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Hack64 Wiki
Other Titles
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