BMD file
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Editor's note: This page is under construction.
Pikmin 2 uses .json (Javascript Object Notation) files to handle the materials of its 3D models. All .bmd files in Pikmin come with a mat.json and a texheader.json. The mat.json contains the data related to the model's material, which is read by the game to produce the final model in-game. Every mat.json has the same variables that control what the model will look like.
Mat.json
"Name" | Name of material that is being defined. |
"Flag" | Material flag value. |
"ColorChannelControlsCount" | Amount of color channel controls. |
"NumTexGensCount" | Amount of texture generators. |
"NumTevStagesCount" | Amount of tev stages. |
"Textures" | The list of textures that the material uses, in square brackets |
"IndTexEntry" | |
"HasLookup" | |
"IndTexStageNum" | |
"TevOrders" | |
"TexCoord" | |
"TexMap" | |
"Matrices" | |
"Matrix" | |
"Exponent" | |
"Scales" | |
"ScaleS" | |
"ScaleT" | |
"TevStages" | |
"TevStage" | |
"IndTexFormat" | |
"InTedBiasSel" | |
"IndTexWrapId" | |
"IndTexWrapS" | |
"IndTexWrapT" | |
"AddPrev" | |
"UtcLod" | |
"AlphaSel" | |
"CullMode" | Determines which faces to render. |
"MaterialColors" | |
"ChannelControls" | |
"Enable" | |
"MaterialSrcColor" | |
"LitMask" | |
"DiffuseFunction" | |
"AttenuationFunction" | |
"AmbientSrcColor" | |
"AmbientColors" | |
"LightingColors" | |
"TexCoord1Gens" | |
"Type" | |
"Sources" | |
"TexMatrixSource" | |
"PostTexCoordGens" | |
"TexMatrix1" | |
"Projection" | |
"Type" | |
"EffectTranslation" | |
"Scale" | |
"Rotation" | |
"Translation" | |
"ProjectionMatrix" | |
"PostTexMatrix" | |
"TevOrders" | |
"TexCoord" | |
"TexMap" | |
"ChannelId" | |
"ColorSels" | |
"AlphaSels" | |
"TevColors" | |
"KonstColors" | |
"TevStages" | |
"ColorInA" | |
"ColorInB" | |
"ColorInC" | |
"ColorInD" | |
"ColorOp" | |
"ColorBias" | |
"ColorScale" | |
"ColorClamp" | |
"ColorRegId" | |
"AlphaInA" | |
"AlphaInB" | |
"AlphaInC" | |
"AlphaInD" | |
"AlphaOp" | |
"AlphaBias" | |
"AlphaScale" | |
"AlphaClamp" | |
"AlphaRegId" | |
"SwapModes" | Determines the channel that each channel will draw from. 0 = Sample from Red 1 = Sample from Green 2 = Sample from Blue 3 = Sample from Alpha. |
"RasSel" | |
"TexSel" | |
"SwapTables" | |
"FogInfo" | |
"RangeAdjustmentTable" | |
"AlphCompare" | Creates a filter based on the Alpha of the pixel that determines whether or not that pixel is rendered. |
"Comp0" | |
"Reference0" | |
"Operation" | |
"Comp1" | |
"Reference1" | |
"BMode" | Determines how a mesh is rendered in relation to meshes that have already been rendered. |
"Type" | |
"SourceFact" | |
"DestinationFact" | |
"Operation" | |
"ZMode" | |
"Enable" | |
"Function" | |
"UpdateEnable" | |
"ZCompLoc" | |
"Dither" | |
"NBTScale" | |
"Unknown1" |