If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!

Star Fox 64 3D

From The Cutting Room Floor
Jump to navigation Jump to search

Title Screen

Star Fox 64 3D

Developers: Q-Games[1], Nintendo[1]
Publisher: Nintendo[1]
Platform: Nintendo 3DS
Released in JP: July 14, 2011[1]
Released in US: September 9, 2011[1]
Released in EU: September 9, 2011[1]
Released in AU: September 15, 2011[1]
Released in KR: August 30, 2012[1]
Released in TW: March 15, 2013[1]


DevTextIcon.png This game has hidden development-related text.
GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.


So very stubbly.
This page is rather stubbly and could use some expansion.
Are you a bad enough dude to rescue this article?

Star Fox 64 3D is history's testament that Laika wasn't the only canine in space.

Hmmm...
To do:

Unused Graphics

SF643D InvisibleBanner.png

The game's ExeFS banner in all regions has an invisible subtitle plane above the logo. It has a dedicated texture, albeit blank. In the Japanese version of the original N64 game, this spot is where the transcribed katakana is seen.

Unused Models

Unused SNES Arwing

SF643D AW Prototype 0.modelbin.png

AW_Prototype_0.modelbin, grouped with multiplayer Arwing assets in Game\Models\MPArwing.

Unused Skybox

SF643D Skydome test.modelgdb.png
SF643D Sky back-right.png
SF643D Sky front-left.png
SF643D Sky top.png

skydome_test.modelgdb, found in Game\Models\New.

