Materials (Metroid Prime 3): Difference between revisions

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>Aruki
>Aruki
 
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| {{unknown|Unknown}}
| {{unknown|Unknown}}
|-
|-
| 17+
| 17
| 0x20000
| {{unknown|Unknown; DKCR only}}
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| 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
| Unused in MP3; possibly used in DKCR
|}
|}


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=== 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 ====
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