LBA2:Island polygons: Difference between revisions
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The other lines use inclusive interval ends, and the last part is 13 bytes long, see https://github.com/LBALab/lba2remake/blob/e142948d92045c103eba1c97554494f192783663/src/game/scenery/island/ground.ts#L87 |
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Each square has potentially 2 triangles. Each triangle is defined by a ''32 bits'' bitfield. |
Each square has potentially 2 triangles. Each triangle is defined by a ''32 bits'' bitfield. |
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* ''Bits 0 -> |
* ''Bits 0 -> 3'' = '''color''': Index in the game palette of the color to use for this triangle (if useColor flag is set) |
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* ''Bits 4 -> |
* ''Bits 4 -> 4'' = '''unknown_1''' |
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* ''Bits |
* ''Bits 5 -> 5'' = '''useTexture''': Whether to use texturing or not for this triangle. |
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* ''Bits |
* ''Bits 6 -> 6'' = '''unknown_2''' |
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* ''Bits 7 -> 7'' = '''useColor''': Whether to use coloring or not for this triangle. (a triangle can be both textured and colored, where there are transparent texture areas) |
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* ''Bits 12 -> 16'' = '''liquid''': Animated sea/lava squares near the shore |
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* ''Bits |
* ''Bits 8 -> 11'' = '''sound''': sound for this ground |
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* ''Bits |
* ''Bits 12 -> 15'' = '''liquid''': Animated sea/lava squares near the shore |
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* ''Bits |
* ''Bits 16 -> 16'' = '''orientation''': Direction to use for "cutting" the square into 2 triangles. |
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* ''Bits |
* ''Bits 17 -> 17'' = '''collision''': Determines how the surface interacts with the character. |
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* ''Bits 18 -> 18'' = '''unknown_3''' |
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* ''Bits 19 -> 31'' = '''uvIndex''': Index of the UV entry to use for this triangle (see [[LBA2:Island texture uvs]]) |
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[[File:Island.jpg|500px]] |
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{{providers|[[provider::Lupin]]}} |
{{providers|[[provider::Lupin]]}} |
Latest revision as of 19:06, 3 February 2024
Island polygons | ||
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Extension |
LPG |
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Occurence |
LBA2 |
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Colour |
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Programs supporting this format | ||
(none) |
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References | ||
The file contains the definition of the ground triangles used for an island section.
Specification[edit]
There are 64x64x2x4 bytes in the file. The grid for an island section is made of 64x64 squares.
Each square has potentially 2 triangles. Each triangle is defined by a 32 bits bitfield.
- Bits 0 -> 3 = color: Index in the game palette of the color to use for this triangle (if useColor flag is set)
- Bits 4 -> 4 = unknown_1
- Bits 5 -> 5 = useTexture: Whether to use texturing or not for this triangle.
- Bits 6 -> 6 = unknown_2
- Bits 7 -> 7 = useColor: Whether to use coloring or not for this triangle. (a triangle can be both textured and colored, where there are transparent texture areas)
- Bits 8 -> 11 = sound: sound for this ground
- Bits 12 -> 15 = liquid: Animated sea/lava squares near the shore
- Bits 16 -> 16 = orientation: Direction to use for "cutting" the square into 2 triangles.
- Bits 17 -> 17 = collision: Determines how the surface interacts with the character.
- Bits 18 -> 18 = unknown_3
- Bits 19 -> 31 = uvIndex: Index of the UV entry to use for this triangle (see LBA2:Island texture uvs)
Error creating thumbnail: File missing
Information provided by: Lupin