EvilEngine/MAPR: Difference between revisions
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<onlyinclude> |
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{{AssetInfobox |
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{{#vardefine:typeid|MAPR}}<nowiki/> |
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|subtitle=Material Map |
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{{#vardefine:name|Surface Mapper}}<nowiki/> |
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|type=[[Binary]] |
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{{#vardefine:type|[[Binary]]}}<nowiki/> |
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|games=Night of 100 Frights<br>Battle for Bikini Bottom<br>The SpongeBob SquarePants Movie<br>The Incredibles<br>Rise of the Underminer}} |
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{{#vardefine:basetype|}}<nowiki/> |
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{{#vardefine:games|Scooby BFBB TSSM Incredibles ROTU RatProto}}<nowiki/> |
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{{#vardefine:sourcecode|[https://github.com/bfbbdecomp/bfbb/blob/master/src/Game/zSurface.h zSurface.h]}}<nowiki/> |
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{{#vardefine:image|}}<nowiki/> |
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</onlyinclude> |
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{{AutoAssetInfobox}} |
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A '''MAPR''' asset assigns [[SURF|surfaces]] to certain parts of the [[JSP]] mesh, allowing material effects and surface effects (such as out of bounds) on the level model. |
A '''MAPR''' asset assigns [[SURF|surfaces]] to certain parts of the [[JSP]] mesh, allowing material effects and surface effects (such as out of bounds) on the level model. |
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==Format== |
==Format== |
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The asset data starts with the asset ID, then an int which defines the amount of entries in the MAPR table, then the entries themselves. |
The asset data starts with the asset ID, then an int which defines the amount of entries in the MAPR table, then the entries themselves. |
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===zMaterialMapAsset=== |
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{| class="wikitable" |
{| class="wikitable" |
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! Offset !! Type !! Description |
! Offset !! Type !! Variable !! Description |
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|- |
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| 0x00 || [[AssetID]] |
| 0x00 || [[AssetID]] || '''id''' || Asset ID of MAPR. |
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|- |
|- |
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| 0x04 || uint || '''count''' || Amount of entries. |
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====zMaterialMapEntry==== |
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{| class="wikitable" |
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! Offset !! Type !! Variable !! Description |
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|- |
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| 0x00 || [[AssetID]] || '''surfaceAssetID''' || Asset ID of Surface to be applied |
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|- |
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⚫ | |||
|} |
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{{Assets}} |
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{{AutoGameNavs}} |
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[[Category:Asset]] |
[[Category:Asset]] |
Latest revision as of 01:41, 29 October 2022
MAPR | |
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Surface Mapper | |
Type | Binary |
Games used | Night of 100 Frights Battle for Bikini Bottom |
Source code | zSurface.h |
A MAPR asset assigns surfaces to certain parts of the JSP mesh, allowing material effects and surface effects (such as out of bounds) on the level model.
Format
The asset data starts with the asset ID, then an int which defines the amount of entries in the MAPR table, then the entries themselves.
zMaterialMapAsset
Offset | Type | Variable | Description |
---|---|---|---|
0x00 | AssetID | id | Asset ID of MAPR. |
0x04 | uint | count | Amount of entries. |
zMaterialMapEntry
Offset | Type | Variable | Description |
---|---|---|---|
0x00 | AssetID | surfaceAssetID | Asset ID of Surface to be applied |
0x04 | uint | materialIndex | This is likely an index into the JSP to choose which mesh the effect will be applied to. |