mirror of
https://github.com/kralrindo/R5Reloaded-AssetRpaks.git
synced 2025-02-09 13:14:52 +01:00
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:
parent
4b51cf043f
commit
67ac526a1f
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@ -13,6 +13,6 @@
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"","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
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"","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
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"","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
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"","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
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"","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
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"","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
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"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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||||
|
|
BIN
assets/shaderset/0xa7bf898d4e4201ae/0xB06D0E7D55CC4D3D.msw
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assets/shaderset/0xa7bf898d4e4201ae/0xB06D0E7D55CC4D3D.msw
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assets/shaderset/0xa7bf898d4e4201ae/0xBB661E6839B1E590.msw
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assets/shaderset/0xa7bf898d4e4201ae/0xBB661E6839B1E590.msw
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150
common_sdk.json
150
common_sdk.json
@ -2,22 +2,99 @@
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"$mapversion": 1,
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"version": 8,
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"name": "common_sdk",
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"starpakPath": "paks/Win64/pc_all.sdk.starpak",
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"assetsDir": ".\\assets\\",
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"outputDir": ".\\build\\",
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"name": "common_sdk",
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"assetsDir": "./assets/",
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"outputDir": "./build/",
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"compressLevel": 19,
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"compressWorkers": 16,
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"files": [
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{
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"$type": "dtbl",
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"path": "datatable/survival_loot_sdk"
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},
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{
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"$type": "shdr",
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"path": "shaderset/0xa7bf898d4e4201ae/0xBB661E6839B1E590",
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||||
"numVertexShaderTextures": 0,
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"inputFlags": [
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||||
"0x202000212",
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||||
"0x4034042000D01",
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"0x202000252",
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"0x4034042000D41"
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]
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},
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{
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"$type": "shdr",
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"path": "shaderset/0xa7bf898d4e4201ae/0xB06D0E7D55CC4D3D",
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"numPixelShaderTextures": 32,
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"inputFlags": [
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"0x4034042000D01",
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"0x4034042000D01",
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"0x4034042000D41",
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"0x4034042000D41",
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"0x4034042000D01",
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"0x4034042000D01",
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"0x4034042000D41",
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"0x4034042000D41"
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]
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},
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{
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"$type": "shds",
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"path": "0xa7bf898d4e4201ae",
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"$guid": "0xa7bf898d4e4201ae",
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"numSamplers": 3,
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"firstResource": 0,
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"numResources": 0,
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"vertexShader": "shaderset/0xa7bf898d4e4201ae/0xBB661E6839B1E590",
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"pixelShader": "shaderset/0xa7bf898d4e4201ae/0xB06D0E7D55CC4D3D"
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},
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{
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"$type": "matl",
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"path": "models/test/weapons_test/pickups_test/wep_test_pickups_ammo_sni_blend",
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"type": "rgdp",
