Lights (Metroid Prime): Difference between revisions
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>Aruki (→Format: Adding new info, marking stuff that isn't 100% certain as unknown because I suspect some of it is likely wrong) |
>Aruki m (→Light Types: Removing some info that might not be accurate for now) |
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[[Category:File Formats]] | [[Category:File Formats]] |
Revision as of 15:54, 9 March 2015
The Lights section in Metroid Prime areas defines several different types of lights: spot, point, directional, and custom. The exact behavior for each type of light is not entirely known, however they all use the same struct. The only difference is how they're utilized by the engine.
This file format needs a lot of research Need to research meaning behind remaining unknowns |
Format
The header for the light section is extremely simple and consists of the magic value 0xBABEDEAD
. It's then followed by two arrays of lights, each preceded by a light count.
Light
Each light is a 0x41-byte struct that consists of the following data:
Offset | Type | Description | Notes |
---|---|---|---|
0x0 | long | Light Type | |
0x4 | float3 | Light Color | |
0x10 | float3 | Position | |
0x1C | float3 | Direction | |
0x28 | float | Unknown | Used as a color multiplier for local ambient, and used to calculate attenuation for spot/custom. |
0x2C | float | Spot Cutoff | |
0x30 | float | Unknown | |
0x34 | byte | Quadratic Cutoff | |
0x35 | float | Light Factor | |
0x39 | long | Unknown | Modifies how attenuation is calculated. Possible values range from 0-2. |
0x3D | float | Unknown | |
0x41 | End of light |
Light Types
The first value in each light is a type value. These are the possible values:
Type | Name |
---|---|
0x0 | Local Ambient |
0x1 | Directional |
0x3 | Spot |
Other | Custom |