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en:games:star_trek_armada_1:modding:sod_files

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en:games:star_trek_armada_1:modding:sod_files [2025-04-21-10-35] 7saturnen:games:star_trek_armada_1:modding:sod_files [2025-04-23-20-19] (current) – [File Header] 7saturn
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 Every SOD starts with the ASCII string ''Storm3D_SW'', followed by the version of the used format in form of one FLOAT value. So the header always has the length of 14 bytes. For //Star Trek: Armada// the version is 1.8, making the 4 version bytes always be 0x66 0x66 0xE6 0x3D. Every SOD starts with the ASCII string ''Storm3D_SW'', followed by the version of the used format in form of one FLOAT value. So the header always has the length of 14 bytes. For //Star Trek: Armada// the version is 1.8, making the 4 version bytes always be 0x66 0x66 0xE6 0x3D.
  
 +**Note**: There are two stock game files, //Favenger.SOD// and //Ksensor.SOD//, that have a different header. They start out with ''StarTrekDB''. It is likely that those two files are from an earlier stage of the Armada project, where the format was still different.
 ==== Lighting Materials ==== ==== Lighting Materials ====
 The second section of an SOD contains the characteristics of the vertex lighting materials. To understand this, we need some more definitions. The second section of an SOD contains the characteristics of the vertex lighting materials. To understand this, we need some more definitions.
en/games/star_trek_armada_1/modding/sod_files.1745231748.txt.gz · Last modified: 2025-04-21-10-35 by 7saturn

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