Resources/Terrain Material: Difference between revisions
No edit summary |
No edit summary |
||
Line 1: | Line 1: | ||
{{Infobox Resource|name=Terrain Material|container=BINA|status=A few unknown values, otherwise done}} | {{Infobox Resource|name=Terrain Material|container=BINA|status=A few unknown values, otherwise done|extension=.terrain-material|games=* [[Sonic Frontiers|Sonic Frontiers]]}} | ||
Terrain materials are materials that are assigned to a heightmap through the use of an splatmap. The splatmap uses R8_UNORM DirectDraw encoding. | Terrain materials are materials that are assigned to a heightmap through the use of an splatmap. The splatmap uses R8_UNORM DirectDraw encoding. |
Revision as of 10:28, 27 January 2025
File Extension | .terrain-material |
---|---|
Used In Games | |
Container Format | BINA |
Reverse Engineering Status | A few unknown values, otherwise done |
Terrain materials are materials that are assigned to a heightmap through the use of an splatmap. The splatmap uses R8_UNORM DirectDraw encoding.
Each colour on the splatmap corresponds to a certain material ID, defined in a terrain-material file. Each material entry in the terrain-material file contains a material type, index to identify the material, an Albedo and PRM map for the base texture, and an Albedo, PRM and Displacement map for the detail.
The base texture is simply the texture that will be seen from a distance, when detail hasn't loaded in yet.
Detail is extra geometry that will be rendered when the player is close up, it is displaced from the surface of the heightmap based on the displacement texture of the material.
Draw distance for detail is determined in the stage's NeedleFxSceneData RFL.