Lightdef Asset: Difference between revisions
No edit summary |
|||
| Line 27: | Line 27: | ||
</syntaxhighlight> | </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 & Advanced Warfare == | ||
<syntaxhighlight lang="cpp"> | <syntaxhighlight lang="cpp"> | ||
#pragma pack(push, 4) | #pragma pack(push, 4) | ||
| Line 45: | Line 45: | ||
</syntaxhighlight> | </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 == | ||
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. | 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 | 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. | Keep in mind that the file does contain a null character on the end that cannot be represented. The "b" is the samplerState. | ||
Revision as of 20:53, 28 October 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 & Advanced Warfare
#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.