Materials (Metroid Prime 3)

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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.


Morphball wirerender.png This file format needs more research
Need to find TEV values for each subsection type


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, with each material beginning with a 32-bit size value.

Material Format

Every material begins with a 0x1C-byte header, followed by a number of subsections. The header is structured as follows:

Offset Type Size Description Notes
0x0 u32 4 Unknown Likely a flag value similar to the one from MP1/2. Needs verification.
0x4 u32 4 Unknown
0x8 u32 4 Unknown Value is possibly unused; the material loading code seems to skip it
0xC u32 4 Vertex attribute flags Functionality is identical to Metroid Prime 2
0x10 u32 4 Unknown Value is possibly unused; the material loading code seems to skip it
0x14 u32 4 Unknown
0x18 u32 4 Unknown
0x1C End of header

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.

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

PASS

Offset Type Size Description Notes
0x0 u32 4 PASS subsection size
0x4 char[4] 4 Section subtype fourCC See below for possible subtypes
0x8 u32 4 Unknown
0xC TXTR 8 Texture ID
0x14 u32 4 Unknown
0x18 u32 4 UV animations size Needs verification

List of possible PASS subtypes:

Type Description
DIFF Commonly used for lightmaps
BLOL
CLR Likely color map, similar to DIFF; commonly used for diffuse maps
TRAN Greyscale opacity map; white indicates transparent, black indicates opaque (Retro is backwards)
INCA Likely incandescence/emissive maps
RFLV
RFLD
LRLD
LURD
BLOD
BLOI
XRAY From the name, possibly texture map setting visuals for X-Ray Visor

CLR

Offset Type Size Description Notes
0x0 char[4] 4 Section subtype fourCC See below for possible subtypes
0x4 u32 4 Color value 32-bit RGBA value

List of possible CLR subtypes:

Type Description
CLR
DIFB

INT

Offset Type Size Description Notes
0x0 char[4] 4 Section subtype fourCC See below for possible subtypes
0x4 u32 4 Value

List of possible INT subtypes:

Type Description
OPAC Sets the opacity of the entire material
BLOD
BLOI
BNIF
XRBR