Talk:Breakable (RW Section)
Everything was decodet by deniska... I only added it to the wiki to complete it a little bit ^^ --Aschratt 13:58, 30 Sep 2007 (CDT)
Meaningless values
The fields marked as unused which are documented as offsets hold random values actually, they appear to be the result of uninitialized data probably listing a set of heap pointers valid at the time the export process was executing. This is how the Breakable model section of dyn_f_r_wood_1 object looks like:
44F6 magicNumber 0x168020B0 44FA posnRule 1 44FE numVertices 504 4500 4502 (verts) 0x0E847D08 4506 (texCoords) 0x0E979FD0 450A (preLitLum) 0x0E8AF7B8 450E numTriangles 252 4510 4512 (vertIndices) 0x0E67B008 4516 (matIndices) 0x168029D0 451A numMaterials 21 451C 451E(textures)0x16805090 4522 (textureNames) 0x16802520 4526 (textureMasks) 0x16802270 452A (ambientColors) 0x16802160 452E verts[504] (size: 0x17A0) 5CCE texCoords[504] (size: 0x0FC0) 6C8E preLitLum[504] (size: 0x07E0) 746E vertIndices[252] (size: 0x05E8) 7A56 matIndices[252] (size: 0x01F8) 7C4E textureNames[21] (size: 0x02A0) 7EEE textureMasks[21] (size: 0x02A0) 818E ambientColors[21] (size: 0x00FC) 828A ....
Unfortunately, their purpose may never be discovered. We can think these are just placeholders to maintain the same structure size/members offset as the internal one/s the R* custom plugin uses to store the break information over the memory. For example, the reference to textures is pretty useless since it would point to a list of RW textures available only at engine's runtime. Instead, the magicNumber is anything but meaningless as it dictates the presence of a breakable model or its absence. Most likely, the whole section header has been copied as is, leaving useful and no more useful values together. -- Wesser (talk) 15:54, 21 June 2015 (UTC)