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"shaderset": "0x210121da41f7fbbc",
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"shaderset": "0xa7bf898d4e4201ae",
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"cpu": "cpu/wep_test_pickups_ammo_sni_blend_rgdp",
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"blendStates": "F0000000 F0000000 F0000000 F0000000 F0000000 F0000000 F0000000 F0000000",
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"samplers": "001D0300",
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"flags2": "56000020",
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"depthStencilFlags": 23,
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"rasterizerFlags": 6,
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"unkFlags": 4,
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"width": 1024,
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"height": 1024,
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"textureSlotCount": 32,
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"textures": {
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"0": "texture/wep_test_pickups_ammo_sni_blend/wep_test_pickups_ammo_sni_blend_albedoTexture",
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"1": "texture/wep_test_pickups_ammo_sni_blend/wep_test_pickups_ammo_sni_blend_normalTexture",
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"2": "texture/wep_test_pickups_ammo_sni_blend/wep_test_pickups_ammo_sni_blend_glossTexture",
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"3": "texture/wep_test_pickups_ammo_sni_blend/wep_test_pickups_ammo_sni_blend_specTexture",
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"4": "texture/wep_test_pickups_ammo_sni_blend/wep_test_pickups_ammo_sni_blend_emissiveTexture",
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"5": "texture/wep_test_pickups_ammo_sni_blend/wep_test_pickups_ammo_sni_blend_aoTexture",
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"7": "texture/wep_test_pickups_ammo_sni_blend/wep_test_pickups_ammo_sni_blend_opacityMultiplyTexture",
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"8": "texture/wep_test_pickups_ammo_sni_blend/wep_test_pickups_ammo_sni_blend_detailTexture",
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"10": "texture/wep_test_pickups_ammo_sni_blend/wep_test_pickups_ammo_sni_blend_emissiveMultiplyTexture",
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"11": "texture/wep_test_pickups_ammo_sni_blend/wep_test_pickups_ammo_sni_blend_uvDistortionTexture",
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"12": "texture/wep_test_pickups_ammo_sni_blend/wep_test_pickups_ammo_sni_blend_uvDistortion2Texture",
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"16": "texture/wep_test_pickups_ammo_sni_blend/wep_test_pickups_ammo_sni_blend_layerBlendTexture",
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"22": "texture/wep_test_pickups_ammo_sni_blend/wep_test_pickups_ammo_sni_blend_albedo2Texture",
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"23": "texture/wep_test_pickups_ammo_sni_blend/wep_test_pickups_ammo_sni_blend_normal2Texture",
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"24": "texture/wep_test_pickups_ammo_sni_blend/wep_test_pickups_ammo_sni_blend_gloss2Texture",
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"25": "texture/wep_test_pickups_ammo_sni_blend/wep_test_pickups_ammo_sni_blend_spec2Texture",
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"26": "texture/wep_test_pickups_ammo_sni_blend/wep_test_pickups_ammo_sni_blend_emissive2Texture",
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"28": "texture/wep_test_pickups_ammo_sni_blend/wep_test_pickups_ammo_sni_blend_ao2Texture",
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"30": "texture/wep_test_pickups_ammo_sni_blend/wep_test_pickups_ammo_sni_blend_30",
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"31": "texture/wep_test_pickups_ammo_sni_blend/wep_test_pickups_ammo_sni_blend_31"
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}
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},
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{
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"$type": "matl",
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"path": "models/test/weapons_test/pickups_test/wep_test_pickups_ammo_exp_blend",
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"type": "rgdp",
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"shaderset": "0xa7bf898d4e4201ae",
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"cpu": "cpu/wep_test_pickups_ammo_sni_blend",
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"blendStates": "F0000000 F0000000 F0000000 F0000000 F0000000 F0000000 F0000000 F0000000",
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"samplers": "001D0300",
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@ -27,59 +104,28 @@
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"unkFlags": 4,
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"width": 1024,
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"height": 1024,
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"textureSlotCount": 29,
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"textures": {
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"0": "texture/wep_test_pickups_ammo_sni_blend/0xe8836ef3eeda500",
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"1": "texture/wep_test_pickups_ammo_sni_blend/0x310192c3364037e4",
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"2": "texture/wep_test_pickups_ammo_sni_blend/0x66d5f660bd0cb994",
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"3": "texture/wep_test_pickups_ammo_sni_blend/0xf97e5c380a3d4bba",
