Difference between revisions of "BLMAP (File Format)"
Jump to navigation
Jump to search
Line 1: | Line 1: | ||
− | The '''BLMAP''' ('''B'''inary '''L'''ight '''MAP''') filetype controls lighting mapping. It is always seen in the ''posteffect'' folder inside an [[U8]]. This file is not required for a track to load, as there is a ''default.blmap'' file inside [[Filesystem/Race/Common.szs|Common.szs]]. | + | The '''BLMAP''' ('''B'''inary '''L'''ight '''MAP''') filetype controls lighting mapping. It is always seen in the ''posteffect'' folder inside an [[U8]]. This file is not required for a track to load, as there is a ''default.blmap'' file inside [[Filesystem/Race/Common.szs|Common.szs]]. The exact purpose of BLMAP files is currently unknown. |
= File Format = | = File Format = |
Revision as of 23:17, 4 December 2022
The BLMAP (Binary Light MAP) filetype controls lighting mapping. It is always seen in the posteffect folder inside an U8. This file is not required for a track to load, as there is a default.blmap file inside Common.szs. The exact purpose of BLMAP files is currently unknown.
File Format
File Header
The following table describes the LIGHT header.
Offset | Type | Description |
---|---|---|
0x00 | String | File magic. Always LMAP in ASCII. |
0x04 | UInt32 | File size. Always 0x298 in MKW. |
0x08 | UInt8 | Version. Always 00 in MKW. |
0x0C | UInt32 | Unknown. Always 00 00 00 00. |
0x10 | Uint16 | Number of LTEXs. Always 0x02 in MKW. |
0x12 | Byte[14] | Padding. |
Light Texture data (LTEX)
The first object starts at 0x20. These addresses are relative to the start of the object.
Offset | Type | Description | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0x00 | String | Section magic. Always LTEX in ASCII. | ||||||||||||
0x04 | UInt32 | Section size. Always 0x13C. | ||||||||||||
0x08 | Uint8 | Version. Always 00 in MKW. | ||||||||||||
0x09 | Byte[3] | Padding | ||||||||||||
0x0C | Uint32 | Unknown. Always 00 00 00 00. | ||||||||||||
0x10 | Uint16 | Number of subobjects (N). Always 0x20. | ||||||||||||
0x14 | Char[32] | Name of the texture this entry must be linked to | ||||||||||||
0x34 | Uint8 | Type | ||||||||||||
0x35 | Byte[3] | Padding | ||||||||||||
0x38 | Uint32 | Length of the following list (N * 8) | ||||||||||||
0x3C | Sub[N] | A list of entries with the following structure:
|