157 lines
8.3 KiB
Markdown
157 lines
8.3 KiB
Markdown
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## Collision Primitives
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Collision primitives are the game's (according to the docs) lightweight method of adding collision to an
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object and are preferred to collision meshes where reasonable.
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> TODO: Finish writing this section.
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## Materials
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Since Blender's sophisticated materials are a poor fit for what .msh files can represent the addon defines
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custom properties for representing .msh materials. It then exposes these through a UI panel under Blender's
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Material context.
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![.msh Material Panel](images/materials.png)
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> TODO: Explain why some .msh rendertypes were left out of the addon. (The short answer is they're either redundant or outright unused.)
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> TODO: Document what rendertypes/flags are multipass and cause the model to be drawn more than once. And explain the implications of that.
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### Materials.Rendertype
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Rendertypes in .msh materials confer unique information about how the material. Such as
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if the materials textures scroll or if the material has an environment map.
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> One could argue that "rendertype" should be stylized as "render type". I thought about that and decided I'd rather spend time writing the addon than thinking about that.
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#### Materials.Rendertype.Normal (SWBF2)
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Basic material.
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Can optionally have a Detail Map. Tiling for the detail map can specified with Detail Map Tiling U and Detail Map Tiling V.
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#### Materials.Rendertype.Scrolling (SWBF2)
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Like Normal except the textures have scrolling. Useful for water, monitors with scrolling content, interlaced holograms, etc.
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Scroll speed and direction is specified with Scroll Speed U and Scroll Speed V.
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Can optionally have a Detail Map. The Detail Map will not be affected by scrolling.
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#### Materials.Rendertype.Envmapped (SWBF2)
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Uses an Environment Map to show reflections on the model. Useful for anything you want to look reflective or
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metallic.
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The reflections from the Environment Map are affected by Specular Colour. And if Specular Material Flag is checked then reflections will be affected by the Gloss Map.
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Can optionally have a Detail Map. Tiling for the detail map can specified with Detail Map Tiling U and Detail Map Tiling V.
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#### Materials.Rendertype.Animated (SWBF2)
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Use an animated texture. The animation's frames should be packed into NxN squares where N is the square root of the number of frames in the animation. So a 25 frame animation should be packed into 5x5 squares in the Diffuse Map.
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Set frame count with Animation Length and frame rate with Animation Speed.
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Can optionally have a Detail Map. The Detail Map will not be subject to animation.
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#### Materials.Rendertype.Refraction (SWBF2)
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Distorts/refracts the scene behind the material.
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The Diffuse Map's alpha channel controls the visibility of the scene while the Distortion Map controls the distortion.
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When distortion is not needed but transparency is the Normal rendertype should be used as this one comes at a performance cost.
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The Material Flags are not exposed by the addon for this rendertype as most are unsupported by it. The Blended Transparency flag is supported and **required** but is set automatically by the addon.
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#### Materials.Rendertype.Blink (SWBF2)
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Oscillates the diffuse strength of the material between full strength and a supplied strength.
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Blink Minimum Brightness sets the strength of the material's diffuse at the bottom of the "blink". Blink Speed sets the speed of the blinking.
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Can optionally have a Detail Map.
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#### Materials.Rendertype.Normalmapped (SWBF2)
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Enables the use of a Normal Map with the material.
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Can optionally have a Detail Map. Tiling for the detail map can specified with Detail Map Tiling U and Detail Map Tiling V.
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This rendertype also enables per-pixel lighting.
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#### Materials.Rendertype.Normalmapped Tiled (SWBF2)
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Enables the use of a Normal Map with the material. Tiling for the normal map can be controlled with Normal Map Tiling U and Normal Map Tiling V.
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Can optionally have a Detail Map.
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This rendertype also enables per-pixel lighting.
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#### Materials.Rendertype.Normalmapped Envmapped (SWBF2)
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Enables the use of a Normal Map with the material.
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Uses an Environment Map to show reflections on the model. Useful for anything you want to look reflective or
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metallic.
