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Buildings

skzk edited this page Jan 21, 2024 · 7 revisions

Item ID: 0x02 (2)
Item file: aux

Structure

Field(s) Description
struct kdop_item

See k-DOP item.

Flags:
Bit 0: No accessories
Bit 1: Water reflection
Bit 2: Ignore cut planes
Bit 3: No collision
Bit 4: No shadows
Bit 5: No mirror reflection
Byte 1: DLC guard
Byte 2: Color variant, 1-indexed. 0 means the scheme doesn't have any

token scheme Unit name of the building scheme, as defined in as defined in /def/world/building_scheme.sii.
token look_override 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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