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//It seems typically in this file at the start there are a bunch of empty entries, and then there are a bunch of unresolvable ones, and then a bunch that can be resolved.
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//The way this works:
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// - First 18 entries are empty
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// - Next set of entries are all the COLLISION_MAPPING resources referenced by COMMANDS.PAK (hence they have no composite_instance_id, as the composites aren't instanced - but they do have entity_ids)
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// - There are then a few entries that have composite_instance_ids set but I can't resolve them - perhaps these are things from GLOBAL?
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// - Then there's all the instanced entities with resolvable composite_instance_ids
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reader.BaseStream.Position=4;
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intentryCount=reader.ReadInt32();
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for(inti=0;i<entryCount;i++)
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{
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Entryentry=newEntry();
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entry.unk0=reader.ReadInt32();//flag?
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entry.Unknown1_=reader.ReadInt32();//some sort of index ?
entry.Unknown2_=reader.ReadInt32();//Is sometimes -1 and other times a small positive integer. Is this tree node parent?
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entry.CollisionHKXEntryIndex=reader.ReadInt16();
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entry.Unknown3_=reader.ReadInt16();//Most of the time it is -1.
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entry.MVRZoneIDThing=reader.ReadInt32();
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entry.UnknownFlag=reader.ReadInt32();//NOTE: if you filter by this value, all the UnknownIndex1s increment, UnknownIndex2s/collision_index don't increment but are grouped by -1s and non -1s,
publicShortGuidid=ShortGuid.Invalid;//This is the name of the entity hashed via ShortGuid
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publicEntityHandleentity=newEntityHandle();
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publicShortGuidzone_id=ShortGuid.Invalid;//this maps the entity to a zone ID. interestingly, this seems to be the point of truth for the zone rendering
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publicShortGuidID=ShortGuid.Invalid;//This is the name of the entity hashed via ShortGuid, as a result, we can't resolve a lot of them. Does the game care about the value? I doubt it. We definitely don't.
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publicintcollision_index=-1;//maps to havok hkx entry
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