Unused Text

dac929de.modelgdb.text

GDT1

GDB Root
{
  Node MeshOptions
  {
    Bool ShadowVolume = false
    Bool FadeObject = false
    Float FadeOffset = 0.0
    Bool NearFadeObject = false
    Float NearFadeOffset = 0.0
    Int ConstColorAnimIndex = 17
  }
  Node Materials
  {
    Node material
    {
      String Name = "KT_Enemy_A_n"
      Bool UseFragmentLighting = true
      Bool IsTransparency = false
      Bool UseVertexLighting = false
      Bool UseFog = true
      Int TextureCoordinateConfig = 1 // TCC_0110
      Int TranslucencyKind = 0 // TK_Opaque
      Int RenderLayerGroup = 9
      Int LayerConfig = 0 // 0
      Bool AlphaTest = false
      Float AlphaRef = 0.0
      Int AlphaTestMode = 1
      Bool DepthTest = true
      Bool DepthMask = true
      Int DepthTestMode = 4
      Bool StencilTest = false
      Bool StencilWrite = false
      Int StencilFuncMode = 0 // SFM_Never
      Int StencilOpFail = 0 // SOM_Keep
      Int StencilOpZFail = 0 // SOM_Keep
      Int StencilOpZPass = 0 // SOM_Keep
      UInt StencilFuncMask = 0x00000000
      Int StencilFuncRef = 0
      UInt StencilMask = 0x00000000
      Int CullMode = 2
      Int BlendMode = 1 // FBBM_Blend
      Int BlendFactorSrc = 4 // FBBF_SrcAlpha
      Int BlendFactorDst = 5 // FBBF_InvSrcAlpha
      Int BlendEquation = 0 // FBBEM_FuncAdd
      Colour Diffuse = (255,255,255,255)
      Colour Ambient = (76,76,76,0)
      Colour Emission = (0,0,0,0)
      Colour Specular0 = (255,255,255,0)
      Colour Specular1 = (0,0,0,0)
      UInt LightMask = 0x00000003 // 11
      Node Texture0
      {
        UInt ResourceID = 0x5d2e8379 // KTB_n.tga
        Int MinFilter = 5 // TFM_LinearMipMapLinear
        Int MagFilter = 1 // TFM_Linear
        Int WrapS = 0 // TAM_Wrap
        Int WrapT = 0 // TAM_Wrap
        Int MinLod = 0
        Float LodBias = -0.1
        Colour BorderColor = (0,0,0,255)
        Int TextureMappingType = 0
      }
      Node Texture1
      {
        UInt ResourceID = 0x87434cb9 // KTB_c.tga
        Int MinFilter = 5 // TFM_LinearMipMapLinear
        Int MagFilter = 1 // TFM_Linear
        Int WrapS = 0 // TAM_Wrap
        Int WrapT = 0 // TAM_Wrap
        Int MinLod = 0
        Float LodBias = -0.1
        Colour BorderColor = (0,0,0,255)
        Int TextureMappingType = 0
      }
      Node Texture2
      {
        UInt ResourceID = 0x9aa298be // KTB_l.tga
        Int MinFilter = 5 // TFM_LinearMipMapLinear
        Int MagFilter = 1 // TFM_Linear
        Int WrapS = 0 // TAM_Wrap
        Int WrapT = 0 // TAM_Wrap
        Int MinLod = 0
        Float LodBias = -0.1
        Colour BorderColor = (0,0,0,255)
        Int TextureMappingType = 0
      }
      Node Texture3
      Vector2 TextureAnimation0 = (0.0,0.0)
      Vector2 TextureAnimation1 = (0.0,0.0)
      Vector2 TextureAnimation2 = (0.0,0.0)
      Vector3 PatternTextureAnimation0 = (0.0,0.0,0.0)
      Vector3 PatternTextureAnimation1 = (0.0,0.0,0.0)
      Vector3 PatternTextureAnimation2 = (0.0,0.0,0.0)
      Node CombinerConstColors
      {
        Colour Const0 = (0,0,0,0)
        Colour Const1 = (255,255,255,255)
        Colour Const2 = (0,0,0,0)
        Colour Const3 = (0,0,0,0)
        Colour Const4 = (0,0,0,255)
        Colour Const5 = (0,0,0,0)
      }
      Node Combiner0
      {
        Int ConstColor = 0
        Int ColorFunc = 1 // TCF_MODULATE
        Int ColorOperand0 = 0 // TCO_SRC_COLOR
        Int ColorOperand1 = 2 // TCO_SRC_ALPHA
        Int ColorOperand2 = 0 // TCO_SRC_COLOR
        Int ColorSource0 = 8 // TCSO_FRAGMENT_SECONDARY_COLOR
