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Buildings
skzk edited this page Jan 21, 2024
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Item ID: 0x02 (2)
Item file: aux
Field(s) | Description |
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struct kdop_item
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See k-DOP item. Flags: |
token scheme
|
Unit name of the building scheme, as defined in as defined in /def/world/building_scheme.sii .
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token look_override
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The look of the building model. |
array_u64 node_uids
|
UIDs of the backward and forward node. |
float length
|
Cached length of this segment; see Polyline item. |
u32 random_seed
|
The seed for the RNG which determines which vegetation models to place. The position of the models does not appear to be affected by this. |
float stretch_coef
|
Stretches the scheme along the path. For some buildings, this stretches the model; for others, it places the elements further apart. Defaults to 1. |
u32 building_height_offset_count array_float building_height_offsets
|
Defines offsets for individual elements of the building. Offsets are applied to elements in order. For instance, if you want the third element to have an offset of 5, the content of the array should be [0, 0, 5]. The editor uses this for the "Snap to ground" tool. |
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.base/.aux/.snd
- Animated Model
- Bezier Patch
- Buildings
- Bus Stop
- Camera Path
- Camera Point
- City
- Company
- Compound
- Curve
- Cut Plane
- Cutscene
- Environment Area
- Far Model
- Ferry
- Fuel Pump
- Garage
- Gate
- Hinge
- Hookup
- Map Area
- Map Overlay
- Model
- Mover
- Parking
- Prefab
- Road
- Service
- Sign
- Sound
- Terrain
- Traffic Area
- Trajectory
- Trigger
- Visibility Area
- Walker