EvilEngine/PIPT
PIPT | |
---|---|
Pipe Info Table | |
Type | Binary |
Games used | The Incredibles |
Format
The pipe information contains additional material stuff for level objects. The file starts with an int which defines the amount of entries, then each entry has the following layout:
Offset | Type | Description | Notes |
---|---|---|---|
0x00 | int | AssetID | MODL |
0x04 | int | Unknown | Usually -1; might be mesh index in the model? |
0x08 | byte | Related to visibility? | |
0x09 | byte | Culling | |
0x0A | byte | Destination/Source Blend | When one of the digits is set to 0, their default factors will be used instead. |
0x0B | byte | ? |
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