User:Viader

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Najpierw pozbierajmy informacje znalezione w internecie :)

Format .LOD

struct h3lod {
	uint32_t magic; // always 0x00444f4c, that is, a null-terminated "LOD" string
	uint32_t type; // 200 for base archives, 500 for expansion pack archives, probably completely arbitrary numbers
	uint32_t files_count; // obvious
	uint8_t unknown[80]; // 80 bytes of hell knows what - in most cases that's all zeros, but in H3sprite.lod there's a bunch of seemingly irrelevant numbers here, any information is welcome
	struct h3lod_file[10000]; // file list
}
 
struct h3lod_file {
	char name[16]; // null-terminated, sometimes null-padded too, sometimes padded with, well, something after the null
	uint32_t offset; // includes the header size, no preprocessing required
	uint32_t size_original; // before compression, that is
	uint32_t type; // what's in the file - probably not used by the game directly, more on that below
	uint32_t size_compressed; // how many bytes to read, starting from offset - can be zero for stored files, use size_original in such case 
}


Source: http://wiki.enleth.com/homm:homm3-lod-archives

Format .PCX

struct h3pcx_color_indexed {
	uint8_t r;
	uint8_t g;
	uint8_t b;
};
 
struct h3pcx_indexed {
	uint32_t bitmap_size; // equals to width*height - 1 byte per pixel
	uint32_t width;
	uint32_t height;
	uint8_t bitmap[width*height];
	h3pcx_color_indexed palette[256];
};
 
struct h3pcx_color_bgr {
	uint8_t b;
	uint8_t g;
	uint8_t r;
};
 
struct h3pcx_bgr {
	uint32_t bitmap_size; // equals to 3*width*height - 3 bytes per pixel
	uint32_t width;
	uint32_t height;
	h3pcx_color_bgr bitmap[width*height];
};

Source: http://wiki.enleth.com/homm:homm3-pcx-graphics

Format .DEF

struct h3def_color_indexed {
	uint8_t r;
	uint8_t g;
	uint8_t b;
};
 
struct h3def_header {
	uint32_t type;
	uint32_t width;
	uint32_t height;
	uint32_t sequences_count;
	h3def_color_indexed palette[256];
};

struct h3def_sequence {
        uint32_t type;
        uint32_t length;
        uint32_t unknown1;
        uint32_t unknown2;
        char *names[length];
        uint32_t offsets[length];
};

struct h3def_frame_header {
        uint32_t data_size;
        uint32_t type;
        uint32_t width;
        uint32_t height;
        uint32_t img_width;
        uint32_t img_height;
        uint32_t x;
        uint32_t y;
};

Source: http://wiki.enleth.com/homm:homm3-def-animations