DB/GroundEffectTexture
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GroundEffectTexture.dbc is used for determining what doodads get used for the effects on textures (the ID thats 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, the texture layer is and do not want any doodads, as there is some other layer which already has some.
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 | amoung and coverage | Integer | This value is for the amount of doodads and on heigher values for coverage. Till an amount of around 24 It jsut increase 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. |
-schlumpf_ 10:56, 9 August 2009 (CEST), Retrieved from "http://www.sourcepeek.com/wiki/GroundEffectTexture.dbc"
6.0.1.18179
struct GroundEffectTextureRec { int m_ID; int m_doodadId[4]; int m_doodadWeight[4]; int m_density; int m_sound; };