CLSN (File Format)

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Revision as of 10:37, 11 May 2016 by Aruki (Talk | contribs) (oops I forgot about the tree)

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The CLSN format in Donkey Kong Country: Tropical Freeze is for static collision, usually used by world geometry.


Morphball render.png This file format is almost completely documented
Collision materials need experimentation to verify structure + figure out what the different flags do


Format

Type Count Name Description
Form Descriptor 1 Collision Form Descriptor Data type is CLSN
Chunk Descriptor 1 Vertices Chunk Descriptor Data type is VERT
u32 1 Vertex Count
vector3 Vertex Count Vertex Data
Chunk Descriptor 1 Collision Materials Chunk Descriptor Data type is MTRL
u32 1 Collision Material Count
Collision Material Collision Material Count Collision Materials Collision materials define collision properties.
Chunk Descriptor 1 Triangles Chunk Descriptor Data type is TRIS
u32 1 Triangle Count
Collision Triangle Triangle Count Triangles Array
Chunk Descriptor 1 Tree Chunk Descriptor Data type is TREE
u32 1 Leaf Node Count
Tree Leaf Node Leaf Node Count Leaf Node Array
End of file

Collision Material

Offset Type Count Name Description
0x0 u32 1 Unknown
0x4 u32 1 Unknown
0x8 u32 1 Unknown
0xC u32 1 Unknown
0x10 u32 1 Unknown
0x14 End of collision material

Collision Triangle

Offset Type Count Name Description
0x0 u32 3 Vertex Indices
0xC u16 1 Collision Material Index
0xE u16 1 Unknown This is probably just padding.
0x10 End of triangle

Tree Leaf Node

Offset Type Count Name Description
0x0 vector3 2 Axis-Aligned Bounding Box Represented by a pair of points where point 1 is min and point 2 is max.
0x18 u32 1 Unknown
0x1C u32 1 Unknown
0x20 u32 1 Unknown
0x24 End of leaf node