        Int ColorSource1 = 1 // TCSO_TEXTURE1
        Int ColorSource2 = 4 // TCSO_CONSTANT
        Int ColorScale = 0
        Int AlphaFunc = 0 // TCF_REPLACE
        Int AlphaOperand0 = 2 // TCO_SRC_ALPHA
        Int AlphaOperand1 = 2 // TCO_SRC_ALPHA
        Int AlphaOperand2 = 2 // TCO_SRC_ALPHA
        Int AlphaSource0 = 5 // TCSO_PRIMARY_COLOR
        Int AlphaSource1 = 1 // TCSO_TEXTURE1
        Int AlphaSource2 = 4 // TCSO_CONSTANT
        Int AlphaScale = 0
      }
      Node Combiner1
      {
        Int ConstColor = 0
        Int ColorFunc = 9 // TCF_MULT_ADD
        Int ColorOperand0 = 0 // TCO_SRC_COLOR
        Int ColorOperand1 = 0 // TCO_SRC_COLOR
        Int ColorOperand2 = 0 // TCO_SRC_COLOR
        Int ColorSource0 = 7 // TCSO_FRAGMENT_PRIMARY_COLOR
        Int ColorSource1 = 1 // TCSO_TEXTURE1
        Int ColorSource2 = 6 // TCSO_PREVIOUS
        Int ColorScale = 0
        Int AlphaFunc = 0 // TCF_REPLACE
        Int AlphaOperand0 = 2 // TCO_SRC_ALPHA
        Int AlphaOperand1 = 2 // TCO_SRC_ALPHA
        Int AlphaOperand2 = 2 // TCO_SRC_ALPHA
        Int AlphaSource0 = 6 // TCSO_PREVIOUS
        Int AlphaSource1 = 6 // TCSO_PREVIOUS
        Int AlphaSource2 = 6 // TCSO_PREVIOUS
        Int AlphaScale = 0
      }
      Node Combiner2
      {
        Int ConstColor = 0
        Int ColorFunc = 2 // TCF_ADD
        Int ColorOperand0 = 0 // TCO_SRC_COLOR
        Int ColorOperand1 = 0 // TCO_SRC_COLOR
        Int ColorOperand2 = 0 // TCO_SRC_COLOR
        Int ColorSource0 = 6 // TCSO_PREVIOUS
        Int ColorSource1 = 2 // TCSO_TEXTURE2
        Int ColorSource2 = 1 // TCSO_TEXTURE1
        Int ColorScale = 0
        Int AlphaFunc = 0 // TCF_REPLACE
        Int AlphaOperand0 = 2 // TCO_SRC_ALPHA
        Int AlphaOperand1 = 2 // TCO_SRC_ALPHA
        Int AlphaOperand2 = 2 // TCO_SRC_ALPHA
        Int AlphaSource0 = 6 // TCSO_PREVIOUS
        Int AlphaSource1 = 1 // TCSO_TEXTURE1
        Int AlphaSource2 = 1 // TCSO_TEXTURE1
        Int AlphaScale = 0
      }
      Node Combiner3
      {
        Int ConstColor = 1
        Int ColorFunc = 9 // TCF_MULT_ADD
        Int ColorOperand0 = 0 // TCO_SRC_COLOR
        Int ColorOperand1 = 0 // TCO_SRC_COLOR
        Int ColorOperand2 = 0 // TCO_SRC_COLOR
        Int ColorSource0 = 6 // TCSO_PREVIOUS
        Int ColorSource1 = 4 // TCSO_CONSTANT
        Int ColorSource2 = 6 // TCSO_PREVIOUS
        Int ColorScale = 0
        Int AlphaFunc = 0 // TCF_REPLACE
        Int AlphaOperand0 = 2 // TCO_SRC_ALPHA
        Int AlphaOperand1 = 2 // TCO_SRC_ALPHA
        Int AlphaOperand2 = 2 // TCO_SRC_ALPHA
        Int AlphaSource0 = 6 // TCSO_PREVIOUS
        Int AlphaSource1 = 1 // TCSO_TEXTURE1
        Int AlphaSource2 = 1 // TCSO_TEXTURE1
        Int AlphaScale = 0
      }
      Node Combiner4
      {
        Int ConstColor = 4
        Int ColorFunc = 4 // TCF_INTERPOLATE
        Int ColorOperand0 = 0 // TCO_SRC_COLOR
        Int ColorOperand1 = 0 // TCO_SRC_COLOR
        Int ColorOperand2 = 2 // TCO_SRC_ALPHA
        Int ColorSource0 = 6 // TCSO_PREVIOUS
        Int ColorSource1 = 4 // TCSO_CONSTANT
        Int ColorSource2 = 4 // TCSO_CONSTANT
        Int ColorScale = 0
        Int AlphaFunc = 0 // TCF_REPLACE
        Int AlphaOperand0 = 2 // TCO_SRC_ALPHA
        Int AlphaOperand1 = 2 // TCO_SRC_ALPHA
        Int AlphaOperand2 = 2 // TCO_SRC_ALPHA
        Int AlphaSource0 = 6 // TCSO_PREVIOUS
        Int AlphaSource1 = 6 // TCSO_PREVIOUS
        Int AlphaSource2 = 6 // TCSO_PREVIOUS
        Int AlphaScale = 0
