Check Description

Sniper ammo textures updated
Explosive ammo textures updated
Repak version changed
New shaderset for sniper ammo
Update json version
This commit is contained in:
kralrindo 2024-11-27 19:28:20 +03:00
parent 4b51cf043f
commit 67ac526a1f
29 changed files with 182 additions and 77 deletions

BIN
RePak.exe

Binary file not shown.

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@ -13,6 +13,6 @@
"","mp_weapon_sentinel_purpleset","main_weapon","mp_weapon_sentinel","optic_ranged_aog_variable sniper_mag_l3 stock_sniper_l3","sight mag grip","sniper purpleset",3,"PING_WEAPON_SENTINEL","","","",0,"","survival_loot_pickup_weapon_dmr","survival_loot_pickup_3p_weapon_dmr","","","",1,1,"","",0,0,20,0,0,0,0
"","mp_weapon_sentinel_gold","main_weapon","mp_weapon_sentinel","optic_sniper_threat sniper_mag_l4 stock_sniper_l3 gold","sight mag grip","sniper",4,"PING_WEAPON_SENTINEL","","","",0,"","survival_loot_pickup_weapon_dmr","survival_loot_pickup_3p_weapon_dmr","","","",1,1,"","",0,0,20,0,0,0,0
"","mp_weapon_smart_pistol","main_weapon","","","mag","pistol",1,"PING_WEAPON_SEMIPISTOL","","","",0,"","survival_loot_pickup_weapon_semipistol","survival_loot_pickup_3p_weapon_semipistol","","","",1,1,"","",0,0,20,0,0,0,0
"","sniper","ammo","","","","",1,"PING_AMMO_SNIPER","","rui/hud/gametype_icons/survival/sur_ammo_sniper","mdl/weapons_r5/loot/_master/w_loot_wep_ammo_sniper.rmdl",0,"","survival_loot_pickup_SniperAmmo","survival_loot_pickup_3p_SniperAmmo","","#SURVIVAL_PICKUP_SNIPER","#SURVIVAL_PICKUP_SNIPER_HINT",14,28,"","",0,0,0,0,0,0,0
"","sniper","ammo","","","","",1,"PING_AMMO_SNIPER","","rui/hud/gametype_icons/survival/sur_ammo_sniper","mdl/weapons_r5/loot/_master/w_loot_wep_ammo_sniper.rmdl",0,"","survival_loot_pickup_sniper","survival_loot_pickup_3p_SniperAmmo","","#SURVIVAL_PICKUP_SNIPER","#SURVIVAL_PICKUP_SNIPER_HINT",14,28,"","",0,0,0,0,0,0,0
"","explosive","ammo","","","","",1,"PING_AMMO_EXPLOSIVE","","rui/hud/gametype_icons/survival/sur_ammo_explosive","mdl/weapons_r5/loot/_master/w_loot_wep_ammo_exp.rmdl",0,"","survival_loot_pickup_titan_ammo","survival_loot_pickup_3p_titan_ammo","","#SURVIVAL_PICKUP_EXPLOSIVE","#SURVIVAL_PICKUP_EXPLOSIVE_HINT",10,10,"","",0,0,0,0,0,0,0
"string","string","string","string","string","string","string","int","string","assetnoprecache","assetnoprecache","asset","int","string","string","string","string","string","string","int","int","string","string","int","int","int","bool","bool","bool","bool"

1 featureFlag ref type baseWeapon baseMods supportedAttachments lootTags tier pingCommsAction fakeAmmoIcon icon pickupModel skinOverride attachSound pickupSound_1p pickupSound_3p carrySound pickupString desc countPerDrop inventorySlotCount netInt passive minPVPCurrency maxPVPCurrency scrapValue droppodRotate conditional isDynamic pretendsToBeBlank
13 mp_weapon_sentinel_purpleset main_weapon mp_weapon_sentinel optic_ranged_aog_variable sniper_mag_l3 stock_sniper_l3 sight mag grip sniper purpleset 3 PING_WEAPON_SENTINEL 0 survival_loot_pickup_weapon_dmr survival_loot_pickup_3p_weapon_dmr 1 1 0 0 20 0 0 0 0
14 mp_weapon_sentinel_gold main_weapon mp_weapon_sentinel optic_sniper_threat sniper_mag_l4 stock_sniper_l3 gold sight mag grip sniper 4 PING_WEAPON_SENTINEL 0 survival_loot_pickup_weapon_dmr survival_loot_pickup_3p_weapon_dmr 1 1 0 0 20 0 0 0 0
15 mp_weapon_smart_pistol main_weapon mag pistol 1 PING_WEAPON_SEMIPISTOL 0 survival_loot_pickup_weapon_semipistol survival_loot_pickup_3p_weapon_semipistol 1 1 0 0 20 0 0 0 0
