Entities Overview [ ]
ID
32-bit INT Code
entity
1
0100 0000
Visual
2
0200 0000
Light
3
0300 0000
Camera
4
0400 0000
Sound
5
0500 0000
Sector
6
0600 0000
Dummy
9
0900 0000
Model
12
0C00 0000
Occluder
14
0E00 0000
Sound area
If there's no ID specified, the object with the name specified in sub-block 1000 is referenced, otherwise a new object will be created.Example : If you want to change the position of a mesh (in scene.4ds) named 'Mesh001' you can do this inside the scene2.bin file by providing no ID sub-block (1140) but the name of the mesh and the position sub-block (2000).
There are a few objects which are pre-existing in every scene:
Object name
type
Primary sector
Sector
Omni sector
Sector
Near sector
Sector
Backdrop sector
Sector
Attributes [ ]
Common Attributes [ ]
Block 1040
action
example
32-bit INT
block length
8F00 0000 (143)
sub-block 1140
32-bit INT
block length
0A00 0000 (10)
32-bit INT
object type
object types
sub-block 1000
32-bit INT
block length
STRING
object name
"w_98k"
sub-block 2000
32-bit INT
block length
1200 0000 (18)
3x 32-bit FLOAT
position: x, y, z
sub-block 2200
32-bit INT
block length
1600 0000 (22)
4x 32-bit FLOAT
rotation: w, x, y, z (quaternions)
sub-block 2D00
32-bit INT
block length
1200 0000 (18)
3x 32-bit FLOAT
scale: x, y, z
sub-block 2C00
32-bit INT
block length
1200 0000 (18)
3x 32-bit FLOAT
pivot: x, y, z
block 2040
32-bit INT
block length
sub-block 1000
32-bit INT
block length
STRING
parent/link name
block 3340
32-bit INT
block length
0600 0000 (6)
hide object if block present
Visual (ID-1) [ ]
sub-block 1240
32-bit INT
block length
0A00 0000 (10)
32-bit INT
visual type
sub-block 9040
32-bit INT
block length
0A00 0000 (10)
32-bit INT
convert to visual type
Light (ID-2) [ ]
Block 4040
32-bit INT
bytecount
9700 0000 (151)
sub-block 4140
32-bit INT
bytecount
0A00 0000 (10)
32-bit INT
light type
1: Point 2: Spot 3: Directional 4: Ambient 5: Fog
sub-block 2600
32-bit INT
bytecount
2A00 0000 (42)
3x32-bit FLOAT
ambient color (RGB)
0 1 0(green) in percentage (0.5 50%)
3x32-bit FLOAT
diffuse color (RGB)
1 1 1(white)
3x32-bit FLOAT
specular color (RGB)
0 0 0(black)
sub-block 4240
32-bit INT
bytecount
1200 0000 (18)
32-bit FLOAT
ambient color intensity
0.45
32-bit FLOAT
diffuse color intensity
1.00
32-bit FLOAT
specular color intensity
1.00
sub-block 4340
32-bit INT
bytecount
0E00 0000 (14)
32-bit FLOAT
Cone1 ( wikipedia Cone )
0.35
32-bit FLOAT
Cone2 ( wikipedia Cone )
0.7
sub-block 4440
32-bit INT
bytecount
1E00 0000 (30)
5x32-bit FLOAT
Range?, Falloff?, Atten0?, Atten1?, Atten2? ( MSDN D3DLIGHT9 structure )
40 0.99 0 0.0099 0.99
sub-block 4540
32-bit INT
bytecount
0A00 0000 (10)
32-bit INT/FLOAT??
