                        [Images & Graphics Header]

                  The Unofficial 3DStudio 3DS File Format

                                    v1.0

                   By Jeff Lewis (werewolf@worldgate.com)

Notice

This document is an attempt to document the AutoDesk 3DS file format. This
was made difficult in that I don't own or have access to a copy of the
program, only to sample files. Fortunately, someone used AutoDesk's own 3DS
file development kit to create a program which dumps the contents of a 3DS
file into a human readable form - albeit somewhat inaccurately. The codes
listed and their names come from that program and have been confirmed by
testing.

It should be known that the 3DS format is, as far as I know, a proprietary
format of AutoDesk and that the format details are not widely known or are
protected by AutoDesk.

It is not my intent to infringe on AutoDesk's rights, but simply to make a
large collection of 3D image files accessable to people who do not use 3D
Studio - or cannot use it because AutoDesk has not chosen to provide a
version of 3D Studio for the computer they use (ie: The Macintosh in my
case).

Warning

This document is not intended to be a definitive definition of the 3DS
format and is not authorised by AutoDesk. While every effort has been made
to ensure its accuracy, or at least warn you when there's doubt about its
accuracy, no guarantee of accuracy in any of it can be given. Use this
document at your own risk.
---------------------------------------------------------------------------

Document layout and format information

In the following document, chunk names which are in bold mean the chunk
format has been determined with certainty. Chunk names which are not bold
but have a struct following means that this is a guess but is not
substantiated. All others are unknown.

A short is always a two byte integer.
A long is always a four byte integer.
A float is always a four byte IEEE floating point number.
A cstr is a zero byte terminated ASCII string without a length.
A char is a single byte integer.

3DS File Format

A 3DS file consists of blocks of data called chunks. Every chunk starts the
same way:

   * short chunk_id;
   * long chunk_len;

The chunk_id is a unique code which identifies the type of data in this
chunk and also may indicate the existence of subordinate chunks. The
chunk_len indicates the length of following data to be associated with this
chunk. Note, this may contain more data than just this chunk. If the length
of data is greater than that needed to fill in the information for the
chunk, additional subordinate chunks are attached to this chunk immediately
following any data needed for this chunk, and should be parsed out. These
subordinate chunks may themselves contain subordinate chunks.

Unfortunately, there is no indication of the length of data which is owned
by the current chunk, only the total length of data attached to the chunk,
which means that the only way to parse out subordinate chunks is to know
the exact format of the owning chunk. On the other hand, if a chunk is
unknown, the parsing program can skip the entire chunk and subordinate
chunks in one jump.

In the following list, I try when possible to indicate that a chunk is
likely to have subordinate chunks and what kinds of subordinate chunks I've
seen attached to it.

Another problem lies in cstr names. I've seen cases where the space used by
a name is riddled with fragments of old names. It seems that the space
reserved for a name is not cleared if a smaller name replaces it. If the
name is removed, you'll get a zero byte indicating an immediate end of
string, followed by an undetermined number of characters and nulls. This
seems to happen only when the cstr is at the end of a block of data and so
you can assume that the length of the chunk contains no other subchunks.
See viewport_data for an example of this.
---------------------------------------------------------------------------

0xxxH Group

 0000H NULL_CHUNK

 0001H Unknown chunk
       float ???

 0002H M3D_VERSION
       short version;
 0005H M3D_KFVERSION

 0010H COLOR_F
       float red, grn, blu;

 0011H COLOR_24
       char red, grn, blu;

 0012H LIN_COLOR_24
       char red, grn, blu;

 0013H LIN_COLOR_F
       float red, grn, blu;

 0030H INT_PERCENTAGE
       short percentage;

 0031H FLOAT_PERCENTAGE
       float percentage;

 0100H MASTER_SCALE
       float scale;
 0995H ChunkType
 0996H ChunkUnique
 0997H NotChunk
 0998H Container
 0999H IsChunk
 0c3cH C_SXP_SELFI_MASKDATA
---------------------------------------------------------------------------

1xxxH Group

 1100H BIT_MAP
       cstr filename;
 1101H USE_BIT_MAP
 1200H SOLID_BGND; followed by color_f
 1201H USE_SOLID_BGND

 1300H V_GRADIENT; followed by three color_f: start, mid, end
       float midpoint;
 1301H USE_V_GRADIENT

