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Material_Z
struct Material_Z : ResourceObject_Z // 172
{
Vec4f color;
// rgba
Vec3f emission;
std::int32_t unknown0;
Vec2f tMatrixTopLeft;
std::uint32_t flags0;
std::uint32_t flags1;
Vec2f tMatrixBottomRight;
std::uint8_t enabledBitmaps;
// Bit flags representing which bitmap fields are enabled
// Least significant bit represents the first field
// Most significant bit represents the last field
std::uint8_t unknown1;
// 0 when only diffuse bitmap
// 1 otherwise?
std::uint8_t zero0;
std::uint8_t zero1;
std::uint32_t RdrFlag;
Vec2f tMatrixOffset;
float tMatrixScale;
float tAngle;
float param0;
float param1;
float param2;
float param3;
float param4;
float param5;
float param6;
float param7;
float param8;
float param9;
float param10;
float param11;
float param12;
float param13;
std::uint32_t diffuseBitmapCRC32;
std::uint32_t unknownBitmapCRC320;
std::uint32_t specularBitmapCRC32;
std::uint32_t unknownBitmapCRC321;
std::uint32_t occlusionBitmapCRC32;
std::uint32_t normalBitmapCRC32;
std::uint32_t dirtBitmapCRC32;
std::uint32_t differentNormalBitmapCRC32;
// When this is set the other normal bitmap is 0
// Could be sNormalLocal or sAddNormalLocal from the shader source
std::uint32_t unknown2;
// Since enabledBitmaps only has 8 bits it is unlikely this is a bitmap
};
//------------------------------------------------
//--- 010 Editor v11.0.1 Binary Template
//------------------------------------------------
struct Material_Z
{
float constants0;
float constants1;
float constants2;
float constants3;
float constants4;
float constants5;
float constants6;
int32 unknown0;
float tMatrix0X;
float tMatrix0Y;
int32 flags0;
int32 flags1;
float tMatrix1X;
float tMatrix1Y;
int32 enabledBitmaps;
int32 RdrFlag;
float tMatrix2X;
float tMatrix2Y;
float tMatrixScale;
float someAngle;
float unknownvecX;
float unknownvecY;
float unknownvecZ;
float constants7;
float constants8;
float constants9;
float constants10;
float constants11;
float tRotationX;
float tRotationY;
float tRotationZ;
float tRotationW;
int32 moreFlags;
int32 moreMoreFlags;
uint32 diffuseBitmapCRC32;
uint32 unknownBitmapCRC320;
uint32 metalBitmapCRC32;
uint32 unknownBitmapCRC321;
uint32 greyBitmapCRC32;
uint32 normalBitmapCRC32;
uint32 dirtBitmapCRC32;
uint32 unknownBitmapCRC322;
uint32 unknownBitmapCRC323;
} material;
struct Material_Z : ResourceObject_Z // 177
{
Vec4f color;
// rgba
Vec3f emission;
std::int32_t unknown0;
float vertexShaderConstantFs[31];
// Theres some uint32s in here so I'll need to see which data goes to which calls
std::uint8_t opt;
if (opt != 0)
{
crc32_t unknownCRC32s[2];
}
std::uint32_t bitmapCRC32s[6];
};
struct Material_Z : ResourceObject_Z // 181
{
Vec4f color;
// rgba
Vec3f emission;
std::int32_t unknown0;
float vertexShaderConstantFs[34];
// Theres some uint32s in here so I'll need to see which data goes to which calls
std::uint8_t opt;
if (opt != 0)
{
crc32_t unknownCRC32s[2];
}
std::uint32_t bitmapCRC32s[6];
};
For FMTK Users and Mod Developers
For FMTK Developers
Asobo BigFile Format Specification
Asobo Classes
Animation_Z
Binary_Z
Bitmap_Z
Camera_Z
CollisionVol_Z
Fonts_Z
GameObj_Z
GenWorld_Z
GwRoad_Z
Keyframer*_Z
Light_Z
LightData_Z
Lod_Z
LodData_Z
Material_Z
MaterialAnim_Z
MaterialObj_Z
Mesh_Z
MeshData_Z
Node_Z
Omni_Z
Particles_Z
ParticlesData_Z
RotShape_Z
RotShapeData_Z
Rtc_Z
Skel_Z
Skin_Z
Sound_Z
Spline_Z
SplineGraph_Z
Surface_Z
SurfaceDatas_Z
UserDefine_Z
Warp_Z
World_Z
WorldRef_Z
Asobo File Format Idioms
Asobo CRC32
Asobo LZ Compression
Asobo Arithmetic Coding Compression
Asobo Save Game File Format Specification
Asobo Audio Formats
TotemTech/ToonTech/Zouna/ACE/BSSTech/Opal Timeline
Zouna Modding Resources
Miscellaneous