16 sniper ammo 1 PING_AMMO_SNIPER rui/hud/gametype_icons/survival/sur_ammo_sniper mdl/weapons_r5/loot/_master/w_loot_wep_ammo_sniper.rmdl 0 survival_loot_pickup_SniperAmmo survival_loot_pickup_sniper survival_loot_pickup_3p_SniperAmmo #SURVIVAL_PICKUP_SNIPER #SURVIVAL_PICKUP_SNIPER_HINT 14 28 0 0 0 0 0 0 0
17 explosive ammo 1 PING_AMMO_EXPLOSIVE rui/hud/gametype_icons/survival/sur_ammo_explosive mdl/weapons_r5/loot/_master/w_loot_wep_ammo_exp.rmdl 0 survival_loot_pickup_titan_ammo survival_loot_pickup_3p_titan_ammo #SURVIVAL_PICKUP_EXPLOSIVE #SURVIVAL_PICKUP_EXPLOSIVE_HINT 10 10 0 0 0 0 0 0 0
18 string string string string string string string int string assetnoprecache assetnoprecache asset int string string string string string string int int string string int int int bool bool bool bool

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@ -2,22 +2,99 @@
"$mapversion": 1,
"version": 8,
"name": "common_sdk",
"starpakPath": "paks/Win64/pc_all.sdk.starpak",
"assetsDir": ".\\assets\\",
"outputDir": ".\\build\\",
"name": "common_sdk",
"assetsDir": "./assets/",
"outputDir": "./build/",
"compressLevel": 19,
"compressWorkers": 16,
"files": [
{
"$type": "dtbl",
"path": "datatable/survival_loot_sdk"
},
{
"$type": "shdr",
"path": "shaderset/0xa7bf898d4e4201ae/0xBB661E6839B1E590",
"numVertexShaderTextures": 0,
"inputFlags": [
"0x202000212",
"0x4034042000D01",
"0x202000252",
"0x4034042000D41"
]
},
{
"$type": "shdr",
"path": "shaderset/0xa7bf898d4e4201ae/0xB06D0E7D55CC4D3D",
"numPixelShaderTextures": 32,
"inputFlags": [
"0x4034042000D01",
"0x4034042000D01",
"0x4034042000D41",
"0x4034042000D41",
"0x4034042000D01",
"0x4034042000D01",
"0x4034042000D41",
"0x4034042000D41"
]
},
{
"$type": "shds",
"path": "0xa7bf898d4e4201ae",
"$guid": "0xa7bf898d4e4201ae",
"numSamplers": 3,
"firstResource": 0,
"numResources": 0,
"vertexShader": "shaderset/0xa7bf898d4e4201ae/0xBB661E6839B1E590",
"pixelShader": "shaderset/0xa7bf898d4e4201ae/0xB06D0E7D55CC4D3D"
},
{
"$type": "matl",
"path": "models/test/weapons_test/pickups_test/wep_test_pickups_ammo_sni_blend",
"type": "rgdp",
"shaderset": "0x210121da41f7fbbc",
"shaderset": "0xa7bf898d4e4201ae",
"cpu": "cpu/wep_test_pickups_ammo_sni_blend_rgdp",
"blendStates": "F0000000 F0000000 F0000000 F0000000 F0000000 F0000000 F0000000 F0000000",
"samplers": "001D0300",
"flags2": "56000020",
"depthStencilFlags": 23,
"rasterizerFlags": 6,
"unkFlags": 4,
"width": 1024,
"height": 1024,
"textureSlotCount": 32,
"textures": {
"0": "texture/wep_test_pickups_ammo_sni_blend/wep_test_pickups_ammo_sni_blend_albedoTexture",
"1": "texture/wep_test_pickups_ammo_sni_blend/wep_test_pickups_ammo_sni_blend_normalTexture",
"2": "texture/wep_test_pickups_ammo_sni_blend/wep_test_pickups_ammo_sni_blend_glossTexture",
"3": "texture/wep_test_pickups_ammo_sni_blend/wep_test_pickups_ammo_sni_blend_specTexture",
"4": "texture/wep_test_pickups_ammo_sni_blend/wep_test_pickups_ammo_sni_blend_emissiveTexture",
"5": "texture/wep_test_pickups_ammo_sni_blend/wep_test_pickups_ammo_sni_blend_aoTexture",
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"10": "texture/wep_test_pickups_ammo_sni_blend/wep_test_pickups_ammo_sni_blend_emissiveMultiplyTexture",
"11": "texture/wep_test_pickups_ammo_sni_blend/wep_test_pickups_ammo_sni_blend_uvDistortionTexture",
"12": "texture/wep_test_pickups_ammo_sni_blend/wep_test_pickups_ammo_sni_blend_uvDistortion2Texture",