 1400H LO_SHADOW_BIAS
       float bias;
 1410H HI_SHADOW_BIAS

 1420H SHADOW_MAP_SIZE
       short size;
 1430H SHADOW_SAMPLES
 1440H SHADOW_RANGE

 1450H SHADOW_FILTER
       float filter;

 1460H RAY_BIAS
       float bias;

 1500H O_CONSTS
       float plane_x, plane_y, plane_z;
---------------------------------------------------------------------------

2xxxH Group

 2100H AMBIENT_LIGHT
       FOG; followed by color_f, fog_bgnd
 2200H float near_plane, near_density;
       float far_plane, far_density;
 2201H USE_FOG
 2210H FOG_BGND
       DISTANCE_CUE followed by dcue_bgnd
 2300H float near_plane, near_density;
       float far_plane, far_density;
 2301H USE_DISTANCE_CUE
       LAYER_FOG
 2302H float fog_z_from, fog_z_to;
       float fog_density;
       short fog_type;
 2303H USE_LAYER_FOG
 2310H DCUE_BGND
 2d2dH SMAGIC
 2d3dH LMAGIC
---------------------------------------------------------------------------

3xxxH Group

 3000H DEFAULT_VIEW
       VIEW_TOP
 3010H float targe_x, target_y, target_z;
       float view_width;
       VIEW_BOTTOM
 3020H float targe_x, target_y, target_z;
       float view_width;
       VIEW_LEFT
 3030H float targe_x, target_y, target_z;
       float view_width;
       VIEW_RIGHT
 3040H float targe_x, target_y, target_z;
       float view_width;
       VIEW_FRONT
 3050H float targe_x, target_y, target_z;
       float view_width;
       VIEW_BACK
 3060H float targe_x, target_y, target_z;
       float view_width;
       VIEW_USER
 3070H float targe_x, target_y, target_z;
       float view_width;

 3080H VIEW_CAMERA
       cstr camera_name;
 3090H VIEW_WINDOW
 3d3dH MDATA; Mesh Data Magic Number (.3DS files sub of 4d4d)
 3d3eH MESH_VERSION
 3daaH MLIBMAGIC; Material Library Magic Number (.MLI files)
 3dc2H PRJMAGIC; 3dS Project Magic Number (.PRJ files)
 3dffH MATMAGIC; Material File Magic Number (.MAT files)
---------------------------------------------------------------------------

4xxxH Group

 4000H NAMED_OBJECT
       cstr name;
 4010H OBJ_HIDDEN
 4011H OBJ_VIS_LOFTER
 4012H OBJ_DOESNT_CAST
 4013H OBJ_MATTE
 4014H OBJ_FAST
 4015H OBJ_PROCEDURAL
 4016H OBJ_FROZEN
 4017H OBJ_DONT_RCVSHADOW
       N_TRI_OBJECT
 4100H named triangle object
       followed by point_array, point_flag_array, mesh_matrix,
       face_array
       POINT_ARRAY
       short npoints;
 4110H struct {
       float x, y, z;
       } points[npoints];
       POINT_FLAG_ARRAY
 4111H short nflags;
       short flags[nflags];
       FACE_ARRAY may be followed by smooth_group
       short nfaces;
 4120H struct {
       short vertex1, vertex2, vertex3;
       short flags;
       } facearray[nfaces];
       MSH_MAT_GROUP mesh_material_group
 4130H cstr material_name;
       short nfaces;
       short facenum[nfaces];
 4131H OLD_MAT_GROUP
       TEX_VERTS
       short nverts;
 4140H struct {
       float x, y;
       } vertices[nverts];

 4150H SMOOTH_GROUP
       short grouplist[n]; determined by length, seems to be 4 per face

 4160H MESH_MATRIX
       float matrix[4][3];

 4165H MESH_COLOR
       short color_index;
       MESH_TEXTURE_INFO
       short map_type;
 4170H float x_tiling, y_tiling;
       float icon_x, icon_y, icon_z;
       float matrix[4][3];
       float scaling, plan_icon_w, plan_icon_h, cyl_icon_h;
 4181H PROC_NAME
 4182H PROC_DATA
 4190H MSH_BOXMAP
 4400H N_D_L_OLD
 4500H N_CAM_OLD

