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ac6-refmat:param:assetenvironmentgeometryparam

AssetEnvironmentGeometryParam

Fields

Field Type Offset Description Notes
soundBankId s32 0x0 Sound bank ID (-1: no bank, other: bank with specified ID)
soundBreakSEId s32 0x4 Destruction sound SEID (9 digits) -1: Generated from assetId
refDrawParamId s32 0x8 Drawing parameter reference ID. The reference ID for the part drawing parameter .xlsm. This field refers to the following params: PartsDrawParam
hitCreateType s8 0xc Sets the hit build type for static assets. Ignored for dynamic assets. This field uses the following enum: ASSET_HIT_CREATE_TYPE_ENUM
behaviorType u8 0xd Dynamic (all asset features available), static (light assets with limited functionality treated as old maps), partially static (partially destroyed assets) This field uses the following enum: ASSET_BEHAVIOR_TYPE
collisionType u8 0xe Collision detection type. You can set what the asset will hit. This field uses the following enum: ASSET_COLLISION_TYPE
rainBlockingType u8 0xf It is a type of rain blocking. You can set the blocking of SFX and wet expression. This field uses the following enum: RAIN_BLOCKING_TYPE
hp s16 0x10 Durability until destruction (-1: Indestructible)
defense u16 0x12 Attack power below this value is no damage
breakStopTime f32 0x14 Time from destruction to forced stop of rigid body (do not force stop at 0)
breakSfxId s32 0x18 SFX ID on destruction (-1: default (810030)) This field takes an Particle ID.
breakSfxCpId s32 0x1c SFX generation position at the time of destruction Dummy Polygon ID (-1: placement position)
breakLandingSfxId s32 0x20 Object material-dependent SFX identifier that regenerates when first landing after being destroyed (-1: does not occur) This field takes an Particle ID.
breakBulletBehaviorId s32 0x24 Action parameter of [bullet] at the time of destruction (-1: does not occur). Please note that there is an offset specification due to laps.
breakBulletCpId s32 0x28 Location of [bullet] at the time of destruction Damipoli ID (-1: placement position)
FragmentInvisibleWaitTime f32 0x2c Hidden debris Waiting time (seconds)
FragmentInvisibleTime f32 0x30 Time to hide debris (seconds)
BreakAiSoundID s32 0x34 AI sound ID generated at the time of destruction This field refers to the following params: AiSoundParam
reserve1 u8 0x38 This field is padding.
animBreakIdMax u8 0x39 What is the animation destruction ID from 0 to what?
updateGroupMaskLimitFrameNum u8 0x3a Number of frames for group mask switching time
isBreakByPlayerCollide u8 0x3b [0] Broken when the player touches (0: no, 1:) This field is a boolean.
isBreakByEnemyCollide u8 0x3b [1] Broken when an enemy character touches (0: No, 1: Ru) This field is a boolean.
isBreak_ByChrRide u8 0x3b [2] Will it break if the character gets on (0: it won't break 1: it will break) This field is a boolean.
isDisableBreakForFirstAppear u8 0x3b [3] Broken at the initial appearance of the player (0: ru, 1: no) This field is a boolean.
isAnimBreak u8 0x3b [4] Is it animation destruction (0: physical destruction, 1: animation destruction) This field is a boolean.
isForceHiActiveWhileAnim u8 0x3b [5] During anime playback, set the update frequency to HiActive for Asset only This field is a boolean.
isForceHiActive u8 0x3b [6] Set the update frequency to HiActive This field is a boolean.
isBreakSync u8 0x3b [7] Allow asset to break animation synchronization. This field is a boolean.
isDamageCover u8 0x3c [0] Whether to pass the damage to the other side when receiving damage (0: pass, 1: do not pass) This field is a boolean.
isAttackBacklash u8 0x3c [1] Do you play the attack (0: do not play, 1: play) This field is a boolean.
isPenetrationBulletHit u8 0x3c [2] Whether the bullet will hit (0: not hit, 1: hit) This field is a boolean.
isLadder u8 0x3c [3] Is it a ladder (0: different, 1: yes) This field is a boolean.
isMoveObj u8 0x3c [4] Is it a moving object? It is a flag used for branching of movement processing at the time of multi (0: different, 1: yes) This field is a boolean.
isInsideGroupHit u8 0x3c [5] Hit interference in the asset or (0: don't, 1: do) This field is a boolean.
isAnimPauseOnRemoPlay u8 0x3c [6] Do you want to stop the animation during the poly play (0: not, 1: do) This field is a boolean.
isBurn u8 0x3c [7] Will it burn (0: not, 1:) This field is a boolean.
navimeshFlag u8 0x3d Navigation mesh flag set from assets before destruction This field uses the following enum: ASSET_NAVIMESH_FLAG
burnBulletInterval u16 0x3e Interval (frame) to generate bullets for spreading fire
clothUpdateDist f32 0x40 Distance from the camera to update havokCloth (0: always update)
lifeTime_forRuntimeCreate f32 0x44 Runtime-generated time after creation until disappearance (0: does not disappear)
contactSeId s32 0x48 SE ID to play when touched by a local player operated by you (-1: Do not play)
fadeOutTime_forRuntimeCreate f32 0x4c Fade-out time when runtime-generated assets disappear after generation
