Materials (Metroid Prime): Difference between revisions

Jump to navigation Jump to search
>Aruki
>Aruki
Line 113: Line 113:
==== Flags ====
==== Flags ====


These are the known flag settings:
These are simple boolean settings that can be toggled on and off on each material. These are the known flag settings:


{| class="wikitable"
{| class="wikitable"
Line 119: Line 119:
! Hex
! Hex
! Description
! Description
! Echoes differences
|-
|-
| 0
| 0
| 0x1
| 0x1
| Unused, always set
| Unused, always set ''(always unset in Echoes)''
| Unused, always unset
|-
|-
| 1
| 1
| 0x2
| 0x2
| Unused, always set
| Unused, always set
|
|-
|-
| 2
| 2
| 0x4
| 0x4
| Unused, always unset
| Unused, always unset
|
|-
|-
| 3
| 3
| 0x8
| 0x8
| Enable Konstant values
| Enable Konstant values
|
|-
|-
| 4
| 4
| 0x10
| 0x10
| Mark transparent material
| Mark transparent material
|
|-
|-
| 5
| 5
| 0x20
| 0x20
| Enable punchthrough alpha
| Enable punchthrough alpha
|
|-
|-
| 6
| 6
| 0x40
| 0x40
| Enable Samus's reflection
| Enable Samus's reflection
|
|-
|-
| 7
| 7
| 0x80
| 0x80
| Enable depth writing
| Enable depth writing
|
|-
|-
| 8
| 8
| 0x100
| 0x100
| Enable Samus's reflection, using the eye position and direction from the surface header
| Enable Samus's reflection, using the eye position and projection direction from the surface header
|
|-
|-
| 9
| 9
| 0x200
| 0x200
| Shadow occluder mesh; meshes using this material are not rendered, but can be used to cast dynamic shadows on actors
| Shadow occluder mesh; meshes using this material are not rendered, but can be used to cast dynamic shadows on actors
|
|-
|-
| 10
| 10
| 0x400
| 0x400
| Enable indirect texture stage for reflections
| Enable indirect texture stage for reflections
|
|-
|-
| 11
| 11
| 0x800
| 0x800
| Unused, although value varies between materials
| Indicates a lightmap is present
| Usually matches 0x400
|-
|-
| 12
| 12
| 0x1000
| 0x1000
| Unused, always set
| Unused, always set ''(never set in Echoes)''
| Unused, never set
|-
|-
| 13
| 13
| 0x2000
| 0x2000
| Enable lightmaps; first UV coordinate uses short array instead of float array
| Enable first UV coordinate to use short array instead of float array (used for world lightmaps)
|
|-
|-
| 14
| 14
| 0x4000
| 0x4000
| Unused, never set
| Unused, never set ''(always set in Echoes)''
| Unused, always set
|-
|-
| 15
| 15
| 0x8000
| 0x8000
| Unused, never set
| Unused, never set
|
|-
|-
| 16-31
| 16-31
| 0xFFFF0000
| 0xFFFF0000
| TEV texture flags; a bit set indicates that the corresponding TEV stage uses a texture. This is pure metadata and doesn't do anything.
| TEV texture flags; a bit set indicates that the corresponding TEV stage uses a texture. This is pure metadata and doesn't do anything.
|
|}
|}


Anonymous user

Navigation menu