Difference between revisions of "GBX"

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==General information==
+
TrackMania '''.gbx files''' ([[GameBox]]) are generic container files that can contain everything from configuration to textures to track definitions. They consist of a header, a reference table and the body.
TrackMania gamebox files (*.gbx) are generic container files that can contain everything from configuration to textures to track definitions. They consist of a header, a reference table and the body.
 
  
In old versions of TrackMania they used to be text files - nowadays they are binary files. Integers are stored in little endian order. The file body is often compressed (using LZO).
+
In old versions of TrackMania they used to be text files – nowadays they are binary files. Integers are stored in little-endian order. The file body is often compressed (using {{wp|Lempel–Ziv–Oberhumer|LZO}}).
  
==Engines, classes, chunks==
+
== Engines, classes, chunks ==
 
A .gbx file more specifically stores the serialization of one or more class instances. There is one main instance, and optionally a number of auxiliary instances.
 
A .gbx file more specifically stores the serialization of one or more class instances. There is one main instance, and optionally a number of auxiliary instances.
  
 
The serializable classes are organized into 16 ''engines''. Each class is also subdivided into ''chunks''. A class is then not serialized in one go, but rather as a series of chunks. This allows Nadeo to easily extend classes in new TrackMania versions: instead of having to define a new class they can simply add more chunks to an existing one, and have older versions ignore these new chunk types.
 
The serializable classes are organized into 16 ''engines''. Each class is also subdivided into ''chunks''. A class is then not serialized in one go, but rather as a series of chunks. This allows Nadeo to easily extend classes in new TrackMania versions: instead of having to define a new class they can simply add more chunks to an existing one, and have older versions ignore these new chunk types.
  
The data in a gbx file follows the pattern <chunk ID> <chunk data>. A ''chunk ID'' is a 32-bit number that identifies the engine, the class, and the chunk in that class. If you for example see the bytes <code>07 30 04 03</code> in the file, that would correspond to the integer 0x03043007, and be interpreted as follows:
+
The data in a .gbx file follows the pattern {{c|<chunk ID> <chunk data>}}. A ''chunk ID'' is a 32-bit number that identifies the engine, the class, and the chunk in that class. If you for example see the bytes <code>07 30 04 03</code> in the file, that would correspond to the integer 0x03043007, and be interpreted as follows:
  
 
  engine class chunk
 
  engine class chunk
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All engines and classes are named; in this case, engine 3 is the Game engine, and class 043 in that engine is CGameCtnChallenge. Chunks do not have names.
 
All engines and classes are named; in this case, engine 3 is the Game engine, and class 043 in that engine is CGameCtnChallenge. Chunks do not have names.
  
Apart from chunk ID's there are also ''class ID's'', which are just like chunk ID's except the chunk index part is ignored (and 0). For a complete overview of engines and classes, see [[Class ID's]].
+
Apart from chunk IDs there are also ''class IDs'', which are just like chunk IDs except the chunk index part is ignored (and 0). For a complete overview of engines and classes, see [[Class IDs]].
  
==Header==
+
== Header ==
 
The header contains things like compression information and the class ID of the main class instance. The current version of the header also provides a few chunks of the main class that serve as meta information (e.g. the thumbnail of a challenge).
 
The header contains things like compression information and the class ID of the main class instance. The current version of the header also provides a few chunks of the main class that serve as meta information (e.g. the thumbnail of a challenge).
  
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** uint32 numNodes: the total number of class instances related to this gbx file. This includes the main instance, any local auxiliary instances, and any referenced external nodes/files. An internal list will be allocated with this number of entries; the main instance is at index 0.
 
** uint32 numNodes: the total number of class instances related to this gbx file. This includes the main instance, any local auxiliary instances, and any referenced external nodes/files. An internal list will be allocated with this number of entries; the main instance is at index 0.
  
==Reference Table==
+
== Reference table ==
 
* uint32 numExternalNodes: the number of external nodes and files that this .gbx references. These come from other files located in the .gbx's [[PAK|.pak]] file. The references to these will be placed in the same list as the local nodes (see above). Both raw files (e.g. textures) and .gbx main instances can be referenced.
 
* uint32 numExternalNodes: the number of external nodes and files that this .gbx references. These come from other files located in the .gbx's [[PAK|.pak]] file. The references to these will be placed in the same list as the local nodes (see above). Both raw files (e.g. textures) and .gbx main instances can be referenced.
 
* if numExternalNodes > 0:
 
* if numExternalNodes > 0:
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**** uint32 folderIndex: the depth-first index of the folder which the file is in. 0 means the base folder itself.
 
**** uint32 folderIndex: the depth-first index of the folder which the file is in. 0 means the base folder itself.
  
==Body==
+
== Body ==
 
* if body is compressed:
 
* if body is compressed:
 
** uint32 uncompressedSize
 
** uint32 uncompressedSize
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** byte data[]
 
** byte data[]
  
==Reading the body==
+
== Reading the body ==
 
The file body contains further chunks of the main class instance, and may also contain auxiliary class instances. Reading the body is started by creating an in-memory instance of the class corresponding to the main class ID (instances are called ''nodes'' internally), and calling ReadNode on it:
 
The file body contains further chunks of the main class instance, and may also contain auxiliary class instances. Reading the body is started by creating an in-memory instance of the class corresponding to the main class ID (instances are called ''nodes'' internally), and calling ReadNode on it:
  
 
  ReadNode()
 
  ReadNode()
 
  {
 
  {
     while(true)
+
     while (true)
 
     {
 
     {
 
         chunkID = ReadUInt32();
 
         chunkID = ReadUInt32();
         if(chunkID == 0xFACADE01)
+
         if (chunkID == 0xFACADE01)
 
             return;
 
             return;
 
