Difference between revisions of "Sonic Heroes/Indirect Editing"
From Sonic Retro
m (Text replacement - "{| class="prettytable" " to "{| class="prettytable" style="width:auto;" ") |
m (Text replacement - "== (.*) ==" to "==$1==") |
||
Line 2: | Line 2: | ||
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 Layout == | + | ==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. | ||
Revision as of 16:26, 24 March 2020
SCHG: Sonic Heroes |
---|
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 |