MREA (Metroid Prime 3): Difference between revisions

>Aruki
>Aruki
 
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<code>WOBJ</code> can be listed multiple times, but its section index is always 0 (pointing to the materials section). Every other section number always appears in every MREA file once (none are optional). Here are all possible section numbers and what they are, in the order that they appear in the file:
<code>WOBJ</code> can be listed multiple times, but its section index is always 0 (pointing to the materials section). Every other section number always appears in every MREA file once (none are optional). Here are all possible section numbers and what they are, in the order that they appear in the file: (note this is both the order the section numbers are listed in as well as the order that the sections themselves appear in the file)


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* '''Float UV Coordinates''': In Metroid Prime 3, this is the only UV coordinates section, so it's used for everything.
* '''Float UV Coordinates''': In Metroid Prime 3, this is the only UV coordinates section, so it's used for everything.
* '''Short UV Coordinates''': Only appears in Donkey Kong Country Returns; can be used for anything, not only lightmaps as in previous games.
* '''Short UV Coordinates''': Only appears in Donkey Kong Country Returns; can be used for anything, not only lightmaps as in previous games.
* '''Surfaces''': One section per surface. For details on the structure of these sections check [[Geometry (Metroid Prime)#Surface|Geometry (Metroid Prime)]] page for MP3 and the [[Geometry (Donkey Kong Country Returns)#Surface|Geometry (Donkey Kong Country Returns)]]page for DKCR.
* '''Surfaces''': One section per surface. For details on the structure of these sections check [[Geometry (Metroid Prime)#Surface|Geometry (Metroid Prime)]] page for MP3 and the [[Geometry (Donkey Kong Country Returns)#Surface|Geometry (Donkey Kong Country Returns)]] page for DKCR.


=== Dependencies ===
=== Dependencies ===
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This section is basically a list of all resources that this area depends on, not unlike a [[DGRP (File Format)|DGRP]] file. After the initial dependency list, there's a second array which provides a list of offsets into the dependency list. These offsets are used to indicate which dependencies are needed for individual script layers, with the last offset pointing to resources that are used by the area itself as a whole (world geometry textures and the [[#Path|PATH]]/[[#Portal Area|PTLA]]/[[#Static Geometry Map|EGMC]] assets).
This section is basically a list of all resources that this area depends on, not unlike a [[DGRP (File Format)|DGRP]] file. After the initial dependency list, there's a second array which provides a list of offsets into the dependency list. These offsets are used to indicate which dependencies are needed for individual script layers, with the last offset pointing to resources that are used by the area itself as a whole (world geometry textures and the [[#Path|PATH]]/[[#Portal Area|PTLA]]/[[#Static Geometry Map|EGMC]] assets).
[[STRM (File Format)|STRM]] assets are not included in this list.


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


{{todo|This section is known, needs documentation written}}
''Main article: [[Area Collision (File Format)]]''


=== Lights ===
=== Lights ===
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