   
 
   
 
         chunkFlags = GetChunkFlags(chunkID);
 
         chunkFlags = GetChunkFlags(chunkID);
         if(chunkFlags & 0x10)
+
         if (chunkFlags & 0x10)
 
         {
 
         {
 
             skip = ReadUInt32();
 
             skip = ReadUInt32();
Line 91: Line 90:
 
  }
 
  }
  
GetChunkFlags() doesn't read anything from the file; it provides loading flags for the specified chunk ID. The only important flag is whether or not the chunk is "skippable". If it is, the chunk ID is followed by an uint32 0x50494B53 ("SKIP", shows up as "PIKS" in the file due to little endian ordering) and an uint32 specifying the size of the chunk data. This allows older versions of TrackMania that don't know how to parse this chunk ID to skip over the chunk data and go to the next chunk. If the chunk is not skippable, the chunk data follows immediately after the chunk ID.
+
GetChunkFlags() doesn't read anything from the file; it provides loading flags for the specified chunk ID. The only important flag is whether or not the chunk is "skippable". If it is, the chunk ID is followed by an uint32 0x50494B53 ("SKIP", shows up as "PIKS" in the file due to little-endian ordering) and an uint32 specifying the size of the chunk data. This allows older versions of TrackMania that don't know how to parse this chunk ID to skip over the chunk data and go to the next chunk. If the chunk is not skippable, the chunk data follows immediately after the chunk ID.
  
 
A dummy chunk ID of 0xFACADE01 signifies the end of the chunk list for the current class.
 
A dummy chunk ID of 0xFACADE01 signifies the end of the chunk list for the current class.
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* '''bool''': 32-bit little-endian integer that can be 0 or 1.
 
* '''bool''': 32-bit little-endian integer that can be 0 or 1.
  
* '''byte''', '''uint16''', '''int32''', '''uint32''', '''uint64''', '''uint128''', '''float''': regular little endian encoding.
+
* '''byte''', '''uint16''', '''int32''', '''uint32''', '''uint64''', '''uint128''', '''float''': regular little-endian encoding.
  
 
* '''vec2D''':
 
* '''vec2D''':
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* '''string''':
 
* '''string''':
 
** uint32 length
 
** uint32 length
** byte chars[length] (UTF8, older files sometimes with BOM, not zero-terminated)
+
** byte chars[length] ({{wp|UTF-8}}, older files sometimes with {{wp|Byte order mark|BOM}}, not zero-terminated)
  
* '''lookbackstring''': a form of compression which allows to avoid repeating the same string multiple times. Everytime a new string is encountered, it is added to a string list, and from then on this list entry is referenced instead of repeating the string another time.
+
* '''lookbackstring''': a form of compression which allows to avoid repeating the same string multiple times. Every time a new string is encountered, it is added to a string list, and from then on this list entry is referenced instead of repeating the string another time.
 
** if this is the first lookback string encountered:
 
** if this is the first lookback string encountered:
 
*** uint32 version (currently 3)
 
*** uint32 version (currently 3)
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*** string newString. Append to the string list.
 
*** string newString. Append to the string list.
  
''Note'': the lookback string state is reset after each header chunk. The string list is cleared completely, and the next lookback string will again trigger the version number. If index represents a number (bits 30 and 31 not set), it describes the position inside a ''global'' string table. In most cases it concerns the ID of a collection. The correspondences used up to now are: 11 = 'Valley', 12 = 'Canyon', 17 = 'TMCommon', 202 = 'Storm', 299 = 'SMCommon', 10003 = 'Common'.
+
''Note'': the lookback string state is reset after each header chunk. The string list is cleared completely, and the next lookback string will again trigger the version number. If index represents a number (bits 30 and 31 not set), it describes the position inside a ''global'' string table. In most cases it concerns the ID of a collection. The correspondences used up to now are: 11 = 'Valley', 12 = 'Canyon', 13 = 'Lagoon', 17 = 'TMCommon', 202 = 'Storm', 299 = 'SMCommon', 10003 = 'Common'.
  
 
* '''fileref''': path to an external file, e.g. a skin.
 
* '''fileref''': path to an external file, e.g. a skin.
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*** ReadNode()
 
*** ReadNode()
  
''Note'': In case of a text format gbx file (marked by a 'T' in the header) all numbers and strings are stored as one line of ASCII text in each case. Every line ends with a carriage return-linefeed (<CR><LF>) combination (0x0D and 0x0A). A single <LF> is part of a string.
+
''Note'': In case of a text format .gbx file (marked by a 'T' in the header) all numbers and strings are stored as one line of ASCII text in each case. Every line ends with a carriage return-linefeed ({{c|<CR><LF>}}) combination (0x0D and 0x0A). A single {{c|<LF>}} is part of a string.
 +
 
 +
== Class descriptions ==
  
==Class descriptions==
 
 
===CGameCtnChallenge (03 043 000)===
 
===CGameCtnChallenge (03 043 000)===
  
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         byte
 
         byte
 
     if version >= 4:
 
     if version >= 4:
         uint32 copperPrice
+
         uint32 cost
 
         if version >= 5:
 
         if version >= 5:
 
             bool multilap
 
             bool multilap
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'''03043014''' (skippable)
 
'''03043014''' (skippable)
 
  uint32
 
  uint32
  string password (old style password with weak xor encryption. this chunk is no longer used in newer track files, see 03043029)
+
  string password (old style password with weak xor encryption. This chunk is no longer used in newer track files; see 03043029)
 
 
 
'''03043017''' (skippable)
 
'''03043017''' (skippable)
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  bool unknown
 
  bool unknown
 
  uint32 version
 
  uint32 version
 +
if version >= 5:
 +
    uint32 flags
 
  if version >= 2:
 
  if version >= 2:
 
     if version >= 4:
 
     if version >= 4:
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'''03093002''' (body)
 
'''03093002''' (body)
 
  uint32 size
 
  uint32 size
  byte GBX[size], the track the replay was recorded on
+
  byte GBX[size] (the track the replay was recorded on)
  
 
'''03093007''' (skippable)
 
'''03093007''' (skippable)
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The rotation of the car is calculated as a quaternion.
 
