Lightdef Asset: Difference between revisions
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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 & 3 == | ||
<syntaxhighlight lang="cpp"> | <syntaxhighlight lang="cpp"> | ||
#pragma pack(push, 4) | #pragma pack(push, 4) | ||
Latest revision as of 07:20, 31 October 2015
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 & 3
#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.