DB/LightParams: Difference between revisions

From wowdev
Jump to navigation Jump to search
(New page: == About == Controls some of the settings which don't change with time for light, fog, and water. == Header Info == Records...................571 Fields......................9 Fi...)
 
mNo edit summary
 
(13 intermediate revisions by 4 users not shown)
Line 1: Line 1:
==  About ==
Controls some of the settings which don't change with time for light, fog, and water.
Controls some of the settings which don't change with time for light, fog, and water.


 
==1.12.1.5875==
 
struct LightParamsRec {
 
  uint32_t m_ID;
== Header Info ==
  uint32_t m_highlightSky;
 
  {{Template:Type/foreign_key|table=LightSkybox}} m_lightSkyboxID;
 
  float m_glow;
Records...................571
  float m_waterShallowAlpha;
Fields......................9 Field Range
  float m_waterDeepAlpha;
Record Size................36
  float m_oceanShallowAlpha;
String Block Size...........1
  float m_oceanDeepAlpha;
 
  uint32_t m_flags;
 
};
 


== Structure ==
== Structure ==
'''Column Field Type Notes'''
1  ID Integer
2 highlightSky Boolean
3 lightSkyboxID Integer This is a ref to [[LightSkybox.dbc|LightSkybox]]
4 cloudTypeID Integer
5 glow Float This controls how much Fog gets added to everything (!) and is used in some places to make them look extra bright
6 waterShallowAlpha Float Controls how transparent the water is for lakes & rivers.
7 waterDeepAlpha Float
8 oceanShallowAlpha Float Controls how transparent the water is for the ocean.
9 oceanDeepAlpha Float
10 flags Integer


  '''Column Field Type Notes'''
==6.0.1.18179==
1  ID Integer
  struct LightParamsRec {
  2 Unknown Boolean
  uint32_t m_ID;
3 Unknown Integer
  uint32_t m_highlightSky;
4 Unknown NULL
  {{Template:Type/foreign_key|table=LightSkybox}} m_lightSkyboxID;
5 Fog Add Float This controls how much Fog gets added to everything no matter the distance from the viewer and is used in some places to make them look extra bright
  uint32_t m_cloudTypeID;
6 Alpha Value for River/Lake WaterFloat Controls how transparent the water is for lakes & rivers.
  float m_glow;
7 Unknown Float
  float m_waterShallowAlpha;
8 Alpha Value for Ocean Water float Controls how transparent the water is for the ocean.
  float m_waterDeepAlpha;
9 Unknown Float
  float m_oceanShallowAlpha;
  float m_oceanDeepAlpha;
  uint32_t m_flags;
  };
[[Category:DBC]]
[[Category:DBC_Vanilla]]
[[Category:DBC_WotLK]]
[[Category:DBC_WoD]][[Category:6.0.1.18179]]

Latest revision as of 22:11, 1 October 2017

Controls some of the settings which don't change with time for light, fog, and water.

1.12.1.5875

struct LightParamsRec {
  uint32_t m_ID;
  uint32_t m_highlightSky;
  foreign_key<uint32_t, &LightSkyboxRec::m_ID> m_lightSkyboxID;
  float m_glow;
  float m_waterShallowAlpha;
  float m_waterDeepAlpha;
  float m_oceanShallowAlpha;
  float m_oceanDeepAlpha;
  uint32_t m_flags;
};

Structure

Column 	Field 					Type 		Notes
1  	ID 					Integer 	
2 	highlightSky 				Boolean 	
3 	lightSkyboxID 				Integer 	This is a ref to LightSkybox
4 	cloudTypeID 				Integer
5 	glow 					Float 		This controls how much Fog gets added to everything (!) and is used in some places to make them look extra bright
6 	waterShallowAlpha			Float 		Controls how transparent the water is for lakes & rivers.
7 	waterDeepAlpha 				Float 		
8 	oceanShallowAlpha 			Float 		Controls how transparent the water is for the ocean.
9 	oceanDeepAlpha 				Float
10	flags					Integer

6.0.1.18179

struct LightParamsRec {
  uint32_t m_ID;
  uint32_t m_highlightSky;
  foreign_key<uint32_t, &LightSkyboxRec::m_ID> m_lightSkyboxID;
  uint32_t m_cloudTypeID;
  float m_glow;
  float m_waterShallowAlpha;
  float m_waterDeepAlpha;
  float m_oceanShallowAlpha;
  float m_oceanDeepAlpha;
  uint32_t m_flags;
};