The PlanetMapDataTable is one of three object tables (one being internal, the other being the ProductMapDataTable. This table contains planets and their definitions. This table is only for planets. It's a table (obviously) with 14 rows, each defining an aspect of the planet. 8 of these have unknown functions.
Location:/ObjectData/PlanetMapDataTable.arc::/PlanetMapDataTable/PlanetMapDataTable.bcsv
As mentioned before, the table has 14 rows that each define a characteristic of the planet model. It is laid out as follows:
ModelName | LowFlag | MiddleFlag | BloomFlag | WaterFlag | IndirectFlag | ForceLowScenarioName0 | ForceLowScenarioName1 | ForceLowScenarioName2 | ForceLowScenarioName3 | ForceLowScenarioName4 | ForceLowScenarioName5 | ForceLowScenarioName6 | ForceLowScenarioName7 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
MyModel | 0 | 0 | 0 | 0 | 0 |
Table showing each of the flags' purpose(s).
Flag | Purpose |
---|---|
ModelName | The name of the archive in /ObjectData/ |
LowFlag | If set to 1 the game will load the file in /ObjectData/ with %Low% at the end when the player is far away. If ModelName is MyModel.arc, the file that the game will look for when LowFlag is enabled will be called MyModelLow.arc |
MiddleFlag | Much like LowFlag. If set to 1, the game will load the object in /ObjectData/ with Middle at the end when at a medium distance away. |
BloomFlag | Will load the file in /ObjectData/ with Bloom on the end if set to 1. |
WaterFlag | Used to identify a water model so only one entry in the map is needed for placing the object. Set to 1 to enable. |
IndirectFlag | Unknown. |
ForceLowScenarioName0-7 | Unknown. |
To use the extra definitions (i.e. LowFlag, MiddleFlag, BloomFlag and WaterFlag), one must have a duplicate entry in the PlanetMapDataTable with these definitions enabled, the original having none of them enabled.
**NOTE: ALL OF THESE (EXCEPT ModelName) ARE OPTIONAL WHEN IMPORTING YOUR OWN PLANET