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edits
(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) |
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==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]] | ||
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{{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-. | {{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]] ( | {{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]] ( | {{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}} | ||
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===Geometry animation=== | ===Geometry animation=== | ||
Geometry animation worked in a way similar to | 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== | ||