Lightdef Asset: Difference between revisions

From COD Engine Research
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{
{
   const char *name;
   const char *name;
   GfxLightImage attenuation[2];
   GfxLightImage attenuation;
  GfxLightImage cucoloris;
   int lmapLookupStart;
   int lmapLookupStart;
};
};
</syntaxhighlight>
</syntaxhighlight>
The MW3 lightdef uses 2 attenuations, so the current source format will not work.


== Source Format ==
== Source Format ==

Revision as of 05:02, 22 December 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;
  GfxLightImage cucoloris;
  int lmapLookupStart;
};

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.