Difference between revisions of "Sonic Heroes/Indirect Editing"
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Revision as of 01:55, 28 April 2017
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 42 A6 99 9A 41 50 00 00
Offset | Type | Description |
---|---|---|
0x00 | Byte | Indirect Type |
0x01 | Byte | X Coordinate |
0x02 | Byte | Y Coordinate |
0x03 | Byte | Z Coordinate |
0x04 | Byte | Indirect Coordinate Scale |