windEffectRate_0 f32 0x50 Wind coefficient (before destruction)
windEffectRate_1 f32 0x54 Wind coefficient (after destruction)
windEffectType_0 u8 0x58 Wind effect type (before destruction) This field uses the following enum: ASSET_WIND_EFFECT_TYPE
windEffectType_1 u8 0x59 Wind effect type (after destruction) This field uses the following enum: ASSET_WIND_EFFECT_TYPE
overrideMaterialId s16 0x5a Asset material ID overwrite setting (-1: Do not overwrite model material ID 0 or more: Material ID overwrite) On the ladder, the material ID is reflected only with this setting
autoCreateOffsetHeight f32 0x5c Height offset of how much it floats from where the raycast hits the map when it is automatically generated [m]
burnTime f32 0x60 Burning time (seconds) (continues to burn at 0)
burnBraekRate f32 0x64 Burnup threshold for switching to the ruptured state
burnSfxId s32 0x68 SFX ID at the time of combustion: 0 (-1: No SFX) This field takes an Particle ID.
burnSfxId_1 s32 0x6c SFX ID at the time of combustion: 1 (-1: No SFX) This field takes an Particle ID.
burnSfxId_2 s32 0x70 SFX ID at the time of combustion: 2 (-1: No SFX) This field takes an Particle ID.
burnSfxId_3 s32 0x74 SFX ID at the time of combustion: 3 (-1: No SFX) This field takes an Particle ID.
burnSfxDelayTimeMin f32 0x78 SFX generation delay time during combustion Randomly determined between start and end times
burnSfxDelayTimeMin_1 f32 0x7c SFX generation delay time during combustion Randomly determined between start and end times
burnSfxDelayTimeMin_2 f32 0x80 SFX generation delay time during combustion Randomly determined between start and end times
burnSfxDelayTimeMin_3 f32 0x84 SFX generation delay time during combustion Randomly determined between start and end times
burnSfxDelayTimeMax f32 0x88 SFX generation delay time during combustion Randomly determined between start and end times
burnSfxDelayTimeMax_1 f32 0x8c SFX generation delay time during combustion Randomly determined between start and end times
burnSfxDelayTimeMax_2 f32 0x90 SFX generation delay time during combustion Randomly determined between start and end times
burnSfxDelayTimeMax_3 f32 0x94 SFX generation delay time during combustion Randomly determined between start and end times
burnBulletBehaviorId s32 0x98 Bullet generation behavior parameter at the time of burning: 0 (-1: does not occur)
burnBulletBehaviorId_1 s32 0x9c Bullet generation behavior parameter at the time of burning: 1 (-1: does not occur)
burnBulletBehaviorId_2 s32 0xa0 Bullet generation behavior parameter at the time of burning: 2 (-1: does not occur)
burnBulletBehaviorId_3 s32 0xa4 Bullet generation behavior parameter at the time of burning: 3 (-1: does not occur)
burnBulletDelayTime f32 0xa8 Time to delay the generation of bullets for fire spread (seconds)
paintDecalTargetTextureSize u16 0xac Paint decal target size 0: Decal disabled (0 to 4096 power of 2 0, 2, 4, 8, 2048 only valid)
navimeshFlag_after u8 0xae Navimesh flag set from the destroyed asset This field uses the following enum: ASSET_NAVIMESH_FLAG
isCoverAutoGenerate u8 0xaf Whether to automatically generate coverage area by navmesh data around the asset This field is a boolean.
isMakeShadow u8 0xb0 Whether to create a shadow (0: do not create a shadow 1: create a shadow) This field is a boolean.
camNearBehaviorType s8 0xb1 Drawing settings when approaching the camera. This field uses the following enum: ASSET_CAM_NEAR_BEHAVIOR_TYPE
penetrateDef s16 0xb2 If the bullet parameter 'Object Damage' is greater than this value, the bullet will penetrate.
rigidParamId s32 0xb4 This field refers to the following params: RigidBodyParam
breakPower f32 0xb8 Strength to send rigid bodies flying during physical destruction
breakPowerPosition u8 0xbc Base point for sending rigid bodies during physical destruction.
isRotateBreak u8 0xbd Should the program control the rotation when it breaks? This field is a boolean.
isBreak_ByMapCollide u8 0xbe [0] Does it break when touching the map? (0: No, 1: Yes) This field is a boolean.
miniMapDispType u8 0xbf Display settings on 3D minimap This field uses the following enum: ASSET_MINI_MAP_DISP_TYPE
breakAngularPower f32 0xc0 Strength to rotate a rigid body during physical destruction
isMaterialSoftContact u8 0xc4 Does material affect physical behavior? This field is a boolean.
autoDrawGroupBackFaceCheck u8 0xc5 Automatic drawing group_Back side check This field uses the following enum: ASSET_AUTO_DRAW_GROUP_BACKFACE_CHECK_TYPE
autoDrawGroupDepthWrite u8 0xc6 Auto drawing group_shield This field uses the following enum: ASSET_AUTO_DRAW_GROUP_DEPTH_WRITE_TYPE
isBreakChrCollideOnly u8 0xc7 [0] Is it only possible to break by contact destruction? This field is a boolean.
isBreakBeforeChrOverlapHit u8 0xc7 [1] Settings for models that can be destroyed, even if they can go into trees etc. This field is a boolean.
isDisableDeferedDecal u8 0xc7 [2] Set to disable deferred decals This field is a boolean.
