Materials (Metroid Prime 3): Difference between revisions

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The format for '''materials''' saw a dramatic overhaul in Metroid Prime 3. The format is seen in both the CMDL and MREA formats and is identical in both. This particular material format appears in Metroid Prime 3: Corruption and Donkey Kong Country Returns.
The format for '''materials''' saw a dramatic overhaul in Metroid Prime 3. The format is seen in both the CMDL and MREA formats and is identical in both. This particular material format appears in Metroid Prime 3: Corruption and Donkey Kong Country Returns.


{{research|moderate|Need to find TEV values for each subsection type}}
{{research|moderate|There are a ton of unknowns in this format}}


__TOC__
__TOC__
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== Material Set Format ==
== Material Set Format ==


Materials come as part of a set; although most files will only have one set, some CMDLs will have more, as indicated by a count value in the header. The set format is merely a 32-bit count value followed by that number of materials.
Materials come as part of a set; although most files will only have one set, some CMDLs will have more, as indicated by a count value in the header. The set format is merely a 32-bit count value followed by that number of materials. In Metroid Prime 3, each material set will be in its own CMDL/MREA section, but in DKCR each set will be in the same section.


== Material Format ==
== Material Format ==
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| u32
| u32
| 4
| 4
| '''Material Flags'''
| '''Material size'''
| Does not include size value
|-
| 0x4
| u32
| 4
| '''Material flags'''
| Only bottom 17 bits are valid
| Only bottom 17 bits are valid
|-
|-
| 0x4
| 0x8
| u32
| u32
| 4
| 4
Line 34: Line 40:
| Denotes groups of materials that share the same settings, but different textures.
| Denotes groups of materials that share the same settings, but different textures.
|-
|-
| 0x8
| 0xC
| u32
| u32
| 4
| 4
Line 40: Line 46:
| Value is possibly unused; the material loading code seems to skip it
| Value is possibly unused; the material loading code seems to skip it
|-
|-
| 0xC
| 0x10
| u32
| u32
| 4
| 4
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| Functionality is identical to Metroid Prime 2
| Functionality is identical to Metroid Prime 2
|-
|-
| 0x10
| 0x14
| u32
| u32
| 4
| 4
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| Value is possibly unused; the material loading code seems to skip it
| Value is possibly unused; the material loading code seems to skip it
|-
|-
| 0x14
| 0x18
| u32
| u32
| 4
| 4
Line 58: Line 64:
|
|
|-
|-
| 0x18
| 0x1C
| u32
| u32
| 4
| 4
Line 64: Line 70:
|
|
|-
|-
| 0x1C
| 0x20
| colspan=4 {{unknown|End of header}}
| colspan=4 {{unknown|End of header}}
|}
|}
Line 91: Line 97:
| 3
| 3
| 0x8
| 0x8
| Enable punchthrough alpha
| Enable alpha blending
|-
|-
| 4
| 4
| 0x10
| 0x10
| {{unknown|Unknown}}
| Enable punchthrough alpha. The alpha channel of the texture on the <code>CLR </code> pass will be sampled. Bloom passes will be disabled. The alpha compare function is <code>alpha <= 0.75</code>.
|-
|-
| 5
| 5
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| 8
| 8
| 0x100
| 0x100
| {{unknown|Unknown}}
| Shadow occluder mesh; meshes using this material are not rendered, but can be used to cast dynamic shadows on actors
|-
|-
| 9
| 9
| 0x200
| 0x200
| Shadow occluder mesh; meshes using this material are not rendered, but can be used to cast dynamic shadows on actors (it's either this or bit 8)
| {{unknown|Unknown}}
|-
|-
| 10
| 10
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| 0x800
| 0x800
| {{unknown|Unknown}}
| {{unknown|Unknown}}
|-
| 12
| 0x1000
| {{unknown|Unknown}}
|-
| 13
| 0x2000
| {{unknown|Unknown}}
|-
| 14
| 0x4000
| {{unknown|Unknown}}
|-
| 15
| 0x8000
| {{unknown|Unknown}}
|-
| 16
| 0x10000
| {{unknown|Unknown}}
|-
| 17
| 0x20000
| {{unknown|Unknown; DKCR only}}
|-
| 18
| 0x40000
| {{unknown|Unknown; DKCR only}}
|-
| 19
| 0x80000
| Render with white ambient color. This is used on world geometry that doesn't have lightmaps. DKCR only.
|-
| 20
| -
| Unused in MP3; possibly used in DKCR
|}
==== Vertex Attribute Flags ====
These flags are generally toggled in pairs, with each pair corresponding to a vertex attribute; if a pair is set, then vertices using this material will have the corresponding attribute. This is vital for reading geometry. Each pair is used to indicate the size of the attribute indices in the geometry data, with 3 meaning a 16-bit index and 2 meaning an 8-bit index. (This isn't actually used, though; the original game data always uses 16-bit indices.)
GX supports up to 8 texture coords per vertex, but the game doesn't seem to allow you to assign more than 7 (though this could do with some double-checking).
These are the possible attributes:
{| class="wikitable"
! Bit pair
! Attribute
|-
| 0x3
| Position
|-
| 0xC
| Normal
|-
| 0x30
| Color 0
|-
| 0xC0
| Color 1
|-
| 0x300
| Tex 0
|-
| 0xC00
| Tex 1
|-
| 0x3000
| Tex 2
|-
| 0xC000
| Tex 3
|-
| 0x30000
| Tex 4
|-
| 0xC0000
| Tex 5
|-
| 0x300000
| Tex 6
|}
The top byte is structured differently; unlike the other flags, the bits in the top byte Are not set in pairs. Each individual bit indicates the presence of a different attribute. The indices in the geometry data are always 8 bits.
{| class="wikitable"
! Bit
! Attribute
|-
| 0x1
| Position Matrix Index
|-
| 0x2
| Tex0 Matrix Index
|-
| 0x4
| Tex1 Matrix Index
|-
| 0x8
| Tex2 Matrix Index
|-
| 0x10
| Tex3 Matrix Index
|-
| 0x20
| Tex4 Matrix Index
|-
| 0x40
| Tex5 Matrix Index
|-
| 0x80
| Tex6 Matrix Index
|}
|}


