MREA (Metroid Prime): Difference between revisions

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{{todo|There's a LOT of sections that are mostly known, but need some documentation written up. SCLY and collision need separate articles (although the unique parts of the collision format, like the octree, could maybe be documented here). The rest should probably stay on this page.}}
{{todo|There's a LOT of sections that are mostly known, but need some documentation written up. SCLY and collision need separate articles (although the unique parts of the collision format, like the octree, could maybe be documented here). The rest should probably stay on this page.}}
{{research|minor|Discounting unknowns within the actual data sections, the only things that aren't known are what the .}}
{{research|minor|Discounting unknowns within the actual data sections, the main thing that still isn't known is what the unknown data section is for.}}


== Format ==
== Format ==


Like [[CMDL (Metroid Prime)|CMDL]], MREA files are split up into a number of 32-byte aligned sections. Every section both starts and ends on a 32-byte boundary. These are used to separate different parts of the file; different types of sections typically indicate different sets of data. The header declares the section count and the size of each one; using these is the only way to navigate the file.
Like [[CMDL (Metroid Prime)|CMDL]], MREA files are split up into a number of 32-byte aligned sections. Every section both starts and ends on a 32-byte boundary. These are used to separate different parts of the file; different types of sections typically indicate different sets of data. The header declares the section count and the size of each one; using these is the only way to navigate the file.
These are the sections that appear in each MREA file, in the order they appear in the file:
{| class="wikitable"
! Identifier
! Name
|-
| {{none}}
| [[#World Geometry|World Geometry]]
|-
| <code>AROT</code>
| [[#Area Octree|Area Octree]]
|-
| <code>SCLY</code>
| [[#Script Layers|Script Layers]]
|-
| <code>0xDEAFBABE</code>
| [[#Collision|Collision]]
|-
| {{none}}
| {{unknown|[[#Unknown Section|Unknown]]}}
|-
| <code>0xBABEDEAD</code>
| [[#Lights|Lights]]
|-
| <code>VISI</code>
| [[#Visibility Tree|Visibility Tree]]
|-
| {{none}}
| [[#Path|Path]]
|}


=== Header ===
=== Header ===
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|}
|}


=== Data Sections ===
=== World Geometry ===
 
MREA data sections are in the file in the following order:
 
{| class="wikitable"
! Identifier
! Name
|-
| {{none}}
| [[#World Geometry|World Geometry]]
|-
| <code>AROT</code>
| [[#Area Octree|Area Octree]]
|-
| <code>SCLY</code>
| [[#Script Layers|Script Layers]]
|-
| <code>0xDEAFBABE</code>
| [[#Collision|Collision]]
|-
| {{none}}
| {{unknown|[[#Unknown Section|Unknown]]}}
|-
| <code>0xBABEDEAD</code>
| [[#Lights|Lights]]
|-
| <code>VISI</code>
| [[#Visibility Tree|Visibility Tree]]
|-
| {{none}}
| [[#Path|Path]]
|}
 
==== World Geometry ====


''See [[Materials (Metroid Prime)]] and [[Geometry (Metroid Prime)]]''
''See [[Materials (Metroid Prime)]] and [[Geometry (Metroid Prime)]]''
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|}
|}


===== Visor Flags =====
==== Visor Flags ====


{| class="wikitable"
{| class="wikitable"
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|}
|}


==== Area Octree ====
=== Area Octree ===


{{main|AROT (MREA Section)}}
{{main|AROT (MREA Section)}}


The AROT section stores the area's octree, accelerating back-to-front rendering of contained meshes, it is also used for spacial queries such as collision.
The AROT section stores the area's octree, accelerating back-to-front rendering of contained meshes. It is also used for spacial queries such as collision.


==== Script Layers ====
=== Script Layers ===


{{todo|SCLY is definitely complicated enough to need its own article.}}
{{todo|Format known, needs documentation written up.}}


The SCLY section contains data for objects.
The SCLY section contains data for objects.


==== Collision ====
=== Collision ===


{{todo|Collision needs a separate article because it shares so many similarities with DCLN. How should we document the parts where the format diverges, though?}}
''Main article: [[Area Collision (File Format)]]''


You have three guesses what the collision section is for, and the first two don't count.
=== Unknown Section ===


==== Unknown Section ====
This one is sandwiched between collision and lights, and usually just contains a single 32-bit "1". Purpose is unknown. In the Prime 3/DKCR MREA format, this section is labelled <code>LLTE</code>.


This one is sandwiched between collision and lights, and usually just contains a single 32-bit "1". Purpose is unknown.
=== Lights ===


==== Lights ====
This section is for dynamic lights. See the [[Lights_(Metroid_Prime)|Light]] article for details.


This section is for dynamic lights, see the [[Lights_(Metroid_Prime)|Light]] article for details.
=== Visibility Tree ===


==== Visibility Tree ====
{{main|VISI (MREA Section)}}


This section is labeled "VISI". This section is sometimes not actually present in the file, labeled with a size of 0.
This section is a PVS octree labeled "VISI". Some areas don't have visibility octrees; in that case this section will be completely empty and listed with a size of 0.


==== Path ====
=== Path ===


This is the final section in the file; it's always 0x20 bytes, and its only value is a single [[PATH (File Format)|PATH]] file ID.
This is the final section in the file; its only value is a single [[PATH (File Format)|PATH]] file ID.


== Tools ==
{| class="wikitable"
 
! Offset
* [https://drive.google.com/file/d/0B9MLV21H7SDvMk9PN1lrM1g3ZVE/view?usp=sharing Parax's MREA maxscript] can import MREA terrain geometry into 3DS Max.
! Type
! Name
|-
| 0x0
| Asset ID
| '''Area PATH Resource'''
|-
| 0x4
| colspan=2 {{unknown|End of section}}
|}


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