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EvilEngine/PIPT: Difference between revisions
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==Format==
The pipe information contains additional material
{| class="wikitable"
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| 0x00 || int || [[AssetID]] || [[MODL]]
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| 0x04 || int ||
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| 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.
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| 0x0B || byte ||
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| 0x0C || byte || unknown || Only present in Movie.
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| 0x0D || byte || unknown || Only present in Movie.
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| 0x0E || byte || unknown || Only present in Movie.
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| 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]]
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