Jump to content

Welcome to Obsidian Forum Community
Register now to gain access to all of our features. Once registered and logged in, you will be able to create topics, post replies to existing threads, give reputation to your fellow members, get your own private messenger, post status updates, manage your profile and so much more. If you already have an account, login here - otherwise create an account for free today!




Photo
- - - - -

MDB File Bitflags

Posted by Rob McGinnis , 02 February 2007 · 936 views

Custom Content
Q: Some of the blocks in a MDB file have a 32-bit field in front of the vertex count field, which we assume is a flag bit vector. In most cases it has a value of 0, but occasionally some bits are set. What do they indicate?

A: The bitflags are as follows for skin and rigid packets:

const DWORD NWN2_ALPHA_TEST = 1 << 0;
const DWORD NWN2_ALPHA_BLEND = 1 << 1; // #### SHOULD NOT BE USED
const DWORD NWN2_ADDITIVE_BLEND = 1 << 2; // #### SHOULD NOT BE USED
const DWORD NWN2_ENVIRONMENT_MAPPED = 1 << 3;
const DWORD NWN2_CUTSCENE_MESH = 1 << 4;
const DWORD NWN2_GLOW = 1 << 5;
const DWORD NWN2_NO_CAST_SHADOWS = 1 << 6;
const DWORD NWN2_PROJECTED_TEXTURES = 1 << 7;

Most of them are pretty straightforward. The projected texture flag means that the model will accept UI projected textures such as the spell targeting cursor.




January 2019

S M T W T F S
  12345
6789101112
13141516171819
20 21 2223242526
2728293031  

Recent Entries

Recent Comments