Materials (Metroid Prime): Difference between revisions

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The format for '''materials''' is seen in both the [[CMDL (Metroid Prime)|CMDL]] and [[MREA (File Format)|MREA]] formats and is identical in both. This particular material format appears in both Metroid Prime and Metroid Prime 2 with minor differences.
The format for '''materials''' is seen in both the [[CMDL (Metroid Prime)|CMDL]] and [[MREA (File Format)|MREA]] formats and is identical in both. This particular material format appears in both Metroid Prime and Metroid Prime 2 with minor differences.


{{research|moderate|There are a few unknown values, and some unknown settings in known values; there are also a few unknown material animation modes. Also, basically everything that was introduced in Echoes (two general settings and a vertex attribute) is unknown.}}
{{research|minor|There are a couple unknown values left. Also, basically everything that was introduced in Echoes (two general settings and a vertex attribute) is unknown.}}


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0.0, 0.0, 0.0, 1.0</pre>
0.0, 0.0, 0.0, 1.0</pre>


==== Mode 7: Unknown ====
==== Mode 7: Mode-Who-Must-Not-Be-Named ====


Mode 7 operates on both the model and view matrices, like modes 0 and 1, and it takes two float parameters. it generates both a texture matrix and a post-transform matrix. It's unknown how this mode works.
Mode 7 takes two parameters and generates both a texture matrix and a post-transform matrix.
 
The texture matrix is generated the same way as in mode 0; translation is ignored.
 
<pre>texmtx = inverse(ViewMatrix) * ModelMatrix;
texmtx[0][3] = texmtx[1][3] = texmtx[2][3] = 0;</pre>
 
The post-transform matrix is where it gets a little complicated. A little math is required to calculate some values:
 
<pre>float xy = ((ViewMatrix[0][3] + ViewMatrix[1][3]) * 0.025f * ParamB;
xy = (xy - (int) xy); // This truncates the integer portion of the value, leaving only the fractional part (mantissa).
 
float z = ViewMatrix[2][3] * 0.05f * ParamB;
z = (z - (int) z);
 
float halfA = ParamA * 0.5f;</pre>
 
The post-transform matrix is then constructed as:
 
<pre>halfA, 0.0f,  0.0f,  xy,
0.0f, 0.0f, halfA,  z,
0.0f, 0.0f,  0.0f, 1.0f</pre>


[[Category:File Formats]]
[[Category:File Formats]]
[[Category:Metroid Prime]]
[[Category:Metroid Prime]]
[[Category:Metroid Prime 2: Echoes]]
[[Category:Metroid Prime 2: Echoes]]
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