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Update ReadMe.md
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ReadMe.md
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ReadMe.md
@ -32,7 +32,7 @@ Txan is required for animated ptcu/ptcs materials, it controls the texture array
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```json
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```json
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{
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{
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"_type": "txan",
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"_type": "txan",
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"_path": "texture_anim/(txan path).rpak" //TXAN file path
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"_path": "texture_anim/(txan path).rpak"
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}
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}
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```
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```
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## DTBL Assets
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## DTBL Assets
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@ -42,8 +42,8 @@ We recommend structuring your CSV files with proper headers to ensure they are i
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```json
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```json
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{
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{
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"_type": "dtbl", //Asset Type, in this case dtbl (datatable)
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"_type": "dtbl",
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"_path": "datatable/(datatable path).rpak" //CSV file path
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"_path": "datatable/(datatable path).rpak"
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}
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}
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```
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```
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@ -52,8 +52,8 @@ ShaderSets are used to define the set of shaders for materials, which control ho
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```json
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```json
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{
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{
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"_type": "shds", //Asset Type, in this case, 'shds' for ShaderSet
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"_type": "shds",
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"_path": "shaderset/uberTnBnInterpAoCavOpmCbstCutVbweR5AoAnisoDirAmtUv0m0PSSamp222222222_sknp.rpak" //Path to the ShaderSet .msw file
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"_path": "shaderset/uberTnBnInterpAoCavOpmCbstCutVbweR5AoAnisoDirAmtUv0m0PSSamp222222222_sknp.rpak"
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}
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}
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```
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```
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@ -65,6 +65,17 @@ Additional Considerations:
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Exporting with RSX: ShaderSets need to be exported using the RSX tool to ensure that the .msw file is correctly compiled.
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Exporting with RSX: ShaderSets need to be exported using the RSX tool to ensure that the .msw file is correctly compiled.
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If the ShaderSet doesn't already exist in the R5Reloaded build, it needs to be explicitly referenced and included in the main RPak JSON.
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If the ShaderSet doesn't already exist in the R5Reloaded build, it needs to be explicitly referenced and included in the main RPak JSON.
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## SHDS Assets
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SHDR (Shader) assets are individual shaders used in rendering pipelines. They contain the code and data that determine how objects or materials are drawn in the 3D environment.
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SHDR assets are typically referenced by ShaderSets (SHDS), but they can also be used on their own for overwriting already exist shaders in the r5reloaded build.
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```json
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{
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"_type": "shdr",
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"_path": "shader/uberAoCavOpmTransUv0m0Samp2222222_lprobe_ps.rpak"
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}
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```
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## TXTR Assets
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## TXTR Assets
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This asset type is being used to add .dds type textures into the rpak, it's not being required to add if texture path is correct in the material json.
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This asset type is being used to add .dds type textures into the rpak, it's not being required to add if texture path is correct in the material json.
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@ -72,8 +83,8 @@ We strongly recommend using mipmapped textures for better performance and better
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```json
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```json
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{
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{
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"_type": "txtr", //Asset Type, in this case txtr which is texture
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"_type": "txtr",
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"_path": "texture/(texture path).rpak" //DDS file path
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"_path": "texture/(texture path).rpak"
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}
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}
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```
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```
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@ -110,8 +121,8 @@ This is an example of how a material asset is referenced in the main RPak JSON.
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```json
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```json
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{
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{
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"_type": "matl", //Asset Type (Material)
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"_type": "matl",
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"_path": "material/models/Weapons_R2/epg/epg_mag_sknp.rpak" //Path to the material .rpak file
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"_path": "material/models/Weapons_R2/epg/epg_mag_sknp.rpak"
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}
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}
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```
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```
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@ -214,8 +225,8 @@ This is an example of how an animation rig (.rrig) is referenced in the main RPa
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```json
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```json
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{
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{
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"_type": "arig", //Asset Type (Animation Rig)
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"_type": "arig",
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"_path": "animrig/robots/drone_air_attack/drone_air_attack_plasma.rrig", //Path to the animation rig file
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"_path": "animrig/robots/drone_air_attack/drone_air_attack_plasma.rrig",
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"$sequences": [
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"$sequences": [
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"animseq/robots/drone_air_attack/drone_air_attack_plasma/aim_layer.rseq",
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"animseq/robots/drone_air_attack/drone_air_attack_plasma/aim_layer.rseq",
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"animseq/robots/drone_air_attack/drone_air_attack_plasma/aim_run.rseq",
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"animseq/robots/drone_air_attack/drone_air_attack_plasma/aim_run.rseq",
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@ -244,8 +255,8 @@ It is essential to not rename the .rseq files. Renaming these files will cause a
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```json
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```json
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{
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{
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"_type": "rseq", //Asset Type, in this case 'rseq' for animation sequences
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"_type": "rseq",
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"_path": "animseq/props/testanimfolder/close_idle.rseq" //Path to the animation sequence file
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"_path": "animseq/props/testanimfolder/close_idle.rseq"
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}
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}
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```
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```
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@ -257,12 +268,12 @@ This asset type is used to define 3D models (RMDL) within the RPak. These models
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```json
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```json
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{
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{
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"_type": "mdl_", //Asset Type, in this case mdl_ (model)
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"_type": "mdl_",
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"_path": "mdl/props/kralstest/thisisa_testprop.rmdl", //Path to the model file
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"_path": "mdl/props/kralstest/thisisa_testprop.rmdl",
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"$animrigs": [ //Optional: Path to animation rigs for this model
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"$animrigs": [
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"animrig/props/prowler_hatch_tt/prowler_hatch_tt.rrig"
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"animrig/props/prowler_hatch_tt/prowler_hatch_tt.rrig"
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],
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],
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"$sequences": [ //Optional: Animation sequences for the model
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"$sequences": [
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"animseq/props/prowler_hatch_tt/close.rseq",
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"animseq/props/prowler_hatch_tt/close.rseq",
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"animseq/props/prowler_hatch_tt/close_idle.rseq",
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"animseq/props/prowler_hatch_tt/close_idle.rseq",
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"animseq/props/prowler_hatch_tt/open.rseq",
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"animseq/props/prowler_hatch_tt/open.rseq",
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