Materials (Metroid Prime 3): Difference between revisions
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→Material Format
>Aruki (→PASS) |
>Aruki |
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== Material Format == | == Material Format == | ||
The material format starts with a 28-byte header, then after that is broken up into a bunch of subsections. | |||
=== Header === | |||
{| class="wikitable" | {| class="wikitable" | ||
Line 64: | Line 66: | ||
| 0x1C | | 0x1C | ||
| colspan=4 {{unknown|End of header}} | | colspan=4 {{unknown|End of header}} | ||
|} | |||
==== Flags ==== | |||
Known flag values: | |||
{| class="wikitable" | |||
! Bit | |||
! Hex | |||
! Description | |||
|- | |||
| 0 | |||
| 0x1 | |||
| {{unknown|Unknown}} | |||
|- | |||
| 1 | |||
| 0x2 | |||
| {{unknown|Unknown}} | |||
|- | |||
| 2 | |||
| 0x4 | |||
| {{unknown|Unknown}} | |||
|- | |||
| 3 | |||
| 0x8 | |||
| Enable punchthrough alpha | |||
|- | |||
| 4 | |||
| 0x10 | |||
| {{unknown|Unknown}} | |||
|- | |||
| 5 | |||
| 0x20 | |||
| Enable additive blending (probably - needs verification) | |||
|- | |||
| 6 | |||
| 0x40 | |||
| {{unknown|Unknown}} | |||
|- | |||
| 7 | |||
| 0x80 | |||
| {{unknown|Unknown}} | |||
|- | |||
| 8 | |||
| 0x100 | |||
| {{unknown|Unknown}} | |||
|- | |||
| 9 | |||
| 0x200 | |||
| Shadow occluder mesh; meshes using this material are not rendered, but can be used to cast dynamic shadows on actors (it's either this or bit 8) | |||
|- | |||
| 10 | |||
| 0x400 | |||
| {{unknown|Unknown}} | |||
|- | |||
| 11 | |||
| 0x800 | |||
| {{unknown|Unknown}} | |||
|} | |} | ||