Materials (Metroid Prime 3): Difference between revisions
>Aruki (→PASS) |
>Aruki |
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== Material Format == | == Material Format == | ||
The material format starts with a 28-byte header, then after that is broken up into a bunch of subsections. | |||
=== Header === | |||
{| class="wikitable" | {| class="wikitable" | ||
Line 64: | Line 66: | ||
| 0x1C | | 0x1C | ||
| colspan=4 {{unknown|End of header}} | | colspan=4 {{unknown|End of header}} | ||
|} | |||
==== Flags ==== | |||
Known flag values: | |||
{| class="wikitable" | |||
! Bit | |||
! Hex | |||
! Description | |||
|- | |||
| 0 | |||
| 0x1 | |||
| {{unknown|Unknown}} | |||
|- | |||
| 1 | |||
| 0x2 | |||
| {{unknown|Unknown}} | |||
|- | |||
| 2 | |||
| 0x4 | |||
| {{unknown|Unknown}} | |||
|- | |||
| 3 | |||
| 0x8 | |||
| Enable punchthrough alpha | |||
|- | |||
| 4 | |||
| 0x10 | |||
| {{unknown|Unknown}} | |||
|- | |||
| 5 | |||
| 0x20 | |||
| Enable additive blending (probably - needs verification) | |||
|- | |||
| 6 | |||
| 0x40 | |||
| {{unknown|Unknown}} | |||
|- | |||
| 7 | |||
| 0x80 | |||
| {{unknown|Unknown}} | |||
|- | |||
| 8 | |||
| 0x100 | |||
| {{unknown|Unknown}} | |||
|- | |||
| 9 | |||
| 0x200 | |||
| Shadow occluder mesh; meshes using this material are not rendered, but can be used to cast dynamic shadows on actors (it's either this or bit 8) | |||
|- | |||
| 10 | |||
| 0x400 | |||
| {{unknown|Unknown}} | |||
|- | |||
| 11 | |||
| 0x800 | |||
| {{unknown|Unknown}} | |||
|} | |} | ||
Revision as of 23:22, 14 May 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
The material format starts with a 28-byte header, then after that is broken up into a bunch of subsections.
Header
Offset | Type | Size | Description | Notes |
---|---|---|---|---|
0x0 | u32 | 4 | Material Flags | Only bottom 17 bits are valid |
0x4 | u32 | 4 | Group index | Denotes groups of materials that share the same settings, but different textures. |
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 |
Flags
Known flag values:
Bit | Hex | Description |
---|---|---|
0 | 0x1 | Unknown |
1 | 0x2 | Unknown |
2 | 0x4 | Unknown |
3 | 0x8 | Enable punchthrough alpha |
4 | 0x10 | Unknown |
5 | 0x20 | Enable additive blending (probably - needs verification) |
6 | 0x40 | Unknown |
7 | 0x80 | Unknown |
8 | 0x100 | Unknown |
9 | 0x200 | Shadow occluder mesh; meshes using this material are not rendered, but can be used to cast dynamic shadows on actors (it's either this or bit 8) |
10 | 0x400 | Unknown |
11 | 0x800 | Unknown |
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 | Only bottom 5 bits are valid |
0xC | TXTR | 8 | Texture ID | |
0x14 | u32 | 4 | UV Source | Only bottom 4 bits are valid |
0x18 | u32 | 4 | UV animations size | Needs verification; only bottom 8 bits are valid |
List of possible PASS subtypes:
Type | Description |
---|---|
DIFF
|
Lightmap |
BLOL
|
Bloom lightmap |
CLR
|
Diffuse map |
TRAN
|
Greyscale opacity map; white indicates transparent, black indicates opaque (Retro is backwards) |
INCA
|
Emissive map |
RFLV
|
Specular map |
RFLD
|
Reflection/sphere map |
LRLD
|
See RFLD |
LURD
|
See RFLV |
BLOD
|
See BLOL |
BLOI
|
See BLOL |
XRAY
|
Sphere map for X-Ray models; similar to RFLD |
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 | Actually an 8-bit value; the top 24 bits are ignored |
List of possible INT subtypes:
Type | Description |
---|---|
OPAC
|
Sets the opacity of the entire material |
BLOD
|
|
BLOI
|
|
BNIF
|
|
XRBR
|