DB/Light: Difference between revisions
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1 ID Integer | 1 ID Integer | ||
2 iRefID_[[Map.dbc|Map]] Integer | 2 iRefID_[[Map.dbc|Map]] Integer | ||
3 position Float[3] X/Y/Z position of the center of light(skybox) sphere. To get them, spawn a model in Noggit on that place, get its X/Y/Z coords | 3 position Float[3] X/Y/Z position of the center of light(skybox) sphere. To get them, spawn a model in Noggit on that place, get its X/Y/Z coords and multiply them by 36. | ||
6 falloffStart Float Inner radius, where is only this light(skybox) present. To get this, take radius in yards and multiply it by 36. | 6 falloffStart Float Inner radius, where is only this light(skybox) present. To get this, take radius in yards and multiply it by 36. | ||
7 falloffEnd Float Outer radius, in space between outer and inner radius is a soft transition from this light(skybox) to surrounding/worldwide ones. | 7 falloffEnd Float Outer radius, in space between outer and inner radius is a soft transition from this light(skybox) to surrounding/worldwide ones. Again, yards*36. | ||
8 Sky & Fog Integer standard -- These entries are all IDs in [[LightParams.dbc]]. (and in [[LightIntBand.dbc]], [[LightFloatBand.dbc]]?) | 8 Sky & Fog Integer standard -- These entries are all IDs in [[LightParams.dbc]]. (and in [[LightIntBand.dbc]], [[LightFloatBand.dbc]]?) | ||
9 Water Settings Integer standard underwater -- The different columns are for different settings. Water, death etc. | 9 Water Settings Integer standard underwater -- The different columns are for different settings. Water, death etc. |
Revision as of 20:09, 19 April 2017
This is the starting file for what controls the lights, fogs, sky color, water color, and well other similar items. This information prior to 1.9 used to be stored in the .LIT files but in 1.9 was moved to Light.dbc and the other Light DBC files.
Light(skybox) with X/Y/Z 0/0/0 and inner/outer radiuses 0/0 is worldwide and overwrites default one, but doesn't overlap another, local and specific ones, it only transitions into them between their outer and inner radiuses.
Structure
Column Field Type Notes 1 ID Integer 2 iRefID_Map Integer 3 position Float[3] X/Y/Z position of the center of light(skybox) sphere. To get them, spawn a model in Noggit on that place, get its X/Y/Z coords and multiply them by 36. 6 falloffStart Float Inner radius, where is only this light(skybox) present. To get this, take radius in yards and multiply it by 36. 7 falloffEnd Float Outer radius, in space between outer and inner radius is a soft transition from this light(skybox) to surrounding/worldwide ones. Again, yards*36. 8 Sky & Fog Integer standard -- These entries are all IDs in LightParams.dbc. (and in LightIntBand.dbc, LightFloatBand.dbc?) 9 Water Settings Integer standard underwater -- The different columns are for different settings. Water, death etc. 10 SunsetParams Integer stormy 11 OtherParams Integer stormy underwater 12 DeathParams Integer death 13 Unknown Integer Only set for some entries in DeathknightStart, Northrend and NexusRaid. They have other values too! 14 Unknown Integer These may be for different phases. 15 Unknown Integer
LightRec::ConvertDBToGameCoords()
pos.x = 17066.666 - pos.x / 36.0f; pos.y = 17066.666 - pos.y / 36.0f; pos.z = pos.z / 36.0f; falloffStart = falloffStart / 36.0f; falloffEnd = falloffEnd / 36.0f;
For the record, the convertion above doesnt translate light into world coordinates(the ones that are used in wow net protocol). Considering x is at index 0 in position field, y is at index 1 and z is at index 2, the correct formulas would be
worldPos.x = 17066.666 - position.z / 36.0f; worldPos.y = 17066.666 - position.x / 36.0f; worldPos.z = position.y / 36.0f;
6.0.1.18179
struct LightRec { uint32_t m_ID; foreign_keyⁱ<uint32_t, &MapRec::m_ID> m_continentID; float m_x; // (0,0,0) = global light, used as fallback if in no other light. If there is no (0,0,0) entry for a continent, use m_ID == 1 as fallback float m_y; float m_z; float m_falloffStart; float m_falloffEnd; enum { params_standard, params_standard_underwater, params_stormy, params_stormy_underwater, params_death, params_unk_5, params_unk_6, params_unk_7, params_num, }; foreign_keyⁱ<uint32_t, &LightParamsRec::m_ID> m_lightParamsID[params_num]; };