Materials (Metroid Prime 3): Difference between revisions
Jump to navigation
Jump to search
m
→Subsections
>Aruki m (→Flags) |
>Aruki m (→Subsections) |
||
Line 247: | Line 247: | ||
=== Subsections === | === Subsections === | ||
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 | 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 <code>END </code> 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. | 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 <code>END </code>): <code>PASS</code>, <code>CLR </code>, and <code>INT </code>. Each of these types has a number of subtypes. | ||
==== PASS ==== | ==== PASS ==== |