The rotation of the car is calculated as a quaternion.
* The real part of the quaternion is calculated as cos(angle) which corresponds to a rotation of 2*angle around the rotation axis.
+
* The real part of the quaternion is calculated as {{c|cos(angle)}} which corresponds to a rotation of {{c|2*angle}} around the rotation axis.
* The imaginary part of the quaternion (the rotation axis) is calculated as the vector (sin(angle)*cos(axisPitch)*cos(axisHeading), sin(angle)*cos(axisPitch)*sin(axisHeading), sin(angle)*sin(axisPitch)).
+
* The imaginary part of the quaternion (the rotation axis) is calculated as the vector {{c|(sin(angle)*cos(axisPitch)*cos(axisHeading), sin(angle)*cos(axisPitch)*sin(axisHeading), sin(angle)*sin(axisPitch))}}.
 
You can [http://en.wikipedia.org/wiki/Quaternions_and_spatial_rotation#Conversion_to_and_from_the_matrix_representation convert this quaternion to a transform matrix].
 
You can [http://en.wikipedia.org/wiki/Quaternions_and_spatial_rotation#Conversion_to_and_from_the_matrix_representation convert this quaternion to a transform matrix].
  
The velocity vector (direction and speed of movement) is calculated in a similar way: (speed*cos(velocityPitch)*cos(velocityHeading), speed*cos(velocityPitch)*sin(velocityHeading), speed*sin(velocityPitch)).
+
The velocity vector (direction and speed of movement) is calculated in a similar way: {{c|(speed*cos(velocityPitch)*cos(velocityHeading), speed*cos(velocityPitch)*sin(velocityHeading), speed*sin(velocityPitch))}}.
  
 
===CGameCtnGhost (03 092 000)===
 
===CGameCtnGhost (03 092 000)===
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  lookbackstring version
 
  lookbackstring version
 
  string pagePath (slash-separated folder path where the block appears in the editor)
 
  string pagePath (slash-separated folder path where the block appears in the editor)
  if version = 5
+
  if version == 5:
 
     lookbackstring
 
     lookbackstring
  if version >= 4
+
  if version >= 4:
 
     lookbackstring
 
     lookbackstring
  if version >= 3
+
  if version >= 3:
 
     uint32 flags
 
     uint32 flags
 
     uint16 index
 
     uint16 index
  if version >= 7
+
  if version >= 7:
 
     string name
 
     string name
  
Line 872: Line 874:
 
  for each number:
 
  for each number:
 
     string dirName
 
     string dirName
 
== Historical information ==
 
While the above description of *.Gbx files is far more complete and precise than before, it is also entirely different from &ndash; and more abstract than &ndash; the original description, which formed the basis for several of the tools below.  That historical description can still be viewed at this [http://en.tm-wiki.org/index.php?title=GBX&oldid=5300 revision link].
 
  
 
== Applications and Libraries that can inspect/modify the file format ==
 
== Applications and Libraries that can inspect/modify the file format ==
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* [http://www.xaseco.org/tools.php GBX Data Fetcher] - a PHP module with classes to extract useful data from .Challenge|Map.Gbx files (including the thumbnail image), .Replay.Gbx files and .Pack.Gbx|.pak files, as well as parse their XML blocks.
 
* [http://www.xaseco.org/tools.php GBX Data Fetcher] - a PHP module with classes to extract useful data from .Challenge|Map.Gbx files (including the thumbnail image), .Replay.Gbx files and .Pack.Gbx|.pak files, as well as parse their XML blocks.
 
* [http://www.xaseco.org/tools.php Extract GBX data] - a PHP script to format and print data from all file types supported by the GBX Data Fetcher module.
 
* [http://www.xaseco.org/tools.php Extract GBX data] - a PHP script to format and print data from all file types supported by the GBX Data Fetcher module.
* [http://www.xaseco.org/tools.php Tally GBX versions] - a PHP script to tally some version data from all .Challenge|Map.Gbx files (including sample challenges in all known versions).
+
* [http://www.xaseco.org/tools.php Tally GBX versions] - a PHP script to tally some version data from all .Challenge|Map.Gbx files (includes sample challenges in all known versions).
* [http://tossha.ru/trackstudio/ TrackStudio] - a Windows TrackMania Forever track editor with 3D interface.
+
* [http://tossha.ru/trackstudio/ TrackStudio] - a Windows TrackMania Forever track editor with 3D interface.{{deadlink}}
* [http://www.mania-creative.com/talk/showthread.php?threadid=644 Blockmix tools] - Challenge editing tools (Recompressor, ChallengeEdit, GBX-Master, CELightRotate, TmfBlockMixEdition).
+
* [http://www.mania-creative.com/talk/showthread.php?threadid=644 Blockmix tools] - Challenge editing tools (Recompressor, ChallengeEdit, GBX-Master, CELightRotate, TmfBlockMixEdition).{{deadlink}}
* [http://www.mania-creative.com/talk/showthread.php?threadid=2379 TMPakTool] - Open and edit .pak files.
+
* [http://www.mania-creative.com/talk/showthread.php?threadid=2379 TMPakTool] - Open and edit .pak files.{{deadlink}}
* [http://www.mania-creative.com/talk/showthread.php?threadid=2421 TMUnlimiter] - Patches the in-game track editor to remove the block placement restrictions.
+
* [http://www.mania-creative.com/talk/showthread.php?threadid=2421 TMUnlimiter] - Patches the in-game track editor to remove the block placement restrictions.{{deadlink}}
* [http://forum.maniaplanet.com/viewtopic.php?t=19432 GBXedit] - Command-line based blockmix editor for TM² Stadium maps.
+
* {{mpforum|19432|GBXedit}} - Command-line based blockmix editor for TM² Stadium maps.
* [http://forum.maniaplanet.com/viewtopic.php?t=19890 MapEdit] - GUI-based blockmix editor for all ManiaPlanet maps.
+
* {{mpforum|19890|MapEdit}} - GUI-based blockmix editor for all ManiaPlanet maps.
 
