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Namespace DaggerfallConnect

Classes

DFBitmap

Stores raw bitmap data in indexed format.

DFBlock.RdbBlockDescProcessor

DFBlock.RdbObjectProcessor

DFBlock.RmbBlock3dObjectRecordProcessor

DFBlock.RmbGroundDataConverter

DFCareer

Common career template shared by player, monsters, and enemy classes.

DFCareer.CFGData

A 74-byte native data structure found in CLASS*.CFG and ENEMY*.CFG. All of the fields in DFCareer are derived from this data.

DFPalette

Describes a 256-colour Daggerfall palette. Supports loading .PAL and .COL files. Palette is initialised to all 0xff0000 (red) to make it obvious when palette isn't loaded.

Structs

DFBlock

Stores information about a block record. This is fundamentally equivalent to native block data, but is type-safe and structured for use.

DFBlock.RdbActionResource

Action resource.

DFBlock.RdbBlockDesc

An RDB block has this general structure.

DFBlock.RdbFlatResource

A flat (billboard) resource has this structure.

DFBlock.RdbLightResource

The light resource structure is currently unknown.

DFBlock.RdbModelReference

Model reference. Used to locate a specific model in ARCH3D.BSA.

DFBlock.RdbModelResource

A model resource has this structure.

DFBlock.RdbObject

A single RDB object has this structure.

DFBlock.RdbObjectRoot

Array of objects to load into the scene.

DFBlock.RdbResources

Aggregated resources. Only one resource will be valid.

DFBlock.RdbUnknownObject

Unknown object from linked list in RdbObjectHeader.

DFBlock.RdiBlockDesc

Monolithic RDI bytes. Format of Data is currently unknown.

DFBlock.RmbBlock3dObjectRecord

3D object data, such as buildings, walls, tables, cages, etc.

DFBlock.RmbBlockData

Defines block resources stored in this subrecord. Check header for how many resources of any type are to be found in this definition.

DFBlock.RmbBlockDesc

An RMB Block has this basic structure.

DFBlock.RmbBlockDoorRecord

Doors the player can open and close.

DFBlock.RmbBlockFlatObjectRecord

Flat object (billboard) data, such as haystacks and horses.

DFBlock.RmbBlockFld

Fixed length data (FLD) header of block record.

DFBlock.RmbBlockHeader

RMB block data header.

DFBlock.RmbBlockPeopleRecord

People (NPCs), such as shopkeepers and quest givers.

DFBlock.RmbBlockSection3Record

Records of an unknown type. Only appears in interiors and forms a grid-like pattern over floor. Most likely path-finding waypoints.

DFBlock.RmbFldBlockPositions

Position of the block in 3D space.

DFBlock.RmbFldGroundData

Ground data to draw under a city block, such as ground textures, trees, rocks, etc.

DFBlock.RmbGroundScenery

Describes a single flat scenery item (tree, rock, etc.) for this block.

DFBlock.RmbGroundTiles

Describes a single ground tile and how to orient the texture. The texture archive to use is based on the region.

DFBlock.RmbSubRecord

An RMB subrecord has a repeating set of data. The first set is for the exterior of the block (e.g. a tavern exterior). The second is for the interior (e.g. the walls, tables, and chairs inside the tavern).

DFLocation

Stores information about locations, such as cities and dungeons.

DFLocation.BuildingData

Data relating to a building.

DFLocation.ClimateSettings

Contains settings for various climate data.

DFLocation.DungeonBlock

Describes a dungeon block element in a dungeon map layout.

DFLocation.DungeonHeader

Header preceding dungeon layout elements.

DFLocation.ExteriorData

Layout data for exterior location.

DFLocation.LocationDoorElement

Describes a door element.

DFLocation.LocationDungeon

Describes a dungeon map.

DFLocation.LocationExterior

Describes exterior location.

DFLocation.LocationRecordElement

Initial data common to both dungeons and exterior locations.

DFLocation.LocationRecordElementHeader

Header used for each location record element.

