public Chunk_MCLV(ADTFile file) : base(file, "MCLV", Magic) { colours = new Colour4[145]; for (int i = 0; i < 145; i++) colours[i] = Colour4.Read(file); }
public Face addFace(uint texID, Colour4 colour, params int[] points) { Face face = addFace(texID, points); face.Colour = colour; return(face); }
public static Material Read(FormatBase input, int index) { Material temp = new Material(); temp.index = index; temp.flags = input.readUInt32(); temp.shader = input.readUInt32(); temp.blendMode = input.readUInt32(); temp.texture1 = MaterialTexture.Read(input); temp.texture2 = new MaterialTexture(input.readUInt32(), Colour4.Read(input), 0); temp.terrainType = input.readUInt32(); temp.texture3 = MaterialTexture.Read(input); Stuffer.DescribeStuffing(temp); input.skip(4 * 4); // runtime floats return(temp); }
public MaterialTexture(UInt32 offset, Colour4 colour, UInt32 flags) { this.offset = offset; this.colour = colour; this.flags = flags; }
public Face addFace(uint texID, Colour4 colour, params int[] points) { Face face = addFace(texID, points); face.Colour = colour; return face; }
public static MaterialTexture Read(FormatBase input) { return(new MaterialTexture(input.readUInt32(), Colour4.Read(input), input.readUInt32())); }
public Face() { Verts = new Vert[3]; Colour = Colour4.White; }