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ac6-refmat:param:graphicsparam

GraphicsParam

Fields

Field Type Offset Description Notes
HitBulletDecalOffset_HitIns f32 0x0 The offset to apply to the position of a generated decal that occurs upon a bullet hit (by this value in its normal direction).
TorchEmissiveIntensity f32 0x4 The maximum emissive strength of the torch light. This value is obtained by multiplying the specified frame.
TorchEmissiveFadeFrame u16 0x8 The fade time when the torch's emissive strength is changed. 60 frames equals 1 second.
pad_01 s16 0xa This field is padding.
CharaWetDecalFadeRange f32 0xc The distance at which a decal is faded after a character is made wet.
pad_04 s32 0x10 This field is padding.
pad_05 s32 0x14 This field is padding.
pad_06 s32 0x18 This field is padding.
pad_02 s32 0x1c This field is padding.
BulletMultiFrameHitSfxIntervalTimeSec f32 0x20 The interval between each hit SFX if a bullet its in multiple stages. In seconds.
PaintDecalFadeOutTimeSec f32 0x24 The fade out duration for decals after they have been painted.
pad_03 dummy8 0x28 This field is padding.
GrassLod_0_0 f32 0x2c The grass generator LOD settings from level 0 to 0.
GrassLod_0_1 f32 0x30 The grass generator LOD settings from level 0 to 1.
GrassLod_0_2 f32 0x34 The grass generator LOD settings from level 1 to 2.
GrassLod_0_3 f32 0x38 The grass generator LOD settings from level 2 to 3.
pad_100 dummy8 0x3c This field is padding.
GrassLod_1_0 f32 0x40 The grass generator LOD settings from level 0 to 0.
GrassLod_1_1 f32 0x44 The grass generator LOD settings from level 0 to 1.
GrassLod_1_2 f32 0x48 The grass generator LOD settings from level 1 to 2.
GrassLod_1_3 f32 0x4c The grass generator LOD settings from level 2 to 3.
pad_101 dummy8 0x50 This field is padding.
GrassLod_2_0 f32 0x54 The grass generator LOD settings from level 0 to 0.
GrassLod_2_1 f32 0x58 The grass generator LOD settings from level 0 to 1.
GrassLod_2_2 f32 0x5c The grass generator LOD settings from level 1 to 2.
GrassLod_2_3 f32 0x60 The grass generator LOD settings from level 2 to 3.
pad_102 dummy8 0x64 This field is padding.
SubWindow_Width u16 0x68 The width of the sub-window. In pixels.
SubWindow_Height u16 0x6a The height of the sub-window. In pixels.
pad_103 dummy8 0x6c This field is padding.
MenuBackBoke_FadeInTime f32 0x78 The fade in duration for the menu background blur. In seconds.
MenuBackBoke_FadeOutTime f32 0x7c The fade out duration for the menu background blur. In seconds.
pad_104 dummy8 0x80 This field is padding.
ZoomBlur_ThresholdSpeedKmH f32 0x84 The threshold speed at which zoom blur occurs during boost movement. In kilometres per hour.
ZoomBlur_InterpolationTime f32 0x88 The time until the zoom blur reaches its maximum value.
ZoomBlur_Pow f32 0x8c The strength of the zoom blur.
ZoomBlur_CenterOffset f32 0x90 The centre offset to apply to the zoom blur. Used to avoid blurring around the character.
ZoomBlur_Contrast f32 0x94 The contrast value to apply to the zoom blur.
ZoomBlur_UVOffsetUp f32 0x98 The UV value to apply during zoom blur at the top of the screen.
ZoomBlur_UVOffsetDown f32 0x9c The UV value to apply during zoom blur at the bottom of the screen.
HitInsDamageNearSfxNumMax u32 0xa0 The maximum number of particles that can be generated by hit SFX. In metres.
HitInsDamageNearSfxDist f32 0xa4 The maximum distance at which hit SFX will occur. In metres.
ShadowFixedFov f32 0xa8 The fixed angle of view to use for shadow rendering: used to resolve an issue where the shadow sometimes stretches like a line when the player moves repeatedly.
pad_999 dummy8 0xac This field is padding.
ac6-refmat/param/graphicsparam.txt · Last modified: by admin