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uint32 MeshDataOffset
};
</syntaxhighlight>
=== Patch Data ===
<syntaxhighlight lang="c++">
public struct Patch
{
Vector4 LightMapPoint;
Vector4 UVPoint1;
Vector4 UVPoint2;
Vector4 UVPoint3;
Vector4 UVPoint4;
Vector4 R4C4;
Vector4 R4C3;
Vector4 R4C2;
Vector4 R4C1;
Vector4 R3C4;
Vector4 R3C3;
Vector4 R3C2;
Vector4 R3C1;
Vector4 R2C4;
Vector4 R2C3;
Vector4 R2C2;
Vector4 R2C1;
Vector4 R1C4;
Vector4 R1C3;
Vector4 R1C2;
Vector4 R1C1;
Vector3 LowestXYZ;
Vector3 HighestXYZ;
Vector4 Point1;
Vector4 Point2;
Vector4 Point3;
Vector4 Point4;
uint32 PatchStyle;
uint32 Unknown1;
uint16 TextureAssigment;
uint16 LightmapID;
uint32 Unknown2;
uint32 Unknown3;
uint32 Unknown4;
}
</syntaxhighlight>
=== Spline And Spline Segment Data ===
<syntaxhighlight lang="c++" line="1">
public struct Spline
{
Vector3 LowestXYZ;
Vector3 HighestXYZ;
uint32 Unknown1;
uint32 SplineSegmentCount;
uint32 SplineSegmentPosition;
uint32 Unknown2;
}
public struct SplinesSegments
{
Vector4 Point4;
Vector4 Point3;
Vector4 Point2;
Vector4 ControlPoint;
Vector4 ScalingPoint; //Not really sure about that
uint32 PreviousSegment;
uint32 NextSegment;
uint32 SplineParent;
Vector3 LowestXYZ;
Vector3 HighestXYZ;
float SegmentDisatnce;
float PreviousSegmentsDistance;
uint32 Unknown1;
}
</syntaxhighlight>
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