OBD:Mtrl: Difference between revisions

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{{OBD_File_Header | type=Mtrl | prev=M3GM | next=OBAN | name=Material | family=General | align=center}}
{{OBD_File_Header | type=Mtrl | prev=M3GM | next=OBAN | name=Material | family=Generic | align=center}}




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{{OBD_File_Footer | type=Mtrl | prev=M3GM | next=OBAN | name=Material | family=General | align=center}}
{{OBD_File_Footer | type=Mtrl | prev=M3GM | next=OBAN | name=Material | family=Generic | align=center}}

Revision as of 14:47, 24 May 2008

ONI BINARY DATA
M3GM << Other file types >> OBAN
Mtrl : Material
switch to XML:Mtrl page
Overview @ Oni Stuff
OBD.png


All local Mtrl files are 0 byte files, so the global ones are looked up by name. Level 0 contains 30 materials (see below for the tree).


Mtrl all.gif


Offset Type Raw Hex Value Description
0x00 res_id 01 E5 0F 00 4069 04069-Armor.Mtrl
0x04 lev_id 01 00 00 00 0 level 0
0x08 int16 FF FF unknown unknown
0x0A char[6] AD DE dead unused
0x10 res_id 01 E6 0F 00 4070 link to 04070-Character.Mtrl (parent material)
0x14 char[12] AD DE dead unused


Mtrl usage
The materials are looked up from Impact_Effects.BINA and Texture_Materials.BINA as well as from CBPM and maybe a few other places ^^
Mtrl tree
  • Default [5]
    • Character [4]
      1. Armor [0]
      2. Cloth [0]
      3. Flesh [0]
      4. Shield [1]
        • Super_Shield [0]
    • Glass [4]
      1. Clear_Glass [0]
      2. Small_Glass [0]
      3. Tinted_Glass [0]
      4. Unbreak_Glass [0]
    • Liquid [0]
    • Mesh [0]
    • Solid [4]
      1. Carpet [0]
      2. Hard [3]
        • Metal [3]
          • Heavy_Metal
          • Light_Metal
          • Resonant_Metal
        • Stone [2]
          • Asphalt
          • Concrete
        • Stucco [0]
      3. Loose_Ground [2]
        • Dirt [0]
        • Snow [0]
      4. Plastic [0]


ONI BINARY DATA
M3GM << Other file types >> OBAN
Mtrl : Material
Generic file