Materials (Metroid Prime 3): Difference between revisions
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===== UV Animations ===== | |||
'' See [[UV Animations]] | |||
==== CLR ==== | ==== CLR ==== |
Revision as of 03:24, 15 January 2016
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. In Metroid Prime 3, each material set will be in its own CMDL/MREA section, but in DKCR each set will be in the same section.
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 |
Vertex Attribute Flags
These flags are generally toggled in pairs, with each pair corresponding to a vertex attribute; if a pair is set, then vertices using this material will have the corresponding attribute. This is vital for reading geometry. Each pair is used to indicate the size of the attribute indices in the geometry data, with 3 meaning a 16-bit index and 2 meaning an 8-bit index. (This isn't actually used, though; the original game data always uses 16-bit indices.)
GX supports up to 8 texture coords per vertex, but the game doesn't seem to allow you to assign more than 7 (though this could do with some double-checking).
These are the possible attributes:
Bit pair | Attribute |
---|---|
0x3 | Position |
0xC | Normal |
0x30 | Color 0 |
0xC0 | Color 1 |
0x300 | Tex 0 |
0xC00 | Tex 1 |
0x3000 | Tex 2 |
0xC000 | Tex 3 |
0x30000 | Tex 4 |
0xC0000 | Tex 5 |
0x300000 | Tex 6 |
The top byte is structured differently; unlike the other flags, the bits in the top byte Are not set in pairs. Each individual bit indicates the presence of a different attribute. The indices in the geometry data are always 8 bits.
Bit | Attribute |
---|---|
0x1 | Position Matrix Index |
0x2 | Tex0 Matrix Index |
0x4 | Tex1 Matrix Index |
0x8 | Tex2 Matrix Index |
0x10 | Tex3 Matrix Index |
0x20 | Tex4 Matrix Index |
0x40 | Tex5 Matrix Index |
0x80 | Tex6 Matrix Index |
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 map | ✖ | ✔ |
BLOL
|
Bloom lightmap | ✔ | ✖ |
BLOD
|
Bloom diffuse map | ✔ | ✖ |
CLR
|
Diffuse map | ✔ | ✔ |
TRAN
|
Opacity map | ✔ | ✔ |
INCA
|
Incandescence map | ✔ | ✔ |
RFLV
|
Reflectivity map | ✔ | ✔ |
RFLD
|
Reflection map | ✔ | ✔ |
LRLD
|
Unknown | ✔ | ✔ |
LURD
|
Unknown | ✔ | ✔ |
BLOI
|
Bloom incandescence map | ✔ | ✖ |
XRAY
|
Reflection 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 |
UV Animations
See UV Animations
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? | ✔ | ✖ |