Jump to content

OBD:M3GM: Difference between revisions

142 bytes added ,  Thursday at 19:55
m
more link tweaks, and better wording for GMAN
(added a little language on collision to point the reader in the right direction; elaborated a little on GMAN; added section headers for linking purposes)
m (more link tweaks, and better wording for GMAN)
 
Line 2: Line 2:


==PC implementation==
==PC implementation==
This format is used by the Windows and Mac versions of the engine.
[[Image:m3gm_all.gif]]
[[Image:m3gm_all.gif]]


Line 12: Line 14:
{{OBDtr|0x0C|link    |FFFFC8|01 DA 00 00|218  | link to 00218-.[[OBD:PNTA|PNTA]] (vertex XYZs) }}
{{OBDtr|0x0C|link    |FFFFC8|01 DA 00 00|218  | link to 00218-.[[OBD:PNTA|PNTA]] (vertex XYZs) }}
{{OBDtr|0x10|link    |FFFFC8|01 F7 00 00|247  | link to 00247-.[[OBD:VCRA|VCRA]] (vertex normals) }}
{{OBDtr|0x10|link    |FFFFC8|01 F7 00 00|247  | link to 00247-.[[OBD:VCRA|VCRA]] (vertex normals) }}
{{OBDtr|0x14|link    |FFFFC8|01 F0 00 00|240  | link to 00240-.OBD:VCRA|VCRA (face normals) }}
{{OBDtr|0x14|link    |FFFFC8|01 F0 00 00|240  | link to 00240-.VCRA (face normals) }}
{{OBDtr|0x18|link    |FFFFC8|01 ED 00 00|237  | link to 00237-.[[OBD:TXCA|TXCA]] (vertex UVs) }}
{{OBDtr|0x18|link    |FFFFC8|01 ED 00 00|237  | link to 00237-.[[OBD:TXCA|TXCA]] (vertex UVs) }}
{{OBDtr|0x1C|link    |FFFFC8|01 0C 01 00|268  | link to 00268-.[[OBD:IDXA_M3GM_1|IDXA]] (type 1, triangle strips) }}
{{OBDtr|0x1C|link    |FFFFC8|01 0C 01 00|268  | link to 00268-.[[OBD:IDXA_M3GM_1|IDXA (type 1)]] (triangle strips) }}
{{OBDtr|0x20|link    |FFFFC8|01 11 01 00|273  | link to 00273-.[[OBD:IDXA_M3GM_2|IDXA]] (type 2, face grouping by normal) }}
{{OBDtr|0x20|link    |FFFFC8|01 11 01 00|273  | link to 00273-.[[OBD:IDXA_M3GM_2|IDXA (type 2)]] (face grouping by normal) }}
{{OBDtr|0x24|link    |FFFFC8|01 D8 00 00|216  | link to 00216-.[[OBD:TXMP|TXMP]] (texture) }}
{{OBDtr|0x24|link    |FFFFC8|01 D8 00 00|216  | link to 00216-.[[OBD:TXMP|TXMP]] (texture) }}
{{OBDtr|0x28|link    |C8FFC8|00 00 00 00|unused| obsolete GMAN (geometry animation) link; never used in Oni}}
{{OBDtr|0x28|link    |C8FFC8|00 00 00 00|unused| obsolete GMAN (geometry animation) link; never used in Oni}}
Line 37: Line 39:


===Geometry animation===
===Geometry animation===
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. This would have allowed full geometric transformation of an object instead of only the rotation and translation that objects are currently limited to via [[OBD:OBAN|OBAN]].
Geometry animation worked in a way similar to how animated textures (TXAN) consist of an array of TXMPs – by picking M3GMs from an array (GMAN) and displaying them at a specified frame rate, optionally with randomization. This would have allowed complete transformation of an object on a per-point level instead of only the rotation and translation of the whole object that is currently possible via [[OBD:OBAN|OBAN]].


===Collision===
===Collision===
M3GMs have no inherent collision for physics purposes, but they will gain them if spawned via OBOA.
M3GMs have no inherent collision for physics purposes, but they will gain them if spawned via [[OBD:OBOA|OBOA]].


==PS2 implementation==
==PS2 implementation==