Add new asset type definitions: - GfxWorld and related structures (cells, lights, probes) - Menu system (menudef, itemdef, windowdef, listboxdef) - Sound system (soundalias, soundfile, speakermap, sndcurve) - D3D resources (vertex/index buffers) - Font glyphs and expression entries Update existing definitions with improved field annotations and UI display properties. 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
16 lines
713 B
Plaintext
16 lines
713 B
Plaintext
type materialtexturedef [display="Material Texture Def"]
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{
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// MaterialTextureDef - 12 bytes total
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// The image pointer is just a reference to a GfxImage asset that's
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// streamed separately in the zone file - NOT inline within the material
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u32 name_hash [ui, readonly, display="Name Hash"];
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u8 name_start [ui, readonly, display="Name Start"];
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u8 name_end [ui, readonly, display="Name End"];
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u8 sampler_state [ui, readonly, display="Sampler State"];
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u8 semantic [ui, readonly, display="Semantic"];
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// GfxImage* image - pointer to image asset (resolved elsewhere in zone)
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// -1 means "needs fixup", but image data is a separate asset entry
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i32 image_ptr [ui, readonly, display="Image Ptr"];
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}
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