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This article is about collision models. These are relevant to Modifying.
Description[]
Collision models make up the invisible game world that the player can interact with. Everything that's visible is layered around these models. They're kind of like 3D hitboxes. Sometimes, a developer oversight or glitch in the game may result in objects that don't have collision models. This results in things like the player being able to walk right through it.
Collision models are "simple meshes" attached to "rendered models", they are used to calculate collisions and are invisible in game.
PFS, PFX files in Avalanche Engine 2.0 (Just Cause 2)[]
File contains 68 bytes of custom data and then Havok Binary Configuration Data. JC2 uses Havok 5.5.0 rc1 version.
Name | Size | Type | Description |
---|---|---|---|
Header | 4 | char[4] | Should be always "PFX" |
Unknown1 | 4 | int | |
Unknown2 | 4 | int | |
Unknown3 | 4 | int | |
Unknown4 | 52 | char[52] | |
Havok data | N/A | Inserted Havok Binary file data |
PFS are used for maps, they contains Havok MOPP (Memory Optimized Partial Polytope), becouse MOPP is well suited for larger models.
When user deletes first 68 bytes, he can then open file in any Havok Toolset (5.5.0 rc1 above)
Trivia[]
- In some older games, it is actually possible to see them at certain angles when looking closely. It will appear as if there's a small gap between the visible layer and solid layer of glass below it.