 4600H N_DIRECT_LIGHT; followed by color_f
       float x, y, z;
       DL_SPOTLIGHT
 4610H float target_x, target_y, target_z;
       float hotspot_ang;
       float falloff_ang;
 4620H DL_OFF
 4625H DL_ATTENUATE
 4627H DL_RAYSHAD
 4630H DL_SHADOWED
 4640H DL_LOCAL_SHADOW
 4641H DL_LOCAL_SHADOW2
 4650H DL_SEE_CONE
 4651H DL_SPOT_RECTANGULAR
 4652H DL_SPOT_OVERSHOOT
 4653H DL_SPOT_PROJECTOR
 4654H DL_EXCLUDE
 4655H DL_RANGE

 4656H DL_SPOT_ROLL
       float roll_ang;
 4657H DL_SPOT_ASPECT

 4658H DL_RAY_BIAS
       float bias;

 4659H DL_INNER_RANGE
       float range;

 465aH DL_OUTER_RANGE
       float range;

 465bH DL_MULTIPLIER
       float multiple;
 4680H N_AMBIENT_LIGHT
       N_CAMERA
       float camera_x, camera_y, camera_z;
 4700H float target_x, target_y, target_z;
       float bank_angle;
       float focus;
 4710H CAM_SEE_CONE

 4720H CAM_RANGES
       float near_range, far_range;
 4d4dH M3DMAGIC; 3DS Magic Number (.3DS file)
 4f00H HIERARCHY
 4f10H PARENT_OBJECT
 4f20H PIVOT_OBJECT
 4f30H PIVOT_LIMITS
 4f40H PIVOT_ORDER
 4f50H XLATE_RANGE
---------------------------------------------------------------------------

5xxxH Group

 5000H POLY_2D
 5010H SHAPE_OK
 5011H SHAPE_NOT_OK
 5020H SHAPE_HOOK
---------------------------------------------------------------------------

6xxxH Group

 6000H PATH_3D
 6005H PATH_MATRIX
 6010H SHAPE_2D
 6020H M_SCALE
 6030H M_TWIST
 6040H M_TEETER
 6050H M_FIT
 6060H M_BEVEL
 6070H XZ_CURVE
 6080H YZ_CURVE
 6090H INTERPCT
 60a0H DEFORM_LIMIT
 6100H USE_CONTOUR
 6110H USE_TWEEN
 6120H USE_SCALE
 6130H USE_TWIST
 6140H USE_TEETER
 6150H USE_FIT
 6160H USE_BEVEL
---------------------------------------------------------------------------

7xxxH Group

 7000H VIEWPORT_LAYOUT_OLD

 7001H VIEWPORT_LAYOUT; followed by viewport_size, viewport_data
       short form, top, ready, wstate, swapws, swapport, swapcur;
 7010H VIEWPORT_DATA_OLD
       VIEWPORT_DATA
       short flags, axis_lockout;
       short win_x, win_y, win_w, winh_, win_view;
 7011H float zoom;
       float worldcenter_x, worldcenter_y, worldcenter_z;
       float horiz_ang, vert_ang;
       cstr camera_name;
       VIEWPORT_DATA_3
       short flags, axis_lockout;
       short win_x, win_y, win_w, winh_, win_view;
 7012H float zoom;
       float worldcenter_x, worldcenter_y, worldcenter_z;
       float horiz_ang, vert_ang;
       cstr camera_name;

 7020H VIEWPORT_SIZE
       short x, y, w, h;
 7030H NETWORK_VIEW
---------------------------------------------------------------------------

8xxxH Group

 8000H XDATA_SECTION
 8001H XDATA_ENTRY
 8002H XDATA_APPNAME
 8003H XDATA_STRING
 8004H XDATA_FLOAT
 8005H XDATA_DOUBLE
 8006H XDATA_SHORT
 8007H XDATA_LONG
 8008H XDATA_VOID
 8009H XDATA_GROUP
 800aH XDATA_RFU6
 800bH XDATA_RFU5
 800cH XDATA_RFU4
 800dH XDATA_RFU3
 800eH XDATA_RFU2
 800fH XDATA_RFU1
 80f0H PARENT_NAME
---------------------------------------------------------------------------