isDisableRaytracing u8 0xc7 [3] Set this to exclude from late training when it is inconvenient such as a huge shadow falling during late training. This field is a boolean.
isDisableDepthPrepass u8 0xc7 [4] Configure settings for assets where depth prepass does not function effectively for small, thin, and large quantities of assets such as trees and utility poles. This field is a boolean.
isForceEnableMotionBlur u8 0xc7 [5] If the weight of the animation or rigid body is not set, motion blur will be disabled, but ignore it and force enable it. Settings for assets that are attached to moving assets, e.g. assets attached to elevators This field is a boolean.
pad7 dummy8 0xc7 [6-7] This field is padding.
breakCollideSpeed f32 0xc8 Speed ​​of character that can be destroy this upon contact [Km/h]
breakItemLotParamId u32 0xcc Item to be drawn at the time of destruction Lottery ID. -1 for none. This field refers to the following params: ItemLotParam
pickUpActionButtonParamId s32 0xd0 Action button ID issued for collection. -1 for none. This field refers to the following params: ActionButtonParam
pickUpItemLotParamId u32 0xd4 Item to be drawn at the time of collection For lottery ID. -1 for none. This field refers to the following params: ItemLotParam
pickUpPickupedAssetAnimId u32 0xd8 Animation ID played when picking up item from asset.
autoDrawGroupPassPixelNum f32 0xdc Automatic drawing group: pass pixels (set between 0.0 and 1.0 to enlarge when shooting)
isEnableBuoyancyAction u8 0xe0 Is it affected by Havok's wave simulation (before destruction)? This field is a boolean.
isEnableBuoyancyActionBroken u8 0xe1 Is it affected by Havok's wave simulation (after destruction)? This field is a boolean.
debug_isHeightCheckEnable u8 0xe2 Allowable ground height check This field is a boolean.
rayTracingCullingMode s8 0xe3 Culling mode applied when drawing raytracing. If it is set to 'Auto', it will be the default value set in the program. This field uses the following enum: ASSET_RAY_TRACING_CULLING_TYPE_ENUM
startLostBuoyancyTimeSec f32 0xe4 After how many seconds does it start to lose buoyancy? -1 to not lose buoyancy (before destruction)
startLostBuoyancyTimeSecBroken f32 0xe8 After how many seconds does it start to lose buoyancy? -1 to not lose buoyancy (after destruction)
lostBuoyancyTimeSec f32 0xec How many seconds does it take to lose buoyancy (before destruction)
lostBuoyancyTimeSecBroken f32 0xf0 How many seconds does it take to lose buoyancy (after destruction)
SpecialEffectId_InsideHit s32 0xf4 Special effect ID applied to the character within the hit This field refers to the following params: SpEffectParam
residentSeId s32 0xf8 Sound ID to be resident in the asset (9 digits) (-1: Not resident)
residentSeDmypolyId s32 0xfc Dummy Polygon ID (-1: Placement position) to attach Sound to
residentSeActivateRange f32 0x100 Distance to enable resident sound (m) (0 or less: always enabled)
debug_HeightCheckCapacityMin f32 0x104 In metres - Must be smaller than the maximum
debug_HeightCheckCapacityMax f32 0x108 In metres - Must be greater than the minimum
soundBreakSECpId s32 0x10c Dummy poly ID of the location where the destruction sound is played (-1: placement position)
breakSfxOffsetX f32 0x110 Coordinates to offset for breakSfxCpId field
breakSfxOffsetY f32 0x114 Coordinates to offset for breakSfxCpId field
breakSfxOffsetZ f32 0x118 Coordinates to offset for breakSfxCpId field
particle_shape u8 0x11c The shape of the particles This field uses the following enum: PARTICLE_SHAPE
particle_Reserve_0 dummy8 0x11d This field is padding.
particle_size f32 0x120 In metres
particle_friction f32 0x124
particle_restitution f32 0x128
particle_speedMin f32 0x12c In kilometres per hour.
particle_speedMax f32 0x130 In kilometres per hour.
particle_rotSpeedMin f32 0x134
particle_rotSpeedMax f32 0x138
particle_yawL u8 0x13c
particle_yawR u8 0x13d
particle_pitchU u8 0x13e
particle_pitchD u8 0x13f
breakDecalId s32 0x140 Decal ID at the time of destruction (-1: None) This field refers to the following params: DecalParam
breakDecalCpId s32 0x144 Decal generation position dummy poly ID when destroyed (-1: Generated from the center, -2: Placement position)
isSetMaterial_navMesh_breakAsset u8 0x148 [0] Set materials for destruction assets on navmesh This field is a boolean.
isImportantGridForWorldSlide u8 0x148 [1] Will it be registered in the important grid with background shift? This field is a boolean.
isHugeGridForWorldSlide u8 0x148 [2] Register in the huge grid with background shift This field is a boolean.
isDisableForHugeMiningMission u8 0x148 [3] Can it be disabled in a mining ship mission? This field is a boolean.
isNoSaveCheckpoint u8 0x148 [4] Is not saved in checkpoint This field is a boolean.
isDamageCoverDef u8 0x148 [5] Whether to check for cover when hit (damage diversion assets only) This field is a boolean.
pad8 dummy8 0x148 [6-7] This field is padding.
Reserve_1 dummy8 0x149 This field is padding.

