Map unit: Difference between revisions
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== Link system == | == Link system == | ||
Map objects can be linked to other objects (up to 255 in a single group). These links allow implementing custom logic and callbacks (for example, DeadUp signals the destination object when the source object dies). | |||
===Definitions=== | ===Definitions=== | ||
{|class="wikitable sortable" | {|class="wikitable sortable" |
Revision as of 11:37, 2 December 2018
This article is a stub. You can help ZeldaMods (Breath of the Wild) by expanding it. Complete the contents section, the link system, mention static vs dynamic (and possibly other things) (For a list of non-stub pages, see Project:Pages.) |
Contents
LocationPosX
LocationPosZ
LocationSize
Objs
Array of object structures. Must be sorted by HashId because the placement subsystem performs binary searches on the object array in various cases.
Rails
Array of rail structures. Can only appear in group 0 maps (Static); this section is completely ignored for non-static map units.
Link system
Map objects can be linked to other objects (up to 255 in a single group). These links allow implementing custom logic and callbacks (for example, DeadUp signals the destination object when the source object dies).
Definitions
ID | Name | Description | Official description |
---|---|---|---|
4 | -AxisX | - | マイナスX軸シグナル |
5 | -AxisY | - | マイナスY軸シグナル |
6 | -AxisZ | - | マイナスZ軸シグナル |
24 | AreaCol | - | エリア(センサ)指定 |
1 | AxisX | - | X軸シグナル |
2 | AxisY | - | Y軸シグナル |
3 | AxisZ | - | Z軸シグナル |
37 | BAndSCs | - | ボール&ソケットCS |
38 | BAndSLimitAngYCs | - | Y角速度制限付ボール&ソケットCS |
0 | BasicSig | - | 基本シグナル |
9 | BasicSigOnOnly | - | オンのみ基本シグナル |
14 | ChangeAtnSig | - | アテンション変更時シグナル |
39 | CogWheelCs | - | 歯車CS |
21 | CopyWaitRevival | Use the destination object's revival flag | 配置自動セーブ継承 |
15 | Create | - | 生成 |
11 | DeadUp | - | 死んだらオン |
16 | Delete | - | 削除 |
29 | DemoMember | - | デモ参加 |
32 | FixedCs | - | 固定CS |
26 | ForSale | - | 売り物 |
19 | ForbidAttention | - | アテンションタイプ変更 |
18 | Freeze | - | 凍結 |
7 | GimmickSuccess | - | ネタ成功シグナル |
33 | HingeCs | - | ヒンジCS |
12 | LifeZero | - | ライフ0 |
34 | LimitHingeCs | - | 制限付ヒンジCS |
27 | ModelBind | - | モデルバインド |
17 | MtxCopyCreate | - | 位置継承生成 |
22 | OffWaitRevival | - | 配置自動セーブオフ |
30 | PhysSystemGroup | - | 物理システムグループ |
28 | PlacementLOD | - | 配置LOD |
36 | PulleyCs | - | 滑車CS |
40 | RackAndPinionCs | - | ラック&ピニオンCS |
23 | Recreate | - | 再生成 |
41 | Reference | - | 参照 |
10 | Remains | - | 遺物シグナル |
25 | SensorBind | - | センサバインド |
35 | SliderCs | - | スライダーCS |
13 | Stable | - | 安定 |
31 | StackLink | - | スタック |
20 | SyncLink | - | 生成グループ |
8 | VelocityControl | - | 速度制御シグナル |
File formats
Map unit binary
In Breath of the Wild, map units are stored in a binary format and given the mubin (Map Unit Binary) file extension. All map object IDs are replaced with CRC32 hashes as a space optimisation. BYML is used as the serialisation format.
Source map unit
Source map units have muunt[1] as their file extension and use strings for map object IDs such as F-5_challenge.muunt/obj760
instead of CRC32 hashes of the IDs in map unit binaries.
- ↑ The executable has remnants of functions that can load map units with the following path:
Map/Project/%s/Data/%s/%s.muunt
(in what appears to be development code)