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Quad Info Struct
The quad_info
struct holds terrain data for various items.
The list of materials applied on this terrain. The first entry is the main material.
The list of colors applied to this terrain, as ARGB. By default, this list only contains white (0, FF, FF, FF).
The amount of terrain quad rows.
The amount of terrain quad columns.
The grid size of a terrain is determined by the item's length and settings and can't be set freely. The game will complain about it if you do. They are calculated as follows:
TODO: Add this
TODO: Add this
Total amount of terrain quads (the above two values multiplied).
Now we get into the actual quad data; one uint per quad.
Data is stored as nibbles.
Nibble 0: Main material. The value is an index of the material list above.
Nibble 1: Blend material. Will be blended on top of the main material. Also an index of the material list.
Nibble 2: Blend opacity.
Nibble 3: Bottom left color.
Nibble 4: Bottom right color.
Nibble 5: Top left color.
Nibble 6: Top right color.
Nibble 7: Vegetation type override. Normal = 0; No detail vegetation = 1; No vegetation = 2.
Amount of offets created by the vertex tool.
The following three values are repeated for each:
Position of the quad corner in the grid.
The overridden position of the quad, relative to its unmodified position.
Not sure what these normals do exactly, but the structure is the same as above.
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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