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The reflections from the Environment Map are affected by Specular Colour. And if Specular Material Flag is checked then reflections will be affected by the Gloss Map.
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Can optionally have a Detail Map. Tiling for the detail map can specified with Detail Map Tiling U and Detail Map Tiling V.
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This rendertype also enables per-pixel lighting.
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#### Materials.Rendertype.Normalmapped Envmapped (SWBF2)
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Enables the use of a Normal Map with the material. Tiling for the normal map can be controlled with Normal Map Tiling U and Normal Map Tiling V
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Uses an Environment Map to show reflections on the model. Useful for anything you want to look reflective or
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metallic.
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The reflections from the Environment Map are affected by Specular Colour. And if Specular Material Flag is checked then reflections will be affected by the Gloss Map.
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Can optionally have a Detail Map.
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This rendertype also enables per-pixel lighting.
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### Materials.Transparency Flags
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> TODO: Improve this section.
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#### Materials.Transparency Flags.Blended
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Regular alpha blended transparency.
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#### Materials.Transparency Flags.Additive
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Additive transparency, objects behind the material will appear brighter because the material will be "added" on top of the scene.
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> TODO: Explain the difference between Blended + Additive vs just Additive
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#### Materials.Transparency Flags.Hardedged
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Hardedged/alpha cutout/clip transparency. Any point on the material with an alpha value below the threshold of 0.5/0x80/128 will be discarded. Useful for leaves, flowers, wire fences and all sorts.
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### Materials.Flags
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#### Materials.Flags.Unlit
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Makes the material unlit/emissive. Useful for anything that is meant to be giving light but not reflecting any/much.
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#### Materials.Flags.Glow
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Same as 'Unlit' but also enables the use of a Glow Map in the diffuse texture's alpha channel. The material will be significantly significantly brightened based on how opaque the glowmap is.
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#### Materials.Flags.Per-Pixel Lighting
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Calculate lighting per-pixel instead of per-vertex for diffuse lighting.
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#### Materials.Flags.Specular Lighting
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Use specular lighting as well as diffuse lighting. A Gloss Map in the diffuse map's and normal map's alpha channel can be used to attenuate the specular lighting's strength. (More transparent = less strong).
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The Specular Colour controls the colour of the reflected specular highlights, like the diffuse map but for specular lighting and global across the material.
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#### Materials.Flags.Doublesided
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Disable backface culling, causing both sides of the surface to be drawn. Usually only the front facing surface is drawn.
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### Materials.Data
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> TODO: Write this section
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### Materials.Texture Maps
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> TODO: Write this section
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### Materials.Rendertypes Table
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| Rendertype | `ATRB` Data0 | `ATRB` Data1 | `ATRB` Number | `ATRB` Number Hex |
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| ------------------------------------ |:------------------------:|:-------------------:|:-------------:| -----------------:|
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| Normal (SWBF2) | Detail Map Tiling U | Detail Map Tiling V | 00 | 00 |
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| Scrolling (SWBF2) | Scroll Speed U | Scroll Speed V | 03 | 03 |
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| Envmapped (SWBF2) | Detail Map Tiling U | Detail Map Tiling V | 06 | 06 |
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| Animated (SWBF2) | Animation Length | Animation Speed | 07 | 07 |
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| Refractive (SWBF2) | Detail Map Tiling U | Detail Map Tiling V | 22 | 16 |
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| Normalmapped Tiled (SWBF2) | Normal Map Tiling U | Normal Map Tiling V | 24 | 18 |
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| Blink (SWBF2) | Blink Minimum Brightness | Blink Speed | 25 | 19 |
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| Normalmapped Envmapped (SWBF2) | Detail Map Tiling U | Detail Map Tiling V | 26 | 1A |
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| Normalmapped (SWBF2) | Detail Map Tiling U | Detail Map Tiling V | 27 | 1B |
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| Normalmapped Tiled Envmapped (SWBF2) | Normal Map Tiling U | Normal Map Tiling V | 29 | 1D |
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