Table of Contents

Stb .Lev

For Easier Editing Open STATIC_MAP_COMMON_HEADER Last Entry in .Stb Archive

Static Map Common Header

[4] Bytes - Number of Entries

Then You Need to Search for Filename (Data\Levels\FinalAlbion\xxxxx.Lev)
Once Desired Name is found there is an offset jump following name.

[4] Bytes - Offset Jump to File Data

[4] Bytes - Start Data (01 00 00 00)
[4] Bytes - Level ID
[4] Bytes - Unknown (Relative to Dimension of Map)
[4] Bytes - Map Dimension (X)
[4] Bytes - Map Dimesnion (Y)
[4] Bytes - Map World Offset (X)
[4] Bytes - Map World Offset (Y)
[4] Bytes - Null
[4] Bytes - Current File Offset Push
[4] Bytes - Current File Offset Push

[4] Bytes - New Section Start (0A 00 00 00)
[4] Bytes - Always (04 00 00 00)
[4] Bytes - Repeat of Unknown Data Above (Relative to Dimension of Map)
[4] Bytes - Checksum (Same as one used in .Wad Lev file)
[4] Bytes - Unknown (Always B3 16 34 7C?)
[4] Bytes - Unknown (Always 00 00 32 00)
[4] Bytes - Map World Offset Starting Position (X) {Float}
[4] Bytes - Map World Offset Starting Position (Y) {Float}
[4] Bytes - Map World Offset Starting Position (Z) {Float}
[4] Bytes - Map World Offset Ending Position (X) {Float}
[4] Bytes - Map World Offset Ending Position (Y) {Float}
[4] Bytes - Map World Offset Ending Position (Z) {Float}
[4] Bytes - Current File Offset Push
[4] Bytes - Current File Offset Push

[4] Bytes - New Section Start (01 00 00 00) (.Lev File Offsets)
[4] Bytes - Offset to First Table In Desired .Lev
[4] Bytes - Offset to Second Table In Desired .Lev
[4] Bytes - Second Table Size
[1] Byte - Indicator For Offset Push
[4] Bytes - Current File Offset Push


[4] Bytes - Section Length In Bytes *(Does not Start until after Next 4 Bytes)
[4] Bytes - New Section Start (01 E3 E3 12) (Flora Placement?)
[4] Bytes - World Placement (X) {Float}
[4] Bytes - World Placement (Y) {Float}
[4] Bytes - Height Placement (Z) {Float}
[4] Bytes - Unknown Placement (Rotation?) {Float}
[4] Bytes - Unknown Placement {Float}
[4] Bytes - Sections for Flora Data (In Static Map Header) (If Present)
[4] Bytes - Offset to Third Section (If Present) in Current .Lev
[4] Bytes - Size of Third Section (If Present) in Current .Lev
[4] Bytes - Offset in Third Section table (Third Section Offset + these bytes)
[4] Bytes - Null
[2] Bytes - Map Dimension (X)
[2] Bytes - Map Dimension (Y)

[1] Byte - Indicator for Internal Loop Within Last Segment
[4] Bytes - Number of Sections to loop *

*If Zero Data Ends Here for Current Map. If there is Value follow the next segment

Flora Loop

[4] Bytes - BIG ID #1
[4] Bytes - BIG ID #2
[4] Bytes - BIG ID #3
[4] Bytes - Placement (X)? {Float}
[4] Bytes - Placement (Y)? {Float}
[4] Bytes - Unknown (Area?) (Int)
[4] Bytes - Null (Int)
[4] Bytes - Unknown (Rotation/Angle?) {Float}
[4] Bytes - Unknown (Rotation/Angle?) {Float}
[4] Bytes - Unknown (Rotation/Angle?) {Float}
[4] Bytes - Placement on Map (X) (Secondary?) {Float}
[4] Bytes - Placement on Map (Y) (Secondary?) {Float}
[4] Bytes - Number of Sections (Int)
[4] Bytes - Unknown (type?) (Int)
[1] Byte - Boolean? Unknown
[1] Byte - Boolean? Unknown
[1] Byte - Boolean? Unknown
[1] Byte - Boolean? Unknown
[4] Bytes - Unknown (Int)

.Lev File Spec

First Table (Height)

Each Row is 36 Bytes long. Number of Rows is relative to ((X*Y) / 256) (dimensions of map divided by area of section always 16×16)

[4] Bytes - Offset
[4] Bytes - Compressed Size
[4] Bytes - World Map Starting Position (X) {Float}
[4] Bytes - World Map Starting Position (Y) {Float}
[4] Bytes - World Map Starting Position (Z) {Float}
[4] Bytes - World Map Ending Position (X) {Float}
[4] Bytes - World Map Ending Position (Y) {Float}
[4] Bytes - World Map Ending Position (Z) {Float}
[4] Bytes - Unknown

*Each Compressed Package is LZO Compressed following this format:
[4] Bytes - Decompressed Size
[4] Bytes - Compressed Size

Decompressed Data

[2] Bytes - Number of Sections

Looped
[2] Bytes - Number of Verts
[2] Bytes - Number of Faces
[1] Byte - Null
[4] Bytes - Textures.Big ID of Image used. (This may be only for Proc Textures) These are the actual Mesh
[4] Bytes - Textures.Big ID of Image used. (This may be repeated from above)
[4] Bytes - Textures.Big ID of Bump used.
[4] Bytes - Possibly another texture link
[4] Bytes - Possibly another texture link
[4] Bytes - Possibly another texture link
[1] Byte - Null

Vert Listing

15 Byte rows

[2] Bytes - Global X Position
[2] Bytes - Global Y Position
[4] Bytes - Height {Float}
[4] Bytes - Packed Normal {PackedXYZ}
[1] Byte - 00 or FF (indicates next X or Y value?)
[1] Bytes - TU offset, Actual TU = (TU + (this-127)/127)
[1] Bytes - TU offset, Actual TU = (TU + (this-127)/127)

Faces

2 Bytes
[2] Bytes - Number of Faces

Second Table (Unused Graphics?)