* [[GbxDump]] - a Windows tool to dump and analyze the header of all kinds of .Gbx files.
 
* [[GbxDump]] - a Windows tool to dump and analyze the header of all kinds of .Gbx files.
 
* [http://www.wolfgang-rolke.de/gbxdump/gbxconv.zip ReplayToChallenge] - a Windows tool to extract a Challenge from a .Replay.Gbx file (includes source code).
 
* [http://www.wolfgang-rolke.de/gbxdump/gbxconv.zip ReplayToChallenge] - a Windows tool to extract a Challenge from a .Replay.Gbx file (includes source code).
* [[Easy TM]]
 
 
* [http://micolous.id.au/pages/disasm.html Trackmania Disassembler] - includes a library allowing you to write your own applications that can read the format.
 
* [http://micolous.id.au/pages/disasm.html Trackmania Disassembler] - includes a library allowing you to write your own applications that can read the format.
 +
 +
[[Category:File formats]]

Revision as of 20:55, 5 June 2017

TrackMania .gbx files (GameBox) are generic container files that can contain everything from configuration to textures to track definitions. They consist of a header, a reference table and the body.

In old versions of TrackMania they used to be text files – nowadays they are binary files. Integers are stored in little-endian order. The file body is often compressed (using LZO).

Engines, classes, chunks

A .gbx file more specifically stores the serialization of one or more class instances. There is one main instance, and optionally a number of auxiliary instances.

The serializable classes are organized into 16 engines. Each class is also subdivided into chunks. A class is then not serialized in one go, but rather as a series of chunks. This allows Nadeo to easily extend classes in new TrackMania versions: instead of having to define a new class they can simply add more chunks to an existing one, and have older versions ignore these new chunk types.

The data in a .gbx file follows the pattern <chunk ID> <chunk data>. A chunk ID is a 32-bit number that identifies the engine, the class, and the chunk in that class. If you for example see the bytes 07 30 04 03 in the file, that would correspond to the integer 0x03043007, and be interpreted as follows:

engine class chunk
03     043   007

All engines and classes are named; in this case, engine 3 is the Game engine, and class 043 in that engine is CGameCtnChallenge. Chunks do not have names.

Apart from chunk IDs there are also class IDs, which are just like chunk IDs except the chunk index part is ignored (and 0). For a complete overview of engines and classes, see Class IDs.

Header

The header contains things like compression information and the class ID of the main class instance. The current version of the header also provides a few chunks of the main class that serve as meta information (e.g. the thumbnail of a challenge).

  • byte[3] magic: "GBX"
  • uint16 version: currently 6
  • if version >= 3:
    • byte format: 'B' or 'T': Binary or Text (always B for version 6 gbx files)
    • byte compression: 'U' or 'C': Uncompressed or Compressed reference table (unused, always U)
    • byte compression: 'U' or 'C': Uncompressed or Compressed body (typically C for binary files)
    • if version >= 4:
      • byte unknown: 'R' or 'E': unknown purpose (typically R for binary files)
    • uint32 classID (class ID of main class instance)
    • if version >= 6:
      • uint32 userDataSize
      • byte[userDataSize]:
        • uint32 numHeaderChunks
        • HeaderEntry[numHeaderChunks]
          • uint32 chunkID
          • uint32 chunkSize (may have bit 31 set. This indicates a "heavy" header chunk which is skipped while scanning gbx files on game startup)
        • concatenated data of header chunks
    • uint32 numNodes: the total number of class instances related to this gbx file. This includes the main instance, any local auxiliary instances, and any referenced external nodes/files. An internal list will be allocated with this number of entries; the main instance is at index 0.

Reference table

  • uint32 numExternalNodes: the number of external nodes and files that this .gbx references. These come from other files located in the .gbx's .pak file. The references to these will be placed in the same list as the local nodes (see above). Both raw files (e.g. textures) and .gbx main instances can be referenced.
  • if numExternalNodes > 0:
    • uint32 ancestorLevel: how many folder levels to go up in the .pak folder hierarchy to reach the base folder from which files will be referenced.
    • uint32 numSubFolders
    • Folder folders[numSubFolders]
      • string name
      • uint32 numSubFolders
      • Folder folders[numSubFolders]
    • ExternalNode externals[numExternalNodes]
      • uint32 flags
      • if (flags & 4) == 0:
        • string fileName
      • else:
        • uint32 resourceIndex
      • uint32 nodeIndex (the index in the local node list where this external reference will be stored)
      • if version >= 5: (header version)
        • bool useFile (0 or 1, whether to use the file itself or the node that was loaded from the file)
      • if (flags & 4) == 0:
        • uint32 folderIndex: the depth-first index of the folder which the file is in. 0 means the base folder itself.

