whether the file has a palette and 256 color image stored in addition to the full colour image stored last. You could check the size of the file and determine whether a 256 color image is stored, or another simple check I have used which seems to work is just check if the width and height of the image are power of 2. If they are not power of 2 dimensions, it will not contain a 256 color image. This has been tested on the GOG version of rainbow six, and a few files from a demo version of rogue spear (which uses version 1 format anyway).

I'm not at all familiar with 010 Editor, but if i get time I'll try and submit a pull request with some of these changes.

I'm writing a set of python scripts to convert some of these formats to more open formats, with a particular focus on R6, Eagle Watch, and Rogue Spear. The RSB converter is pretty much complete for version 0 and 1 files, and later formats except it doesn't extract the information after the image data, or process DXT images (although it reads all meta data for them). It could easily be extended to extract the remaining information into a JSON file, but I'll get to that later.

I'll release the scripts under a new repo on my account in the coming weeks, and I'll continue to post issues if I discover any extra information that may help you or others.

Hope this helps. Let me know if I can help out any further.

QOB format (ffs)

  • Header
  • MaterialList
  • GeometryList
  • Anchor points
  • "2 different file structure types problem"
  • File format specification

Scripts

010Editor scripts

  • RSB to BMP, DDS
  • SOB to OBJ
  • CHR to OBJ
  • QOB to OBJ
  • ROB, POB to OBJ, SMD

3dsmax scripts

  • CHR, MAP, POB, QOB import
  • CHR, POB, QOB export
  • SOB import/export

KIT format

  • Header
  • Textures
    • parameters
  • Indexes
  • Vertices
  • Normals
  • Face Color
  • Meshes
  • File format specification

QOB format (rsp)

  • Header
  • MaterialList
  • GeometryList
  • Anchor points
  • File format specification

CHR format

  • Header
  • MaterialList
  • GeometryList
  • Bones
  • Weight table
  • File format specification

POB format

  • Header
  • MaterialList
  • GeometryList
    • Vertices
    • Indexes
    • Normals
    • Texture coordinates
    • Face Color
    • Additional data
  • ObjectList
    • Animation
    • Particles
    • Billboard
  • File format specification

BMF format

  • Animation properties
  • Animation data
    • Rotation keys
    • Position keys
  • File format specification

MAP format (FFS)

  • overall structure/pass through file
  • Header
  • MaterialList
    • Materials
    • Textures
  • GeometryList
    • Vertices
    • Indexes
    • Normals
    • Texture coordinates
    • Face Color
    • Additional data
  • PortalList
  • OccluderList
  • LightList
    • light parameters
  • VFogList
  • ObjectList
  • TransitionList
  • PlanningLevelList
  • File format specification

QOB format

  • Header
  • MaterialList
  • GeometryList
  • Anchor points
  • File format specification

CRP format (DS)

  • Textures
    • parameters
  • Indexes
  • Vertices
  • Normals
  • Face Color
  • Meshes
  • File format specification

SOB format (RS)

  • Header
  • MaterialList
  • GeometryList
    • Objects
    • Meshes
    • Vertices
    • Indexes
    • Normals
    • Texture coordinates
    • Face Color
  • File format specification

MAP format (rsp)

  • overall structure/pass through file
  • Header
  • MaterialList
    • Materials
    • Textures
  • GeometryList
    • Objects
    • Meshes
    • Vertices
    • Indexes
    • Normals
    • Texture coordinates
    • Face Color
  • PortalList
  • LightList
  • ObjectList
    • Dynamic Objects
    • Animation Objects
    • Door Objects
    • Switch Objects
    • Stationary Target Objects
    • Moving Target Objects
    • Glass Objects
    • Touchplate Objects
  • RoomList
  • TransitionList
  • PlanningLevelList
  • File format specification

CRP format (RS)

  • Vertices
  • Textures
  • Texture properties
  • Texture Coordinates
  • Indexes
  • Normals
  • Face Color
  • File format specification

ROB format

  • Header
  • MaterialList
  • GeometryList
    • Objects
    • Meshes
    • Vertices
    • Indexes
    • Normals
    • Texture coordinates
    • Face Color
  • File format specification

R16 format

  • Header
  • Image Data
  • MipMaps
  • File format specification

SOB format (rsp)

  • Header
  • MaterialList
  • GeometryList
    • Objects
    • Meshes
    • Vertices
    • Indexes
    • Normals
    • Texture coordinates
    • Face Color
  • File format specification

MAP format (RS)

  • overall structure/pass through file
  • Header
  • MaterialList
    • Materials
    • Textures
  • GeometryList
    • Objects
    • Meshes
    • Vertices
    • Indexes
    • Normals
    • Texture coordinates
    • Face Color
  • PortalList
  • LightList
  • ObjectList
    • Dynamic Objects
    • Animation Objects
    • Door Objects
    • Switch Objects
    • Stationary Target Objects
    • Moving Target Objects
    • Glass Objects
    • Touchplate Objects
  • RoomList
  • TransitionList
  • PlanningLevelList
  • File format specification

RSB format

Sections

1. Header

  • RSB (pc)
  • RSB (ps2)

2. Image Data

  • RSB (pc)
    • RGBA
    • DXT compression
  • RSB (ps2)

2. Surface Property Channels

  • RSB (pc)
  • RSB (ps2)

3. Properties

  • RSB (pc)
    • version 0 - 9
    • version 10, 11 additional properties
  • RSB (ps2)

Versions

  • 0
    • 8bit image
  • 1
  • 2
  • 3
    • find files (maybe ps2 only)
  • 4
  • 5
  • 6
    • surface property channels
  • 7
    • find files
  • 8
    • surface property channels
  • 9
    • surface property channels
  • 10
    • additional properties
  • 11
    • additional properties

MAP format (GR)

  • overall structure/pass through file
  • Header
  • MaterialList
    • Materials
    • Textures
  • GeometryList
    • Vertices
    • Indexes
    • Normals
    • Texture coordinates
    • Face Color
    • Additional data
  • PortalList
  • OccluderList
  • LightList
    • light parameters
  • VFogList
  • ObjectList
    • Animation
    • Particles
    • Forest
    • Lights
    • Billboard
    • ProjectedMap
    • LOD
  • RoomList
  • TransitionList
  • PlanningLevelList
  • File format specification

ANM format

  • Header
  • Animation data
    • Rotation keys
    • Position keys
  • File format specification

DAM format

  • Animation params
  • File format specification

XPR format

  • Header
  • Image Data
    • Compression formats
  • MipMaps
  • Additional data
  • File format specification

BCL format

  • Determine data parameters
  • File format specification

NOZ format

  • Header
  • MaterialList
  • GeometryList
  • Bones
  • Weight table
  • 2 different file structures
  • File format specification

SKL format

  • structure
  • animation data
  • File format specification

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