Difference between revisions of "DgBangerData"
From Mm2kiwi
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Revision as of 20:03, 6 August 2006
The dgBangerData files are used to define collision properties for PKG objects. These properties define how an object behaves when something collides with it. The format is ASCII-based and made up of tag-value rows grouped in blocks between { and } symbols.
The files start with a definition of the type of banger data given. None of the MM2 files use anything but type a, like this:
type: a
Next comes the main dgBangerData block:
dgBangerData { <tags> }
<tags> is replaced by a list of tags from the following table. The order of the tags may be significant, but some tags may be omitted from the file.
tag | format | Description |
---|---|---|
AudioId | int | Index in a list of sound effects the object makes when collided with |
Size | float float float | Width, height and depth of the bounding box around the object |
CG | float float float | Center of gravity, rotation takes place around this point |
NumGlows | int | 0=no effect, 1=light glow at night |
Mass | float | Mass of the object in kilograms, closely related to the objects weight |
Elasticity | float | Controls the bounciness of the object |
Friction | float | friction coefficient, determines how much force is required to slide along the surface of the object |
ImpulseLimit2 | float | Force required to move the object |
SpinAxis | int | Unknown, always set to 0 in MM2 files |
Flash | int | Unknown |
NumParts | int | Unknown |
BirthRule | block | Particle effect for collision, see below |
TexNumber | int | Unknown, possibly related to paintjob index |
BillFlags | int | Unknown, 0, 64, 128 and 512 are used in MM2 files |
YRadius | float | Unknown |
ColliderId | int | Unknown |
CollisionPrim | int | Unknown, values 0, 1 and 2 are used in MM2 files |
CollisionType | int | Unknown, values 4, 16 and 48 are used in MM2 files |
The BirthRule block is the same as used in the asBirthRule files used to define particle effects caused by player vehicles.