CMDL (Tropical Freeze): Difference between revisions

>Aruki
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>Aruki
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If the ending flag is 1, then a large chunk of extra data follows before the next section begins; otherwise, the HEAD section ends.
If the ending flag is 1, then a large chunk of extra data follows before the next section begins; otherwise, the HEAD section ends.


=== Materials ===
=== Material Data ===


The MTRL section has a 32-bit material count, then lays out its materials one after the other. The material structure is somewhat complicated; each material has a name, something that wasn't present in Retro's previous material formats, as well as a shader ID. The rest of the material structure appears to be defining parameters to pass to the shader. This needs a lot more research to determine what the parameters are and what the different data is.
The MTRL section has a 32-bit material count, then lays out its materials one after the other. Materials are composed of basically a [[MTRL (File Format)|MTRL asset ID]] which contains the shader the material is rendered with, then per-instance material parameters (textures, scalar/color parameters, etc).


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