Enums

ASSET_BEHAVIOR_TYPE

Option Description Notes
0 Dynamic
1 Static
2 Partial Static

ASSET_WIND_EFFECT_TYPE

Option Description Notes
0 Disabled
1 Enabled
2 Valid (Individual Judgment)

ASSET_NAVIMESH_FLAG

Option Description Notes
0 None
1 Obstacle
2 Impassable
3 High Cost

ASSET_MINI_MAP_DISP_TYPE

Option Description Notes
0 Do not show
1 Large asset
2 Asset in progress
3 Small asset
4 Model usage of assets

ASSET_IMPOSTER_TYPE

Option Description Notes
0 LockCam Billboard
1 Cross Billboard

ASSET_HIT_CREATE_TYPE_ENUM

Option Description Notes
0 LO Only
1 HI Only
2 None

ASSET_COLLISION_TYPE

Option Description Notes
0 Default
2 Ignore Large Enemy Hit
3 Ignore Boss Hit
51 Ignore Camera Hit
52 Ignore Camera and Damage Hit
53 Only Camera Hit
54 Only Damage Hit
55 Only Boss Hit
56 Only Character Hit
57 Ignore Player and Camera Hit

ASSET_AUTO_DRAW_GROUP_BACKFACE_CHECK_TYPE

Option Description Notes
0 Ignore dynamic asset
1 No
2 Yes

ASSET_AUTO_DRAW_GROUP_DEPTH_WRITE_TYPE

Option Description Notes
0 Only if destroyed
1 No
2 Yes

RAIN_BLOCKING_TYPE

Option Description Notes
0 No cut-off
1 Block short distance
2 Block long distance

ASSET_CAM_NEAR_BEHAVIOR_TYPE

Option Description Notes
0 Never disappear
1 Assets (higher than Player)
2 Assets (lower than Player)

ASSET_SLIDING_BULLET_HIT_TYPE

Option Description Notes
0 Type 0
1 Type 1
2 Type 2

ASSET_PENETRATION_BULLET_TYPE

Option Description Notes
0 Type 0
1 Type 1
4 Type 4

ASSET_EXCLUDE_ACTIVATE_RATIO_TYPE

Option Description Notes
0 Type 0

ASSET_BREAK_ITEM_LOT_TYPE_ENUM

Option Description Notes
0 Type 0
1 Type 1

ASSET_BREAK_ATTRIBUTE_DAMAGE_TYPE

Option Description Notes
0 Type 0
1 Type 1
2 Type 2

ASSET_AUTO_DRAW_GROUP_SHADOW_TEST_TYPE

Option Description Notes
0 Type 0
1 Type 1
2 Type 2

ASSET_RAY_TRACING_CULLING_TYPE_ENUM

Option Description Notes
0 Auto
1 Table
2 Back
3 Double-sided

PARTICLE_SHAPE

Option Description Notes
0 Sphere
1 Box
ac6-refmat/param/assetenvironmentgeometryparam.txt · Last modified: by admin