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ac6-refmat:param:decalparam

DecalParam

Fields

Field Type Offset Description Notes
textureId s32 0x0 Texture ID
dmypolyId s32 0x4 Dummy polygon ID for decal generation. If specified by TAE, it will be the value of TAE.
pitchAngle f32 0x8 The reference angle offset (up and down). In degrees
yawAngle f32 0xc The reference angle offset (left and right). In degrees
nearDistance f32 0x10 Decal placement near distance. In metres.
farDistance f32 0x14 Decal placement far distance. In metres.
nearSize f32 0x18 Size at the near distance. In metres.
farSize f32 0x1c Size at the far distance. In metres.
maskSpeffectId s32 0x20 If SpEffect ID is not -1, then decal is only applied if the specified SpEffect is present. This field refers to the following params: SpEffectParam
pad_10 u32 0x24 [0-3] This field is padding.
replaceTextureId_byMaterial u32 0x24 [4] When generated by an attack hit, change the texture depending on the defense material in 1. New texture ID = blood material ID * 10000000 + original texture ID
dmypolyCategory u32 0x24 [5-6] Where to search for the dummy polygon ID. This field uses the following enum: DECAL_DUMMY_SEARCH_TYPE
pad_05 u32 0x24 [7-10] This field is padding.
useDeferredDecal u32 0x24 [11] If ON, acts as a deferred decal. This field is a boolean.
usePaintDecal u32 0x24 [12] If ON, acts as a paint decal. This field is a boolean.
bloodTypeEnable u32 0x24 [13] Affected by optional blood decal, ID +1000 in mild, cannot be pasted if hidden. This field is a boolean.
bUseNormal u32 0x24 [14] If ON, use normal mask (supports normal and shininess texture). This field is a boolean.
pad_08 u32 0x24 [15] This field is padding.
pad_09 u32 0x24 [16] This field is padding.
usePom u32 0x24 [17] If ON, use parallel occlusion mapping. This field is a boolean.
useEmissive u32 0x24 [18] If ON, use emissive mask. This field is a boolean.
putVertical u32 0x24 [19] Enable if the decal is to be placed vertically. This field is a boolean.
randomSizeMin s16 0x28 When placing the decal, what is the minimum scale it can be randomly placed at.
randomSizeMax s16 0x2a When placing the decal, what is the minimum scale it can be randomly placed at.
randomRollMin f32 0x2c When placing the decal, what is the minimum roll angle it can be randomly placed at. In degrees.
randomRollMax f32 0x30 When placing the decal, what is the maximum roll angle it can be randomly placed at. In degrees.
randomPitchMin f32 0x34 When placing the decal, what is the minimum pitch angle it can be randomly placed at. In degrees.
randomPitchMax f32 0x38 When placing the decal, what is the maximum pitch angle it can be randomly placed at. In degrees.
randomYawMin f32 0x3c When placing the decal, what is the minimum yaw angle it can be randomly placed at. In degrees.
randomYawMax f32 0x40 When placing the decal, what is the maximum yaw angle it can be randomly placed at. In degrees.
pomHightScale f32 0x44 The height scale to use with parallel occlusion mapping.
pomSampleMin u8 0x48 The minimum sample count to use with parallel occlusion mapping.
pomSampleMax u8 0x49 The maximum sample count to use with parallel occlusion mapping.
blendMode s8 0x4a Blend mode to use for this decal. This field uses the following enum: DECAL_PARAM_BLEND_MODE
appearDirType s8 0x4b Reference coordinates that determine the direction in which the decal will fly. This field uses the following enum: DECAL_PARAM_DIR_TYPE
emissiveValueBegin f32 0x4c The start value used in the emissive mask.
emissiveValueEnd f32 0x50 The end value used in the emissive mask.
emissiveTime f32 0x54 The interpolation time from start value to end value.
bIntpEnable u8 0x58 Do you generate at the time when the bar is extended due to the decal generation via TAE? This field is a boolean.
bIntpEnable_forTank u8 0x59 Do you generate at the time when the bar is extended due to the decal generation via TAE? This field is a boolean.
pad_01 dummy8 0x5a This field is padding.
intpIntervalDist f32 0x5c Distance to interpolate decals generated between TAE bars when interpolation is enabled. In metres.
beginIntpTextureId s32 0x60 Texture ID at the start of interpolation (-1 uses textureID).
endIntpTextureId s32 0x64 Texture at the end of interpolation Texture ID (-1 uses textureID).
appearSfxId s32 0x68 SFXID issued when the decal is placed (-1 means none). This field takes an Particle ID.
appearSfxOffsetPos f32 0x6c Offset distance applied to the SFX generation position
maskTextureId s32 0x70 Mask texture ID (-1 uses textureID).
diffuseTextureId s32 0x74 Albedo texture ID (-1 uses textureID).
metallicTextureId s32 0x78
maskScale f32 0x7c Mask strength (currently valid only with deferred decals)
normalTextureId s32 0x80 Normal texture ID (-1 uses textureID).
heightTextureId s32 0x84 Displacement texture ID (-1 uses textureID).