AxxxH Group

 a000H MAT_NAME
       cstr material_name;
 a010H MAT_AMBIENT; followed by color chunk
 a020H MAT_DIFFUSE; followed by color chunk
 a030H MAT_SPECULAR; followed by color chunk
 a040H MAT_SHININESS; followed by percentage chunk
 a041H MAT_SHIN2PCT; followed by percentage chunk
 a042H MAT_SHIN3PCT; followed by percentage chunk
 a050H MAT_TRANSPARENCY; followed by percentage chunk
 a052H MAT_XPFALL; followed by percentage chunk
 a053H MAT_REFBLUR; followed by percentage chunk
 a080H MAT_SELF_ILLUM
 a081H MAT_TWO_SIDE
 a082H MAT_DECAL
 a083H MAT_ADDITIVE
 a084H MAT_SELF_ILPCT; followed by percentage chunk
 a085H MAT_WIRE
 a086H MAT_SUPERSMP

 a087H MAT_WIRESIZE
       float wire_size;
 a088H MAT_FACEMAP
 a08aH MAT_XPFALLIN
 a08cH MAT_PHONGSOFT
 a08eH MAT_WIREABS

 a100H MAT_SHADING
       short shading_value;

 a200H MAT_TEXMAP; followed by percentage chunk, mat_mapname,
       mat_map_tiling, mat_map_texblur...
 a204H MAT_SPECMAP; followed by percentage_chunk, mat_mapname
 a210H MAT_OPACMAP; followed by percentage_chunk, mat_mapname
 a220H MAT_REFLMAP; followed by percentage_chunk, mat_mapname
 a230H MAT_BUMPMAP; followed by percentage_chunk, mat_mapname
 a240H MAT_USE_XPFALL
 a250H MAT_USE_REFBLUR
 a252H MAT_BUMP_PERCENT

 a300H MAT_MAPNAME
       cstr filename;
 a310H MAT_ACUBIC
 a320H MAT_SXP_TEXT_DATA
 a321H MAT_SXP_TEXT2_DATA
 a322H MAT_SXP_OPAC_DATA
 a324H MAT_SXP_BUMP_DATA
 a325H MAT_SXP_SPEC_DATA
 a326H MAT_SXP_SHIN_DATA
 a328H MAT_SXP_SELFI_DATA
 a32aH MAT_SXP_TEXT_MASKDATA
 a32cH MAT_SXP_TEXT2_MASKDATA
 a32eH MAT_SXP_OPAC_MASKDATA
 a330H MAT_SXP_BUMP_MASKDATA
 a332H MAT_SXP_SPEC_MASKDATA
 a334H MAT_SXP_SHIN_MASKDATA
 a336H MAT_SXP_SELFI_MASKDATA
 a338H MAT_SXP_REFL_MASKDATA
 a33aH MAT_TEX2MAP
 a33cH MAT_SHINMAP
 a33dH MAT_SELFIMAP
 a33eH MAT_TEXMASK
 a340H MAT_TEX2MASK
 a342H MAT_OPACMASK
 a344H MAT_BUMPMASK
 a346H MAT_SHINMASK
 a348H MAT_SPECMASK
 a34aH MAT_SELFIMASK
 a34cH MAT_REFLMASK
 a350H MAT_MAP_TILINGOLD

 a351H MAT_MAP_TILING
       short flags;
 a352H MAT_MAP_TEXBLUR_OLD

 a353H MAT_MAP_TEXBLUR
       float blurring;
 a354H MAT_MAP_USCALE
 a356H MAT_MAP_VSCALE
 a358H MAT_MAP_UOFFSET
 a35aH MAT_MAP_VOFFSET
 a35cH MAT_MAP_ANG
 a360H MAT_MAP_COL1
 a362H MAT_MAP_COL2
 a364H MAT_MAP_RCOL
 a366H MAT_MAP_GCOL
 a368H MAT_MAP_BCOL
 afffH MAT_ENTRY
---------------------------------------------------------------------------

BxxxH Group

 b000H KFDATA; followed by kfhdr
 b001H AMBIENT_NODE_TAG

 b002H OBJECT_NODE_TAG; followed by node_hdr, pivot, pos_track_tag,
       rot_track_tag, scl_track_tag, morph_smooth...