      }
      Node FragmentLighting
      {
        Int FresnelFactor = 0
        Bool SpecularClamp = true
        Bool GeomFactor0 = false
        Bool GeomFactor1 = false
        Bool D0Factor = true
        Bool D1Factor = false
        Bool G0Factor = false
        Bool G1Factor = false
        Bool ReflectionFactor = false
        Bool SpotFactor = false
        Int TextureBumpMode = 1
        Int BumpTextureIdx = 0
        Bool BumpRenormalize = true
      }
      Node LUTexture0
      {
        Int Type = 3
        Int Input = 0
        Bool IsAbs = true
        Float Scale = 1.0
        Int DataOffset = 82412
        Int DataSize = 2048
      }
    }
    Node material
    {
      String Name = "KT_Enemy_A_nflash"
      Bool UseFragmentLighting = true
      Bool IsTransparency = false
      Bool UseVertexLighting = false
      Bool UseFog = true
      Int TextureCoordinateConfig = 1 // TCC_0110
      Int TranslucencyKind = 0 // TK_Opaque
      Int RenderLayerGroup = 9
      Int LayerConfig = 0 // 0
      Bool AlphaTest = false
      Float AlphaRef = 0.0
      Int AlphaTestMode = 1
      Bool DepthTest = true
      Bool DepthMask = true
      Int DepthTestMode = 4
      Bool StencilTest = false
      Bool StencilWrite = false
      Int StencilFuncMode = 0 // SFM_Never
      Int StencilOpFail = 0 // SOM_Keep
      Int StencilOpZFail = 0 // SOM_Keep
      Int StencilOpZPass = 0 // SOM_Keep
      UInt StencilFuncMask = 0x00000000
      Int StencilFuncRef = 0
      UInt StencilMask = 0x00000000
      Int CullMode = 2
      Int BlendMode = 1 // FBBM_Blend
      Int BlendFactorSrc = 4 // FBBF_SrcAlpha
      Int BlendFactorDst = 5 // FBBF_InvSrcAlpha
      Int BlendEquation = 0 // FBBEM_FuncAdd
      Colour Diffuse = (255,255,255,255)
      Colour Ambient = (76,76,76,0)
      Colour Emission = (0,0,0,0)
      Colour Specular0 = (255,255,255,0)
      Colour Specular1 = (0,0,0,0)
      UInt LightMask = 0x00000003 // 11
      Node Texture0
      {
        UInt ResourceID = 0x5d2e8379 // KTB_n.tga
        Int MinFilter = 5 // TFM_LinearMipMapLinear
        Int MagFilter = 1 // TFM_Linear
        Int WrapS = 0 // TAM_Wrap
        Int WrapT = 0 // TAM_Wrap
        Int MinLod = 0
        Float LodBias = -0.1
        Colour BorderColor = (0,0,0,255)
        Int TextureMappingType = 0
      }
      Node Texture1
      {
        UInt ResourceID = 0x87434cb9 // KTB_c.tga
        Int MinFilter = 5 // TFM_LinearMipMapLinear
        Int MagFilter = 1 // TFM_Linear
        Int WrapS = 0 // TAM_Wrap
        Int WrapT = 0 // TAM_Wrap
        Int MinLod = 0
        Float LodBias = -0.1
        Colour BorderColor = (0,0,0,255)
        Int TextureMappingType = 0
      }
      Node Texture2
      {
        UInt ResourceID = 0x9aa298be // KTB_l.tga
        Int MinFilter = 5 // TFM_LinearMipMapLinear
        Int MagFilter = 1 // TFM_Linear
        Int WrapS = 0 // TAM_Wrap
        Int WrapT = 0 // TAM_Wrap
        Int MinLod = 0
        Float LodBias = -0.1
        Colour BorderColor = (0,0,0,255)
        Int TextureMappingType = 0
      }
      Node Texture3
      Vector2 TextureAnimation0 = (0.0,0.0)
      Vector2 TextureAnimation1 = (0.0,0.0)
      Vector2 TextureAnimation2 = (0.0,0.0)
      Vector3 PatternTextureAnimation0 = (0.0,0.0,0.0)
      Vector3 PatternTextureAnimation1 = (0.0,0.0,0.0)
      Vector3 PatternTextureAnimation2 = (0.0,0.0,0.0)
      Node CombinerConstColors
      {
        Colour Const0 = (0,0,0,0)
        Colour Const1 = (255,255,255,255)
        Colour Const2 = (0,0,0,0)