DFMesh

Stores decomposed mesh data. A mesh is made up of one or more submeshes (DFSubMesh). Each submesh has a unique texture. All faces sharing a texture have been grouped into the appropriate submesh. Each submesh contains one or more planes (DFPlane). A plane is a collection of points (DFPoint) in a fan radiating from point 0. Planes with 3 points can be written as triangles to your 3D engine, however planes with 4 or more points must be written based on your needs. For example, if you wanted to write a triangle list then write the first triangle from the first three points (indices 0, 1, 2), then increment the second two point indices (0, 2, 3, then 0, 3, 4, and so on) until all points have been read. This structure has been chosen as a half-way point between native Daggerfall formats and modern 3D engines. How the data is used will depend on the engine chosen for visualisation.

DFMesh.DFPlane

Stores plane data. The point array is stored in a left-handed counter-clockwise fashion. Adjust winding and invert based on your destination engine. Planes are grouped under a submesh based on their texture. Each plane is a triangle fan.

DFMesh.DFPoint

Describes a single vertex. Normals and texture coordinates have been read from native mesh format.

DFMesh.DFSubMesh

Stores mesh submesh data. Each submesh has a unique texture.

DFRegion

Stores information about locations in a region.

DFRegion.RegionMapTable

Describes a single location.

DFSound

Stores sound data.

Enums

DFBlock.BlockTypes

Possible block types enumeration.

DFBlock.EnemyGenders

DFBlock.EnemyReactionTypes

DFBlock.RdbActionAxes

Action axis enumeration.

DFBlock.RdbActionFlags

Action flags enumeration. These are Still being researched, and will be updated/changed in future.

DFBlock.RdbFlatGenders

Gender enumeration for NPC flats.

DFBlock.RdbResourceTypes

Resource types enumeration.

DFBlock.RdbTriggerFlags

Control how actions are activated. These are Still being researched, and will be updated/changed in future.

DFBlock.RdbTypes

RDB block types, derived from first letter of block name. RdbTypes.Start is a special case as this can only be derived from map data. The value is here in case you want to track start blocks.

DFCareer.ArmorFlags

Armor flags for forbidden armor.

DFCareer.AttackModifier

DFCareer.DarknessMageryFlags

Flags for darkness-powered magery.

DFCareer.EffectFlags

Flags for effect types.

DFCareer.Elements

Elements for resistances and saving throws. Values maps to classic resistance element used in saving throws.

DFCareer.EnemyGroups

Major enemy groups.

DFCareer.LightMageryFlags

Flags for light-powered magery.

DFCareer.MagicSkills

Magic skills only - values match main skills enum.

DFCareer.MaterialFlags

Material flags for forbidden materials.

DFCareer.Proficiency

Proficiency levels for various weapon groups.

DFCareer.ProficiencyFlags

Proficiency flags for forbidden weapons and weapon expertise.

DFCareer.RapidHealingFlags

Flags for rapid healing.

DFCareer.RegenerationFlags

Flags for regeneration.

DFCareer.ShieldFlags

Shield flags for forbidden shields.

DFCareer.Skills

Skills. The indices below match those in BIOG*.TXT files and CLASS*.CFG files. Likely to be the same indices using internally by the game. TEXT.RSC description records start at 1360, but are in a different order to below.

DFCareer.SpecialAbilityFlags

Flags for entity special abilities. These appear to be consistent in ENEMY*.CFG and CLASS*.CFG files.

DFCareer.SpellAbsorptionFlags

Flags for spell absorption.

DFCareer.SpellPointMultipliers

Spell point multipliers

DFCareer.Stats

Primary stats.

DFCareer.Tolerance

Tolerance to effects.

DFCareer.ToleranceFlags

Tolerance level expressed as flags for saving throws.

DFLocation.BuildingTypes

Building types within cities.

DFLocation.ClimateBaseType

Climate base type enumeration for climate-swapping textures.

DFLocation.ClimateTextureGroup

Climate texture groups for identifying how texture is used.

DFLocation.ClimateTextureSet

Climate texture sets that can be cast to texture index for any climate. Includes enumerations for detail/misc textures with no climate swap.

DFLocation.ClimateWeather

Weather variations of climate sets.

DFLocation.Holidays

Holiday ID numbers.

DFMesh.UVGenerationMethods

These are methods by which the UV coordinates are generated. This is for troubleshooting only and can be ignored.

DFRegion.BuildingTypes

These are the building types used for the automap (as value+1), quest subsystem, and location building database.

DFRegion.DungeonTypes

Describes dungeon types based on Daggerfall Chronicles.

DFRegion.LocationTypes

Describes location types that appear on the automap.

FileUsage

File usage enumeration.

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