 b003H CAMERA_NODE_TAG; followed by node_hdr, pos_track_tag,
       fov_track_tag, roll_track_tag...
 b004H TARGET_NODE_TAG; followed by node_hdr, pos_track_tag...

 b005H LIGHT_NODE_TAG; followed by node_hdr, pos_track_tag,
       col_track_tag...
 b006H L_TARGET_NODE_TAG; followed by node_id, node_hdr, pos_track_tag

 b007H SPOTLIGHT_NODE_TAG; followed by node_id, node_hdr, pos_track_tag,
       hot_track_tag, fall_track_tag, roll_track_tag, col_track_tag...

 b008H KFSEG
       short start, end;

 b009H KFCURTIME
       short curframe;
       KFHDR followed by viewport_layout, kfseg, kfcurtime,
       object_node_tag, light_node_tag, target_node_tag, camera_node_tag,
 b00aH l_target_node_tag, spotlight_node_tag, ambient_node_tag...
       short revision;
       cstr filename;
       short animlen;
       NODE_HDR
       cstr objname;
 b010H short flags1;
       short flags2;
       short heirarchy; ?
 b011H INSTANCE_NAME
 b012H PRESCALE

 b013H PIVOT
       float pivot_x, pivot_y, pivot_z;
 b014H BOUNDBOX

 b015H MORPH_SMOOTH
       float morph_smoothing_angle_rad;
       POS_TRACK_TAG
       short flags;
       short unknown[4];
       short keys;
 b020H short unknown;
       struct {
       short framenum;
       long unknown;
       float pos_x, pos_y, pos_z;
       } pos[keys];
       ROT_TRACK_TAG
       short flags;
       short unknown[4];
       short keys;
       short unknown;
 b021H struct {
       short framenum;
       long unknown;
       float rotation_rad;
       float axis_x, axis_y, axis_z;
       } rot[keys];
       SCL_TRACK_TAG
       short flags;
       short unknown[4];
       short keys;
 b022H short unknown;
       struct {
       short framenum;
       long unknown;
       float scale_x, scale_y, scale_z;
       } scale[keys];
       FOV_TRACK_TAG
       short flags;
       short unknown[4];
       short keys;
 b023H short unknown;
       struct {
       short framenum;
       long unknown;
       float camera_field_of_view;
       } fov[keys]
       ROLL_TRACK_TAG
       short flags;
       short unknown[4];
       short keys;
 b024H short unknown;
       struct {
       short framenum;
       long unknown;
       float camera_roll;
       } roll[keys];
       COL_TRACK_TAG
       short flags;
       short unknown[4];
       short keys;
 b025H short unknown;
       struct {
       short framenum;
       long unknown;
       float red, rgn, blu;
       } color[keys];
       MORPH_TRACK_TAG
       short flags;
       short unknown[4];
       short keys;
 b026H short unknown;
       struct {
       short framenum;
       long unknown;
       cstr obj_name;
       } morph[keys];
       HOT_TRACK_TAG
       short flags;
       short unknown[4];
       short keys;
 b027H short unknown;
       struct {
       short framenum;
       long unknown;
       float hotspot_ang;
       } hotspot[keys];
       FALL_TRACK_TAG
       short flags;
       short unknown[4];
       short keys;
 b028H short unknown;
       struct {
       short framenum;
       long unknown;
       float falloff_ang;
       } falloff[keys];
 b029H HIDE_TRACK_TAG

 b030H NODE_ID
       short id;
---------------------------------------------------------------------------

