DB/Light: Difference between revisions
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struct LightRec { | struct LightRec { | ||
uint32_t m_ID; | uint32_t m_ID; | ||
foreign_key | {{Template:Type/foreign_key|table=Map}} m_continentID; | ||
float m_x; // (0,0,0) = global light, used as fallback if in no other light. | float m_x; // (0,0,0) = global light, used as fallback if in no other light. | ||
float m_y; | float m_y; | ||
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float m_falloffStart; | float m_falloffStart; | ||
float m_falloffEnd; | float m_falloffEnd; | ||
foreign_key | {{Template:Type/foreign_key|table= LightParams}} m_lightParamsID[8]; | ||
}; | }; | ||
[[Category:DBC]] | [[Category:DBC]] | ||
[[Category:DBC_WotLK]] | [[Category:DBC_WotLK]] | ||
[[Category:DBC_WoD]][[Category:6.0.1.18179]] | [[Category:DBC_WoD]][[Category:6.0.1.18179]] |
Revision as of 23:39, 8 February 2016
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.
Header Info
Records...................550 Fields.....................12 Record Size................48 String Block Size...........1
Structure
Column Field Type Notes 1 ID Integer 2 iRefID_Map Integer 3 position Float[3] 6 falloffStart Float If you are within the inner radius there shouldn't be any interpolation with other lights. 7 falloffEnd Float If you are outside the inner radius but inside the outer radius then this light can be interpolated with other lights. 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;
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. float m_y; float m_z; float m_falloffStart; float m_falloffEnd; foreign_keyⁱ<uint32_t, &LightParamsRec::m_ID> m_lightParamsID[8]; };