*.som (Sound Occluder Mesh)
About
Geometry for calculating sound propagation. Used to allow sound to pass through walls, ceilings, floors, etc. with varying strength.
Technical information
- Format version: 0
 
Blocks
It consists of two blocks:
| Block ID | Size (bytes) | Description | 
|---|---|---|
| 0x0 | 4 | header (contains information about the format version) | 
| 0x1 | polygon count * 44 | vertex coordinates and polygon properties | 
The structure of the file is similar to *.hom
Block 0x0 (header)
| Type | Description | 
|---|---|
| I | format version | 
Block 0x1 (mesh data)
| Type | Description | Note | Note 2 | 
|---|---|---|---|
| fff | 3D coordinates of the first vertex of the triangle | - | - | 
| fff | 3D coordinates of the second vertex of the triangle | - | - | 
| fff | 3D coordinates of the third vertex of the triangle | - | - | 
| I | "two sided" option | Possible values of the "two sided" option: 0x0, 0x1 | If 0x1, the polygon will cut off sound from both sides, and if 0x0, it will only cut off sound from the front side | 
| f | "Sound Occlusion" parameter | The "Sound Occlusion" parameter specifies how much of the sound volume will be heard. The value depends on the material of the SOM object before compilation. | The value of this parameter is prescribed in the materials and can be found in Shader Editor>Material>Item Properties>Factors>Sound Occlusion (Possible values are 0.0 - 1.0) | 
Polygon indices are not saved, but they can be easily generated, because all vertices are saved so that polygon indices are in ascending order.
The first triangle will be: 0, 1, 2, second: 3, 4, 5, third: 6, 7, 8, etc.
Programs
Blender X-Ray Addon
Blender X-Ray is an addon for the Blender that is designed to import/export 3D models and animations from S.T.A.L.K.E.R. (X-Ray Engine).
IX-Ray SDK
SDK or Software Development Kit helped the developers of the original trilogy and the modders to develop the game itself.