Materials (Metroid Prime 3): Difference between revisions
>Aruki mNo edit summary |
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| <code>BLOD</code> | | <code>BLOD</code> | ||
| {{unknown|Unknown}} | | {{unknown|Unknown; bloom-related?}} | ||
| {{check}} | | {{check}} | ||
| {{nocheck}} | | {{nocheck}} | ||
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| <code>BLOI</code> | | <code>BLOI</code> | ||
| {{unknown|Unknown}} | | {{unknown|Unknown; bloom-related?}} | ||
| {{check}} | | {{check}} | ||
| {{nocheck}} | | {{nocheck}} | ||
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| <code>XRBR</code> | | <code>XRBR</code> | ||
| {{unknown|Unknown}} | | {{unknown|Unknown; X-Ray related?}} | ||
| {{check}} | | {{check}} | ||
| {{nocheck}} | | {{nocheck}} |
Revision as of 15:11, 28 July 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 There are a ton of unknowns in this format |
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.
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 size | Does not include size value |
0x4 | u32 | 4 | Material flags | Only bottom 17 bits are valid |
0x8 | u32 | 4 | Group index | Denotes groups of materials that share the same settings, but different textures. |
0xC | u32 | 4 | Unknown | Value is possibly unused; the material loading code seems to skip it |
0x10 | u32 | 4 | Vertex attribute flags | Functionality is identical to Metroid Prime 2 |
0x14 | u32 | 4 | Unknown | Value is possibly unused; the material loading code seems to skip it |
0x18 | u32 | 4 | Unknown | |
0x1C | u32 | 4 | Unknown | |
0x20 | End of header |
Flags
Known flag values:
Bit | Hex | Description |
---|---|---|
0 | 0x1 | Unknown |
1 | 0x2 | Unknown |
2 | 0x4 | Unknown |
3 | 0x8 | Enable alpha blending |
4 | 0x10 | Enable punchthrough alpha. The alpha channel of the texture on the CLR pass will be sampled. Bloom passes will be disabled. The alpha compare function is alpha <= 0.75 .
|
5 | 0x20 | Enable additive blending (probably - needs verification) |
6 | 0x40 | Unknown |
7 | 0x80 | Unknown |
8 | 0x100 | Shadow occluder mesh; meshes using this material are not rendered, but can be used to cast dynamic shadows on actors |
9 | 0x200 | Unknown |
10 | 0x400 | Unknown |
11 | 0x800 | Unknown |
12 | 0x1000 | Unknown |
13 | 0x2000 | Unknown |
14 | 0x4000 | Unknown |
15 | 0x8000 | Unknown |
16 | 0x10000 | Unknown |
17+ | - | Unused |
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
The PASS sections set up a single rendering pass, consisting of one TEV stage and potential other data to go with it (like a UV animation). One pass is 32 bytes (without the animation) and is structured as follows:
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 | Pass Flags | 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 Animation Size |
If there's a UV anim, it is structured like this:
Offset | Type | Size | Description |
---|---|---|---|
0x0 | u16 | 2 | Unknown |
0x2 | u16 | 2 | Unknown |
0x4 | u32 | 4 | Animation Type |
List of possible PASS subtypes: (note: the pass types are also processed in this order)
Type | Description | MP3 | DKCR |
---|---|---|---|
DIFF
|
Lightmap | ✔ | ✔ |
RIML
|
Rim lighting spheremap | ✖ | ✔ |
BLOL
|
Bloom map for lightmaps | ✔ | ✖ |
BLOD
|
Unknown | ✔ | ✖ |
CLR
|
Diffuse map | ✔ | ✔ |
TRAN
|
Greyscale opacity map | ✔ | ✔ |
INCA
|
Emissive map | ✔ | ✔ |
RFLV
|
Specular map | ✔ | ✔ |
RFLD
|
Reflection/sphere map | ✔ | ✔ |
LRLD
|
Unknown | ✔ | ✔ |
LURD
|
Unknown | ✔ | ✔ |
BLOI
|
Bloom map for diffuse map | ✔ | ✖ |
XRAY
|
Sphere map for X-Ray models; similar to RFLD | ✔ | ✖ |
TOON
|
Unknown; unused | ✖ | ✔ |
Flags
Known flag settings:
Bit | Hex | Description |
---|---|---|
0 | 0x1 | Unknown |
1 | 0x2 | Unknown |
2 | 0x4 | On INCA , factors in the texture map as a bloom map as (0.25 * texture alpha)
|
3 | 0x8 | Unknown |
4 | 0x10 | On TRAN , indicates that the texture map is inverted (ie. white is transparent, black is opaque).
|
5+ | - | Unused |
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 | MP3 | DKCR |
---|---|---|---|
CLR
|
Unknown | ✔ | ✔ |
DIFB
|
Lightmap multiplier color | ✔ | ✔ |
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 | MP3 | DKCR |
---|---|---|---|
OPAC
|
Sets the opacity of the entire material | ✔ | ✔ |
BLOD
|
Unknown; bloom-related? | ✔ | ✖ |
BLOI
|
Unknown; bloom-related? | ✔ | ✖ |
BNIF
|
Unknown | ✔ | ✖ |
XRBR
|
Unknown; X-Ray related? | ✔ | ✖ |