Apex Legends Water Bodies system #166
Replies: 7 comments 4 replies
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|---|---|---|---|---|---|
| 0 | 246 | 0 | 0 | 984 | 1476 |
| 246 | 244 | 984 | 1476 | 976 | 1464 |
| 490 | 216 | 1960 | 2940 | 864 | 1296 |
| 706 | 168 | 2824 | 4236 | 672 | 1008 |
| 874 | 255 | 3496 | 5244 | 1020 | 1530 |
| 1129 | 235 | 4516 | 6774 | 940 | 1410 |
| 1364 | 124 | 5456 | 8184 | 496 | 744 |
| 1488 | 191 | 5952 | 8928 | 764 | 1146 |
targetname_hash
uint64_t
@r-ex connected this to materials/world/ocean_water
Hashed the same way as .rpak assets, but actually for entity targetnames
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_BODIESWATER_BODY_CENTERSWATER_BODY_INDICESWATER_BODY_VERTICESWAVE_DATAConnections
Unknowns
How doWaterBodiesindexWaterBodyVertices2?WaterBodyCentersare tile centersWaterBody.unknown_1(approximate mesh center?)WaterBody.unknown_2.rpakasset hashWaterBodyVertex.unknown_index_1&2colour, either white or blue; 1 colour per tileWhat precisely doWaterBody.rpak_hashes index?targetname_hashindexes an entityAre all the indexed assets inmapname.rpak, or some other mounted.rpak?WaterBodyCentersused to generate a deformable mesh of the ocean?Beta Was this translation helpful? Give feedback.
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