This repository has been archived by the owner on Sep 3, 2022. It is now read-only.
-
Notifications
You must be signed in to change notification settings - Fork 432
5.0.2.2 NVR Room
Lizardy edited this page May 10, 2022
·
7 revisions
This page is the second page in the 5.02 Creating Custom Maps section of the wiki.
This page details all of the functionality of the .nvr
file and its constituent parts.
- Quality Level
- Very Low
- Low
- Medium
- High
- Very High
- Flag
- TODO
- Bounding Sphere (R3DSphere)
- Position
- Radius
- Bounding Box (R3DBox)
- This type of boundary is axis-aligned
- Min (Vector3)
- Max (Vector3)
- NVR Material
- 2 NVR Primitives
- The first primitive is a simple primitive with NVR Vertices of type
Default
- The second primitive is a complex primitive with NVR Vertices which can be of type
Default
or higher
- The first primitive is a simple primitive with NVR Vertices of type
- Name
- Type
- Default
- Decal
- Grass Wall
- 4 Blend
- Material Count
- Flags
- Ground Vertex
- Colored Vertex
- Channel List
- Color
- Red
- Green
- Blue
- Alpha
- Name
- Transformation Matrix
- This is for general purpose translation, rotation, scaling, and so on of the channel.
- Parent NVR Mesh
- Vertex Type (refer to NVR Vertex)
- This determines what vertex type is allowed in the NVR Vertex list (only one can be active at a time)
- NVR Vertex List
- List of vertex indices
- This is used to define the faces of the NVR Mesh
- Default (12 Byte)
- Position
- V2 (36 Byte)
- Position
- Normal
- UV
- Diffuse Color
- V3 (40 Byte)
- Position
- Normal
- UV
- Diffuse Color
- Emissive Color
- V4 (44 Byte)
- Position
- Normal
- Unknown TODO
- UV
- Diffuse Color
LeagueSandbox is a AGPL-3.0 open-source project