        Colour Const3 = (0,0,0,0)
        Colour Const4 = (0,0,0,255)
        Colour Const5 = (0,0,0,0)
      }
      Node Combiner0
      {
        Int ConstColor = 0
        Int ColorFunc = 1 // TCF_MODULATE
        Int ColorOperand0 = 0 // TCO_SRC_COLOR
        Int ColorOperand1 = 2 // TCO_SRC_ALPHA
        Int ColorOperand2 = 0 // TCO_SRC_COLOR
        Int ColorSource0 = 8 // TCSO_FRAGMENT_SECONDARY_COLOR
        Int ColorSource1 = 1 // TCSO_TEXTURE1
        Int ColorSource2 = 4 // TCSO_CONSTANT
        Int ColorScale = 0
        Int AlphaFunc = 0 // TCF_REPLACE
        Int AlphaOperand0 = 2 // TCO_SRC_ALPHA
        Int AlphaOperand1 = 2 // TCO_SRC_ALPHA
        Int AlphaOperand2 = 2 // TCO_SRC_ALPHA
        Int AlphaSource0 = 5 // TCSO_PRIMARY_COLOR
        Int AlphaSource1 = 1 // TCSO_TEXTURE1
        Int AlphaSource2 = 4 // TCSO_CONSTANT
        Int AlphaScale = 0
      }
      Node Combiner1
      {
        Int ConstColor = 0
        Int ColorFunc = 9 // TCF_MULT_ADD
        Int ColorOperand0 = 0 // TCO_SRC_COLOR
        Int ColorOperand1 = 0 // TCO_SRC_COLOR
        Int ColorOperand2 = 0 // TCO_SRC_COLOR
        Int ColorSource0 = 7 // TCSO_FRAGMENT_PRIMARY_COLOR
        Int ColorSource1 = 1 // TCSO_TEXTURE1
        Int ColorSource2 = 6 // TCSO_PREVIOUS
        Int ColorScale = 0
        Int AlphaFunc = 0 // TCF_REPLACE
        Int AlphaOperand0 = 2 // TCO_SRC_ALPHA
        Int AlphaOperand1 = 2 // TCO_SRC_ALPHA
        Int AlphaOperand2 = 2 // TCO_SRC_ALPHA
        Int AlphaSource0 = 6 // TCSO_PREVIOUS
        Int AlphaSource1 = 6 // TCSO_PREVIOUS
        Int AlphaSource2 = 6 // TCSO_PREVIOUS
        Int AlphaScale = 0
      }
      Node Combiner2
      {
        Int ConstColor = 5
        Int ColorFunc = 9 // TCF_MULT_ADD
        Int ColorOperand0 = 0 // TCO_SRC_COLOR
        Int ColorOperand1 = 0 // TCO_SRC_COLOR
        Int ColorOperand2 = 0 // TCO_SRC_COLOR
        Int ColorSource0 = 4 // TCSO_CONSTANT
        Int ColorSource1 = 2 // TCSO_TEXTURE2
        Int ColorSource2 = 6 // TCSO_PREVIOUS
        Int ColorScale = 0
        Int AlphaFunc = 0 // TCF_REPLACE
        Int AlphaOperand0 = 2 // TCO_SRC_ALPHA
        Int AlphaOperand1 = 2 // TCO_SRC_ALPHA
        Int AlphaOperand2 = 2 // TCO_SRC_ALPHA
        Int AlphaSource0 = 6 // TCSO_PREVIOUS
        Int AlphaSource1 = 1 // TCSO_TEXTURE1
        Int AlphaSource2 = 1 // TCSO_TEXTURE1
        Int AlphaScale = 0
      }
      Node Combiner3
      {
        Int ConstColor = 1
        Int ColorFunc = 9 // TCF_MULT_ADD
        Int ColorOperand0 = 0 // TCO_SRC_COLOR
        Int ColorOperand1 = 0 // TCO_SRC_COLOR
        Int ColorOperand2 = 0 // TCO_SRC_COLOR
        Int ColorSource0 = 6 // TCSO_PREVIOUS
        Int ColorSource1 = 4 // TCSO_CONSTANT
        Int ColorSource2 = 6 // TCSO_PREVIOUS
        Int ColorScale = 0
        Int AlphaFunc = 0 // TCF_REPLACE
        Int AlphaOperand0 = 2 // TCO_SRC_ALPHA
        Int AlphaOperand1 = 2 // TCO_SRC_ALPHA
        Int AlphaOperand2 = 2 // TCO_SRC_ALPHA
        Int AlphaSource0 = 6 // TCSO_PREVIOUS
        Int AlphaSource1 = 1 // TCSO_TEXTURE1
        Int AlphaSource2 = 1 // TCSO_TEXTURE1
        Int AlphaScale = 0
      }
      Node Combiner4
      {
        Int ConstColor = 4
        Int ColorFunc = 4 // TCF_INTERPOLATE
        Int ColorOperand0 = 0 // TCO_SRC_COLOR
        Int ColorOperand1 = 0 // TCO_SRC_COLOR
        Int ColorOperand2 = 2 // TCO_SRC_ALPHA
        Int ColorSource0 = 6 // TCSO_PREVIOUS
        Int ColorSource1 = 4 // TCSO_CONSTANT
