WeaponCamo Asset: Difference between revisions

From COD Engine Research
Created page with "__NOTOC__ Category:Assets Category:BO2 The weapon camo asset was added alongside the attachment and unique attachment assets. <syntaxhighlight lang="cpp"> struct inter..."
 
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The weapon camo asset was added alongside the attachment and unique attachment assets.
The weapon camo asset was added alongside the attachment and unique attachment assets.
<syntaxhighlight lang="cpp">
<syntaxhighlight lang="cpp">
struct internalWeapCamoStruct1
struct WeaponCamoSet
{
{
GfxImage * imageAsset1;
  GfxImage *solidCamoImage;
GfxImage * imageAsset2;
  GfxImage *patternCamoImage;
char unknown[0xC];
  vec2_t patternOffset;
  float patternScale;
};
};


struct internalWeapCamoStruct2Int1
struct WeaponCamoMaterial
{
{
short unknown1;
  unsigned __int16 replaceFlags;
short materialCount;
  unsigned __int16 numBaseMaterials;
Material * * materialAssetPtrArray1;
  Material **baseMaterials;
Material * * materialAssetPtrArray2;
  Material **camoMaterials;
char unknown[0x20];
  float shaderConsts[8];
};
};


struct internalWeapCamoStruct2
struct WeaponCamoMaterialSet
{
{
unsigned int internalWeapCamoStruct2Int1Count;
  unsigned int numMaterials;
internalWeapCamoStruct2Int1 * internalStruct;
  WeaponCamoMaterial *materials;
};
};


struct WeaponCamo
struct WeaponCamo
{
{
char * name;
  const char *name;
GfxImage * solid;
  GfxImage *solidBaseImage;
GfxImage * pattern;
  GfxImage *patternBaseImage;
internalWeapCamoStruct1 * internalStruct1;
  WeaponCamoSet *camoSets;
unsigned int internalStruct1Count;
  unsigned int numCamoSets;
internalWeapCamoStruct2 * internalStruct2;
  WeaponCamoMaterialSet *camoMaterials;
unsigned int internalStruct2Count;
  unsigned int numCamoMaterials;
};
};
</syntaxhighlight>
</syntaxhighlight>
== Source Format ==
== Source Format ==
There is currently no known source format for the camo asset. The currently accepted one is extensionless raw text files located at "raw/camo/" that contain the setting names and new values separated by backslashes. The first entry identifies the file and for camos, "CAMOFILE" is used.
There is currently no known source format for the camo asset. The currently accepted one is extensionless raw text files located at "raw/camo/" that contain the setting names and new values separated by backslashes. The first entry identifies the file and for camos, "CAMOFILE" is used.

Latest revision as of 00:52, 21 December 2014

The weapon camo asset was added alongside the attachment and unique attachment assets.

struct WeaponCamoSet
{
  GfxImage *solidCamoImage;
  GfxImage *patternCamoImage;
  vec2_t patternOffset;
  float patternScale;
};

struct WeaponCamoMaterial
{
  unsigned __int16 replaceFlags;
  unsigned __int16 numBaseMaterials;
  Material **baseMaterials;
  Material **camoMaterials;
  float shaderConsts[8];
};

struct WeaponCamoMaterialSet
{
  unsigned int numMaterials;
  WeaponCamoMaterial *materials;
};

struct WeaponCamo
{
  const char *name;
  GfxImage *solidBaseImage;
  GfxImage *patternBaseImage;
  WeaponCamoSet *camoSets;
  unsigned int numCamoSets;
  WeaponCamoMaterialSet *camoMaterials;
  unsigned int numCamoMaterials;
};

Source Format

There is currently no known source format for the camo asset. The currently accepted one is extensionless raw text files located at "raw/camo/" that contain the setting names and new values separated by backslashes. The first entry identifies the file and for camos, "CAMOFILE" is used.