Body

  • if body is compressed:
    • uint32 uncompressedSize
    • uint32 compressedSize
    • byte data[compressedSize] (compressed with regular LZO)
  • else:
    • byte data[]

Reading the body

The file body contains further chunks of the main class instance, and may also contain auxiliary class instances. Reading the body is started by creating an in-memory instance of the class corresponding to the main class ID (instances are called nodes internally), and calling ReadNode on it:

ReadNode()
{
    while (true)
    {
        chunkID = ReadUInt32();
        if (chunkID == 0xFACADE01)
            return;

        chunkFlags = GetChunkFlags(chunkID);
        if (chunkFlags & 0x10)
        {
            skip = ReadUInt32();
            chunkDataSize = ReadUInt32();
        }

        ReadChunk(chunkID);
    }
}

GetChunkFlags() doesn't read anything from the file; it provides loading flags for the specified chunk ID. The only important flag is whether or not the chunk is "skippable". If it is, the chunk ID is followed by an uint32 0x50494B53 ("SKIP", shows up as "PIKS" in the file due to little-endian ordering) and an uint32 specifying the size of the chunk data. This allows older versions of TrackMania that don't know how to parse this chunk ID to skip over the chunk data and go to the next chunk. If the chunk is not skippable, the chunk data follows immediately after the chunk ID.

A dummy chunk ID of 0xFACADE01 signifies the end of the chunk list for the current class.

Chunk data is not self-describing; the program itself has to know how to read each one. In fact, if your program doesn't know a specific chunk ID and the chunk is not skippable, you can't even tell how long the chunk is.

We will first describe a number of "primitives" that are used when reading and writing chunks. Then we will describe the contents of a number of common chunks.

Primitives

  • bool: 32-bit little-endian integer that can be 0 or 1.
  • byte, uint16, int32, uint32, uint64, uint128, float: regular little-endian encoding.
  • vec2D:
    • float x
    • float y
  • vec3D:
    • float x
    • float y
    • float z
  • color:
    • float r
    • float g
    • float b
  • string:
    • uint32 length
    • byte chars[length] (UTF-8, older files sometimes with BOM, not zero-terminated)
  • lookbackstring: a form of compression which allows to avoid repeating the same string multiple times. Every time a new string is encountered, it is added to a string list, and from then on this list entry is referenced instead of repeating the string another time.
    • if this is the first lookback string encountered:
      • uint32 version (currently 3)
    • uint32 index: bit 31 and 30 define the string type. If both bits are 0, the index is a number. The actual index is bits 0-29. If it is 0, a new string follows (and will be added to the string list). If it is greater than one, use the string at stringlist [index - 1]. A value of -1 means there is no data provided (unassigned).
    • if (index & 0xC0000000) != 0 and (index & 0x3FFFFFFF) == 0:
      • string newString. Append to the string list.

Note: the lookback string state is reset after each header chunk. The string list is cleared completely, and the next lookback string will again trigger the version number. If index represents a number (bits 30 and 31 not set), it describes the position inside a global string table. In most cases it concerns the ID of a collection. The correspondences used up to now are: 11 = 'Valley', 12 = 'Canyon', 13 = 'Lagoon', 17 = 'TMCommon', 202 = 'Storm', 299 = 'SMCommon', 10003 = 'Common'.

  • fileref: path to an external file, e.g. a skin.
    • byte version (currently 3)
    • if version >= 3:
      • byte[32] (checksum)
    • string filePath (skin: if version < 2 relative to Skins folder else relative to user folder)
    • if filePath.length > 0 && version >= 1:
      • string locatorUrl
  • meta: contains meta information like the track environment, time of day, and author.
    • lookbackstring field1
    • lookbackstring field2
    • lookbackstring author
  • noderef: a reference to an auxiliary class instance.
    • uint32 index. if this is -1, the node reference is empty (null).
    • if the index is >= 0 and the node at the index has not been read yet:
      • uint32 classID: instantiate a new node for this class ID and store it in the node list at the specified index.
      • ReadNode()

Note: In case of a text format .gbx file (marked by a 'T' in the header) all numbers and strings are stored as one line of ASCII text in each case. Every line ends with a carriage return-linefeed (<CR><LF>) combination (0x0D and 0x0A). A single <LF> is part of a string.

Class descriptions

CGameCtnChallenge (03 043 000)

03043002 "TmDesc"

byte version
if version < 3:
    meta (trackUID, environment, mapAuthor)
    string trackName
bool 0
if version >= 1:
    uint32 bronzeTime (ms)
    uint32 silverTime (ms)
    uint32 goldTime (ms)
    uint32 authorTime (ms)
    if version == 2:
        byte
    if version >= 4:
        uint32 cost
        if version >= 5:
            bool multilap
            if version == 6:
                bool
            if version >= 7:
                uint32 trackType (0: Race, 1: Platform, 2: Puzzle, 3: Crazy, 4: Shortcut, 5: Stunts, 6: Script)
                if version >= 9:
                    uint32 0
                    if version >= 10:
                        uint32 authorScore
                        if version >= 11:
                            uint32 editorMode (bit 0: advanced/simple editor, bit 1: has ghost blocks)
                            if version >= 12:
                                bool 0
                                if version >= 13:
                                    uint32 nbCheckpoints
                                    uint32 nbLaps

