A normal is line that is perpendicular to the plane of a triangle. The normal is used to perform lighting reflection calculations and determine whether a triangle faces toward the camera or away from the camera.
If faces are connected to each other, the normals can be averaged to make the edges where they connect appear smooth. You cannot directly manipulate a face's normal, but you can influence the averaging calculations by -to-1 relationship between materials and textures, but this is not required and should not be expected in the future. One texture may be referenced by many materials in later file versions.
| Data | Type | Description |
|---|---|---|
| TEXTURE_FLAGS | uint16 | Flags for texture (unused) |
| TEXTURE_PATH | ASCIIZ | File path to texture relative to model (directory separator is backslash) |
The materials section describes the materials in the model. The materials reference textures and describe the lighting properties. Groups reference materials. Some materials do not have textures. For materials without textures, the MATERIAL_TEXTURE element is still present but the value is ignored. The MATERIAL_FLAGS element indicates if the material has a texture (see below).
| Data | Type | Description |
|---|---|---|
| MATERIAL_FLAGS | uint16 | See material flags below< |