CxxxH Group

 c010H C_MDRAWER
 c020H C_TDRAWER
 c030H C_SHPDRAWER
 c040H C_MODDRAWER
 c050H C_RIPDRAWER
 c060H C_TXDRAWER
 c062H C_PDRAWER
 c064H C_MTLDRAWER
 c066H C_FLIDRAWER
 c067H C_CUBDRAWER
 c070H C_MFILE
 c080H C_SHPFILE
 c090H C_MODFILE
 c0a0H C_RIPFILE
 c0b0H C_TXFILE
 c0b2H C_PFILE
 c0b4H C_MTLFILE
 c0b6H C_FLIFILE
 c0b8H C_PALFILE
 c0c0H C_TX_STRING
 c0d0H C_CONSTS
 c0e0H C_SNAPS
 c0f0H C_GRIDS
 c100H C_ASNAPS
 c110H C_GRID_RANGE
 c120H C_RENDTYPE
 c130H C_PROGMODE
 c140H C_PREVMODE
 c150H C_MODWMODE
 c160H C_MODMODEL
 c170H C_ALL_LINES
 c180H C_BACK_TYPE
 c190H C_MD_CS
 c1a0H C_MD_CE
 c1b0H C_MD_SML
 c1c0H C_MD_SMW
 c1c3H C_LOFT_WITH_TEXTURE
 c1c4H C_LOFT_L_REPEAT
 c1c5H C_LOFT_W_REPEAT
 c1c6H C_LOFT_UV_NORMALIZE
 c1c7H C_WELD_LOFT
 c1d0H C_MD_PDET
 c1e0H C_MD_SDET
 c1f0H C_RGB_RMODE
 c200H C_RGB_HIDE
 c202H C_RGB_MAPSW
 c204H C_RGB_TWOSIDE
 c208H C_RGB_SHADOW
 c210H C_RGB_AA
 c220H C_RGB_OVW
 c230H C_RGB_OVH
 c23dH CMAGIC
 c240H C_RGB_PICTYPE
 c250H C_RGB_OUTPUT
 c253H C_RGB_TODISK
 c254H C_RGB_COMPRESS
 c255H C_JPEG_COMPRESSION
 c256H C_RGB_DISPDEV
 c259H C_RGB_HARDDEV
 c25aH C_RGB_PATH
 c25bH C_BITMAP_DRAWER
 c260H C_RGB_FILE
 c270H C_RGB_OVASPECT
 c271H C_RGB_ANIMTYPE
 c272H C_RENDER_ALL
 c273H C_REND_FROM
 c274H C_REND_TO
 c275H C_REND_NTH
 c276H C_PAL_TYPE
 c277H C_RND_TURBO
 c278H C_RND_MIP
 c279H C_BGND_METHOD
 c27aH C_AUTO_REFLECT
 c27bH C_VP_FROM
 c27cH C_VP_TO
 c27dH C_VP_NTH
 c27eH C_REND_TSTEP
 c27fH C_VP_TSTEP
 c280H C_SRDIAM
 c290H C_SRDEG
 c2a0H C_SRSEG
 c2b0H C_SRDIR
 c2c0H C_HETOP
 c2d0H C_HEBOT
 c2e0H C_HEHT
 c2f0H C_HETURNS
 c300H C_HEDEG
 c310H C_HESEG
 c320H C_HEDIR
 c330H C_QUIKSTUFF
 c340H C_SEE_LIGHTS
 c350H C_SEE_CAMERAS
 c360H C_SEE_3D
 c370H C_MESHSEL
 c380H C_MESHUNSEL
 c390H C_POLYSEL
 c3a0H C_POLYUNSEL
 c3a2H C_SHPLOCAL
 c3a4H C_MSHLOCAL
 c3b0H C_NUM_FORMAT
 c3c0H C_ARCH_DENOM
 c3d0H C_IN_DEVICE
 c3e0H C_MSCALE
 c3f0H C_COMM_PORT
 c400H C_TAB_BASES
 c410H C_TAB_DIVS
 c420H C_MASTER_SCALES
 c430H C_SHOW_1STVERT
 c440H C_SHAPER_OK
 c450H C_LOFTER_OK
 c460H C_EDITOR_OK
 c470H C_KEYFRAMER_OK
 c480H C_PICKSIZE
 c490H C_MAPTYPE
 c4a0H C_MAP_DISPLAY
 c4b0H C_TILE_XY
 c4c0H C_MAP_XYZ
 c4d0H C_MAP_SCALE
 c4e0H C_MAP_MATRIX_OLD
 c4e1H C_MAP_MATRIX
 c4f0H C_MAP_WID_HT
 c500H C_OBNAME
 c510H C_CAMNAME
 c520H C_LTNAME
 c525H C_CUR_MNAME
 c526H C_CURMTL_FROM_MESH
 c527H C_GET_SHAPE_MAKE_FACES
 c530H C_DETAIL
 c540H C_VERTMARK
 c550H C_MSHAX
 c560H C_MSHCP
 c570H C_USERAX
 c580H C_SHOOK
 c590H C_RAX
 c5a0H C_STAPE
 c5b0H C_LTAPE
 c5c0H C_ETAPE
 c5c8H C_KTAPE
 c5d0H C_SPHSEGS
 c5e0H C_GEOSMOOTH
 c5f0H C_HEMISEGS
 c600H C_PRISMSEGS
 c610H C_PRISMSIDES
 c620H C_TUBESEGS
 c630H C_TUBESIDES
 c640H C_TORSEGS
 c650H C_TORSIDES
 c660H C_CONESIDES
