Apex Legends Water Bodies system #166
Replies: 7 comments 4 replies
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targetname_hash
uint64_t
@r-ex connected this to materials/world/ocean_water
Hashed the same way as .rpak
assets, but actually for entity targetname
s
uv_scale
Small float representing the amount to increment a uv tile across the 1K WaveData
texture
1024
* step_size
represents how many pixels across a tile is (might also be some border amount to avoid bleed)
node_scale
Always 1024.0
, the x & y dimension of a tile in the mesh
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Moving this discussion to the completed category |
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Splitting off from:
Lumps
WATER_BODIES
WATER_BODY_CENTERS
WATER_BODY_INDICES
WATER_BODY_VERTICES
WAVE_DATA
Connections
Unknowns
How doWaterBodies
indexWaterBodyVertices2
?WaterBodyCenters
are tile centersWaterBody.unknown_1
(approximate mesh center?)WaterBody.unknown_2
.rpak
asset hashWaterBodyVertex.unknown_index_1
&2
colour
, either white or blue; 1 colour per tileWhat precisely doWaterBody.rpak_hash
es index?targetname_hash
indexes an entityAre all the indexed assets inmapname.rpak
, or some other mounted.rpak
?WaterBodyCenters
used to generate a deformable mesh of the ocean?Beta Was this translation helpful? Give feedback.
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