DB/CharComponentTextureSections
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Contains the coordinates within the character skinning texture for each component. and their sizes.
???
Table
Column | Field | Type | Notes |
---|---|---|---|
1 | ID | Integer | |
2 | Layout | iRefID | |
3 | Section | Integer | See below. |
4 | X | Integer | |
5 | Y | Integer | |
6 | Width | Integer | |
7 | Height | Integer |
enum TEXTURE_SECTION
TEXTURE_SECTION_ARMS_UPPER = 0, TEXTURE_SECTION_ARMS_LOWER, TEXTURE_SECTION_HANDS, TEXTURE_SECTION_TORSO_UPPER, TEXTURE_SECTION_TORSO_LOWER, TEXTURE_SECTION_LEGS_UPPER, TEXTURE_SECTION_LEGS_LOWER, TEXTURE_SECTION_FEET, TEXTURE_SECTION_ACCESSORY, // Only used in Layout 2 (1024x512) TEXTURE_SECTION_SCALP_UPPER, TEXTURE_SECTION_SCALP_LOWER
Warlords
6.0.1.18179
Struct
struct CharComponentTextureSectionsRec { uint32_t m_ID; uint32_t m_charComponentTextureLayoutID; uint32_t m_sectionType; uint32_t m_x; uint32_t m_y; uint32_t m_width; uint32_t m_height; };
8.0.1.25902
struct CharComponentTextureSectionsRec { // uint32_t m_ID; int32_t Unk1; // has values for sectionType 12 an 13 (255 and 1791 respectively), and those sections are used for tattoos so far uint16_t m_x; uint16_t m_y; uint16_t m_width; uint16_t m_height; uint8_t m_charComponentTextureLayoutID; uint8_t m_sectionType; };