 c661H C_CONESEGS
 c670H C_NGPARMS
 c680H C_PTHLEVEL
 c690H C_MSCSYM
 c6a0H C_MFTSYM
 c6b0H C_MTTSYM
 c6c0H C_SMOOTHING
 c6d0H C_MODICOUNT
 c6e0H C_FONTSEL
 c6f0H C_TESS_TYPE
 c6f1H C_TESS_TENSION
 c700H C_SEG_START
 c705H C_SEG_END
 c710H C_CURTIME
 c715H C_ANIMLENGTH
 c720H C_PV_FROM
 c725H C_PV_TO
 c730H C_PV_DOFNUM
 c735H C_PV_RNG
 c740H C_PV_NTH
 c745H C_PV_TYPE
 c750H C_PV_METHOD
 c755H C_PV_FPS
 c765H C_VTR_FRAMES
 c770H C_VTR_HDTL
 c771H C_VTR_HD
 c772H C_VTR_TL
 c775H C_VTR_IN
 c780H C_VTR_PK
 c785H C_VTR_SH
 c790H C_WORK_MTLS
 c792H C_WORK_MTLS_2
 c793H C_WORK_MTLS_3
 c794H C_WORK_MTLS_4
 c7a1H C_BGTYPE
 c7b0H C_MEDTILE
 c7d0H C_LO_CONTRAST
 c7d1H C_HI_CONTRAST
 c7e0H C_FROZ_DISPLAY
 c7f0H C_BOOLWELD
 c7f1H C_BOOLTYPE
 c900H C_ANG_THRESH
 c901H C_SS_THRESH
 c903H C_TEXTURE_BLUR_DEFAULT
 ca00H C_MAPDRAWER
 ca01H C_MAPDRAWER1
 ca02H C_MAPDRAWER2
 ca03H C_MAPDRAWER3
 ca04H C_MAPDRAWER4
 ca05H C_MAPDRAWER5
 ca06H C_MAPDRAWER6
 ca07H C_MAPDRAWER7
 ca08H C_MAPDRAWER8
 ca09H C_MAPDRAWER9
 ca10H C_MAPDRAWER_ENTRY
 ca20H C_BACKUP_FILE
 ca21H C_DITHER_256
 ca22H C_SAVE_LAST
 ca23H C_USE_ALPHA
 ca24H C_TGA_DEPTH
 ca25H C_REND_FIELDS
 ca26H C_REFLIP
 ca27H C_SEL_ITEMTOG
 ca28H C_SEL_RESET
 ca29H C_STICKY_KEYINF
 ca2aH C_WELD_THRESHOLD
 ca2bH C_ZCLIP_POINT
 ca2cH C_ALPHA_SPLIT
 ca30H C_KF_SHOW_BACKFACE
 ca40H C_OPTIMIZE_LOFT
 ca42H C_TENS_DEFAULT
 ca44H C_CONT_DEFAULT
 ca46H C_BIAS_DEFAULT
 ca50H C_DXFNAME_SRC
 ca60H C_AUTO_WELD
 ca70H C_AUTO_UNIFY
 ca80H C_AUTO_SMOOTH
 ca90H C_DXF_SMOOTH_ANG
 caa0H C_SMOOTH_ANG
 cb00H C_WORK_MTLS_5
 cb01H C_WORK_MTLS_6
 cb02H C_WORK_MTLS_7
 cb03H C_WORK_MTLS_8
 cb04H C_WORKMTL
 cb10H C_SXP_TEXT_DATA
 cb11H C_SXP_OPAC_DATA
 cb12H C_SXP_BUMP_DATA
 cb13H C_SXP_SHIN_DATA
 cb20H C_SXP_TEXT2_DATA
 cb24H C_SXP_SPEC_DATA
 cb28H C_SXP_SELFI_DATA
 cb30H C_SXP_TEXT_MASKDATA
 cb32H C_SXP_TEXT2_MASKDATA
 cb34H C_SXP_OPAC_MASKDATA
 cb36H C_SXP_BUMP_MASKDATA
 cb38H C_SXP_SPEC_MASKDATA
 cb3aH C_SXP_SHIN_MASKDATA
 cb3eH C_SXP_REFL_MASKDATA
 cc00H C_NET_USE_VPOST
 cc10H C_NET_USE_GAMMA
 cc20H C_NET_FIELD_ORDER
 cd00H C_BLUR_FRAMES
 cd10H C_BLUR_SAMPLES
 cd20H C_BLUR_DUR
 cd30H C_HOT_METHOD
 cd40H C_HOT_CHECK
 cd50H C_PIXEL_SIZE
 cd60H C_DISP_GAMMA
 cd70H C_FBUF_GAMMA
 cd80H C_FILE_OUT_GAMMA
 cd82H C_FILE_IN_GAMMA
 cd84H C_GAMMA_CORRECT
 cd90H C_APPLY_DISP_GAMMA
 cda0H C_APPLY_FBUF_GAMMA
 cdb0H C_APPLY_FILE_GAMMA
 cdc0H C_FORCE_WIRE
 cdd0H C_RAY_SHADOWS
 cde0H C_MASTER_AMBIENT
 cdf0H C_SUPER_SAMPLE
 ce00H C_OBJECT_MBLUR
 ce10H C_MBLUR_DITHER
 ce20H C_DITHER_24
 ce30H C_SUPER_BLACK
 ce40H C_SAFE_FRAME
 ce50H C_VIEW_PRES_RATIO
 ce60H C_BGND_PRES_RATIO
 ce70H C_NTH_SERIAL_NUM
---------------------------------------------------------------------------