emissiveTextureId s32 0x88 Emissive texture ID (-1 uses textureID).
diffuseColorR u8 0x8c Albedo color R
diffuseColorG u8 0x8d Albedo color G
diffuseColorB u8 0x8e Albedo color B
bLifeEnable u8 0x8f Is a duration set? This field is a boolean.
metallicScale f32 0x90 Metallic scale (1.0 equal size)
siniScale f32 0x94 The strength of shininess.
lifeTimeSec f32 0x98 The duration of the decal after placement. In seconds.
fadeOutTimeSec f32 0x9c Fade out time for the decal. In seconds.
priority s16 0xa0 Decals with a priority higher than others will stay over lower priorities. (-1 does not disappear)
bDistThinOutEnable u8 0xa2 Whether to thin out nearby decals after placement. This field is a boolean.
bAlignedTexRandomVariationEnable u8 0xa3 If ON, one variation number randomly determined for each texture other than 0 will be applied. The number of non-zero variations must be the same. This field is a boolean.
distThinOutCheckDist f32 0xa4 The distance at which decals are checked and subsequently thinned-out.
distThinOutCheckAngleDeg f32 0xa8 The angle from the placed decal at which decals are checked and subsequently thinned-out.
distThinOutMaxNum u8 0xac If the angle is greater than or equal to this number, thin out
distThinOutCheckNum u8 0xad How many recent items should be checked for thinning?
delayAppearFrame s16 0xae When trying to apply a decal, it actually gets applied after this frame. Based on 30 FPS.
randVaria_Diffuse u32 0xb0 [0-3] Number of random variations of albedo texture (including 0th, 2 for 2 textures)
randVaria_Mask u32 0xb0 [4-7] Number of random variations of mask texture (including 0th, 2 for 2 textures)
randVaria_metallic u32 0xb0 [8-11]
pad_12 u32 0xb0 [12-15] This field is padding.
randVaria_Normal u32 0xb0 [16-19] Number of random variations of normal texture (including 0th, 2 for 2 textures)
randVaria_Height u32 0xb0 [20-23] Number of random variations of displacement texture (including 0th, 2 for 2 textures)
randVaria_Emissive u32 0xb0 [24-27] Number of random variations of emissive textures (including 0th, 2 for 2 textures)
pad_11 u32 0xb0 [28-31] This field is padding.
fadeInTimeSec f32 0xb4 Fade in time for the decal. In seconds.
thinOutOverlapMultiRadius f32 0xb8 Determine if it is a duplicate within the range of decal size multiplied by this value
thinOutNeighborAddRadius f32 0xbc Determine if it is nearby based on the decal size plus this distance. In metres.
thinOutOverlapLimitNum u32 0xc0 The number of decals that can be duplicated within the overlap radius.
thinOutNeighborLimitNum u32 0xc4 The number of decals that can be duplicated within the neighbor radius.
thinOutMode s8 0xc8 Thinning mode for the decal. This field uses the following enum: DECAL_PARAM_THIN_OUT_MODE
emissiveColorR u8 0xc9 Emissive color R
emissiveColorG u8 0xca Emissive color G
emissiveColorB u8 0xcb Emissive color B
maxDecalSfxCreatableSlopeAngleDeg f32 0xcc The maximum angle limit when generating the decal particle.
appearAssetId s32 0xd0 The asset to generate when the decal is placed.
assetPitchAngleDeg f32 0xd4 Random placement for the asset. The reference angle offset (up and down). In degrees
assetYawAngleDeg f32 0xd8 Random placement for the asset. The reference angle offset (up and down). In degrees
assetMinAppearTimeSec f32 0xdc Random placement for the asset. The minimum time the generated asset is displayed for. In seconds.
assetMaxAppearTimeSec f32 0xe0 Random placement for the asset. The maximum time the generated asset is displayed for. In seconds.
assetMinFadeTimeSec f32 0xe4 Random placement for the asset. The minimum time the generated asset is faded by. In seconds.
assetMaxFadeTimeSec f32 0xe8 Random placement for the asset. The maximum time the generated asset is faded by. In seconds.
assetMinAnimId s32 0xec Random playback will be performed from animations with IDs between the lower limit and above and the upper limit. If the upper limit is -1, try to play the animation for this item.
assetMaxAnimId s32 0xf0 Random playback will be performed from animations with IDs between the lower limit and above and the upper limit. If the lower limit is -1, try to play the animation for this item.
refParamId s32 0xf4 ID of decal to reference (if -1, other entered number will be used). This field refers to the following params: DecalParam
pad_02 dummy8 0xf8 This field is padding.

Enums

DECAL_PARAM_BLEND_MODE

Option Description Notes
1 Transparency
2 Multiply

DECAL_PARAM_DIR_TYPE

Option Description Notes
0 Local
1 Map Global
2 Attacker Model Global
3 Damaged Model Global
4 Local Axis of Bullet

DECAL_PARAM_THIN_OUT_MODE

Option Description Notes
0 Delete
1 Do not Generate

DECAL_DUMMY_SEARCH_TYPE

Option Description Notes
0 Body
1 Left-hand Weapon
2 Right-hand Weapon
ac6-refmat/param/decalparam.txt · Last modified: by admin