EvilEngine/COLL: Difference between revisions
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A '''collision table''' is used to give some [[MODL|models]] a specific mesh for collision detection by other objects and the in-game camera. |
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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By default, any model not included in this table uses itself as its collision mesh against other objects, and no collision mesh against the camera (meaning the camera can pass through it). |
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==Format== |
==Format== |
Revision as of 04:55, 25 November 2018
A collision table is used to give some 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.
By default, any model not included in this table uses itself as its collision mesh against other objects, and no collision mesh against the camera (meaning the camera can pass through it).
Format
The asset data starts with an int which defines the amount of entries in the collision table, then the entries themselves. Each entry has the following format:
Offset | Type | Description |
---|---|---|
0x00 | AssetID (Model) | Model |
0x04 | AssetID (Model) | Collision model. If null, defaults to the same model. |
0x08 | AssetID (Model) | Camera collision model. If null, defaults to no model (camera can pass through it). |