DxxxH Group

 d000H VPDATA
 d100H P_QUEUE_ENTRY
 d110H P_QUEUE_IMAGE
 d114H P_QUEUE_USEIGAMMA
 d120H P_QUEUE_PROC
 d130H P_QUEUE_SOLID
 d140H P_QUEUE_GRADIENT
 d150H P_QUEUE_KF
 d152H P_QUEUE_MOTBLUR
 d153H P_QUEUE_MB_REPEAT
 d160H P_QUEUE_NONE
 d180H P_QUEUE_RESIZE
 d185H P_QUEUE_OFFSET
 d190H P_QUEUE_ALIGN
 d1a0H P_CUSTOM_SIZE
 d210H P_ALPH_NONE
 d220H P_ALPH_PSEUDO
 d221H P_ALPH_OP_PSEUDO
 d222H P_ALPH_BLUR
 d225H P_ALPH_PCOL
 d230H P_ALPH_C0
 d231H P_ALPH_OP_KEY
 d235H P_ALPH_KCOL
 d238H P_ALPH_OP_NOCONV
 d240H P_ALPH_IMAGE
 d250H P_ALPH_ALPHA
 d260H P_ALPH_QUES
 d265H P_ALPH_QUEIMG
 d270H P_ALPH_CUTOFF
 d280H P_ALPHANEG
 d300H P_TRAN_NONE
 d310H P_TRAN_IMAGE
 d312H P_TRAN_FRAMES
 d320H P_TRAN_FADEIN
 d330H P_TRAN_FADEOUT
 d340H P_TRANNEG
 d400H P_RANGES
 d500H P_PROC_DATA
---------------------------------------------------------------------------

FxxxH Group

 f020H POS_TRACK_TAG_KEY
 f021H ROT_TRACK_TAG_KEY
 f022H SCL_TRACK_TAG_KEY
 f023H FOV_TRACK_TAG_KEY
 f024H ROLL_TRACK_TAG_KEY
 f025H COL_TRACK_TAG_KEY
 f026H MORPH_TRACK_TAG_KEY
 f027H HOT_TRACK_TAG_KEY
 f028H FALL_TRACK_TAG_KEY
 f110H POINT_ARRAY_ENTRY
 f111H POINT_FLAG_ARRAY_ENTRY
 f120H FACE_ARRAY_ENTRY
 f130H MSH_MAT_GROUP_ENTRY
 f140H TEX_VERTS_ENTRY
 f150H SMOOTH_GROUP_ENTRY
 ffffH DUMMY

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