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"31": "texture/wep_test_pickups_ammo_sni_blend/wep_test_pickups_ammo_sni_blend_31"
}
},
{
"$type": "matl",
"path": "models/test/weapons_test/pickups_test/wep_test_pickups_ammo_exp_blend",
"type": "rgdp",
"shaderset": "0xa7bf898d4e4201ae",
"cpu": "cpu/wep_test_pickups_ammo_sni_blend",
"blendStates": "F0000000 F0000000 F0000000 F0000000 F0000000 F0000000 F0000000 F0000000",
"samplers": "001D0300",
@ -27,59 +104,28 @@
"unkFlags": 4,
"width": 1024,
"height": 1024,
"textureSlotCount": 29,
"textures": {
"0": "texture/wep_test_pickups_ammo_sni_blend/0xe8836ef3eeda500",
"1": "texture/wep_test_pickups_ammo_sni_blend/0x310192c3364037e4",
"2": "texture/wep_test_pickups_ammo_sni_blend/0x66d5f660bd0cb994",
"3": "texture/wep_test_pickups_ammo_sni_blend/0xf97e5c380a3d4bba",
"4": "texture/wep_test_pickups_ammo_sni_blend/0x29aad52aa44fccb6",
"5": "texture/wep_test_pickups_ammo_sni_blend/0x2ca850081a8423ad",
"7": "texture/wep_test_pickups_ammo_sni_blend/0xf16e6d120d97a846",
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"12": "texture/wep_test_pickups_ammo_sni_blend/0xe332e8d3d442186d",
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"24": "texture/wep_test_pickups_ammo_sni_blend/0x66d5f660bd0cb994",
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"26": "texture/wep_test_pickups_ammo_sni_blend/0x29aad52aa44fccb6",
"28": "texture/wep_test_pickups_ammo_sni_blend/0x2ca850081a8423ad"
}
},
{
"$type": "matl",
"path": "models/test/weapons_test/pickups_test/wep_test_pickups_ammo_exp_blend",
"type": "rgdp",
"shaderset": "0x210121da41f7fbbc",
"cpu": "cpu/wep_test_pickups_ammo_exp_blend",
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"samplers": "001D0300",
"flags2": "56000020",
"depthStencilFlags": 23,
"rasterizerFlags": 6,
"unkFlags": 4,
"width": 1024,
"height": 1024,
"textureSlotCount": 29,
"textureSlotCount": 32,
"textures": {
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"3": "texture/wep_test_pickups_ammo_sni_blend/0xf97e5c380a3d4bba",
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"2": "texture/wep_test_pickups_ammo_sni_blend/wep_test_pickups_ammo_sni_blend_glossTexture",
"3": "texture/wep_test_pickups_ammo_sni_blend/wep_test_pickups_ammo_sni_blend_specTexture",
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"10": "texture/wep_test_pickups_ammo_sni_blend/wep_test_pickups_ammo_sni_blend_emissiveMultiplyTexture",
"11": "texture/wep_test_pickups_ammo_sni_blend/wep_test_pickups_ammo_sni_blend_uvDistortionTexture",
"12": "texture/wep_test_pickups_ammo_sni_blend/wep_test_pickups_ammo_sni_blend_uvDistortion2Texture",
"16": "texture/wep_test_pickups_ammo_sni_blend/wep_test_pickups_ammo_sni_blend_layerBlendTexture",
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"23": "texture/wep_test_pickups_ammo_sni_blend/wep_test_pickups_ammo_sni_blend_normal2Texture",
"24": "texture/wep_test_pickups_ammo_sni_blend/wep_test_pickups_ammo_sni_blend_gloss2Texture",
"25": "texture/wep_test_pickups_ammo_sni_blend/wep_test_pickups_ammo_sni_blend_spec2Texture",
"26": "texture/models/weapons_r5/loot/wep_test_pickups_ammo_exp_blend/wep_test_pickups_ammo_exp_blend_ilm2",
"28": "texture/wep_test_pickups_ammo_sni_blend/0x2ca850081a8423ad"
"28": "texture/wep_test_pickups_ammo_sni_blend/wep_test_pickups_ammo_sni_blend_ao2Texture",
"30": "texture/wep_test_pickups_ammo_sni_blend/wep_test_pickups_ammo_sni_blend_30",
