diff --git a/assets/rt_materials.json b/assets/rt_materials.json new file mode 100644 index 0000000..93a31fc --- /dev/null +++ b/assets/rt_materials.json @@ -0,0 +1,29 @@ +// [wcw rt] Per-surface ray-traced materials (aki-roadmap#95): which textures are which surface, and how each surface +// catches the venue lights. RT only; raster is unchanged. Format and rules: rt64 common/rt64_wcw_materials.h. +// Reloaded when it changes, so it can be tuned while the game runs (WCW_RT_MODE=13 shows the classes in color). +{ + // Texture hash (as in texture packs and --dump-textures) -> class. Seeded from the art-styles surface tags of the + // Raw dump (2026-10-16), checked in the class view (WCW_RT_MODE=13): mat, apron, posts (turnbuckle pads, posts and + // their connectors); metal = the overhead lighting truss (three textures; the art-styles table had two of them as + // mat), the stage arch truss, the stage plates and the ramp grating. Class materials: the rt64 defaults. + "textures": { + "1B97A9B8D43D12A1": "mat", + "3C496C10A0BEC746": "apron", + "3FF838B666927262": "apron", + "56ECCBE5DF1F13F0": "apron", + "66FE52726C0FB5D1": "apron", + "6154243C96505CB8": "posts", + "65FA3870105272FC": "posts", + "B9D4CE910BE0FB9D": "posts", + "F91220F9E523ECBC": "posts", + "D1C3F02A6EC6EA52": "metal", + "669C9B0502D15DC0": "metal", + "F3F77C104B535891": "metal", + "66578B3E4816988B": "metal", + "5581B2F76A29CE38": "metal", + "72DFD32694DD4CB1": "metal" + }, + // The ropes are drawn untextured, one draw per segment with all three ropes (about 74 long, 4 thick, 74 tall, from + // 138 up in Raw): recognized by that shape (world units). Thickness allows for ropes bouncing. + "ropes": { "minLength": 50, "maxThickness": 24, "maxHeight": 100, "minY": 60 } +}