-
Notifications
You must be signed in to change notification settings - Fork 26
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, tlutNote 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