WeaponCamo Asset

From COD Engine Research
Revision as of 00:50, 21 December 2014 by CraigChrist8239 (talk | contribs) (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.

struct internalWeapCamoStruct1
{
	GfxImage * imageAsset1;
	GfxImage * imageAsset2;
	char unknown[0xC];
};

struct internalWeapCamoStruct2Int1
{
	short unknown1;
	short materialCount;
	Material * * materialAssetPtrArray1;
	Material * * materialAssetPtrArray2;
	char unknown[0x20];
};

struct internalWeapCamoStruct2
{
	unsigned int internalWeapCamoStruct2Int1Count;
	internalWeapCamoStruct2Int1 * internalStruct;
};

struct WeaponCamo
{
	char * name;
	GfxImage * solid;
	GfxImage * pattern;
	internalWeapCamoStruct1 * internalStruct1;
	unsigned int internalStruct1Count;
	internalWeapCamoStruct2 * internalStruct2;
	unsigned int internalStruct2Count;
};

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.