Shaddatic
Shaddatic
Sonic Adventure 2 on the Dreamcast, and now the PC version with the 'SA2 Render Fix' mod, uses Chunk Modifier Volume models to draw its shadows; specifically the `CO_P3` Chunk...
### Request Information Unlike other more niche vertex types added in Render Fix, `CV_VN_D8` (vertex normals + colors) is actually supported and used by vanilla SA2B - specifically in Events...
I've done a fresh deep dive into the SA2 LandEntry flags. I purposefully stayed away from any prior research and started with a clean slate. This led me to find...
Similar to Specular and Specular Exponent, seperating material color and material alpha should be considered. It makes it more clear to users that the alpha component affects the entire material...
In the SAIO materials page, Ambient has an alpha component despite Ninja having no support for such thing. The Chunk model format defines the material colors as: ``` D :...
I recently decompiled the Event rendering code and managed to confirm the use of each flag. Rewriting the PC Event draw functions to correctly apply these flags, and emulating the...
SAIO, and by extension SAMDL, use `1/255`, or `1/1023` etc, to convert the model's integer UVs to a `0~1` float value; meaning both expect model UVs to be in the...
Right now the material color order in SAIO is `Diffuse`, `Specular`, `Ambient`, followed by `Specular Exponent`. It is very strange to have `Specular Color` and `Specular Exponent` seperated by `Ambient...
Despite the interface changing, the specular exponent material setting is still incorrectly labeled `Specular Strength`.
Although this will effect a small few, having model bounds _always_ automatically generated will lead to issues that are currently unfixable with SAIO alone. The SAIO bounds calculator has no...