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(fixing up a few things; investigation ongoing) |
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:Geometry animation worked in a way similar to texture animation, by picking M3GMs from an array (GMAN) and displaying them at a specified frame rate, optionally with randomization. | :Geometry animation worked in a way similar to texture animation, by picking M3GMs from an array (GMAN) and displaying them at a specified frame rate, optionally with randomization. | ||
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;PS2 implementation | ;PS2 implementation | ||
:PS2 M3GMs have the same data size as PC and Mac ones (0x24 bytes of actual data, 0x2C if counting the instance and level IDs), but the layout is different. Normals aren't stored at all, hence both VCRA and the second IDXA are simply missing. Instead the M3GM explicitly stores the number of vertices (i.e., the array size common to PNTA and TXCA), as well as another vertex count (not fully understood). There is also a mysterious .raw part (also not documented yet). | :PS2 M3GMs have the same data size as PC and Mac ones (0x24 bytes of actual data, 0x2C if counting the instance and level IDs), but the layout is different. Normals aren't stored at all, hence both VCRA and the second IDXA are simply missing. Instead the M3GM explicitly stores the number of vertices (i.e., the array size common to PNTA and TXCA), as well as another vertex count (not fully understood). There is also a mysterious .raw part (also not documented yet). |