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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: by David