DB/GroundEffectTexture: Difference between revisions

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(Added reeference to TerrainType.dbc. This is important. You should use this in your editors as you get better results with it.)
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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 base texture of each map chunk). These doodads are the little tiny plants & rocks you will see on the ground.
[[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.


== Header Info ==
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.
Records.................24589
Fields.....................11
Record Size................44
String Block Size...........1


==Structure==
==Structure==
Line 14: Line 10:
! width="180 " | Field  
! width="180 " | Field  
! width="80" | Type  
! width="80" | Type  
! width="600" | Notes
! width="700" | Notes
|-  
|-  
| 1  || ID || Integer ||  
| 1  || ID || Integer ||  
Line 24: Line 20:
| 10  || Amount || Integer || from 0 (Nothing) to 123 (doodads almost everywhere). I guess, its up to 255. If 0, its getting fixed to 8.
| 10  || Amount || Integer || from 0 (Nothing) to 123 (doodads almost everywhere). I guess, its up to 255. If 0, its getting fixed to 8.
|-   
|-   
| 11  || Unknown || Integer ||  
| 11  || [[TerrainType.dbc|Terrain Type]] || iRefID || This defines which sounds are played when walking and if snow is thrown up.
|}
|}



Revision as of 18:08, 18 August 2009

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 Amount Integer from 0 (Nothing) to 123 (doodads almost everywhere). I guess, its up to 255. If 0, its getting fixed to 8.
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"