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Removed just in case we accidentally end up using them, they do not work on our version of the game.
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, 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 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/r-ex/LegionPlus RSX: https://github.com/r-ex/rsx 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 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. Asset order in a json: dtbl > txtr > matl > aseq > arig > rmdl > uimg Some extra information regarding season 3 apex assets. //========================================================= // Material Slots // //========================================================= slot1 _col slot2 _nml slot3 _gls/_exp slot4 _spc slot5 _ilm slot6 _ao slot7 _cav/cvt slot8 _opa slot9 detail/camo slot10 _dm_nml/_nml detail normal map slot11 _msk detail texture mask the following are used on blend materials, for maps only. it is a second texture to blend into the main one. slot17 _bm blendmap slot23 _col slot24 _nml slot25 _gls/_exp slot26 _spc //========================================================= // Example material // //========================================================= { "$type": "matl", #Asset Type, in this case matl which is material "path": "test/test_material", #Material path, this path is used by world or models "type": "wldp", #Material type, "WLDC, WLDP, WLDU": Used by world materials, "RGDC, RGDP, RGDU": Used by Static Models, "SKNC, SSKNP, SKNU": Used by nonStatic Models, "cpu": "texture/blinn_maya_test/blinn_maya_test", #CPU Path, required for material to work properly, can be exported using RSX or LegionPlus. It controls characteristic material features like emissive strengt, fade distance etc. "blendStates": "F0000000 F0000000 F0000000 F0000000 F0000000 F0000000 F0000000 F0000000", #Required for BM type materials to work properly "samplers": "001D0300", #Next five entries are flags, controls how material looks (Transparent, wideframe etc). "flags2": "56000020", "depthStencilFlags": 23, "rasterizerFlags": 6, "unkFlags": 4, "shaderset": "0x000000000000000", #Shaderset is required for material to render properly, shaderset texture count has to match with Material Textureslotcount or game will likely crash "width": 32, #Material width and weight, same as first slot texture. "height": 32, "textureSlotCount": 6, #Total texture slots being used by this material, has to match with shaderset. "textures": { "0": "texture/test/blinn_maya_test_WLDC/blinn_maya_test_albedoTexture", "1": "texture/test/blinn_maya_test_WLDC/blinn_maya_test_normalTexture", "2": "texture/test/blinn_maya_test_WLDC/blinn_maya_test_glossTexture", "3": "texture/test/blinn_maya_test_WLDC/blinn_maya_test_specTexture", "5": "texture/test/blinn_maya_test_WLDC/blinn_maya_test_aoTexture" #Texture entries, textures have to be dds format, check below. } } //========================================================= // Example Model // //========================================================= { "$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 // //========================================================= _col: BC7 sRGB _nml: BC5U _gls: BC4U _spc: BC7 sRGB _ilm: BC7 sRGB _ao: BC4U _cav: BC4U _opa: BC4U UI Assets: BC7 SRGB Loadscreens: BC1 sRGB (Low Quality), BC7 sRGB Minimap: BC1 sRGB //========================================================= // Surface Types // //========================================================= // ----------------------------- // Surface Materials // ----------------------------- default metal_titan solidmetal / NOTE: Almost nothing is solid metal - so "metal" is sheet metal metal / NOTE: Only flag a few things as "solidmetal" (I-Beams, anvils, etc) metal_box / Smaller metal box (< 2' width/height/depth) metalpanel / Thick solid steel panel - used for solid wall, floor, machine construction metalgrate metalvent dirt tile xo_shield wood / NOTE: materials should use wood_box, wood_crate, wood_plank, wood_panel etc wood_solid water concrete glass glass_breakable flesh armorflesh / NOTE: Flesh for physics, metal for bullet fx sand mud grass brokenglass gravel bloodyflesh // ----------------------------- // Non Surface Materials // ----------------------------- shellcasing_small shellcasing_large weapon / NOTE: Weapon models - sounds for when weapons drop computer canister / NOTE: Large oxygen tank, propane tank, welding tank metal_barrel / NOTE: Larger metal barrel, metal oil drum glassbottle / NOTE: Glass soda bottle, cup, plate, jar pottery / NOTE: Ceramic jug, mug grenade / NOTE: Solid hand grenade grenade_triple_threat bouncygrenade // ----------------------------- // world materials // ----------------------------- metal_bouncy slipperymetal / Note: Airboat pontoons have very low friction slipperyslime wood_lowdensity wood_box / Note: Small crate wood_crate / Note: Large crate, large wood furniture (bookcases, tables) wood_plank / Note: wood board, floorboard, plank wood_furniture / Note: small wood furniture - chairs, small tables wood_panel / Note: wood panel - plywood panel, wood door panel slime quicksand rock / Note: Solid rock (small sounds) lava_rock lava_rock_hot / Note: Lava rock that shows a glows when shot lava_flow / Note: scrolling uv lava, like water. porcelain / Note: tubs, urinals, sinks boulder / Note: Large solid rock (large sounds) asphalt brick concrete_block / Note: 9x12 prefabricated concrete cinder blocks chainlink / Note: chainlink fencing material chain / Note: metal chain alienflesh watermelon snow ice carpet plaster / Note: drywall, office wall material, sheetrock cardboard / Note: carboard box plastic_barrel / Note: larger plastic barrel, hollow, soft plastic plastic_box / Note: small - medium plastic box, hard plastic plastic / Note: smaller generic hard plastic item / Note: small med kit, smaller tech items, battery floatingstandable rubber rubbertire jeeptire slidingrubbertire brakingrubbertire slidingrubbertire_front slidingrubbertire_rear // ----------------------------- // objects // ----------------------------- floating_metal_barrel plastic_barrel_buoyant roller popcan paintcan paper papercup ceiling_tile default_silent player player_control_clip foliage Underground_Cube Turret_Gib metal_spectre arc_grenade upholstery flyerflesh ammo_box Helmet Large_Backpack Small_Backpack Large_Medkit Small_Medkit Att_Scope Att_Sup Wpn_AR Wpn_Snipe Wpn_SMG Wpn_Pistol Wpn_Shotgun Vest Mags Cyn_Medkit Frag ArcBlade BatteryShield reflective WeightedCube_Bounce PaintBomb sphere2
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