Lightdef Asset: Difference between revisions
Created page with "__NOTOC__ Category:Assets Category:CoD4 Category:MW2 Category:MW3 Category:Ghosts Category:WaW Category:BO1 Category:BO2 The lightdef asset co..." |
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[[Category:BO1]] | [[Category:BO1]] | ||
[[Category:BO2]] | [[Category:BO2]] | ||
The lightdef asset contains information pertaining to individual lights (not global lights). This asset is very simple and hasn't changed very much from the Call of Duty 4 Alpha to Ghosts. | The lightdef asset contains information pertaining to individual lights (not global lights). This asset is very simple and hasn't changed very much from the Call of Duty 4 Alpha to Ghosts. | ||
== Call of Duty 4 & World at War & Modern Warfare 2 & Black Ops 1 & 2 == | == Call of Duty 4 & World at War & Modern Warfare 2 & Black Ops 1 & 2 == | ||
<syntaxhighlight lang="cpp"> | |||
#pragma pack(push, 4) | |||
struct GfxLightImage | |||
{ | |||
GfxImage *image; | |||
char samplerState; | |||
}; | |||
#pragma pack(pop) | |||
struct GfxLightDef | |||
{ | |||
const char *name; | |||
GfxLightImage attenuation; | |||
int lmapLookupStart; | |||
}; | |||
</syntaxhighlight> | |||
lmapLookupStart is a constant value for all lightdefs. Only name and the attenuation change. | lmapLookupStart is a constant value for all lightdefs. Only name and the attenuation change. | ||
== Modern Warfare 3 & Ghosts == | == Modern Warfare 3 & Ghosts == | ||
<syntaxhighlight lang="cpp"> | |||
#pragma pack(push, 4) | |||
struct GfxLightImage | |||
{ | |||
GfxImage *image; | |||
char samplerState; | |||
}; | |||
#pragma pack(pop) | |||
struct GfxLightDef | |||
{ | |||
const char *name; | |||
GfxLightImage attenuation[2]; | |||
int lmapLookupStart; | |||
}; | |||
</syntaxhighlight> | |||
The MW3 lightdef uses 2 attenuations, so the current source format will not work. | The MW3 lightdef uses 2 attenuations, so the current source format will not work. | ||
== Source Format == | == Source Format == | ||
Revision as of 00:08, 16 February 2014
The lightdef asset contains information pertaining to individual lights (not global lights). This asset is very simple and hasn't changed very much from the Call of Duty 4 Alpha to Ghosts.
Call of Duty 4 & World at War & Modern Warfare 2 & Black Ops 1 & 2
#pragma pack(push, 4)
struct GfxLightImage
{
GfxImage *image;
char samplerState;
};
#pragma pack(pop)
struct GfxLightDef
{
const char *name;
GfxLightImage attenuation;
int lmapLookupStart;
};lmapLookupStart is a constant value for all lightdefs. Only name and the attenuation change.
Modern Warfare 3 & Ghosts
#pragma pack(push, 4)
struct GfxLightImage
{
GfxImage *image;
char samplerState;
};
#pragma pack(pop)
struct GfxLightDef
{
const char *name;
GfxLightImage attenuation[2];
int lmapLookupStart;
};The MW3 lightdef uses 2 attenuations, so the current source format will not work.
Source Format
The lightdef source files are essentially extensionless text files located at "raw/lights". There is 1 char for the samplerState and a null terminated string for the name of the image asset to use. For example, here is the "candle" asset from Call of Duty 4.
bfalloff_candle
Keep in mind that the file does contain a null character on the end that cannot be represented. The "b" is the samplerState.