Originally believed to be the mesh, could be used for internal editor only.
[2] Bytes - Placement (X)
[2] Bytes - Placement (Y)
[2] Bytes - Tile Value (X) (Based on Dimension)*
[2] Bytes - Tile Value (Y) (Based on Dimension)*

*If Value is size of Map then this is the lowest LOD

[1] Byte - Indicator (01 - Indicates that it contains Offsets. Else it is only 47 Bytes in Length)
[1] Byte - Indicator (Section Start)
[1] Byte - Indicator (Section End)
[4] Bytes - Offset to Compressed Chunk
[4] Bytes - Size of Entire Table (If Value is present this indicates a start of a new LOD)
[4] Bytes - Offset Push Within Table (Next Section to Read, Table treated as internal file!)
[4] Bytes - World Map Start Position (X) {Float}
[4] Bytes - World Map Start Position (Y) {Float}
[4] Bytes - World Map Start Position (Z) {Float}
[4] Bytes - World Map Ending Position (X) {Float}
[4] Bytes - World Map Ending Position (Y) {Float}
[4] Bytes - World Map Ending Position (Z) {Float}

Offset Rows

If Indicator = 01 above then loop until starting indicator equals (stop indicator above)
13 Byte Rows

[1] Byte - Indicator (Row start based on LOD)
[4] Bytes - Offset to compressed chunk
[4] Bytes - Compressed Chunk Size
[4] Bytes - Offset to specific compressed Data (Offset to compressed chunk + Value of These Bytes)

*Additional Notes Number of LODs seems dependent on First Table Rows. Example Creature Hub 4 Rows in first Table. Graphics It Contains (4 High Quality, 6 Medium, 1 Low)

*Each Compressed Package is LZO Compressed following this format:
[4] Bytes - Decompressed Size
[4] Bytes - Compressed Size

Decompressed Data

[2] Bytes - Image Dimension (X) it takes up on Map *
[2] Bytes - Image Dimension (Y it takes up on Map *

*If Dimension equals map dimensions then it is the lowest LOD

[2] Bytes - Tile Placement of Image (Based on Map Dimensions) (X)
[2] Bytes - Tile Placement of Image (Based on Map Dimensions) (Y)
[1] Byte - Null
[1] Byte - Indicator for LOD (not an actual value!)
[3] Bytes - Unkown Based on LOD
[1] Byte - Indicator new section start
[1] Byte - Image Dimensions (X) (Actual Image Size, for editing)
[1] Byte - Image Dimensions (Y) (Actual Image Size, for editing)
[1] Byte - Indicator new section start
[2] Bytes - Image Dimensions Repeat (X) as 2 bytes
[2] Bytes - Image Dimensions Repeat (Y) as 2 bytes
[1] Byte - Indicator new section start
[4] Bytes - Unknown
[6] Bytes - Null?
[4] Bytes - Always (01 00 00 00) Indicates Image Start
~ DXT1 Image (To get Image size take actual dimension ( X * Y / 2)

*The Rest of file is currently Unknown

Third Section (Flora/Model)

The only offset to this section exists in Static Map Header see: [4] Bytes - Offset in Third Section table (Third Section Offset + these bytes)

*The following entries are very sloppy and jump around quite a bit.

[4] Bytes - always zero?
[4] Bytes - if zero again it will need to read until it is at least reaches 1.
[4] Bytes - Global X coords [Float]
[4] Bytes - Global Y coords [Float]
[4] Bytes - Global Z coords [Float]
[4] Bytes - Unknown (Rotation?) [Float]
[4] Bytes - Unknown (Always 23?) [Float]
[4] Bytes - Unknown [Integer]
[4] Bytes - Offset to Chunk [Integer]
[4] Bytes - Chunk Size [Integer]
[4] Bytes - Offset in Chunk (take above Offset + This) [Integer]
[2] Bytes - Placement X? [Short]
[2] Bytes - Placement Y? [Short]
[2] Bytes - Size X? [Short]
[2] Bytes - Size Y? [Short]
[1] Byte - Indicates more entries. If zero reading is finished.

Here is the Tricky Part. If Offset above leads directly to anything other than zero you read below, else the entry is dead and the loop above is redone.

[4] Bytes - Number of Sections (Array) [Integer]
[4] Bytes - Chunk Offset [Integer]
[4] Bytes - Chunk Size [Integer]
[4] Bytes - Package Offset (Chunk Offset + Package Offset) (This will lead to compressed data) [Integer]
[4] Bytes - Global X coords [Float]
[4] Bytes - Global Y coords [Float]
[4] Bytes - Global Z coords [Float]
[4] Bytes - Unknown (Rotation?) [Float]
[4] Bytes - Unknown [Float]
[4] Bytes - Unknown [Integer]
[4] Bytes - Unknown [Integer]

Compressed Package

[4] Bytes - Decompressed Size
[4] Bytes - Compressed Size
*Data is LZO compressed

Decompressed Data