| 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. |
| Option | Description | Notes |
|---|---|---|
0 | Dynamic | |
1 | Static | |
2 | Partial Static |
| Option | Description | Notes |
|---|---|---|
0 | Disabled | |
1 | Enabled | |
2 | Valid (Individual Judgment) |
| Option | Description | Notes |
|---|---|---|
0 | None | |
1 | Obstacle | |
2 | Impassable | |
3 | High Cost |
| Option | Description | Notes |
|---|---|---|
0 | Do not show | |
1 | Large asset | |
2 | Asset in progress | |
3 | Small asset | |
4 | Model usage of assets |
| Option | Description | Notes |
|---|---|---|
0 | LockCam Billboard | |
1 | Cross Billboard |
| Option | Description | Notes |
|---|---|---|
0 | LO Only | |
1 | HI Only | |
2 | None |
| 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 |
| Option | Description | Notes |
|---|---|---|
0 | Ignore dynamic asset | |
1 | No | |
2 | Yes |
| Option | Description | Notes |
|---|---|---|
0 | Only if destroyed | |
1 | No | |
2 | Yes |
| Option | Description | Notes |
|---|---|---|
0 | No cut-off | |
1 | Block short distance | |
2 | Block long distance |
| Option | Description | Notes |
|---|---|---|
0 | Never disappear | |
1 | Assets (higher than Player) | |
2 | Assets (lower than Player) |
| Option | Description | Notes |
|---|---|---|
0 | Type 0 | |
1 | Type 1 | |
2 | Type 2 |
| Option | Description | Notes |
|---|---|---|
0 | Type 0 | |
1 | Type 1 | |
4 | Type 4 |
| Option | Description | Notes |
|---|---|---|
0 | Type 0 |
| Option | Description | Notes |
|---|---|---|
0 | Type 0 | |
1 | Type 1 |
| Option | Description | Notes |
|---|---|---|
0 | Type 0 | |
1 | Type 1 | |
2 | Type 2 |
| Option | Description | Notes |
|---|---|---|
0 | Type 0 | |
1 | Type 1 | |
2 | Type 2 |
| Option | Description | Notes |
|---|---|---|
0 | Auto | |
1 | Table | |
2 | Back | |
3 | Double-sided |
| Option | Description | Notes |
|---|---|---|
0 | Sphere | |
1 | Box |