DB/CharComponentTextureSections: Difference between revisions

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Line 59: Line 59:
  struct CharComponentTextureSectionsRec {
  struct CharComponentTextureSectionsRec {
   // uint32_t m_ID;
   // uint32_t m_ID;
   int32_t Field7;
   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_x;
   uint16_t m_y;
   uint16_t m_y;

Latest revision as of 00:32, 4 February 2018

Contains the coordinates within the character skinning texture for each component. and their sizes.

≥ Mists


???

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;
};