Image Asset

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Call of Duty 4 & World at War

struct GfxImage
{
	int unknown;
#ifdef PS3
	CellGcmTexture texture;	// size = 0x18
#endif
	char unknown1;
	char unknown2;
	char unknown3;
	char unknown4;
	int size;
	unsigned short width;
	unsigned short height;
	unsigned short depth;
	char unknown5;
	bool streaming;
	char *data;
	const char *name;
};

NOTE: In the zone file, if the streaming is set as true, then data is loaded at the end of the zone file.

Black Ops

struct GfxImage
{
#ifdef PS3
	CellGcmTexture texture; // size = 0x18
#endif
	char unknown1;
	char unknown2;
	char unknown3;
	char unknown4;
	int size;
	unsigned short height;
	unsigned short width;
	unsigned short depth;
	char unknown[6];
	GfxTexture textureDef;
	const char *name;
	int hash;
};

Modern Warfare 2 & 3 & Ghosts

union GfxTexture
{
	char *data;
	struct {
		char unknownData[36];
	};
};
 
struct GfxImage	//0x50
{
#ifdef PS3
	CellGcmTexture texture;	// size = 0x18
#elif defined XBOX360
	int unknown1; // 0x3000000
	unsigned char unknown2[0x38];
#endif
	char unknown3;
	char unknown4;
	char unknown5;
	char unknown6;
	int size;
	unsigned short width;
	unsigned short height;
	unsigned short depth;
	char mipmap;
	bool streaming;
	GfxTexture textureDef;
	const char *name;
};

NOTE: In the zone file, if streaming is set as true, then data will be found in PAK files.

Black Ops 2

union GfxTexture
{
	char *data;
	struct 
	{
		char unknown[0x68];
	};
};
 
struct GfxImage
{
	char unknown1[6];
#ifdef PS3
	CellGcmTexture texture;	// modified, missing 10 bytes, size = 0xE
#endif
	char unknown2;
	char unknown3;
	char unknown4;
	char unknown5;
	int size;
	unsigned short width;
	unsigned short height;
	unsigned short depth;
	char unknown[6];
	GfxTexture textureDef;
	const char *name;
	int hash;
};