EvilEngine/MAPR
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.
MAPR | |
---|---|
Surface Mapper | |
Type | Binary |
Games used | Night of 100 Frights Battle for Bikini Bottom |
Source code | zSurface.h |
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. |