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"4": "texture/wep_test_pickups_ammo_sni_blend/0x29aad52aa44fccb6",
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"5": "texture/wep_test_pickups_ammo_sni_blend/0x2ca850081a8423ad",
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"7": "texture/wep_test_pickups_ammo_sni_blend/0xf16e6d120d97a846",
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||||
"8": "texture/wep_test_pickups_ammo_sni_blend/0x4b20309542f841bd",
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"10": "texture/wep_test_pickups_ammo_sni_blend/0xa3d04964a9af2b54",
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"11": "texture/wep_test_pickups_ammo_sni_blend/0xe332e8d3d442186d",
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"12": "texture/wep_test_pickups_ammo_sni_blend/0xe332e8d3d442186d",
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||||
"16": "texture/wep_test_pickups_ammo_sni_blend/0x686d1c46592d0f29",
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||||
"22": "texture/wep_test_pickups_ammo_sni_blend/0xe8836ef3eeda500",
|
||||
"23": "texture/wep_test_pickups_ammo_sni_blend/0x310192c3364037e4",
|
||||
"24": "texture/wep_test_pickups_ammo_sni_blend/0x66d5f660bd0cb994",
|
||||
"25": "texture/wep_test_pickups_ammo_sni_blend/0xf97e5c380a3d4bba",
|
||||
"26": "texture/wep_test_pickups_ammo_sni_blend/0x29aad52aa44fccb6",
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"28": "texture/wep_test_pickups_ammo_sni_blend/0x2ca850081a8423ad"
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}
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},
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{
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"$type": "matl",
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||||
"path": "models/test/weapons_test/pickups_test/wep_test_pickups_ammo_exp_blend",
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"type": "rgdp",
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||||
"shaderset": "0x210121da41f7fbbc",
|
||||
"cpu": "cpu/wep_test_pickups_ammo_exp_blend",
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"blendStates": "F0000000 F0000000 F0000000 F0000000 F0000000 F0000000 F0000000 F0000000",
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"samplers": "001D0300",
|
||||
"flags2": "56000020",
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||||
"depthStencilFlags": 23,
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||||
"rasterizerFlags": 6,
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||||
"unkFlags": 4,
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||||
"width": 1024,
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"height": 1024,
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"textureSlotCount": 29,
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"textureSlotCount": 32,
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"textures": {
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"0": "texture/models/weapons_r5/loot/wep_test_pickups_ammo_exp_blend/wep_test_pickups_ammo_exp_blend_col",
|
||||
"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",
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||||
"1": "texture/wep_test_pickups_ammo_sni_blend/wep_test_pickups_ammo_sni_blend_normalTexture",
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"2": "texture/wep_test_pickups_ammo_sni_blend/wep_test_pickups_ammo_sni_blend_glossTexture",
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"3": "texture/wep_test_pickups_ammo_sni_blend/wep_test_pickups_ammo_sni_blend_specTexture",
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"4": "texture/models/weapons_r5/loot/wep_test_pickups_ammo_exp_blend/wep_test_pickups_ammo_exp_blend_ilm",
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"5": "texture/wep_test_pickups_ammo_sni_blend/0x2ca850081a8423ad",
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"11": "texture/wep_test_pickups_ammo_sni_blend/0xe332e8d3d442186d",
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"12": "texture/wep_test_pickups_ammo_sni_blend/0xe332e8d3d442186d",
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||||
"16": "texture/wep_test_pickups_ammo_sni_blend/0x686d1c46592d0f29",
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"5": "texture/wep_test_pickups_ammo_sni_blend/wep_test_pickups_ammo_sni_blend_aoTexture",
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"7": "texture/wep_test_pickups_ammo_sni_blend/wep_test_pickups_ammo_sni_blend_opacityMultiplyTexture",
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"8": "texture/wep_test_pickups_ammo_sni_blend/wep_test_pickups_ammo_sni_blend_detailTexture",
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"10": "texture/wep_test_pickups_ammo_sni_blend/wep_test_pickups_ammo_sni_blend_emissiveMultiplyTexture",
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"11": "texture/wep_test_pickups_ammo_sni_blend/wep_test_pickups_ammo_sni_blend_uvDistortionTexture",
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"12": "texture/wep_test_pickups_ammo_sni_blend/wep_test_pickups_ammo_sni_blend_uvDistortion2Texture",
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"16": "texture/wep_test_pickups_ammo_sni_blend/wep_test_pickups_ammo_sni_blend_layerBlendTexture",
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"22": "texture/models/weapons_r5/loot/wep_test_pickups_ammo_exp_blend/wep_test_pickups_ammo_exp_blend_col",
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"23": "texture/wep_test_pickups_ammo_sni_blend/0x310192c3364037e4",
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"24": "texture/wep_test_pickups_ammo_sni_blend/0x66d5f660bd0cb994",
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||||
"25": "texture/wep_test_pickups_ammo_sni_blend/0xf97e5c380a3d4bba",
