EvilEngine/GRSM

Revision as of 22:41, 15 September 2022 by Seil (talk | contribs) (Seil moved page GRSM to EvilEngine/GRSM)

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

Offset Type Variable Description
0x08 int numVertices Number of vertices.
0x0C int numFaces Number of faces.
0x10 Vector3 min
0x1C Vector3 max

zGrassMeshVertex

Offset Type Variable Description
0x00 Vector3 position
0x0C float height
0x10 Vector3 normal
0x1C Color rgba

zGrassMeshFace

Offset Type Variable Description
0x00 ushort a
0x02 ushort b
0x04 ushort c