DB/GroundEffectTexture: Difference between revisions
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[[GroundEffectTexture.dbc]] is used for determining what doodads get used for the effects on textures (the ID | [[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 | 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== | ==0.5.3.3368== | ||
struct GroundEffectTextureRec { | struct GroundEffectTextureRec { | ||
uint32_t m_ID; | uint32_t m_ID; | ||
uint32_t m_datestamp; | uint32_t m_datestamp; // numeric representation of yyyymmdd | ||
uint32_t m_continentId; | uint32_t m_continentId; | ||
uint32_t m_zoneId; | uint32_t m_zoneId; | ||
uint32_t m_textureId; | uint32_t m_textureId; | ||
{{Template:Type|stringref}} m_textureName; | {{Template:Type|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_doodadId[4]; | ||
uint32_t m_density; | uint32_t m_density; | ||
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| 6 || Weight?[4] || Integer || If this really is weight, you may give out 16 points in total. | | 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 | | 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 || [[TerrainType.dbc|Terrain Type]] || iRefID || This defines which sounds are played when walking and if snow is thrown up. | | 11 || [[TerrainType.dbc|Terrain Type]] || iRefID || This defines which sounds are played when walking and if snow is thrown up. | ||
Line 44: | Line 52: | ||
}; | }; | ||
[[Category:DBC]] | [[Category:DBC]] | ||
[[Category:DBC_Alpha]] | |||
[[Category:DBC_Vanilla]] | |||
[[Category:3.0.8.9506]][[Category:DBC_WotLK]] | [[Category:3.0.8.9506]][[Category:DBC_WotLK]] | ||
[[Category:DBC_WoD]][[Category:6.0.1.18179]] | [[Category:DBC_WoD]][[Category:6.0.1.18179]] |
Latest revision as of 14:12, 28 November 2023
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; stringrefⁱ 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; };