        Int ColorSource2 = 4 // TCSO_CONSTANT
        Int ColorScale = 0
        Int AlphaFunc = 0 // TCF_REPLACE
        Int AlphaOperand0 = 2 // TCO_SRC_ALPHA
        Int AlphaOperand1 = 2 // TCO_SRC_ALPHA
        Int AlphaOperand2 = 2 // TCO_SRC_ALPHA
        Int AlphaSource0 = 6 // TCSO_PREVIOUS
        Int AlphaSource1 = 6 // TCSO_PREVIOUS
        Int AlphaSource2 = 6 // TCSO_PREVIOUS
        Int AlphaScale = 0
      }
      Node FragmentLighting
      {
        Int FresnelFactor = 0
        Bool SpecularClamp = true
        Bool GeomFactor0 = false
        Bool GeomFactor1 = false
        Bool D0Factor = true
        Bool D1Factor = false
        Bool G0Factor = false
        Bool G1Factor = false
        Bool ReflectionFactor = false
        Bool SpotFactor = false
        Int TextureBumpMode = 1
        Int BumpTextureIdx = 0
        Bool BumpRenormalize = true
      }
      Node LUTexture0
      {
        Int Type = 3
        Int Input = 0
        Bool IsAbs = true
        Float Scale = 1.0
        Int DataOffset = 82412
        Int DataSize = 2048
      }
    }
    Node material
    {
      String Name = "KT_boss_scroll"
      Bool UseFragmentLighting = false
      Bool IsTransparency = false
      Bool UseVertexLighting = false
      Bool UseFog = true
      Int TextureCoordinateConfig = 0 // TCC_0120
      Int TranslucencyKind = 0 // TK_Opaque
      Int RenderLayerGroup = 9
      Int LayerConfig = 0 // 0
      Bool AlphaTest = false
      Float AlphaRef = 0.0
      Int AlphaTestMode = 1
      Bool DepthTest = true
      Bool DepthMask = true
      Int DepthTestMode = 4
      Bool StencilTest = false
      Bool StencilWrite = false
      Int StencilFuncMode = 0 // SFM_Never
      Int StencilOpFail = 0 // SOM_Keep
      Int StencilOpZFail = 0 // SOM_Keep
      Int StencilOpZPass = 0 // SOM_Keep
      UInt StencilFuncMask = 0x00000000
      Int StencilFuncRef = 0
      UInt StencilMask = 0x00000000
      Int CullMode = 2
      Int BlendMode = 0 // FBBM_NoBlend
      Int BlendFactorSrc = 4 // FBBF_SrcAlpha
      Int BlendFactorDst = 8 // FBBF_One
      Int BlendEquation = 0 // FBBEM_FuncAdd
      Colour Diffuse = (255,255,255,255)
      Colour Ambient = (255,255,255,0)
      Colour Emission = (0,0,0,0)
      Colour Specular0 = (255,255,255,0)
      Colour Specular1 = (0,0,0,0)
      UInt LightMask = 0x00000000 // 0
      Node Texture0
      {
        UInt ResourceID = 0xdd4a17b8 // KTB_c_scroll.tga
        Int MinFilter = 1 // TFM_Linear
        Int MagFilter = 1 // TFM_Linear
        Int WrapS = 0 // TAM_Wrap
        Int WrapT = 0 // TAM_Wrap
        Int MinLod = 0
        Float LodBias = 0.0
        Colour BorderColor = (0,0,0,255)
        Int TextureMappingType = 0
      }
      Vector2 TextureAnimation0 = (0.0,0.0)
      Vector2 TextureAnimation1 = (0.0,0.0)
      Vector2 TextureAnimation2 = (0.0,0.0)
      Vector3 PatternTextureAnimation0 = (0.0,0.0,0.0)
      Vector3 PatternTextureAnimation1 = (0.0,0.0,0.0)
      Vector3 PatternTextureAnimation2 = (0.0,0.0,0.0)
      Node CombinerConstColors
      {
        Colour Const0 = (0,0,0,255)
        Colour Const1 = (0,0,0,255)
        Colour Const2 = (0,0,0,255)
        Colour Const3 = (0,0,0,255)
        Colour Const4 = (0,0,0,255)
        Colour Const5 = (0,0,0,255)
      }
      Node Combiner0
      {
        Int ConstColor = 0
        Int ColorFunc = 0 // TCF_REPLACE
        Int ColorOperand0 = 0 // TCO_SRC_COLOR
        Int ColorOperand1 = 0 // TCO_SRC_COLOR
        Int ColorOperand2 = 0 // TCO_SRC_COLOR
