EvilEngine/GRSM

From Heavy Iron Modding

GRSM
Grass Mesh
TypeBase
Base Type0xCD
Games usedThe Incredibles

Format

Grass Meshes are base assets, so they start with their 0x8 byte header, then are followed by:

zGrassMeshAsset

class zGrassMeshAsset : public xBaseAsset
{
public:
    signed int numVertices;
    signed int numFaces;
    xVec3 min;
    xVec3 max;
};
Offset Type Variable Description
0x08 s32 numVertices Amount of zGrassMeshVertex
0x0C s32 numFaces Amount of zGrassMeshFace
0x10 Vector3 min
0x1C Vector3 max

zGrassMeshVertex

class zGrassMeshVertex
{
public:
    xVec3 position;
    float height;
    xVec3 normal;
    unsigned char r;
    unsigned char g;
    unsigned char b;
    unsigned char a;
};
Offset Type Variable Description
0x00 Vector3 position
0x0C f32 height
0x10 Vector3 normal
0x1C Color rgba

zGrassMeshFace

class zGrassMeshFace
{
public:
    unsigned short a;
    unsigned short b;
    unsigned short c;
};
Offset Type Variable Description
0x00 u16 a
0x02 u16 b
0x04 u16 c