Materials (Metroid Prime 3): Difference between revisions
>Aruki (initial findings from a day reverse engineering the material loading code. more to come) |
>Aruki m (→Subsections) |
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The rest of the material data is made up of a number of subsections. These subsections generally set different texture slots, as well as other parameters like Konst colors and material opacity. There's no count for the number of subsections; it needs to be read in using a while loop. The "END " section denotes the end of the material. | The rest of the material data is made up of a number of subsections. These subsections generally set different texture slots, as well as other parameters like Konst colors and material opacity. There's no count for the number of subsections; it needs to be read in using a while loop. The "END " section denotes the end of the material. | ||
The order of the subsections doesn't matter. One material can only have one of each type of subsection; if there's any additional ones, they will overwrite the previous ones. | |||
There are three subsection types (aside from END): PASS, CLR, and INT. Each of these types has a number of subtypes. | There are three subsection types (aside from END): PASS, CLR, and INT. Each of these types has a number of subtypes. |
Revision as of 08:29, 23 February 2015
The format for materials saw a dramatic overhaul in Metroid Prime 3. The format is seen in both the CMDL and MREA formats and is identical in both. This particular material format appears in Metroid Prime 3: Corruption and Donkey Kong Country Returns.
This file format needs more research Need to find TEV values for each subsection type |
Material Set Format
Materials come as part of a set; although most files will only have one set, some CMDLs will have more, as indicated by a count value in the header. The set format is merely a 32-bit count value followed by that number of materials, with each material beginning with a 32-bit size value.
Material Format
Every material begins with a 0x1C-byte header, followed by a number of subsections. The header is structured as follows:
Offset | Type | Size | Description | Notes |
---|---|---|---|---|
0x0 | u32 | 4 | Unknown | Likely a flag value similar to the one from MP1/2. Needs verification. |
0x4 | u32 | 4 | Unknown | |
0x8 | u32 | 4 | Unknown | Value is possibly unused; the material loading code seems to skip it |
0xC | u32 | 4 | Vertex attribute flags | Functionality is identical to Metroid Prime 2 |
0x10 | u32 | 4 | Unknown | Value is possibly unused; the material loading code seems to skip it |
0x14 | u32 | 4 | Unknown | |
0x18 | u32 | 4 | Unknown | |
0x1C | End of header |
Subsections
The rest of the material data is made up of a number of subsections. These subsections generally set different texture slots, as well as other parameters like Konst colors and material opacity. There's no count for the number of subsections; it needs to be read in using a while loop. The "END " section denotes the end of the material.
The order of the subsections doesn't matter. One material can only have one of each type of subsection; if there's any additional ones, they will overwrite the previous ones.
There are three subsection types (aside from END): PASS, CLR, and INT. Each of these types has a number of subtypes.
PASS
Offset | Type | Size | Description | Notes |
---|---|---|---|---|
0x0 | u32 | 4 | PASS subsection size | |
0x4 | char[4] | 4 | Section subtype fourCC | See below for possible subtypes |
0x8 | u32 | 4 | Unknown | |
0xC | TXTR | 8 | Texture ID | |
0x14 | u32 | 4 | Unknown | |
0x18 | u32 | 4 | UV animations size | Needs verification |
List of possible PASS subtypes:
Type | Description |
---|---|
DIFF
|
Commonly used for lightmaps |
BLOL
|
|
CLR
|
Likely color map, similar to DIFF ; commonly used for diffuse maps
|
TRAN
|
Greyscale opacity map; white indicates transparent, black indicates opaque (Retro is backwards) |
INCA
|
Likely incandescence/emissive maps |
RFLV
|
|
RFLD
|
|
LRLD
|
|
LURD
|
|
BLOD
|
|
BLOI
|
|
XRAY
|
From the name, possibly texture map setting visuals for X-Ray Visor |
CLR
Offset | Type | Size | Description | Notes |
---|---|---|---|---|
0x0 | char[4] | 4 | Section subtype fourCC | See below for possible subtypes |
0x4 | u32 | 4 | Color value | 32-bit RGBA value |
List of possible CLR subtypes:
Type | Description |
---|---|
CLR
|
|
DIFB
|
INT
Offset | Type | Size | Description | Notes |
---|---|---|---|---|
0x0 | char[4] | 4 | Section subtype fourCC | See below for possible subtypes |
0x4 | u32 | 4 | Value |
List of possible INT subtypes:
Type | Description |
---|---|
OPAC
|
Sets the opacity of the entire material |
BLOD
|
|
BLOI
|
|
BNIF
|
|
XRBR
|