DB/GroundEffectTexture

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GroundEffectTexture.dbc is used for determining what doodads get used for the effects on textures (the ID that is used is the effectID on the textures of each map chunk). These doodads are the little tiny plants & rocks you will see on the ground.

This file also defines, which sounds are played, which footprints you will leave and if snow for example is thrown up when running. This is also the reason why there are a lot of -1 entries for the doodads; these entries only define the type of terrain, what the texture layer is, and that we do not want any doodads, as there is some other layer which already has some.

0.5.3.3368

struct GroundEffectTextureRec {
  uint32_t m_ID;
  uint32_t m_datestamp;    // numeric representation of yyyymmdd
  uint32_t m_continentId;
  uint32_t m_zoneId;
  uint32_t m_textureId;
  stringref m_textureName;
  uint32_t m_doodadId[4];
  uint32_t m_density;
  uint32_t m_sound;
};

1.12.1.5875

struct GroundEffectTextureRec {
  uint32_t m_ID;
  uint32_t m_doodadId[4];
  uint32_t m_density;
  uint32_t m_sound;
};

Structure

Column Field Type Notes
1 ID Integer
2 Effect Doodad[4] iRefID References to Column 2.
6 Weight?[4] Integer If this really is weight, you may give out 16 points in total.
10 amount and coverage Integer density: 0 → 8. >24 → 24. This value is for the amount of doodads and on higher values for coverage. Till an amount of around 24 it just increases the amount. After this the doodads begin to group.
11 Terrain Type iRefID This defines which sounds are played when walking and if snow is thrown up.

6.0.1.18179

struct GroundEffectTextureRec {
  uint32_t m_ID;
  uint32_t m_doodadId[4];
  uint32_t m_doodadWeight[4];
  uint32_t m_density;
  uint32_t m_sound;
};