Difference between revisions of "EGMC (File Format)"
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(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...") |
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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). | ||
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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 | + | 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 | + | | '''Mesh ID''' |
|- | |- | ||
| 0x04 | | 0x04 |
Revision as of 01:40, 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).
Contents
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 |