The Longest Journey CIR

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CIR

Format Specifications

uint32 {4}   - identifier (4)

uint32 {4}   - format version (16 or 256 allowed)
uint32 {4}   - Unknown (only in version 256)
uint32 {4}   - unused (0xdeadbabe)
float {4}    - Unknown
uint32 {4}   - number of materials
// for each material

uint32 {4}   - length of material name
char {x}     - material name
uint32 {4}   - Unknown
uint32 {4}   - length of texture name
char {x}     - texture name
float {4}    - red colour component
float {4}    - green colour component
float {4}    - blue colour component

uint32 {4}   - number of unknown entries (usually zero)
// for each unknown entry

float {4}    - Unknown
float {4}    - Unknown
float {4}    - Unknown
float {4}    - Unknown

uint32 {4}   - number of joints
// for each joint

uint32 {4}   - length of joint name (usually zero)
char {x}     - joint name
float {4}    - Unknown (usually near 1.0)
uint32 {4}   - number of child joints
// for each child joint
uint32 {4}   - child joint index

uint32 {4}   - number of mesh groups (usually one)
// for each mesh group

uint32 {4}   - length of mesh group name
char {x}     - mesh group name (usually "-noselgroup-")
uint32 {4}   - number of faces
// for each face
uint32 {4}   - material index
uint32 {4}   - number of vertices
// for each vertex
float {4}    - X coordinate relative to first joint
float {4}    - Y coordinate relative to first joint
float {4}    - Z coordinate relative to first joint
float {4}    - X coordinate relative to second joint
float {4}    - Y coordinate relative to second joint
float {4}    - Z coordinate relative to second joint
float {4}    - X component of vertex normal vector
float {4}    - Y component of vertex normal vector
float {4}    - Z component of vertex normal vector
float {4}    - S texture coordinate
float {4}    - T texture coordinate
uint32 {4}   - index of first joint
uint32 {4}   - index of second joint
float {4}    - weight of first joint
uint32 {4}   - number of triangles
// for each triangle
uint32 {4}   - first vertex index
uint32 {4}   - second vertex index
uint32 {4}   - third vertex index
uint32 {4}   - number of unknown entries (usually zero)
// for each unknown entry
float {4}    - Unknown
float {4}    - Unknown
float {4}    - Unknown
float {4}    - Unknown
uint32 {4}   - Unknown
uint32 {4}   - number of unknown entries (usually zero)
// for each unknown entry
uint32 {4}   - length of unknown string
char {x}     - Unknown
float {4}    - Unknown
float {4}    - Unknown
float {4}    - Unknown
float {4}    - Unknown
float {4}    - Unknown
float {4}    - Unknown
float {4}    - Unknown
float {4}    - Unknown
uint32 {4}   - Unknown

Notes and Comments

  • CIR files contain 3D meshes including skeletal definitons and material libraries. Since there are no joint positions and rotations given, an animation file is needed to properly display the model.
  • The original game engine utilizes Direct3D, thus the model is prepared for a left-handed coordinate system.
  • Depending on the representation of the texture in memory, the T coordinate might have to be changed to 1 - T to correctly apply the texture.
  • The material colours (probably ambient and diffuse) should only be used if no texture is given (i. e. the texture name is empty).

MultiEx BMS Script

None written yet.

Supported by Programs

Links

None

Games

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