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Terrain
Standalone terrain.
Item ID: 0x01 (1)
Item file: aux
Field(s) | Description |
---|---|
struct kdop_item
|
See k-DOP item. Flags: Bits 2-3: Right -> terrain transition Bits 4-5: Step size Bit 6: Right -> Vegetation collision |
u64 node0_uid u64 node1_uid
|
UID of the backward and forward node of the item. |
float3 node0_offset float3 node1_offset
|
Don't know what this does |
float length
|
Cached length of the terrain segment. See Polyline item. The minimum length of a terrain is step size / 2. The maximum length of a terrain is 99999 m. |
u32 rnd_seed
|
The seed used for placing vegetation. |
token railing s16 railing_offset
|
Railing model and its offset, multiplied by 100. This is repeated three times, since there are three models. |
The following parameters are repeated for the right and left side: | |
u16 right_terrain_size
|
Terrain size, multiplied by 10. The maximum size is 6500. |
token right_profile float right_profile_coef
|
Terrain profile and coefficient. |
token right_prev_profile float right_prev_profile_coef
|
Profile and coefficient for the previous terrain in the chain.
Not sure why this is cached here, but terrains won't generate properly if it's just left blank. |
array_struct vegetation
|
Three vegetation structs, see Vegetation struct. |
u16 right_dvdm u16 right_dvd
|
No Detail Vegetation From and To settings, multiplied by 10. |
End of repeated section | |
u32 veg_sphere_count array_struct veg_spheres
|
List of vegetation spheres. See Vegetation sphere struct. |
struct quad_info
|
Terrain data. See Quad info struct. Repeated for right and left side. |
token right_edge token right_edge_look token left_edge token left_edge_look
|
Edge models. |
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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