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<onlyinclude> |
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{{AssetInfobox |
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{{#vardefine:typeid|LODT}}<nowiki/> |
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|subtitle=LOD Table |
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{{#vardefine:name|LOD Table}}<nowiki/> |
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|type=[[Binary]] |
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{{#vardefine:type|[[Binary]]}}<nowiki/> |
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|games=Battle for Bikini Bottom<br>The SpongeBob SquarePants Movie<br>The Incredibles<br>Rise of the Underminer}} |
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{{#vardefine:basetype|}}<nowiki/> |
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{{#vardefine:games|BFBB TSSM Incredibles ROTU}}<nowiki/> |
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{{#vardefine:sourcecode|[https://github.com/bfbbdecomp/bfbb/blob/master/src/Game/zLOD.h zLOD.h]}}<nowiki/> |
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{{#vardefine:image|}}<nowiki/> |
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</onlyinclude> |
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{{AutoAssetInfobox}} |
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A '''LOD table''' defines how models should look based on their distances from the in-game camera. A model can have up to 4 levels of detail, each level being a separate version of the model, spaced at increasing distances from the camera. Once the maximum distance is reached, the model starts fading out of view. |
A '''LOD table''' defines how models should look based on their distances from the in-game camera. A model can have up to 4 levels of detail, each level being a separate version of the model, spaced at increasing distances from the camera. Once the maximum distance is reached, the model starts fading out of view. |
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==Format== |
==Format== |
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The asset data starts with an int which defines the amount of entries in the LOD table, then the entries themselves. |
The asset data starts with an int which defines the amount of entries in the LOD table, then the entries themselves. |
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===zLODManager=== |
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{| class="wikitable" |
{| class="wikitable" |
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! Offset !! Type !! Description |
! Offset !! Type !! Variable !! Description |
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| 0x00 || |
| 0x00 || int || '''numextra''' || Amount of LOD table entries |
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====zLODTable==== |
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Offset [-4] only applies to BFBB |
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{| class="wikitable" |
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! Offset !! Type !! Variable !! Description |
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| 0x00 || [[AssetID]] || '''baseBucket''' || Model asset ID |
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| 0x04 || float || '''noRenderDist''' || Max Distance from the camera before it starts fading out. |
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| 0x08 || uint || '''flags''' || '''Not present in BFBB''' |
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| 0x0C[-4] || [[AssetID]] || '''lodBucket''' || LOD1 Model (optional) |
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| 0x10[-4] || [[AssetID]] || '''lodBucket''' || LOD2 Model (optional) |
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| 0x14[-4] || [[AssetID]] || '''lodBucket''' || LOD3 Model (optional) |
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| 0x18[-4] || float || '''lodDist''' || LOD1 Distance from camera |
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| 0x1C[-4] || float || '''lodDist''' || LOD2 Distance from camera |
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| 0x20[-4] || float || '''lodDist''' || LOD2 Distance from camera |
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{{Assets}} |
{{Assets}} |
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{{AutoGameNavs}} |
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[[Category:Asset]] |
[[Category:Asset]] |
Latest revision as of 02:25, 29 October 2022
LODT | |
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LOD Table | |
Type | Binary |
Games used | Battle for Bikini Bottom The SpongeBob SquarePants Movie |
Source code | zLOD.h |
A LOD table defines how models should look based on their distances from the in-game camera. A model can have up to 4 levels of detail, each level being a separate version of the model, spaced at increasing distances from the camera. Once the maximum distance is reached, the model starts fading out of view.
Format
The asset data starts with an int which defines the amount of entries in the LOD table, then the entries themselves.
zLODManager
Offset | Type | Variable | Description |
---|---|---|---|
0x00 | int | numextra | Amount of LOD table entries |
zLODTable
Offset [-4] only applies to BFBB
Offset | Type | Variable | Description |
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0x00 | AssetID | baseBucket | Model asset ID |
0x04 | float | noRenderDist | Max Distance from the camera before it starts fading out. |
0x08 | uint | flags | Not present in BFBB |
0x0C[-4] | AssetID | lodBucket | LOD1 Model (optional) |
0x10[-4] | AssetID | lodBucket | LOD2 Model (optional) |
0x14[-4] | AssetID | lodBucket | LOD3 Model (optional) |
0x18[-4] | float | lodDist | LOD1 Distance from camera |
0x1C[-4] | float | lodDist | LOD2 Distance from camera |
0x20[-4] | float | lodDist | LOD2 Distance from camera |