Need for Speed 2 чит-файл №3

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* NEED FOR SPEED II - GEO File format description - Version 0.1 *
* *
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Disclaimer : The following information is not certified 100% accurate.
Use at your own risks. I am not affiliated in any way to
Electronic Arts, so the following is pure guesswork.



1. The GEO file starts with following header:

offset len data
=========================
0x00 0x04 ? possible value: 0x00, 0x01, 0x02
0x04 0x04 * 32 ? useless list with values, which increase by 0x40
(maybe global offset list, which is needed for calculating
the position of the blocks)
0x84 0x08 always 0x00

2. The header is followed by the car part blocks, which header(0x34) is:
(if the first value is 0x00 then jump 0x34 bytes forward)

offset len data
=========================
0x00 0x04 number of vertices in block
0x04 0x04 number of polygons in block
0x08 0x04 absolute X coordinate of block
0x0C 0x04 absolute Y coordinate of block
0x10 0x04 absolute Z coordinate of block
0x14 0x04 ? similar to the value in the list above
0x18 0x04 ? similar to the value in the list above
0x1C 0x08 always 0x00
0x24 0x08 always 0x01
0x2C 0x08 always 0x01

NOTE: if the number of vertices is uneven (odd) then increase the value by 1 !

3. The block 3D structure starts at offset 0x34 inside the block (just
after the header), and consists of two tables :

- the vertex table, which lists the relative 16-bit coordinates corresponding
to all vertices of the structure (total size = 0x06*number_of_vertices bytes).
Each entry is:

offset len data
=========================
0x00 0x02 relative x
0x02 0x02 relative y
0x04 0x02 relative z

- the polygon table, which lists the various polygons making up the structure
(total size = 0x0C*number_of_polygons bytes). Each entry is:

offset len data
=========================
0x00 0x04 ? maybe texture mapping type
0x04 0x01 first vertex of polygon
0x05 0x01 second vertex of polygon
0x06 0x01 third vertex of polygon
0x07 0x01 fourth vertex of polygon
0x08 0x04 name of the texture in the QFS file

4. The GEO files cooperate with QFS files, which have the same name and
contain the texture of the car, with CARHSVT.SJH, has 16 times 4 values to
manipulate the color of the texture, and DELTA.SJH .

5. CARHSVT.SJH contains folowing information:

/* GIO'S HSVT CAR COLOR FILE */
/* Color 0 */
0,0,210,80

/* Color 1 */
0,0,60,110

/* Color 2 */
254,215,249,96

/* Color 3 */
253,219,133,100

/* Color 4 */
249,179,101,81

/* Color 5 */
28,253,209,58

/* Color 6 */
13,225,249,89

/* Color 7 */
42,151,89,92

/* Color 8 */
89,175,63,105

/* Color 9 */
150,255,230,106

/* Color 10 */
169,165,177,117

/* Color 11 */
211,205,132,79

/* Color 12 */
127,207,100,100

/* Color 13 */
25,196,200,73

/* Color 14 */
0,0,120,86

/* Color 15 */
248,197,210,95
                               
/* Color 16 */
120,163,211,102

/* Color 17 */
163,86,211,102

/* Color 18 */
26,89,250,94

/* Color 19 */
43,211,239,102

/* Color 20 */
15,204,244,159

/* Color 21 */
26,218,255,123

/* Color 22 */
53,167,176,145

/* Color 23 */
246,112,247,105

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