MREA (Metroid Prime): Difference between revisions
→Geometry
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>Aruki |
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''See [[Materials (Metroid Prime)]] and [[Geometry (Metroid Prime)]]'' | ''See [[Materials (Metroid Prime)]] and [[Geometry (Metroid Prime)]]'' | ||
MREA files have one material section, followed by a number of meshes, each of which has its own set of geometry sections. Each mesh starts with an extra header section which is formatted like this: | MREA files have one material section, followed by a number of meshes, each of which has its own set of geometry sections. There's couple small differences you'll usually see on MREA meshes compared to CMDL ones: | ||
* Normals are ''always'' shorts, so vertex format 0 is never used. | |||
* Most MREA meshes use lightmaps, so normally the first UV coordinate on each texture will read from the short UV array. This isn't always the case, though; you need to make sure you check the material so you know where to read from. | |||
* Submeshes will usually have a bounding box in the extra data in the submesh header. This bounding box is used for depth sorting. | |||
* Each mesh starts with an extra header section which is formatted like this: | |||
{| class="wikitable" | {| class="wikitable" | ||
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| 0x0 | | 0x0 | ||
| 4 | | 4 | ||
| '''Visor Flags''' | |||
|- | |- | ||
| 0x4 | | 0x4 | ||
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|} | |} | ||
==== Visor Flags ==== | |||
* | {| class="wikitable" | ||
* | ! Bit | ||
* | ! Hex | ||
! Description | |||
|- | |||
| 0 | |||
| 0x1 | |||
| {{unknown|Unknown}} | |||
|- | |||
| 1 | |||
| 0x2 | |||
| Disable rendering in Combat/Scan Visor | |||
|- | |||
| 2 | |||
| 0x4 | |||
| Disable rendering in Thermal Visor | |||
|- | |||
| 3 | |||
| 0x8 | |||
| Disable rendering in X-Ray Visor | |||
|- | |||
| 4-5 | |||
| 0x30 | |||
| Thermal heat level. | |||
* 0 - Cool | |||
* 1 - Hot | |||
* 2 - Warm | |||
|} | |||
=== AROT === | === AROT === |