libER 0.1.4.2
ELDEN RING API library
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This struct was automatically generated from XML paramdefs. More...
#include <DECAL_PARAM_ST.hpp>
Public Attributes | |
int | textureId { -1 } |
Texture ID. | |
int | dmypolyId { -1 } |
Damipoli ID. | |
float | pitchAngle { 0.f } |
Reference angle offset_up / down [deg]. | |
float | yawAngle { 0.f } |
Reference angle offset_left / right [deg]. | |
float | nearDistance { 0.f } |
Pasting start distance [m]. | |
float | farDistance { 0.f } |
Paste end distance [m]. | |
float | nearSize { 0.f } |
Size at the start distance [m]. | |
float | farSize { 0.f } |
Size at the end distance [m]. | |
int | maskSpeffectId { -1 } |
Monitoring special effects ID. | |
unsigned int | replaceTextureId_byMaterial: 1 { 0 } |
Texture replacement by material. | |
unsigned int | dmypolyCategory: 2 { 0 } |
Damipoli search location. | |
unsigned int | useDeferredDecal: 1 { 1 } |
Deferred. | |
unsigned int | usePaintDecal: 1 { 1 } |
paint | |
unsigned int | bloodTypeEnable: 1 { 0 } |
Bloody expression. | |
unsigned int | bUseNormal: 1 { 0 } |
Whether to use normal ingredients. | |
unsigned int | usePom: 1 { 0 } |
Whether to enable POM. | |
unsigned int | useEmissive: 1 { 0 } |
Whether to update emissive. | |
unsigned int | putVertical: 1 { 0 } |
Whether to paste vertically. | |
short | randomSizeMin { 100 } |
Random scale minimum [%]. | |
short | randomSizeMax { 100 } |
Random scale maximum [%]. | |
float | randomRollMin { 0.f } |
Random angle_minimum twist [deg]. | |
float | randomRollMax { 0.f } |
Random angle _ maximum twist [deg]. | |
float | randomPitchMin { 0.f } |
Random angle_minimum top and bottom [deg]. | |
float | randomPitchMax { 0.f } |
Random angle_maximum value [deg]. | |
float | randomYawMin { 0.f } |
Random angle_minimum left and right [deg]. | |
float | randomYawMax { 0.f } |
Random angle_maximum left and right [deg]. | |
float | pomHightScale { 1.f } |
POM height scale. | |
unsigned char | pomSampleMin { 8 } |
Minimum number of POM samples. | |
unsigned char | pomSampleMax { 64 } |
Maximum number of POM samples. | |
signed char | blendMode { 1 } |
Blend mode. | |
signed char | appearDirType { 0 } |
Reference coordinates for skipping decals. | |
float | emissiveValueBegin { 1.f } |
Emissive starting price. | |
float | emissiveValueEnd { 1.f } |
Emissive end value. | |
float | emissiveTime { 0.f } |
Emissive update time (seconds) | |
bool | bIntpEnable { false } |
Do you want to interpolate? | |
float | intpIntervalDist { 0.1f } |
Interpolation interval [m]. | |
int | beginIntpTextureId { -1 } |
Texture ID at the start of interpolation. | |
int | endIntpTextureId { -1 } |
Texture ID at the end of interpolation. | |
int | appearSfxId { -1 } |
SFX ID issued when the decal is affixed. | |
float | appearSfxOffsetPos { 0.f } |
Offset position of SFX. | |
int | maskTextureId { -1 } |
Mask texture ID. | |
int | diffuseTextureId { -1 } |
Albedo texture ID. | |
int | reflecTextureId { -1 } |
Reflect texture ID. | |
float | maskScale { 1.f } |
Mask strength. | |
int | normalTextureId { -1 } |
Normal texture ID. | |
int | heightTextureId { -1 } |
Height texture ID. | |
int | emissiveTextureId { -1 } |
Emissive Texture ID. | |
unsigned char | diffuseColorR { 255 } |
Albedo color: R. | |
unsigned char | diffuseColorG { 255 } |
Albedo color: G. | |
unsigned char | diffuseColorB { 255 } |
Albedo color: B. | |
unsigned char | reflecColorR { 255 } |