=== Subsections ===
=== Subsections ===


The rest of the material data is made up of a number of subsections. These subsections generally set different texture slots, as well as other parameters like Konst colors and material opacity. There's no count for the number of subsections; it needs to be read in using a while loop. The "END " section denotes the end of the material.
The rest of the material data is made up of a number of subsections. These subsections generally set different texture slots, as well as other parameters like Konst colors and material opacity. There's no count for the number of subsections; it needs to be read in using a while loop. The <code>END </code> section denotes the end of the material.


The order of the subsections doesn't matter. One material can only have one of each type of subsection; if there's any additional ones, they will overwrite the previous ones.
The order of the subsections doesn't matter. One material can only have one of each type of subsection; if there's any additional ones, they will overwrite the previous ones.


There are three subsection types (aside from END): PASS, CLR, and INT. Each of these types has a number of subtypes.
There are three subsection types (aside from <code>END </code>): <code>PASS</code>, <code>CLR </code>, and <code>INT </code>. Each of these types has a number of subtypes.


==== PASS ====
==== PASS ====
The PASS sections set up a single rendering pass, consisting of one TEV stage and potential other data to go with it (like a UV animation). One pass is 32 bytes (without the animation) and is structured as follows:


{| class="wikitable"
{| class="wikitable"
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| u32
| u32
| 4
| 4
| {{unknown|'''Unknown'''}}
| '''Pass Flags'''
| Only bottom 5 bits are valid
| Only bottom 5 bits are valid
|-
|-
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| u32
| u32
| 4
| 4
| '''UV animations size'''
| '''UV Animation Size'''
| Needs verification; only bottom 8 bits are valid
|
|}
 
If there's a UV anim, it is structured like this:
 
{| class="wikitable"
! Offset
! Type
! Size
! Description
|-
| 0x0
| u16
| 2
| {{unknown|'''Unknown'''}}
|-
| 0x2
| u16
| 2
| {{unknown|'''Unknown'''}}
|-
| 0x4
| u32
| 4
| '''[[UV_Animations#Animation_Modes|Animation Type]]'''
|}
|}


List of possible PASS subtypes:
List of possible PASS subtypes: (note: the pass types are also processed in this order)


