Difference between revisions of "Sonic Heroes/Indirect Editing"
From Sonic Retro
(Created page with "{{SCHG SH}} Indirect information files provide the indirect shader effect from the s{{Neon Carrot|LL}}_indinfo.dat files and they are stored in big endian. == Indirect File L...") |
m (Text replacement - " Layout==" to " layout==") |
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Indirect information files provide the indirect shader effect from the s{{Neon Carrot|LL}}_indinfo.dat files and they are stored in big endian. | Indirect information files provide the indirect shader effect from the s{{Neon Carrot|LL}}_indinfo.dat files and they are stored in big endian. | ||
− | == Indirect File | + | ==Indirect File layout== |
Each entry array is 0x10 long and the properties contain simple info for indirect textures applied to a model. | Each entry array is 0x10 long and the properties contain simple info for indirect textures applied to a model. | ||
− | {{Neon Carrot|00}} {{Laser Lemon|00}} {{Hot Magenta|00}} {{shockingpink|00}} {{Electric Lime|00}} 00 00 00 | + | {{Neon Carrot|00}} {{Laser Lemon|00}} {{Hot Magenta|00}} {{shockingpink|00}} {{Electric Lime|00}} {{grey|00 00 00}} {{cyan|00 00 00 00}} {{wildwatermelon|00 00 00 00}} |
− | {| class="prettytable" | + | {| class="prettytable" style="width:auto;" |
!Offset||Type||Description | !Offset||Type||Description | ||
|- | |- | ||
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| {{Electric Lime|0x04}} | | {{Electric Lime|0x04}} | ||
| {{Electric Lime|Byte}} | | {{Electric Lime|Byte}} | ||
− | | {{Electric Lime| | + | | {{Electric Lime|UV Coordinate Scale}} |
+ | |- | ||
+ | | {{Cyan|0x08}} | ||
+ | | {{Cyan|Float}} | ||
+ | | {{Cyan|Horizontal Pan Speed}} | ||
+ | |- | ||
+ | | {{wildwatermelon|0x0C}} | ||
+ | | {{wildwatermelon|Float}} | ||
+ | | {{wildwatermelon|Vertical Pan Speed}} | ||
|} | |} |
Latest revision as of 16:35, 24 March 2020
SCHG: Sonic Heroes |
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Main Article |
Mechanic Editing |
DOL Editing |
Model Editing |
Collision Format Model Format |
Level Editing |
Camera Editing |
Particle Editing |
Particle Editing |
Sound Editing |
Music List |
SCHG How-Tos |
Custom Object Material Effect Tutorial |
Indirect information files provide the indirect shader effect from the sLL_indinfo.dat files and they are stored in big endian.
Indirect File layout
Each entry array is 0x10 long and the properties contain simple info for indirect textures applied to a model.
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
Offset | Type | Description |
---|---|---|
0x00 | Byte | Indirect Type |
0x01 | Byte | X Coordinate |
0x02 | Byte | Y Coordinate |
0x03 | Byte | Z Coordinate |
0x04 | Byte | UV Coordinate Scale |
0x08 | Float | Horizontal Pan Speed |
0x0C | Float | Vertical Pan Speed |