Effect of a dynamic weather environment (e.g., rain or lightning)
It works like this: UV descends down the Y coordinates to the texture
Must have one material
Does not support smoothing
Stores only one mesh
Mesh can have only one UV map
Number of vertices in mesh must be no more than 65,536
Data Type Description Example
shader name s The line that specifies the name of the shader from the shaders.xr file effects\lightning0x00
Data Type Description Example
texture name s A string that specifies the path and the name of the texture fx\fx_rainsplash10x00
Data Type Description Example
flags I These are options. Used in the file level.details If 0x0, the vegetation swings in the wind (bushes), and if 0x1, it is stationary (leaves)
Data Type Description Example
minimum size f The minimum size of the model. These values are used in the level.details files -
Data Type Description Example
maximum size f Maximum model size. These values are used in the level.details files -
Data Type Description Example
number of vertices I Number of vertices in a mesh -
Data Type Description Example
number of indexes I Number of indexes by which triangles are built -
The vertices are stored sequentially.
The structure of a single vertex:
Data Type
3D coordinate x f
3D coordinate y f
3D coordinate z f
texture coordinate u f
texture coordinate v f
Restrictions are imposed on the vertices:
one vertex may have only one texture coordinate. When saving the model in *.dm, a vertex that has two (or more) texture coordinates is converted into two (or more) vertices.
Their number should not be more than 65536, because their triangle indices are stored in 2 bytes.
The indices of the vertices by which triangles are formed.
The indexes are stored sequentially.
The index structure:
Source 1
Source 2