{| class="wikitable"
{| class="wikitable"
! Type
! Type
! Description
! Description
! MP3
! DKCR
|-
|-
| <code>DIFF</code>
| <code>DIFF</code>
| Lightmap
| Lightmap
| {{check}}
| {{check}}
|-
| <code>RIML</code>
| Rim lighting map
| {{nocheck}}
| {{check}}
|-
|-
| <code>BLOL</code>
| <code>BLOL</code>
| Bloom lightmap
| Bloom lightmap
| {{check}}
| {{nocheck}}
|-
| <code>BLOD</code>
| Bloom diffuse map
| {{check}}
| {{nocheck}}
|-
|-
| <code>CLR </code>
| <code>CLR </code>
| Diffuse map
| Diffuse map
| {{check}}
| {{check}}
|-
|-
| <code>TRAN</code>
| <code>TRAN</code>
| Greyscale opacity map; white indicates transparent, black indicates opaque (Retro is backwards)
| Opacity map
| {{check}}
| {{check}}
|-
|-
| <code>INCA</code>
| <code>INCA</code>
| Emissive map
| Incandescence map
| {{check}}
| {{check}}
|-
|-
| <code>RFLV</code>
| <code>RFLV</code>
| Specular map
| Reflectivity map
| {{check}}
| {{check}}
|-
|-
| <code>RFLD</code>
| <code>RFLD</code>
| Reflection/sphere map
| Reflection map
| {{check}}
| {{check}}
|-
|-
| <code>LRLD</code>
| <code>LRLD</code>
| See RFLD
| {{unknown|Unknown}}
| {{check}}
| {{check}}
|-
|-
| <code>LURD</code>
| <code>LURD</code>
| See RFLV
| {{unknown|Unknown}}
|-
| {{check}}
| <code>BLOD</code>
| {{check}}
| See BLOL
|-
|-
| <code>BLOI</code>
| <code>BLOI</code>
| See BLOL
| Bloom incandescence map
| {{check}}
| {{nocheck}}
|-
|-
| <code>XRAY</code>
| <code>XRAY</code>
| Sphere map for X-Ray models; similar to RFLD
| Reflection map for X-Ray models; similar to <code>RFLD</code>
| {{check}}
| {{nocheck}}
|-
| <code>TOON</code>
| {{unknown|Unknown; unused}}
| {{nocheck}}
| {{check}}
|}
|}
===== Flags =====
Known flag settings:
{| class="wikitable"
! Bit
! Hex
! Description
|-
| 0
| 0x1
| {{unknown|Unknown}}
|-
| 1
| 0x2
| {{unknown|Unknown}}
|-
| 2
| 0x4
| On <code>INCA</code>, factors in the texture map as a bloom map as (0.25 * texture alpha)
|-
| 3
| 0x8
| {{unknown|Unknown}}
|-
| 4
| 0x10
| On <code>TRAN</code>, indicates that the texture map is inverted (ie. white is transparent, black is opaque).
|-
| 5+
| -
| Unused
|}
===== UV Animations =====
'' See [[UV Animations]]


==== CLR  ====
==== CLR  ====
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! Type
! Type
! Description
! Description
! MP3
! DKCR
|-
|-
| <code>CLR </code>
| <code>CLR </code>
|  
| {{unknown|Unknown}}
| {{check}}
| {{check}}
|-
|-
| <code>DIFB</code>
| <code>DIFB</code>
|  
| Lightmap multiplier color
| {{check}}
| {{check}}
|}
|}


Line 285: Line 510:
! Type
! Type
! Description
! Description
! MP3
! DKCR
|-
|-
| <code>OPAC</code>
| <code>OPAC</code>
| Sets the opacity of the entire material
| Sets the opacity of the entire material
| {{check}}
| {{check}}
|-
|-
| <code>BLOD</code>
| <code>BLOD</code>
|  
| {{unknown|Unknown; bloom-related?}}
| {{check}}
| {{nocheck}}
|-
|-
| <code>BLOI</code>
| <code>BLOI</code>
|  
| {{unknown|Unknown; bloom-related?}}
| {{check}}
| {{nocheck}}
|-
|-
| <code>BNIF</code>
| <code>BNIF</code>
|  
| {{unknown|Unknown}}
| {{check}}
| {{nocheck}}
|-
|-
| <code>XRBR</code>
| <code>XRBR</code>
|  
| {{unknown|Unknown; X-Ray related?}}
| {{check}}
| {{nocheck}}
|}
|}


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