Materials (Metroid Prime): Difference between revisions

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>Aruki
>Aruki
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=== Material Animations ===
=== UV Animations ===


The material animations section immediately follows the texgen flags. It starts with this short header:
The UV animations section immediately follows the texgen flags. It starts with this short header:


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A material can have multiple animations; each animation will generate a separate texture matrix, which can then be used by texgen to transform the texture coordinates accordingly. The structure of the animations themselves is somewhat simple. Each animation has a 32-bit ''mode'' setting, followed by a number of float parameters. The number and usage of these float parameters varies depending on what mode is set. There are 8 possible modes, but only modes 2 through 5 are known.
A material can have multiple animations; each animation will generate a separate texture matrix, which can then be used by texgen to transform the texture coordinates accordingly. The structure of the animations themselves is somewhat simple. Each animation has a 32-bit ''mode'' setting, followed by a number of float parameters. The number and usage of these float parameters varies depending on what mode is set. There are 8 possible modes.
 
Note that despite the name, the UV animations section is meant for transforming UV coordinates in general; they don't necessarily have to be actual animations.


For all of the following modes, ''s'' refers to ''seconds mod 900''.
For all of the following modes, ''s'' refers to ''seconds mod 900''.
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==== Mode 3: Rotation ====
==== Mode 3: Rotation ====


This mode rotates the material. It has two float parameters: ''offset'' and ''scale''.
This mode rotates the texture. It has two float parameters: ''offset'' and ''scale''.


<pre>angle = (s * scale) + offset;</pre>
<pre>angle = (s * scale) + offset;</pre>


The material is then rotated by ''angle'' degrees.
The texture is then rotated by ''angle'' degrees.


==== Mode 4/5: U/V Offset ====
==== Mode 4/5: U/V Offset ====
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