Tracer Asset: Difference between revisions

From COD Engine Research
 
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== Modern Warfare 2 & 3 & Ghosts ==
== Modern Warfare 2 & 3 & Ghosts ==
<syntaxhighlight lang="cpp">
<syntaxhighlight lang="cpp">
struct Tracer
struct TracerDef
{
{
   char * name;
   const char * name;
   Material * material;
   Material * material;
   int drawInterval;
   unsigned int drawInterval;
   float speed;
   float speed;
   float beamLength;
   float beamLength;
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== Black Ops 2 ==
== Black Ops 2 ==
<syntaxhighlight lang="cpp">
<syntaxhighlight lang="cpp">
struct Tracer
enum tracerType_t
{
{
char * name;
  TRACERTYPE_LASER = 0x0,
int type;
  TRACERTYPE_SMOKE = 0x1,
Material * material;
  TRACERTYPE_NUM = 0x2
int drawInterval;
};
float speed;
 
float beamLength;
struct TracerDef
float beamWidth;
{
float screwRadius;
  const char *name;
float screwDist;
  tracerType_t type;
float fadeTime;
  Material *material;
float fadeScale;
  unsigned int drawInterval;
float texRepeatRate;
  float speed;
float colors[5][4];
  float beamLength;
  float beamWidth;
  float screwRadius;
  float screwDist;
  float fadeTime;
  float fadeScale;
  float texRepeatRate;
  vec4_t colors[5];
};
};
</syntaxhighlight>
</syntaxhighlight>
== Advanced Warfare ==
== Advanced Warfare ==
<syntaxhighlight lang="cpp">
<syntaxhighlight lang="cpp">
struct Tracer
struct TracerDef
{
{
   char * name;
   const char * name;
   Material * material;
   Material * material;
   FxEffectDef * trailFx;
   FxEffectDef * trailFx;

Latest revision as of 19:13, 23 December 2014

The tracer asset is fairly obvious, it controls the drawn bullets that are supposed to help you see where you are shooting (Clearly for effect on CoD). Call of Duty 4, World at War and Black Ops 1 did not have this asset.

Modern Warfare 2 & 3 & Ghosts

struct TracerDef
{
  const char * name;
  Material * material;
  unsigned int drawInterval;
  float speed;
  float beamLength;
  float beamWidth;
  float screwRadius;
  float screwDist;
  float colors[5][4];
};

Black Ops 2

enum tracerType_t
{
  TRACERTYPE_LASER = 0x0,
  TRACERTYPE_SMOKE = 0x1,
  TRACERTYPE_NUM = 0x2
};

struct TracerDef
{
  const char *name;
  tracerType_t type;
  Material *material;
  unsigned int drawInterval;
  float speed;
  float beamLength;
  float beamWidth;
  float screwRadius;
  float screwDist;
  float fadeTime;
  float fadeScale;
  float texRepeatRate;
  vec4_t colors[5];
};

Advanced Warfare

struct TracerDef
{
  const char * name;
  Material * material;
  FxEffectDef * trailFx;
  int drawInterval;
  float speed;
  float beamLength;
  float beamWidth;
  float screwRadius;
  float screwDist;
  float colors[5][4];
};

Source Format

Unfortunately there has never been any information released on tracer's source format. The currently accepted format is as follows; source files are raw text files with no extension, located at "raw/tracer/". They use the same format as many other assets, with each setting name and value separated by a back-slash. The first setting identifies the file, and for tracers the identifier string is "TRACER". For example here is the "assultrifle" tracer dumped from MW2.

TRACER\material\gfx_tracer\drawInterval\3\speed\4500\beamLength\100\beamWidth\8\screwRadius\0.5\screwDist\50\color0R\1\color0G\0.75\color0B\0.75\color0A\0\color1R\1\color1G\0.75\color1B\0.75\color1A\1\color2R\1\color2G\0.75\color2B\0.75\color2A\1\color3R\1\color3G\1\color3B\1\color3A\0.5\color4R\1\color4G\1\color4B\1\color4A\1