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}
},
{

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@ -1,11 +1,11 @@
Main asset rpaks for R5Reloaded Modded Apex Project. Used for Models, materials, loadscreens and many more.
Asset RPAKs for R5Reloaded Modded Apex Project.
Assets not included in this repo for keeping everything minimal, required assets can be exported with RSX
Made by @KralRindo
Other credits:
Repak, 010 Respawn Templates, Legion and Model Converter: rexx#1287, IcePixelx#4931, Rika#1525
Better Legion Improvements: Zer0Bytes#4428
Repak, 010 Respawn Templates, Legion, RSX and Model Converter: rexx#1287, IcePixelx#4931, Rika#1525
How to use REPak to make custom asset rpaks for R5Reloaded. Note: This part is for how to port Season 4-6 Apex assets, not for custom models
@ -13,16 +13,17 @@ Required Tools
Repak: https://github.com/r-ex/RePak
Respawn-mdl Templates: https://github.com/IJARika/respawn-mdl
010 Editor: https://www.sweetscape.com/010editor/
LegionPlus: https://github.com/DataCluster0/LegionPlus
LegionPlus: https://github.com/r-ex/LegionPlus
RSX: https://github.com/r-ex/rsx
R5Reloaded supports season 2.1-6 all asset types. For models they need to be exported with legion as RMDL format.
R5Reloaded supports season 2.1-5 (Season 6 has collision changes on rmdl) all asset types. For models they need to be exported with legion/RSX as RMDL format.
dtbl: Datatables, Possible to export from legion, edit the way you want and port it to a rpak.
shds/shdr: Export shadersets from rsx.
txtr: Texture assets, required by materials, you don't have to add them if they are included in matl since repak auto adds them.
matl: Materials, legion prints the data it needs in the console, add the flags, shaderset, cpudata and textures.
aseq: Animation sequences, in here it's used for models that doesnt have any animrig but does have animations.
arig: Animation rigs. Animation order needs to be same with what you see in the legion console.
arig: Animation rigs. Animation order needs to be same with what you see in the legion console or RSX json.
rmdl: Respawn's mdl format, you can export and port from s2-s3-s4-s5-s6, or make one yourself with crowbar, blender source tools or export the models as smd with legion and use crowbar to convert them to mdl format. Then rexx's converter does the rest of it.
uimg: This is used for ui images, minimaps and loadscreens, check my jsons to see more details.
@ -54,19 +55,86 @@ slot26 _spc
//=========================================================
// Visibility Flags //
// Example material //
//=========================================================
visibilityflags:
opaque: your material will be opaque.
transparent: your material will be transparent, this does not work out of the box currently.
colpass: use this if it's a colpass material.
none: use this if it's a loadscreen material.
{
"$type": "matl", #Asset Type, in this case matl which is material
"path": "test/test_material", #Material path, this path is used by world or models
"type": "wldp", #Material type, "WLDC, WLDP, WLDU": Used by world materials, "RGDC, RGDP, RGDU": Used by Static Models, "SKNC, SSKNP, SKNU": Used by nonStatic Models,
"cpu": "texture/blinn_maya_test/blinn_maya_test", #CPU Path, required for material to work properly, can be exported using RSX or LegionPlus. It controls characteristic material features like emissive strengt, fade distance etc.