Flags (compare DC-ED2)
sub-block 4640
32-bit INT
bytecount
1500 0000 (21)
STRING(s)
additional sectors
"Primary sector"
Camera (ID-3) [ ]
Block 3640
32-bit INT
bytecount
1A00 0000 (10)
sub-block 1030
32-bit INT
bytecount
0A00 0000 (10)
32-bit FLOAT
field of view (in radians)
1.22
sub-block 1130
32-bit INT
bytecount
0A00 0000 (10)
32-bit FLOAT
clipping range
80
sub-block 1230
32-bit INT
bytecount
0700 0000 (7)
8-bit INT
orthogonal projection
01 (true) or 00 (false)
sub block 1330
32-bit INT
bytecount
0A00 0000 (10)
32-bit FLOAT
orthogonal scale
0000 803f
Sound (ID-4) [ ]
Block 6040
action
example
32-bit INT
block length
-
sub-block 1000
STRING
sound filename
-
sub-block 6140
32-bit INT
block length
-
32-bit INT
sound type
1: Point 2: Spot 3: Ambient
sub-block 6240
32-bit INT
block length
0A00 0000 (10)
32-bit FLOAT
main volume inside the cone
-
sub-block 6340
32-bit INT
block length
0A00 0000 (10)
32-bit FLOAT
volume outside the cone
-
sub-block 6440
32-bit INT
block length
0E00 0000 (14)
32-bit FLOAT
cone inner range (theta)
-
32-bit FLOAT
cone outer range (phi)
-
sub-block 6540
32-bit INT
block length
1200 0000 (18)
32-bit FLOAT
near range
-
32-bit FLOAT
far range
-
32-bit FLOAT
fade value?
-
sub-block 6640
32-bit INT
block length
0600 0000 (6)
loop sound if block present
sub-block 6740
32-bit INT
block length
0600 0000 (6)
enable sound if block present
sub-block 6840
32-bit INT
block length
-
STRING
sectors sound is played in
-
sub-block 6940
32-bit INT
block length
0600 0000 (6)
stream sound if block present
sub-block 04B0
32-bit INT
block length
0A00 0000 (10)
32-bit FLOAT
pitch
-
Sector (ID-5) [ ]
Block 00B4
action
example
32-bit INT
block length
-
sub-block 0000
32-bit INT
block length
0A00 0000
32-bit FLOAT
room level low frequency ratio
0.0 - 1.0
sub-block 0100
32-bit INT
block length
0A00 0000
32-bit FLOAT
room level high frequency ratio
0.0 - 1.0
sub-block 0200
32-bit INT
block length
0A00 0000
32-bit INT
reverbation decay time (msec)
sub-block 0300
32-bit INT
block length
0A00 0000
32-bit FLOAT
hf to lf decay time ratio
0.0 - 1.0
sub-block 0400
32-bit INT
block length
0A00 0000
32-bit FLOAT
early reflections level ratio (relative to room effect)
0.0 - 1.0
sub-block 0500
32-bit INT
block length
0A00 0000
32-bit INT
early reflections delay (msec)
sub-block 0600
32-bit INT
block length
0A00 0000
32-bit FLOAT
late reverbation level ratio (relative to room effect)
0.0 - 1.0
sub-block 0700
32-bit INT
block length
0A00 0000
32-bit INT
late reverbation delay time (relative to initial reflection, msec)
sub-block 0800
32-bit INT
block length
0A00 0000
32-bit FLOAT
environment diffusion ratio
0.0 - 1.0
sub-block 0900
32-bit INT
block length
0A00 0000
32-bit INT/FLOAT
unknown
Dummy (ID-6) [ ]
Block 5040
action
example
32-bit INT
block length
1E00 0000
3x 32-bit FLOAT
minimum extent of dummy box
3x 32-bit FLOAT
maximum extent of dummy box
Model (ID-9) [ ]
Block 1220
action
example
32-bit INT
block length
STRING
model filename
Occluder (ID-12) [ ]
Block 8040
32-bit INT
bytecount
C200 0000 (194)
sub-block 8240
32-bit INT
bytecount
6A00 0000 (106)
32-bit INT
number of vertices: N
0800 0000 (8)
N x (3 x 32-bit FLOAT)
vertex positions: x, y, z
-
sub-block 8340
32-bit INT
bytecount
5200 0000 (82)
32-bit INT
number of faces: N
0C00 0000 (12)
N x (3 x 16-bit INT)
face vertex indices: a, b, c
-
Sound Area (ID-14) [ ]
Block 50B1
32-bit INT
bytecount
B201 0000 (434)
sub-block 70B1
32-bit INT
bytecount
E200 0000 (226)
32-bit INT
number of vertices: N
1200 0000 (18)
N x (3x 32-bit FLOAT)
vertex positions: x, y, z
18 vertices
sub-block 80B1
32-bit INT
bytecount
CA00 0000 (202)
32-bit INT
number of faces: N
2000 0000 (32)
N x (3x 16-bit INT)
face vertex indices: a, b, c
32 links?