Materials (Metroid Prime 3): Difference between revisions
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>Aruki (initial findings from a day reverse engineering the material loading code. more to come) |
>Aruki m (→Subsections) |
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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 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. | There are three subsection types (aside from END): PASS, CLR, and INT. Each of these types has a number of subtypes. |