Reflect color: R. | |
unsigned char | reflecColorG { 255 } |
Reflect color: G. | |
unsigned char | reflecColorB { 255 } |
Reflect color: B. | |
bool | bLifeEnable { false } |
Is the life effective? | |
float | siniScale { 1.f } |
The strength of shinyness. | |
float | lifeTimeSec { 0.f } |
Lifespan [seconds]. | |
float | fadeOutTimeSec { 0.f } |
Fade out time [seconds]. | |
short | priority { -1 } |
priority | |
bool | bDistThinOutEnable { false } |
If there is a decal nearby, will it be thinned out? | |
bool | bAlignedTexRandomVariationEnable { false } |
Fix random pattern. | |
float | distThinOutCheckDist { 0.f } |
Candidates for thinning within this distance. | |
float | distThinOutCheckAngleDeg { 0.f } |
Candidates for thinning if the difference in direction is within this angle [degrees]. | |
unsigned char | distThinOutMaxNum { 1 } |
If the number of satisfied conditions is more than this number, thin out. | |
unsigned char | distThinOutCheckNum { 1 } |
How many recent thinnings to check. | |
short | delayAppearFrame { 0 } |
Delay frame until it occurs [frame (30FPS conversion)]. | |
unsigned int | randVaria_Diffuse: 4 { 0 } |
Number of albedo variations. | |
unsigned int | randVaria_Mask: 4 { 0 } |
Number of mask variations. | |
unsigned int | randVaria_Reflec: 4 { 0 } |
Number of reflection variations. | |
unsigned int | randVaria_Normal: 4 { 0 } |
Number of normal variations. | |
unsigned int | randVaria_Height: 4 { 0 } |
Number of height variations. | |
unsigned int | randVaria_Emissive: 4 { 0 } |
Number of emissive variations. | |
float | fadeInTimeSec { 0.f } |
Fade-in time [seconds]. | |
float | thinOutOverlapMultiRadius { 0.f } |
Decimation: Duplicate multiplication value. | |
float | thinOutNeighborAddRadius { 0.f } |
Decimation: Neighborhood addition distance [m]. | |
unsigned int | thinOutOverlapLimitNum { 0 } |
Decimation: Overlapping limit. | |
unsigned int | thinOutNeighborLimitNum { 0 } |
Decimation: Neighborhood limit. | |
signed char | thinOutMode { 0 } |
Thinning mode. | |
unsigned char | emissiveColorR { 255 } |
Emissive color: R. | |
unsigned char | emissiveColorG { 255 } |
Emissive color: G. | |
unsigned char | emissiveColorB { 255 } |
Emissive color: B. | |
float | maxDecalSfxCreatableSlopeAngleDeg { -1.f } |
SFX generation upper limit angle. | |
This struct was automatically generated from XML paramdefs.
Reference coordinates for skipping decals.
Reference coordinates that determine the direction in which the decal is flown
int from::paramdef::DECAL_PARAM_ST::appearSfxId { -1 } |
SFX ID issued when the decal is affixed.
SFXID issued when the decal is affixed (Nothing is issued with -1)
Offset position of SFX.
Offset distance of SFX generation position
Fix random pattern.
If you select "Yes", one variation number randomly determined for each texture other than 0 will be applied. The number of non-zero variations must be the same.
If there is a decal nearby, will it be thinned out?
Whether to thin out if there is a decal nearby
int from::paramdef::DECAL_PARAM_ST::beginIntpTextureId { -1 } |
Texture ID at the start of interpolation.
Texture ID at the start of interpolation (-1 uses the same value as the texture ID)
Do you want to interpolate?
Do you generate the time when the bar is extended due to the decal generation of TAE?
Bloody expression.
Affected by optional bloody expression, ID is +1000 in mild, do not paste if hidden
Whether to use normal ingredients.
