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[[Category:Assets]] | [[Category:Assets]] | ||
[[Category:CoD4]] | [[Category:CoD4]] | ||
Revision as of 17:50, 21 January 2014
Call of Duty 4 & World at War
struct GfxImage
{
int unknown;
#ifdef PS3
CellGcmTexture texture; // size = 0x18
#endif
char unknown1;
char unknown2;
char unknown3;
char unknown4;
int size;
unsigned short width;
unsigned short height;
unsigned short depth;
char unknown5;
bool streaming;
char *data;
const char *name;
};NOTE: In the zone file, if the streaming is set as true, then data is loaded at the end of the zone file.
Black Ops
struct GfxImage
{
#ifdef PS3
CellGcmTexture texture; // size = 0x18
#endif
char unknown1;
char unknown2;
char unknown3;
char unknown4;
int size;
unsigned short height;
unsigned short width;
unsigned short depth;
char unknown[6];
GfxTexture textureDef;
const char *name;
int hash;
};Modern Warfare 2 & 3 & Ghosts
union GfxTexture
{
char *data;
struct {
char unknownData[36];
};
};
struct GfxImage //0x50
{
#ifdef PS3
CellGcmTexture texture; // size = 0x18
#elif defined XBOX360
int unknown1; // 0x3000000
unsigned char unknown2[0x38];
#endif
char unknown3;
char unknown4;
char unknown5;
char unknown6;
int size;
unsigned short width;
unsigned short height;
unsigned short depth;
char mipmap;
bool streaming;
GfxTexture textureDef;
const char *name;
};NOTE: In the zone file, if streaming is set as true, then data will be found in PAK files.
Black Ops 2
union GfxTexture
{
char *data;
struct
{
char unknown[0x68];
};
};
struct GfxImage
{
char unknown1[6];
#ifdef PS3
CellGcmTexture texture; // modified, missing 10 bytes, size = 0xE
#endif
char unknown2;
char unknown3;
char unknown4;
char unknown5;
int size;
unsigned short width;
unsigned short height;
unsigned short depth;
char unknown[6];
GfxTexture textureDef;
const char *name;
int hash;
};