        Int ColorSource0 = 0 // TCSO_TEXTURE0
        Int ColorSource1 = 0 // TCSO_TEXTURE0
        Int ColorSource2 = 4 // TCSO_CONSTANT
        Int ColorScale = 1
        Int AlphaFunc = 0 // TCF_REPLACE
        Int AlphaOperand0 = 2 // TCO_SRC_ALPHA
        Int AlphaOperand1 = 2 // TCO_SRC_ALPHA
        Int AlphaOperand2 = 2 // TCO_SRC_ALPHA
        Int AlphaSource0 = 0 // TCSO_TEXTURE0
        Int AlphaSource1 = 0 // TCSO_TEXTURE0
        Int AlphaSource2 = 4 // TCSO_CONSTANT
        Int AlphaScale = 0
      }
      Node FragmentLighting
      {
        Int FresnelFactor = 0
        Bool SpecularClamp = false
        Bool GeomFactor0 = false
        Bool GeomFactor1 = false
        Bool D0Factor = false
        Bool D1Factor = false
        Bool G0Factor = false
        Bool G1Factor = false
        Bool ReflectionFactor = false
        Bool SpotFactor = false
        Int TextureBumpMode = 0
        Int BumpTextureIdx = 0
        Bool BumpRenormalize = false
      }
    }
  }
  Node Geometries
  {
    Node Geometry
    {
      Int PrimitiveType = 1
      Int VertexFormat = 9043979 // Pos Normal TexCoord 
      Vector4 AttrScale0 = (0.07902829,0.0000305185,0.0,0.0)
      Vector4 AttrScale1 = (0.0000607981,0.0,0.0,0.0)
      Int IndexFormat = 2
      Int IndexStreamOffset = 0
      Int IndexStreamSize = 620
      Int IndexNum = 310
      Int VertexStreamOffset = 620
      Int VertexStreamSize = 2560
      Int VertexNum = 160
      Int MaterialIndex = 2
    }
    Node Geometry
    {
      Int PrimitiveType = 1
      Int VertexFormat = 176816187 // Pos Normal Tangent TexCoord TexCoord1 
      Vector4 AttrScale0 = (0.0797354057,0.0000305185,0.0,0.0)
      Vector4 AttrScale1 = (0.0000303571,0.0000300573,0.0,0.0)
      Int IndexFormat = 2
      Int IndexStreamOffset = 3180
      Int IndexStreamSize = 8222
      Int IndexNum = 4111
      Int VertexStreamOffset = 11404
      Int VertexStreamSize = 66716
      Int VertexNum = 2566
      Int MaterialIndex = 0
    }
    Node Geometry
    {
      Int PrimitiveType = 1
      Int VertexFormat = 176816187 // Pos Normal Tangent TexCoord TexCoord1 
      Vector4 AttrScale0 = (0.0758211,0.0000305185,0.0,0.0)
      Vector4 AttrScale1 = (0.0000300620,0.0000298798,0.0,0.0)
      Int IndexFormat = 2
      Int IndexStreamOffset = 78120
      Int IndexStreamSize = 444
      Int IndexNum = 222
      Int VertexStreamOffset = 78564
      Int VertexStreamSize = 3848
      Int VertexNum = 148
      Int MaterialIndex = 1
    }
  }
  Node Nodes
  {
    Node Node
    {
      String Name = "KT_KTB_Body"
      Int Type = 1
      Int ParentIndex = -1
      Matrix LocalMtx = 
      (
        1.0,	0.0,	0.0,	0.0,
        0.0,	1.0,	0.0,	0.0,
        0.0,	0.0,	1.0,	0.0,
        0.0,	0.0,	0.0,	1.0
      )
      Array geometryIndces = Int[3]
      (
        0,	1,	2
      )
    }
  }
}


(Source: fkualol)

Tasklog.log

Task MainGameParts.tga executing on thread 9...
Debug: TGA has NW4C extended data
Debug: Got NW4C format Etc1_a4
Debug: Set pixel format to PF_ETC1_RGBA8_CTR using data from NW4C TGA header
E:/Nintendo/Oinari/TrunkHighQuality/Oinari64/Runtime/Build/Assets/TextureDebugCTR/d7d4d901.texturegdbtext
E:/Nintendo/Oinari/TrunkHighQuality/Oinari64/Runtime/Build/Assets/TextureDebugWin/d7d4d901.texturegdbtext
Caching task MainGameParts.tga to 2AD8D38B8F64A99837CBF1D5717CBF379EDA3CA2
Debug: Cache folder at E:/Nintendo/Oinari/TrunkHighQuality/Oinari64/Runtime/Build/Assets/TaskCache/2AD/8D3/8B8/F64/A99/837/CBF/1D5/717/CBF/379/EDA/3CA/200


(Source: fkualol)

References