EvilEngine/PIPT: Difference between revisions

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Battlepedia>Seil
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==Format==
The pipe information contains additional material stuffinformation 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:
 
{| class="wikitable"
Line 12:
| 0x00 || int || [[AssetID]] || [[MODL]]
|-
| 0x04 || int || Unknownunknown || Usually -1; might be mesh index in the model?
|-
| 0x08 || byte || Related to visibility? ||
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| 0x0A || byte || Destination/Source Blend || When one of the digits is set to 0, their default factors will be used instead.
|-
| 0x0B || byte || ?unknown ||
|-
| 0x0C || byte || unknown || Only present in Movie.
|-
| 0x0D || byte || unknown || Only present in Movie.
|-
| 0x0E || byte || unknown || Only present in Movie.
|-
| 0x0F || byte || unknown || Only present in Movie.
|}
 
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* 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 (level editor)|Industrial Park]]'s PIPT editor in which some of the PIPT entries refer to the model's name without .dff at the end:
 
[[File:PIPT editor important.png]]
 
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.
 
[[Category:Asset]]