Difference between revisions of "BFG (File Format)"
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| 0x14 || Float || Affects the transition speed when swapping fog entries. 1.0 is instant, lower values create longer fades. Whether it affects swapping to this entry, from this entry, or both is unknown. | | 0x14 || Float || Affects the transition speed when swapping fog entries. 1.0 is instant, lower values create longer fades. Whether it affects swapping to this entry, from this entry, or both is unknown. | ||
|- | |- | ||
− | | 0x18 || UInt16 || {{Unknown-left|'''Unknown'''.}} | + | | 0x18 || UInt16 || {{Unknown-left|'''Unknown'''. Basically 0 but only DK’s Jungle Parkway is 5544.}} |
|- | |- | ||
| 0x1A || UInt16 || {{Unknown-left|'''Unknown'''.}} | | 0x1A || UInt16 || {{Unknown-left|'''Unknown'''.}} |
Revision as of 00:29, 5 February 2018
BFG (Binary FoG) files are one of the multiple post-effect controllers Mario Kart Wii provides. It controls fog used in tracks, and they appear in the "./posteffect" folder inside U8 files.
File Format
The structure of the file is based in four fog entries, 0x1C (28) bytes long each.
Offset | Type | Description |
---|---|---|
0x00 | Int32 | Fog type:
|
0x04 | Float | StartZ: stores the Z value where fog generation begins inside the view space. |
0x08 | Float | EndZ: stores the Z value at which fog density is maximum inside the view space. |
0x0C | Byte[4] | Fog color, stored in RGBX format (alpha is ignored). |
0x10 | UInt16 | Fog range correction:
|
0x12 | UInt16 | Maybe center to which the range correction is applied? |
0x14 | Float | Affects the transition speed when swapping fog entries. 1.0 is instant, lower values create longer fades. Whether it affects swapping to this entry, from this entry, or both is unknown. |
0x18 | UInt16 | Unknown. Basically 0 but only DK’s Jungle Parkway is 5544. |
0x1A | UInt16 | Unknown. |
0x1C | End of fog entry |
Tools
The following tools can handle BFG files:
- FogConv, by Atlas
- Post-Effect Editor, by Wexos