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	<id>https://wiki.wexosmk.xyz/index.php?action=history&amp;feed=atom&amp;title=BLIGHT_%28File_Format%29</id>
	<title>BLIGHT (File Format) - Revision history</title>
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	<updated>2026-05-06T17:00:47Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://wiki.wexosmk.xyz/index.php?title=BLIGHT_(File_Format)&amp;diff=116&amp;oldid=prev</id>
		<title>Wexos: Imported from avsys wiki</title>
		<link rel="alternate" type="text/html" href="https://wiki.wexosmk.xyz/index.php?title=BLIGHT_(File_Format)&amp;diff=116&amp;oldid=prev"/>
		<updated>2024-05-01T17:12:50Z</updated>

		<summary type="html">&lt;p&gt;Imported from avsys wiki&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;The &amp;#039;&amp;#039;&amp;#039;BLIGHT&amp;#039;&amp;#039;&amp;#039; (&amp;#039;&amp;#039;&amp;#039;B&amp;#039;&amp;#039;&amp;#039;inary &amp;#039;&amp;#039;&amp;#039;LIGHT&amp;#039;&amp;#039;&amp;#039;) file format in [[Mario Kart Wii]] controls lighting effects on characters, karts, items and objects in a track. It is always seen in the &amp;#039;&amp;#039;posteffect&amp;#039;&amp;#039; folder inside an [[U8]]. This file is not required for a track to load, as there is a &amp;#039;&amp;#039;default.blight&amp;#039;&amp;#039; file inside Common.szs.&lt;br /&gt;
&lt;br /&gt;
= File Format =&lt;br /&gt;
The file byte order is always big endian.&lt;br /&gt;
&lt;br /&gt;
== File Header ==&lt;br /&gt;
The following table describes the version 2 LIGHT header.&lt;br /&gt;
{|class=wikitable&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || Char[4] || &amp;#039;&amp;#039;&amp;#039;File magic&amp;#039;&amp;#039;&amp;#039;. Always &amp;#039;&amp;#039;LGHT&amp;#039;&amp;#039; in ASCII.&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || UInt32 || &amp;#039;&amp;#039;&amp;#039;File size&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x08 || UInt32 || &amp;#039;&amp;#039;&amp;#039;Version&amp;#039;&amp;#039;&amp;#039;. Always 2.0.0.0 in [[Mario Kart Wii]].&lt;br /&gt;
|-&lt;br /&gt;
| 0x0C || UInt32 || {{Unknown-left|&amp;#039;&amp;#039;&amp;#039;Unknown&amp;#039;&amp;#039;&amp;#039;.  Always 00 00 00 00.}}&lt;br /&gt;
|-&lt;br /&gt;
| 0x10 || UInt16 || &amp;#039;&amp;#039;&amp;#039;Number of [[#LOBJ|LOBJs]]&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x12 || UInt16 || &amp;#039;&amp;#039;&amp;#039;Number of [[#Ambient Color|ambient colors]]&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x14 || Byte || {{Unknown-left|&amp;#039;&amp;#039;&amp;#039;Unknown&amp;#039;&amp;#039;&amp;#039;. Always 00}}&lt;br /&gt;
|-&lt;br /&gt;
| 0x15 || Byte|| {{Unknown-left|&amp;#039;&amp;#039;&amp;#039;Unknown&amp;#039;&amp;#039;&amp;#039;. Always 00}}&lt;br /&gt;
|-&lt;br /&gt;
| 0x16 || Byte || {{Unknown-left|&amp;#039;&amp;#039;&amp;#039;Unknown&amp;#039;&amp;#039;&amp;#039;. Always 00}}&lt;br /&gt;
|-&lt;br /&gt;
| 0x17 || Byte || {{Unknown-left|&amp;#039;&amp;#039;&amp;#039;Unknown&amp;#039;&amp;#039;&amp;#039;. Always FF}}&lt;br /&gt;
|-&lt;br /&gt;
| 0x18 || Byte[16] || {{Unknown-left|&amp;#039;&amp;#039;&amp;#039;Unknown&amp;#039;&amp;#039;&amp;#039;.}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== LOBJ ==&lt;br /&gt;
The first light object starts at 0x28. Each entry has the following structure.&lt;br /&gt;
&lt;br /&gt;
{|class=wikitable&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || Char[4] || &amp;#039;&amp;#039;&amp;#039;Section magic&amp;#039;&amp;#039;&amp;#039;. Always &amp;#039;&amp;#039;LOBJ&amp;#039;&amp;#039; in ASCII.&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || UInt32 || &amp;#039;&amp;#039;&amp;#039;Section size&amp;#039;&amp;#039;&amp;#039;. Always 0x50.&lt;br /&gt;
|-&lt;br /&gt;
| 0x08 || UInt32 || &amp;#039;&amp;#039;&amp;#039;Version&amp;#039;&amp;#039;&amp;#039;. Always 2.0.0.0 in [[Mario Kart Wii]].&lt;br /&gt;
