![]() It is unknown what the rest of the flag bits do at this time.Įvery prefab has an XML file ending in. The first two flag bits (15 - 16) encode the rotation of a block around the vertical axis. 0-255 are reserved for air/terrain blocks. At the very end of the blocks.xml file there is a comment that says: Block limit: There can be 32k blocks in the game. Every block id has to be less than 32768 (2^15). Block properties can then be looked up by name using the file Data/Config/blocks.xml. blocks.nim file associated with that prefab. The block id found in the lower 15 bits of each block integer corresponds to a block id in the. There are two parts to each 4 byte (32 bit) block raw-data: Next we have special SimpleBitStream storing which block has a texture (>0): # SimpleBitStream as encoded binaryĮach block that has a texture (>0) is now also stored: long texture We need to store exactly size.x*size.y*size.z blocks: uint32 rawBlockData ![]() char tts\0 # file typeįirst we store another static header giving the size of the prefab ushort size.x The header for a tts prefab file is 8 bytes long. They are binary files, and the format is explained below for the currently used versions. tts contain the voxel block data for each prefab. They store the prefab imposters.įiles ending in. mesh and are not present for every prefab. jpg thumbnail images used to preview the prefab in the in-game editor. ins is to store the `PrefabInsideDataFile`. By changing a block name in this file all blocks referenced by that id in the TTS file will be changed. These ids are referenced in the TTS file. blocks.nim associate block ids with their in-game names. Each Prefab has between four and six files associated with it.įiles ending in.
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