EGMC (File Format): Difference between revisions

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>Aruki
(Created page with "The '''EGMC''' file format is in Metroid Prime 2 and 3. Its extension stands for '''''E'''ditor Object to Static '''G'''eometry '''M'''ap '''C'''ooked''. It's a simplistic for...")
 
>Aruki
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The '''EGMC''' file format is in Metroid Prime 2 and 3. Its extension stands for '''''E'''ditor Object to Static '''G'''eometry '''M'''ap '''C'''ooked''. It's a simplistic format whose main responsibility is mapping PointOfInterest script objects to static world geometry, which allows world meshes to be scanned. The same POI can be mapped to multiple meshes, and likewise, the same mesh can be mapped to multiple POIs (which can be toggled on or off via script connections so only one POI is active at a time).
The '''EGMC''' file format is in Metroid Prime 2 and 3. Its extension stands for '''''E'''ditor Object to Static '''G'''eometry '''M'''ap '''C'''ooked''. It's a simplistic format whose main responsibility is mapping PointOfInterest script objects to static world geometry, which allows world meshes to be scanned. The same POI can be mapped to multiple meshes, and likewise, the same mesh can be mapped to multiple POIs (which can be toggled on or off via script connections so only one POI is active at a time).
{{research|minor|Determine exactly how the mesh indices work.}}


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== Format ==
== Format ==


The first value in the file is a 32-bit count, and the rest is an array of a small struct mapping a mesh index to a POI.
The first value in the file is a 32-bit count, and the rest is an array of a small struct mapping a mesh ID to a POI.


{| class="wikitable"
{| class="wikitable"
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| 0x00
| 0x00
| u32
| u32
| '''Mesh index'''
| '''Mesh ID'''
|-
|-
| 0x04
| 0x04

Revision as of 07:40, 15 January 2016

The EGMC file format is in Metroid Prime 2 and 3. Its extension stands for Editor Object to Static Geometry Map Cooked. It's a simplistic format whose main responsibility is mapping PointOfInterest script objects to static world geometry, which allows world meshes to be scanned. The same POI can be mapped to multiple meshes, and likewise, the same mesh can be mapped to multiple POIs (which can be toggled on or off via script connections so only one POI is active at a time).

Format

The first value in the file is a 32-bit count, and the rest is an array of a small struct mapping a mesh ID to a POI.

Offset Type Description
0x00 u32 Mesh ID
0x04 u32 PointOfInterest instance ID
0x08 End of struct