From "data\ui\sensorsmanager\blobs.lua".
FriendlyColour
table containing RGBA components
AlliedColour
table containing RGBA components
EnemyColour
table containing RGBA components
ResourceTOColour
table containing RGBA components
Procedural
table containing RGBA components
HUGE = 1
LOD0 = AREA(120, 200)
LOD1 = AREA(64, 128)
LOD2 = AREA(32, 64)
LOD3 = AREA(16, 32)
TINY = AREA(1, 1)
AVF_NotVisible = 2048
AVF_Visible = 4096
BPI_BlobColour = 0
BPI_FootColour = 1
BPI_FootScale = 2
BPI_EquatorColour = 3
BPI_EquatorPosition = 4
BPI_EquatorScale = 5
BPI_RUCount = 7
BPI_BlobName = 8
BPI_BlobNameColour = 9
BPI_NumberParams = 10
NoPriority = 0
LowPriority = 10
MediumPriority = 50
HighPriority = 75
sbFarthestBlob = 1.5
sbNearestBlob = 0.0000001
<AllianceType>
table: friendlies|allies|enemies|resources|unknownEnemy
colourNear
table containing RGBA components
colourFar
table containing RGBA components
colourMouseOverNear
table containing RGBA components
colourMouseOverFar
table containing RGBA components
colourFootNear
table containing RGBA components
colourFootFar
table containing RGBA components
colourMouseOverFootNear
table containing RGBA components
colourMouseOverFootFar
table containing RGBA components
colourEquatorNear
table containing RGBA components
colourEquatorFar
table containing RGBA components
equatorScale
float
protrude
float
borderPadding
integer
metaSelPriority
integer
blobColourCurve
float
blobInsideRadius
float
clickable
boolian
metaSelPriority
integer
<BlobClass>
table
colourParam
integer
scaleParam
integer
<BlobType>
table: mesh
lineWeight integer
texture string path to "*.tga" file
LODs table of paiinteger/string path pairs
placement3D
table
position table containing XYZ coordinates
scale table containing 3D vector
placementFlags table containing strings
visibility table containing numbers of some type
invisibility table containing strings beginning with "BVF_"
invisibility1 table containing strings beginning with "BVF_"
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