1 if normal component is used (compatible with normal and shinyness texture integration)
short from::paramdef::DECAL_PARAM_ST::delayAppearFrame { 0 } |
Delay frame until it occurs [frame (30FPS conversion)].
After trying to paste the decal, it will actually be pasted after this frame
int from::paramdef::DECAL_PARAM_ST::diffuseTextureId { -1 } |
Albedo texture ID.
Albedo Texture ID (See Texture ID with -1)
Candidates for thinning if the difference in direction is within this angle [degrees].
Candidates for thinning if the difference in decal direction is within this angle
Candidates for thinning within this distance.
Candidates for thinning if there is a decal within this distance
How many recent thinnings to check.
How many recent thinning candidates to check
If the number of satisfied conditions is more than this number, thin out.
If the distance and angle are more than this number, thin out
Damipoli search location.
Damipoli Search Location 0: Body 1: Left Hand Weapon 2: Right Hand Weapon
int from::paramdef::DECAL_PARAM_ST::dmypolyId { -1 } |
Damipoli ID.
Damipoly ID of decal generation standard. If specified by TAE, it will be the value of TAE.
int from::paramdef::DECAL_PARAM_ST::emissiveTextureId { -1 } |
Emissive Texture ID.
Emissive Texture ID (See Texture ID with -1)
Emissive update time (seconds)
Interpolation time from start value to end value
int from::paramdef::DECAL_PARAM_ST::endIntpTextureId { -1 } |
Texture ID at the end of interpolation.
Texture at the end of interpolation Texture ID (-1 uses the same value as the texture ID)
int from::paramdef::DECAL_PARAM_ST::heightTextureId { -1 } |
Height texture ID.
Height texture ID (see texture ID with -1)
Interpolation interval [m].
Distance to interpolate decals generated between TAE bars when interpolation is enabled
Lifespan [seconds].
Lifespan [seconds] (Time after decal is applied, fade-in time does not matter)
Mask strength.
Mask strength (currently valid only with deferred decals)
int from::paramdef::DECAL_PARAM_ST::maskSpeffectId { -1 } |
Monitoring special effects ID.
Monitoring special effect ID. If you enter an arbitrary special effect ID, decals will not be generated unless the special effect is applied.
int from::paramdef::DECAL_PARAM_ST::maskTextureId { -1 } |
Mask texture ID.
Mask texture ID (see texture ID with -1)
int from::paramdef::DECAL_PARAM_ST::normalTextureId { -1 } |
Normal texture ID.
Normal texture ID (see texture ID with -1)
short from::paramdef::DECAL_PARAM_ST::priority { -1 } |
priority
The larger this value, the easier it is to remain (-1 does not disappear)
Number of albedo variations.
Number of random variations of albedo texture (including 0th, 2 for 2 textures)
Number of emissive variations.
Number of random variations of emissive textures (including 0th, 2 for 2 textures)
Number of height variations.
Number of random variations of height texture (including 0th, 2 for 2 textures)
Number of mask variations.
Number of random variations of mask texture (including 0th, 2 for 2 textures)
Number of normal variations.
Number of random variations of normal texture (including 0th, 2 for 2 textures)
Number of reflection variations.
Number of random variations of reflex textures (including 0th, 2 for 2 textures)
int from::paramdef::DECAL_PARAM_ST::reflecTextureId { -1 } |
Reflect texture ID.
Reflectance texture ID (see texture ID with -1)
Texture replacement by material.
When it is generated by an attack hit, 1 changes the texture depending on the defense material. New Texture ID = Blood Material ID * 10000000 + Original Texture ID
Decimation: Neighborhood addition distance [m].
Judge whether it is a neighborhood within the range of adding this distance [m] to the decal size.
Decimation: Neighborhood limit.
Maximum number of neighbors
Decimation: Overlapping limit.
Limit number that can be duplicated
Decimation: Duplicate multiplication value.
Determine if the decal size is duplicated by multiplying it by this value.
Deferred.
Acts as a deferred decal at 1