EvilEngine/PIPT

Format
The pipe information contains additional material information for level objects. The file starts with an int which defines the amount of entries, then each entry has the following layout, being 0x0C bytes long in BFBB and 0x10 in Movie:

Note: this applies to big endian (GameCube) only. The 4 bytes are reversed in little endian.

Blend factor types

 * 0x00 - Source Alpha/Inverse Source Alpha
 * 0x01 - Zero
 * 0x02 - One
 * 0x03 - Source Color
 * 0x04 - Inverse Source Color
 * 0x05 - Source Alpha
 * 0x06 - Inverse Source Alpha
 * 0x07 - Destination Alpha
 * 0x08 - Inverse Destination Alpha
 * 0x09 - Destination Color
 * 0x0A - Inverse Destination Color
 * 0x0B - Source Alpha Saturated

Movie Model Asset ID
One important detail in the PIPT asset in Movie Game is that, in some of the entries, the model Asset ID will be a hash of the model's name without the .dff extension at the end, being different from if it were hashed from the name with .dff. This can be noted in Industrial Park's PIPT editor in which some of the PIPT entries refer to the model's name without .dff at the end:



It's unknown why this was done this way and whether having the entry reference a hash with .dff at the end will work or not.