"blendStates": "F0000000 F0000000 F0000000 F0000000 F0000000 F0000000 F0000000 F0000000", #Required for BM type materials to work properly
"samplers": "001D0300", #Next five entries are flags, controls how material looks (Transparent, wideframe etc).
"flags2": "56000020",
"depthStencilFlags": 23,
"rasterizerFlags": 6,
"unkFlags": 4,
"shaderset": "0x000000000000000", #Shaderset is required for material to render properly, shaderset texture count has to match with Material Textureslotcount or game will likely crash
"width": 32, #Material width and weight, same as first slot texture.
"height": 32,
"textureSlotCount": 6, #Total texture slots being used by this material, has to match with shaderset.
"textures": {
"0": "texture/test/blinn_maya_test_WLDC/blinn_maya_test_albedoTexture",
"1": "texture/test/blinn_maya_test_WLDC/blinn_maya_test_normalTexture",
"2": "texture/test/blinn_maya_test_WLDC/blinn_maya_test_glossTexture",
"3": "texture/test/blinn_maya_test_WLDC/blinn_maya_test_specTexture",
"5": "texture/test/blinn_maya_test_WLDC/blinn_maya_test_aoTexture" #Texture entries, textures have to be dds format, check below.
}
}
faceflags:
6: normal outward drawing faces
7: outward drawing faces, but wireframe.
//=========================================================
// Example Model //
//=========================================================
{
"$type": "rmdl", #Asset Type, in this case rmdl which is model
"path": "mdl/props/kralstest/thisisa_testprop.rmdl", #Model path, game calls the models from this path
"usePhysics": true, #Define if model has PHY. file
"static": true, #Define if model is a static prop, models with only one bone are static props
"animrigs": ["animrig/props/prowler_hatch_tt/prowler_hatch_tt.rrig" ], #Animation rig for the model
"materials": [ "models/vistas/desertlands_mu1/iceland_slopeb_mu1_rgdp" ], #Material paths, used for replacing the material. Usually isn't needed
"sequences": [
"animseq/props/prowler_hatch_tt/close.rseq",
"animseq/props/prowler_hatch_tt/close_idle.rseq",
"animseq/props/prowler_hatch_tt/open.rseq",
"animseq/props/prowler_hatch_tt/open_idle.rseq",
"animseq/props/prowler_hatch_tt/prowler_hatch_tt/prop_bloodhoundTT_hatch_spawn.rseq" #Animation sequences, if animations don't have any rig, they can be added to model this way
]
}
//=========================================================
// Example Datatable //
//=========================================================
{
"$type": "dtbl", #Asset Type, in this case dtbl which is datatable
"path": "datatable/dialogue/blood_tt_dialogue" #Datatable path, CSV format is being used, datatables doesn't require anything else
}
//=========================================================
// Example Animation Rig //
//=========================================================
{
"$type": "arig", #Asset Type, in this case arig which is Animation Rig
"path": "animrig/props/testrig/animrig.rrig", #Animation Rig path, this is what models use to locate the rig
"animseq/props/testanimfolder/close.rseq",
"animseq/props/testanimfolder/close_idle.rseq",
"animseq/props/testanimfolder/open.rseq",
"animseq/props/testanimfolder/open_idle.rseq",
"animseq/props/testanimfolder/lock.rseq" #Animation sequences
]
}
//=========================================================
// Example Sequence //
//=========================================================
{
"$type": "rseq", #Asset Type
"path": "animseq/props/testanimfolder/close_idle.rseq" #Animation path, these cannot be made customly, can be exported from Apex using RSX and Legion+
}
//=========================================================
// Texture Formats //
@ -86,15 +154,6 @@ Loadscreens: BC1 sRGB (Low Quality), BC7 sRGB
Minimap: BC1 sRGB
//=========================================================
// Useful Shadersets //
//=========================================================
WLDC: 3134464214606249681 (Makes textures redish, used for Mirage Voyage)
WLDC: 5455669381027863835 (Makes material glow)
SKNP: 8900632333082111100 (Glossy weapon shaderset)
//=========================================================
// Surface Types //
//=========================================================