03043003 "Common"

byte version
meta (trackUID, environment, mapAuthor)
string trackName
byte kind (0: (internal)EndMarker, 1: (old)Campaign, 2: (old)Puzzle, 3: (old)Retro, 4: (old)TimeAttack,
           5: (old)Rounds, 6: InProgress, 7: Campaign, 8: Multi, 9: Solo, 10: Site, 11: SoloNadeo, 12: MultiNadeo)
if version >= 1:
    bool locked (used by VirtualSkipper to lock the map parameter)
    string password (weak xor encryption, no longer used in newer track files; see 03043029)
    if version >= 2:
        meta decoration (timeOfDay, environment, envirAuthor) (decoration envir can be different than collection envir)
        if version >= 3:
            vec2D mapOrigin
            if version >= 4:
                vec2D mapTarget
                if version >= 5:
                    uint128
                    if version >= 6:
                        string mapType
                        string mapStyle
                        if version <= 8:
                            bool
                        if version >= 8:
                            uint64 lightmapCacheUID
                            if version >= 9:
                                byte lightmapVersion
                                if version >= 11:
                                    lookbackstring titleUID

03043004 "Version"

uint32 version

03043005 "Community"

string xml

The XML block contains everything the 003 header chunk does, except for the password. Unlike the 003 chunk, however, it also contains the list of dependencies for the track (images, mods, music, etc.), as well as the version number of the software that created the track, the actual number of laps, and an optional Mod name.

03043007 "Thumbnail"

uint32 version
if version != 0:
    uint32 thumbSize
    "<Thumbnail.jpg>"
    byte thumb[thumbSize]
    "</Thumbnail.jpg>"
    "<Comments>"
    string comments
    "</Comments>"

03043008 "Author"

uint32 version
uint32 authorVersion
string authorLogin
string authorNick
string authorZone
string authorExtraInfo

0304300D

meta (vehicle, collection, author)

03043011

noderef collectorList
noderef challengeParameters
uint32 kind (0: (internal)EndMarker, 1: (old)Campaign, 2: (old)Puzzle, 3: (old)Retro, 4: (old)TimeAttack,
            5: (old)Rounds, 6: InProgress, 7: Campaign, 8: Multi, 9: Solo, 10: Site, 11: SoloNadeo, 12: MultiNadeo)

03043014 (skippable)

uint32
string password (old style password with weak xor encryption. This chunk is no longer used in newer track files; see 03043029)

03043017 (skippable)

uint32 numCheckpoints
Checkpoint[numCheckpoints]

Checkpoint:

uint32
uint32
uint32

03043018 (skippable)

uint32
uint32 numLaps

03043019 (skippable)

fileref modPackDesc

0304301C (skippable)

uint32 playMode (0: Race, 1: Platform, 2: Puzzle, 3: Crazy, 4: Shortcut, 5: Stunts)

0304301F

meta (trackUID, environment, mapAuthor)
string trackName
meta decoration (timeOfDay, environment, envirAuthor)
uint32 sizeX
uint32 sizeY
uint32 sizeZ
uint32 needUnlock
uint32 flagsAre32Bit

uint32 numBlocks
for each block:
    lookbackstring blockName
    byte rotation (0/1/2/3)
    byte x
    byte y
    byte z
    uint16/uint32 flags
    if (flags == 0xFFFFFFFF)
        continue (read the next block)
    if (flags & 0x8000) != 0: custom block
        lookbackstring author
        noderef skin
    if (flags & 0x100000)
        noderef blockparameters

Note: blocks with flags 0xFFFFFFFF should be skipped, they aren't counted in the numBlocks.

Note: It is possible that additional blocks with flags 0xFFFFFFFF (Unassigned) follow after all other blocks.

03043021

noderef clipIntro
noderef clipGroupInGame
noderef clipGroupEndRace

03043022

uint32

03043024

fileref customMusicPackDesc

03043025

vec2D mapCoordOrigin
vec2D mapCoordTarget

03043026

noderef clipGlobal

03043027

uint32 provided
if provided != 0:
    byte
    vec3D x 3
    vec3D
    float
    float
    float

03043028

ReadChunk(0x03043027)
string comments

03043029 (skippable)

uint128 passwordHash (salted MD5)
uint32 CRC32("0x" + hex(passwordHash) + "???" + trackUID)

0304302A

uint32

0304303D (skippable)

bool unknown
uint32 version
if version >= 5:
    uint32 flags
if version >= 2:
    if version >= 4:
        uint32 size
        byte riff[size] // Avg lightmap webp file
    uint32 size
    byte jfif[size]     // Intens/Avg lightmap jpeg file
    if version == 3:
        uint32 size
        byte jfif[size] // Intens lightmap jpeg file
    if size != 0:
        uint32 uncompressedSize
        uint32 compressedSize
        byte data[compressedSize]

CGameCtnCollectorList (03 01B 000)

0301B000

uint32 num
Item items[num]
    meta
    uint32

CGameCtnChallengeParameters (03 05B 000)

0305B000 (all fields are ignored)

uint32
uint32
uint32
uint32

uint32
uint32
uint32

uint32

0305B001

string tip
string tip
string tip
string tip

0305B002 (all fields are ignored)

uint32
uint32
uint32
float
float
float
uint32
uint32
uint32
uint32
uint32
uint32
uint32
uint32
uint32
uint32

0305B003 (all fields are ignored)

uint32
float

uint32
uint32
uint32

uint32

0305B004

uint32 bronzeTime (ms)
uint32 silverTime (ms)
uint32 goldTime (ms)
uint32 authorTime (ms)
uint32 ignored

0305B005

uint32 x 3 (ignored)

0305B006

uint32 num
uint32 items[count] (ignored)

0305B008

uint32 timeLimit (ms)
uint32 authorScore (ms)

0305B00A (skippable)

uint32 (0?)
uint32 bronzeTime (ms)
uint32 silverTime (ms)
uint32 goldTime (ms)
uint32 authorTime (ms)
uint32 timeLimit (ms)
uint32 authorScore (ms)

0305B00D

uint32 (-1?)

