EvilEngine/COLL

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Revision as of 04:50, 25 November 2018 by Battlepedia>Seil (Created page with "A '''collision table''' is used to give some models a specific mesh for collision detection by other objects and the in-game camera. By default, any model not include...")
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A collision table is used to give some models a specific mesh for collision detection by other objects and the in-game camera. 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).