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m (OBD:.dat moved to OBD:Instance file format) |
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The data table stores all the instance data. | The data table stores all the instance data. Instance ID is always stored 32 byte aligned (thus the instance specific data will always be found at an offset like 0x0008, 0x0028, 0x0148 etc.). Instance ID and file ID are not actually part of the instance data. The engine always has pointers to "instance specific data" and instance ID and file ID are accessed using negative offsets when needed (usually to find the name or template tag of an instance give a pointer to it). | ||
{{Table}} | {{Table}} | ||
{{OBD_Table_Header}} | {{OBD_Table_Header}} | ||
{{OBDtr| 0x00 | int32 | | 01 00 00 00 | 1 | instance id }} | {{OBDtr| 0x00 | int32 | | 01 00 00 00 | 1 | instance id }} | ||
{{OBDtr| 0x04 | int32 | | 01 00 00 02 | 0x02000001 | file id | {{OBDtr| 0x04 | int32 | | 01 00 00 02 | 0x02000001 | file id }} | ||
{{OBDtr| 0x08 | | | | | [[OBD:File_types|instance specific data]] }} | {{OBDtr| 0x08 | | | | | [[OBD:File_types|instance specific data]] }} | ||
|} | |} | ||
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*a list of all data structure's fields and their types | *a list of all data structure's fields and their types | ||
*other data that appears to be unused like size of the fixed part and size of an array element for data structures that contain variable length arrays | *other data that appears to be unused like size of the fixed part and size of an array element for data structures that contain variable length arrays | ||
;Absolute limits | |||
*Max level number: 127 | |||
*Max number of instance files in GameDataFolder: 512 (PC), 16 (PC Demo, Mac) | |||
*Max number of simultaneously loaded instance files: 64 | |||
*Max number of instances in a file: 131071 | |||
*Max length of an instance file name: 31 | |||
*Max length of an instance name: 63 (including the 4 character template tag) |
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