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"23": "texture/wep_test_pickups_ammo_sni_blend/wep_test_pickups_ammo_sni_blend_normal2Texture",
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"24": "texture/wep_test_pickups_ammo_sni_blend/wep_test_pickups_ammo_sni_blend_gloss2Texture",
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"25": "texture/wep_test_pickups_ammo_sni_blend/wep_test_pickups_ammo_sni_blend_spec2Texture",
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"26": "texture/models/weapons_r5/loot/wep_test_pickups_ammo_exp_blend/wep_test_pickups_ammo_exp_blend_ilm2",
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"28": "texture/wep_test_pickups_ammo_sni_blend/0x2ca850081a8423ad"
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"28": "texture/wep_test_pickups_ammo_sni_blend/wep_test_pickups_ammo_sni_blend_ao2Texture",
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"30": "texture/wep_test_pickups_ammo_sni_blend/wep_test_pickups_ammo_sni_blend_30",
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"31": "texture/wep_test_pickups_ammo_sni_blend/wep_test_pickups_ammo_sni_blend_31"
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}
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||||
},
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{
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107
readme.txt
107
readme.txt
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Main asset rpaks for R5Reloaded Modded Apex Project. Used for Models, materials, loadscreens and many more.
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Asset RPAKs for R5Reloaded Modded Apex Project.
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Assets not included in this repo for keeping everything minimal, required assets can be exported with RSX
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Made by @KralRindo
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Other credits:
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Repak, 010 Respawn Templates, Legion and Model Converter: rexx#1287, IcePixelx#4931, Rika#1525
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Better Legion Improvements: Zer0Bytes#4428
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Repak, 010 Respawn Templates, Legion, RSX and Model Converter: rexx#1287, IcePixelx#4931, Rika#1525
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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
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@ -13,16 +13,17 @@ Required Tools
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||||
Repak: https://github.com/r-ex/RePak
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||||
Respawn-mdl Templates: https://github.com/IJARika/respawn-mdl
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||||
010 Editor: https://www.sweetscape.com/010editor/
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||||
LegionPlus: https://github.com/DataCluster0/LegionPlus
|
||||
LegionPlus: https://github.com/r-ex/LegionPlus
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||||
RSX: https://github.com/r-ex/rsx
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||||
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||||
R5Reloaded supports season 2.1-6 all asset types. For models they need to be exported with legion as RMDL format.
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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.
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||||
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||||
dtbl: Datatables, Possible to export from legion, edit the way you want and port it to a rpak.
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||||
shds/shdr: Export shadersets from rsx.
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txtr: Texture assets, required by materials, you don't have to add them if they are included in matl since repak auto adds them.
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matl: Materials, legion prints the data it needs in the console, add the flags, shaderset, cpudata and textures.
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||||
aseq: Animation sequences, in here it's used for models that doesnt have any animrig but does have animations.
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arig: Animation rigs. Animation order needs to be same with what you see in the legion console.
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arig: Animation rigs. Animation order needs to be same with what you see in the legion console or RSX json.
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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.
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||||
uimg: This is used for ui images, minimaps and loadscreens, check my jsons to see more details.
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||||
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||||
@ -54,19 +55,86 @@ slot26 _spc
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||||
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||||
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||||
//=========================================================
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||||
// Visibility Flags //
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||||
// Example material //
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||||
//=========================================================
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||||
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||||
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 //
|
||||
//=========================================================
|
||||
|
Loading…
x
Reference in New Issue
Block a user