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Yaml Asset Definitions
MegaMech edited this page Mar 13, 2024
·
3 revisions
See the available data types for asset extraction below and the required nodes to use them.
# Gfx
my_asset:
symbol: name
type: gfx
offset: 0x100
# Vtx
my_asset:
symbol: name
type: vtx
offset: 0x100
count: 4 # Number of vertices to generate. One vtx has a size of 0x14
# Lights
my_asset:
symbol: name
type: lights
offset: 0x100
# Texture
my_asset:
symbol: name
type: texture
ctype: u16 # Valid values: u8, u16.
offset: 0x100
size: 2048 # Generally, (width * height * 2)
width: 32
height: 32
format: RGBA16 # Valid values: rgba32, ci4, ci8, i4, i8, ia1, ia4, ia8, ia16, tlut
Note that games can implement small variations in texture formats, especially with texture palettes. In these cases, custom texture factories or additional editing to the default factory would be required.
# Course Vtx
my_asset:
symbol: name
type: mk64:course_vtx
offset: 0x100
count: 4 # Number of vertices in the array
# Spawn Data
my_asset:
symbol: name
type: mk64:spawn_data
offset: 0x100
count: 4 # Number of entries in the array.
# Track Sections
my_asset:
symbol: name
type: mk64:track_sections
offset: 0x100
count: 4 # Number of entries in the array.
# Waypoints
my_asset:
symbol: name
type: mk64:waypoints
offset: 0x100
count: 4 # Number of entries in the array.
my_asset:
symbol: name
type: sf64:env_settings
offset: 0x100