0305B00E (skippable)

uint32
uint32
uint32

CGameCtnBlockSkin (03 059 000)

03059000

string text
string ignored

03059001

string text
fileref packDesc

03059002

string text
fileref packDesc
fileref parentPackDesc

CGameWaypointSpecialProperty (0313B000)

0313B000

uint32 version
if version == 1:
    uint32 spawn
    uint32 order
if version == 2:
    string tag
    uint32 order

CGameCtnReplayRecord (03 093 000)

03093000 "Version"

uint32 version
if version >= 2:
    meta (trackUID, environment, author)
    uint32 time (ms)
    string nickName
    if version >= 6:
        string driverLogin
        if version >= 8:
            byte 1
            lookbackstring titleUID

03093001 "Community"

string xml

The XML block contains the UID and replay ("best") time like in the header. It also contains the version number of the software that created the replay; optionally the respawns count (can be -1 or larger), the Stunts score, and a validable flag; and in recent versions occasionally two checkpoints fields.

03093002 "Author" (header)

uint32 version
uint32 authorVersion
string authorLogin
string authorNick
string authorZone
string authorExtraInfo

03093002 (body)

uint32 size
byte GBX[size] (the track the replay was recorded on)

03093007 (skippable)

uint32

03093014

uint32 ignored (0xA)
uint32 numGhosts
noderef ghosts[numGhosts]
uint32 ignored
uint32 num
uint64[numExtras]

03093015

noderef

CGameGhost (03 03F 005)

0303F005

uint32 uncompressedSize
uint32 compressedSize
byte compressedData[compressedSize]: (compressed with zlib deflate)
    uint32 classID
    bool bSkipList2
    uint32
    uint32 samplePeriod
    uint32

    uint32 size
    byte sampleData[size] (samples of position, rotation, speed... of the car during the race)

    uint32 numSamples
    if numSamples > 0:
        uint32 firstSampleOffset
        if numSamples > 1:
            uint32 sizePerSample
            if sizePerSample == -1:
                uint32 sampleSizes[numSamples - 1]

    if bSkipList2 == 0:
        uint32 num
        int32 sampleTimes[num]

0303F006

uint32 IsReplaying
ReadChunk(0x0303F005)

A sample record looks as follows:

vec3D position
uint16 angle      (0..0xFFFF -> 0..pi)
int16 axisHeading (-0x8000..0x7FFF -> -pi..pi)
int16 axisPitch   (-0x8000..0x7FFF -> -pi/2..pi/2)
int16 speed       (-> exp(speed/1000); 0x8000 means 0)
int8 velocityHeading (-0x80..0x7F -> -pi..pi)
int8 velocityPitch   (-0x80..0x7F -> -pi/2..pi/2)
... (more unknown data)

The rotation of the car is calculated as a quaternion.

  • The real part of the quaternion is calculated as cos(angle) which corresponds to a rotation of 2*angle around the rotation axis.
  • The imaginary part of the quaternion (the rotation axis) is calculated as the vector (sin(angle)*cos(axisPitch)*cos(axisHeading), sin(angle)*cos(axisPitch)*sin(axisHeading), sin(angle)*sin(axisPitch)).

You can convert this quaternion to a transform matrix.

The velocity vector (direction and speed of movement) is calculated in a similar way: (speed*cos(velocityPitch)*cos(velocityHeading), speed*cos(velocityPitch)*sin(velocityHeading), speed*sin(velocityPitch)).

CGameCtnGhost (03 092 000)

CGameCtnGhost is a subclass of CGameGhost. If you encounter an unknown chunk ID while reading a CGameCtnGhost instance, delegate it to CGameGhost.

03092005 (skippable)

uint32 raceTime

03092008 (skippable)

uint32 numRespawns

03092009 (skippable)

color lightTrailColor

0309200A (skippable)

uint32 stuntsScore

0309200B (skippable)

uint32 num
uint64[num]

0309200C

uint32 ignored

0309200E

lookbackstring uid

0309200F

string ghostLogin

03092010

lookbackstring 

03092012

uint32 ignored
uint128

03092013 (skippable)

uint32
uint32

03092014 (skippable)

uint32 

03092015

lookbackstring playerMobilId

03092017 (skippable)

uint32 num
fileref skinPackDescs[num]
string ghostNickname
string ghostAvatarName

03092018

meta

03092019

uint32 eventsDuration
uint32 ignored
uint32 numControlNames
lookbackstring controlNames[numControlNames]

uint32 numControlEntries
uint32
ControlEntry[numControlEntries]
    uint32 time (ms + 100000)
    byte controlNameIndex
    uint32 onoff (1/0)

string gameVersion
uint32 exeChecksum
uint32 osKind
uint32 cpuKind
string raceSettingsXML
uint32

CGameCtnCollector (0301A000)

Base class for CGameCtnBlockInfo, CGameCtnMacroBlockInfo, CGameCtnObjectInfo and CGameCtnDecoration.

Deprecated. Moved to the new GameData engine (2E) as class CGameCtnCollector (2E001000).

