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supercross_2000:rnd

RND

This is a format used for 3D models. It has the file extension .rnd


Note: This page contains incomplete information.


The header of the file takes up the first 0x40 bytes of the file.

Offset#BytesDescription
0x000x26String name of the file
0x262
0x282 Number of points (Little Endian)
0x2A2 Number of vertices (LE)
0x2C2 Number of triangles (LE)
0x2E2 Number of materials (LE)
0x300x10

Points

Following the header are the points of the models. Each point is 6 bytes long.

Offset#BytesDescription
0x002X coordinate (signed short, LE)
0x022Y coordinate (signed short, LE)
0x042Z coordinate (signed short, LE)

Vertices

Following the points are the vertices. Each vertex is 10 bytes long.

Offset#BytesDescription
0x002U tex coordinate (0-255, LE)
0x022V tex coordinate (0-255, LE)
0x041Red color value (0-255)
0x051Green color value (0-255)
0x061Red color value (0-255)
0x071Alpha? Not used?
0x082Point ID (signed short, LE)

Note: The UV coordinates are not in the N64's s10.5 format. To get the proper U/V value, you just simply divide by 255.

Triangles

Following the vertices are the triangles. Each triangle is 8 bytes long.

Offset#BytesDescription
0x002Vertex 1 ID (LE)
0x022Vertex 2 ID (LE)
0x042Vertex 3 ID (LE)
0x062Material ID (LE)

Materials

Following the triangles are the materials. Every RND model must have at-least 1 material, even if it has to be a dummy material. Each material is 0x43 bytes long.

Offset#BytesDescription
0x000x20String name of the material
0x2044 character string name of the SHPN texture
0x240x1F

Other structures

There are many other structures within the RND file that are currently not documented. Please update this page when new information is found.

supercross_2000/rnd.txt · Last modified: 2019/07/15 04:30 by David