|-&lt;br /&gt;
| 0x0C || UInt32 || {{Unknown-left|&amp;#039;&amp;#039;&amp;#039;Unknown&amp;#039;&amp;#039;&amp;#039;. Always 00 00 00 00.}}&lt;br /&gt;
|-&lt;br /&gt;
| 0x10 || Byte || &amp;#039;&amp;#039;&amp;#039;Spot function&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x11 || Byte || &amp;#039;&amp;#039;&amp;#039;Distance attenuation function&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x12 || Byte || {{Unknown-left|&amp;#039;&amp;#039;&amp;#039;Unknown&amp;#039;&amp;#039;&amp;#039;. Usually 00 on unused lights, 02 most common. 01 and 04 has also been seen seen.}}&lt;br /&gt;
|-&lt;br /&gt;
| 0x13 || Byte || &amp;#039;&amp;#039;&amp;#039;Light type&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x14 || UInt16 || &amp;#039;&amp;#039;&amp;#039;[[#Ambient Color|Ambient color]] index&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x16 || UInt16 || &amp;#039;&amp;#039;&amp;#039;Flag&amp;#039;&amp;#039;&amp;#039;. xxxx x&amp;#039;&amp;#039;&amp;#039;GFE DCB&amp;#039;&amp;#039;&amp;#039;x xxx&amp;#039;&amp;#039;&amp;#039;A&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;A&amp;#039;&amp;#039;&amp;#039;: enable.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;B&amp;#039;&amp;#039;&amp;#039;: enable G3D.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;C&amp;#039;&amp;#039;&amp;#039;: enable GX.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;D&amp;#039;&amp;#039;&amp;#039;: enable cut-off.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;E&amp;#039;&amp;#039;&amp;#039;: use manual distance attenuation.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;F&amp;#039;&amp;#039;&amp;#039;: enable G3D color.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;G&amp;#039;&amp;#039;&amp;#039;: enable G3D alpha.&lt;br /&gt;
|-&lt;br /&gt;
| 0x18 || Float[3] || &amp;#039;&amp;#039;&amp;#039;Light position&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x24 || Float[3] || &amp;#039;&amp;#039;&amp;#039;Aim&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x30 || Float || &amp;#039;&amp;#039;&amp;#039;Intensity&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x34 || Byte[4] || &amp;#039;&amp;#039;&amp;#039;Light color&amp;#039;&amp;#039;&amp;#039; in RGBA format.&lt;br /&gt;
|-&lt;br /&gt;
| 0x38 || Byte[4] || &amp;#039;&amp;#039;&amp;#039;Specular color&amp;#039;&amp;#039;&amp;#039; in RGBA format.&lt;br /&gt;
|-&lt;br /&gt;
| 0x3C || Float || &amp;#039;&amp;#039;&amp;#039;Specular cut-off angle&amp;#039;&amp;#039;&amp;#039; in degrees.&lt;br /&gt;
|-&lt;br /&gt;
| 0x40 || Float || &amp;#039;&amp;#039;&amp;#039;Distance reference&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x44 || Float || &amp;#039;&amp;#039;&amp;#039;Brightness reference&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x48 || UInt32 || {{Unknown-left|&amp;#039;&amp;#039;&amp;#039;Unknown&amp;#039;&amp;#039;&amp;#039;.}}&lt;br /&gt;
|-&lt;br /&gt;
| 0x4C || UInt32 || {{Unknown-left|&amp;#039;&amp;#039;&amp;#039;Unknown&amp;#039;&amp;#039;&amp;#039;.}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Ambient Color ==&lt;br /&gt;
Ambient colors are used by each light object. Each entry has the following structure:&lt;br /&gt;
&lt;br /&gt;
{|class=wikitable&lt;br /&gt;
! Offset !! Type !! Information&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || Byte[4] || RGBA ambient light color.&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || UInt32 || {{Unknown-left|&amp;#039;&amp;#039;&amp;#039;Unknown&amp;#039;&amp;#039;&amp;#039;.}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Tools =&lt;br /&gt;
The following tools can handle BLIGHT files:&lt;br /&gt;
* [[Wexos&amp;#039;s Toolbox]], by [[Wexos]].&lt;br /&gt;
&lt;br /&gt;
[[Category: Mario Kart Wii File Formats]]&lt;/div&gt;</summary>
		<author><name>Wexos</name></author>
	</entry>
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