Hidden & Dangerous 2 Wikia
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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)[]

Entity-01
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)[]

Entity-02
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)[]

Entity-03
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)[]

Entity-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)[]

Entity-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?
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