0301A003 "Desc" (header)

meta (name, collection, author)
lookbackstring version
string pagePath (slash-separated folder path where the block appears in the editor)
if version == 5:
    lookbackstring
if version >= 4:
    lookbackstring
if version >= 3:
    uint32 flags
    uint16 index
if version >= 7:
    string name

0301A004 "Icon" (header)

uint16 iconWidth
uint16 iconHeight
byte iconData[4*iconWidth*iconHeight]   // one RGBA uint32 per pixel

0301A006 (header)

uint64 filetime   // lightmap cache timestamp

0301A007

bool isInternal
uint32
uint32 catalogPosition
uint32
uint32
uint32

0301A009

string pagePath (same as in chunk 0301A003)
bool hasIconFid
if hasIconFid:
    noderef iconFid
lookbackstring

0301A00B

meta

301A00C

string name

301A00D

string description

0301A00E

bool iconUseAutoRender
uint32 iconQuarterRotationY

0301A00F

string defaultSkinName

CGameCtnObjectInfo (0301C000)

Deprecated. Moved to the new GameData engine (2E) as class CGameItemModel (2E002000).

0301C000 (header)

uint32 objectInfoType (0: Undefined, 1: Ornament, 2: PickUp, 3: Character, 4: Vehicle)

Note: In class CGameItemModel the enumerators are: 0: Undefined, 1: StaticObject, 2: DynaObject, 3: Character, 4: Vehicle, 5: Spot, 6: Cannon

0301C001 (header)

uint32

0301C006

uint32 defaultCamIndex (-1 = none, 0 and above = camera index; used for cars)

0301C008

uint32 numNadeoSkinFids
noderef fids[numNadeoSkinFids] (file references)

0301C009

uint32 version = 10
uint32 numCameras
noderef cameras[numCameras] (references to CGameControlCamera; used for cars)

0301C00A

noderef decoratorSolid (CPlugDecoratorSolid)

0301C00B

noderef stemMaterial (CPlugMaterial)
noderef stemBumpMaterial (CPlugMaterial)

0301C00C

noderef raceInterfaceFid

0301C010

noderef bannerProfileFid (file reference to e.g. BannerProfileCanyon.Texture.gbx)

0301C012

vec3D groundPoint
float painterGroundMargin
float orbitalCenterHeightFromGround
float orbitalRadiusBase
float orbitalPreviewAngle

301C013

nodref audioEnvironmentInCar (CPlugAudioEnvironment; used for cars)

301C014

noderef baseAttributes (CGameAttributes; unused?)

301C015

uint32 objectInfoType (0: Undefined, 1: Ornament, 2: PickUp, 3: Character, 4: Vehicle)

0301C016

noderef defaultSkinFid

0301C017

uint32 version = 0
bool isFreelyAnchorable

0301C018

int version = 0
bool isUsable

0301C019

int version
nodref phyModel                 // CPlugSurface
nodref visModel                 // CPlugSurface
if version >= 1:
    nodref visModelStatic       // CPlugSolid2Model

CGameCtnDecoration (03038000)

03038000 "MoodRemaping"

byte version
string dirName
ReadChunk(0x03031000)

03038001

byte version
uint32 unknown

CGameCtnCollection (03033000)

03033001 "Desc"

byte version
lookbackstring environment
bool
if version >= 1:
    string iconEnv
    string iconCollection
    if version >= 2:
        int32
        if version >= 3:
            lookbackstring terrain
            if version >= 4:
                meta (vehicle, collection, author)
                if version >= 5:
                    string
                    float
                    float
                    float
                    float
                    if version <= 5:
                        float
                        float
                    if version <= 7:
                        float
                        float
                    if version >= 7:
                        string loadscreen
                        if version >= 8:
                            float
                            float
                            float
                            float
                            float
                            float
                            string
                            if version >= 9:
                                string name
                                if version >= 10:
                                    bool

03033002 "CollectorFolders"

byte version
string dirName
string dirName
string dirName
if version == 1 || version == 2:
    string dirName
if version >= 2:
    string dirName
if version >= 3:
    string dirName
if version >= 4:
    string dirName

03033003 "MenuIconsFolders"

byte version
string dirName

CGameSkin (03031000)

03031000 "Skin"

byte version
string dirName
if version >= 1:
    string textureName
    string sceneId
byte number
for each number:
    uint32 classId
    string name
    string file
    if version >= 2:
        bool mipMap
if version >= 4:
    string dirNameAlt
if version >= 5:
    bool unknown

CGamePlayerProfile (0308C000)

0308C000 "NetPlayerProfile"

string login
string onlineSupportKey

CMwNod (01001000)

01001000 "FolderDep"

uint32 number
for each number:
    string dirName

Applications and Libraries that can inspect/modify the file format

  • GBX Data Fetcher - a PHP module with classes to extract useful data from .Challenge|Map.Gbx files (including the thumbnail image), .Replay.Gbx files and .Pack.Gbx|.pak files, as well as parse their XML blocks.
  • Extract GBX data - a PHP script to format and print data from all file types supported by the GBX Data Fetcher module.
  • Tally GBX versions - a PHP script to tally some version data from all .Challenge|Map.Gbx files (includes sample challenges in all known versions).
  • TrackStudio - a Windows TrackMania Forever track editor with 3D interface.[dead link]
  • Blockmix tools - Challenge editing tools (Recompressor, ChallengeEdit, GBX-Master, CELightRotate, TmfBlockMixEdition).[dead link]
  • TMPakTool - Open and edit .pak files.[dead link]
  • TMUnlimiter - Patches the in-game track editor to remove the block placement restrictions.[dead link]
  • GBXedit - Command-line based blockmix editor for TM² Stadium maps.
  • MapEdit - GUI-based blockmix editor for all ManiaPlanet maps.
  • GbxDump - a Windows tool to dump and analyze the header of all kinds of .Gbx files.
  • ReplayToChallenge - a Windows tool to extract a Challenge from a .Replay.Gbx file (includes source code).
  • Trackmania Disassembler - includes a library allowing you to write your own applications that can read the format.