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Prefab
Item ID: 0x04 (4)
The item has a base part and a data part.
Field(s) | Description |
---|---|
struct kdop_item
|
See kDOP item.
Flags: Bit 0: Tunnel |
token prefab_model
|
The unit name of the prefab. |
token prefab_variant
|
The model variant. |
u32 add_parts_count array_token add_parts
|
A list of enabled additional parts. |
u32 node_count array_u64 node_uids
|
The UIDs of the nodes of this prefab. It's important that the amount, position and rotation of nodes in the map matches the nodes of the prefab model. The origin node is always node 0 in this list, no matter which one it is, and you go around clockwise after that (I think). |
u32 slave_count array_u64 slave_uids
|
Item UIDs of slave items of this prefab. These items are tied to certain spawnpoint types
of the prefab model, such as trailer unload points and garage buy points.
Slave item types in the game are: Bus Stop, Company, Fuel Pump, Garage, and Service. Again, it is important that the position of these items in the map matches the prefab model. |
u64 ferry_link_uid
|
Links to a Ferry item if the prefab is a ferry. |
u16 origin_idx
|
Defines which node is the origin (=red) node.
This number is an index for the ppd file, not the node list above. |
array_struct node_infos
|
Repeated for each node:token ter_profile float ter_profile_coef Terrain profile and coefficient for the terrain assigned to this node. |
token semaphore_profile
|
Semaphore profile for this prefab. |
Field(s) | Description |
---|---|
token prefab_look
|
The model look. |
array_struct node_infos
|
See Prefab node struct. Repeated 6 times, regardless of how many nodes or corners the prefab has. |
u32 vegetation_part_count array_struct vegetation_parts
|
List of vegetation parts. |
u32 rnd_seed
|
The seed used for placing vegetation. |
u32 veg_sphere_count array_struct veg_spheres
|
See Vegetation sphere struct. |
array_struct corners
|
Corner models:
Repeated 6 times, regardless of how many nodes or corners the prefab has. |
array_struct quads
|
Terrain data. See Quad info struct. Repeated 6 times, regardless of how many nodes or corners the prefab has. |
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.base/.aux/.snd
- Animated Model
- Bezier Patch
- Buildings
- Bus Stop
- Camera Path
- Camera Point
- City
- Company
- Compound
- Curve
- Cut Plane
- Cutscene
- Environment Area
- Far Model
- Ferry
- Fuel Pump
- Garage
- Gate
- Hinge
- Hookup
- Map Area
- Map Overlay
- Model
- Mover
- Parking
- Prefab
- Road
- Service
- Sign
- Sound
- Terrain
- Traffic Area
- Trajectory
- Trigger
- Visibility Area
- Walker