Difference between revisions of "COM Map Asset"

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(Call of Duty 4 & Modern Warfare 2 & 3 & Ghosts)
Line 13: Line 13:
 
struct ComPrimaryLight
 
struct ComPrimaryLight
 
{
 
{
#ifdef MW3 || Ghosts
 
      char unknown[0x4C];
 
#else
 
 
   char type;
 
   char type;
 
   char canUseShadowMap;
 
   char canUseShadowMap;
 
   char exponent;
 
   char exponent;
 
   char unused;
 
   char unused;
   vec3_t color;
+
   float color[3];
   vec3_t dir;
+
   float dir[3];
   vec3_t origin;
+
#ifdef MW3 || Ghosts
 +
  float up[3];
 +
#endif
 +
   float origin[3];
 
   float radius;
 
   float radius;
 
   float cosHalfFovOuter;
 
   float cosHalfFovOuter;
Line 29: Line 29:
 
   float rotationLimit;
 
   float rotationLimit;
 
   float translationLimit;
 
   float translationLimit;
 +
#ifdef MW3 || Ghosts
 +
  float cucRotationOffsetRad;
 +
  float cucRotationSpeedRad;
 +
  float cucScrollVector[2];
 +
  float cucScaleVector[2];
 +
  float cucTransVector[2];
 
#endif
 
#endif
 
   const char *defName;
 
   const char *defName;

Revision as of 04:47, 22 December 2014

The com_map (believed to be "common map") appears to be dedicated to holding light data for the primary lights around the map. This asset is part of the D3DBSP system produced by Radiant so it has existed on every Call of Duty game so far.

Call of Duty 4 & Modern Warfare 2 & 3 & Ghosts

struct ComPrimaryLight
{
  char type;
  char canUseShadowMap;
  char exponent;
  char unused;
  float color[3];
  float dir[3];
#ifdef MW3 || Ghosts
  float up[3];
#endif
  float origin[3];
  float radius;
  float cosHalfFovOuter;
  float cosHalfFovInner;
  float cosHalfFovExpanded;
  float rotationLimit;
  float translationLimit;
#ifdef MW3 || Ghosts
  float cucRotationOffsetRad;
  float cucRotationSpeedRad;
  float cucScrollVector[2];
  float cucScaleVector[2];
  float cucTransVector[2];
#endif
  const char *defName;
};
 
struct ComWorld
{
  const char *name;
  int isInUse;
  unsigned int primaryLightCount;
  ComPrimaryLight *primaryLights;
};

World at War & Black Ops 1

Note that "waterCells" and "burnableCells" were added in World at War and most likely left over in Black Ops 1, as they were subsequently removed in Black Ops 2. Also there is 0x10 unknown bytes before each cell entry, believed to be cell information.

struct ComPrimaryLight
{
#ifdef BO1
       char unknown[0xD8];
#else
       char unknown[0x44]; //WaW contains one more int/float from above
#endif
  const char *defName;
};
 
struct ComBurnableCell
{
       char unknown[8];
  char (*data[0x20]);
};
 
struct ComWorld
{
  const char *name;
  int isInUse;
  unsigned int primaryLightCount;
  ComPrimaryLight *primaryLights;
       char unknown1[0x10];
       unsigned int waterCellCount;
       char * waterCells; //Size = waterCellCount << 3
       char unknown3[0x10];
  unsigned int burnableCellCount;
  ComBurnableCell * burnableCells;
};

Black Ops 2

struct ComPrimaryLight
{
  char type;
  char canUseShadowMap;
  char exponent;
  char priority;
  __int16 cullDist;
  char useCookie;
  char shadowmapVolume;
  vec3_t color;
  vec3_t dir;
  vec3_t origin;
  float radius;
  float cosHalfFovOuter;
  float cosHalfFovInner;
  float cosHalfFovExpanded;
  float rotationLimit;
  float translationLimit;
  float mipDistance;
  float dAttenuation;
  float roundness;
  vec4_t diffuseColor;
  vec4_t falloff;
  vec4_t angle;
  vec4_t aAbB;
  vec4_t cookieControl[3];
  const char *defName;
};
 
struct ComWorld
{
  const char *name;
  int isInUse;
  unsigned int primaryLightCount;
  ComPrimaryLight *primaryLights;
};