EvilEngine/NGMS: Difference between revisions

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| 0x8 || int32 || '''num_sub_meshes''' ||
| 0x8 || int32 || '''num_sub_meshes''' ||
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| 0x9 || uint8 || '''portal_lookup''' ||
| 0xC || uint8 || '''portal_lookup''' ||
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| 0xA || uint8 || '''portal''' ||
| 0xD || uint8 || '''portal''' ||
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| 0xB || uint16 || '''padding''' ||
| 0xE || uint8 || '''padding''' ||
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| 0xF || uint8 || '''padding''' ||
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| 0x10 || float32 || '''edge_shift''' ||
| 0x10 || float32 || '''edge_shift''' ||

Revision as of 08:20, 31 October 2021

NGMS
Navigation Mesh
TypeBase
Base Type0x9A
0xCD
Games usedThe Incredibles
Rise of the Underminer

Format

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

Offset Type Variable Description
0x8 int32 num_sub_meshes
0xC uint8 portal_lookup
0xD uint8 portal
0xE uint8 padding
0xF uint8 padding
0x10 float32 edge_shift
0x14 int32 exit_triangle_index
0x18 int32 dest_triangle_index
0x1C int32 neighbor_mesh_index
0x20 int32 num_exits
0x24 Vector3 vertices
0x30 int32 num_vertices
0x31 uint8 a
0x32 uint8 b
0x33 uint8 c
0x34 uint8 flags
0x38 int32 num_triangles
0x3C uint32 objects
0x40 int32 num_objects
0x44 uint8 level_two_route_exits
0x45 uint8 padding
0x46 uint8 padding
0x47 uint8 padding
0x48 int32 lookup_next
0x4C float32 get_height
0x50 int32 get_triangle