EvilEngine/COLL: Difference between revisions
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<onlyinclude>
{{#vardefine:typeid|COLL}}<nowiki/>
{{#vardefine:name|Collision Table}}<nowiki/>
{{#vardefine:type|[[Binary]]}}<nowiki/>
{{#vardefine:basetype|}}<nowiki/>
{{#vardefine:games|BFBB TSSM Incredibles ROTU RatProto}}<nowiki/>
{{#vardefine:sourcecode|[https://github.com/bfbbdecomp/bfbb/blob/master/src/Game/zCollGeom.h zCollGeom.h]}}<nowiki/>
{{#vardefine:image|}}<nowiki/>
</onlyinclude>
{{AutoAssetInfobox}}
A '''collision table''' is used to give some [[MODL|models]] a specific mesh for collision detection by other objects and the in-game camera. This is commonly used to give high-poly models much less lower detailed versions of themselves, in order to reduce the amount of processing required during collision detection.
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==Format==
The asset data starts with an int which defines the amount of entries in the collision table, then the entries themselves.
===zCollisionGeomTableEntry===
{| class="wikitable"
! Offset !! Type !! Variable !! Description
|-
| 0x00 ||
|}
====zCollGeomTable====
{| class="wikitable"
! Offset !! Type !! Variable !! Description
|-
|
|-
|
|-
| 0x08 || [[AssetID]] || '''camcolModel''' ||Camera collision model. If null, defaults to no model (camera can pass through it).
|}
{{Assets}}
{{AutoGameNavs}}
[[Category:Asset]]
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