Materials (Metroid Prime 3): Difference between revisions

>Aruki
>Aruki
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== Material Format ==
== Material Format ==


Every material begins with a 0x1C-byte header, followed by a number of subsections. The header is structured as follows:
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"
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| 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}}
|}
|}


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