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custom levels: refactor level building code and jak 2 support (#3090)
Co-authored-by: water <[email protected]>
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{ | ||
// The "in-game" name of the level. Should be lower case, with dashes (GOAL symbol name) | ||
// the name of this file, and the folder this file is in must have the same name. | ||
"long_name": "test-zone", | ||
// The file name, should be upper case and 8 characters or less. | ||
"iso_name": "TESTZONE", | ||
// The nickname, should be exactly 3 characters | ||
"nickname": "tsz", // 3 char name, all lowercase | ||
// Background mesh file. | ||
// Must have vertex colors. Use the blender cycles renderer, bake, diffuse, uncheck color, | ||
// and bake to vertex colors. For now, only the first vertex color group is used, so make sure you | ||
// only have 1. | ||
"gltf_file": "custom_levels/jak2/test-zone/test-zone2.glb", | ||
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// automatically set wall vs. ground based on angle. Useful if you don't want to assign this yourself | ||
"automatic_wall_detection": true, | ||
"automatic_wall_angle": 45.0, | ||
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// if your mesh has triangles with incorrect orientation, set this to make all collision mesh triangles double sided | ||
// this makes collision 2x slower and bigger, so only use if really needed | ||
"double_sided_collide": false, | ||
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// available res-lump tag data types: | ||
// int32, float, meters, vector, vector4m (meters) | ||
// | ||
// examples: | ||
// | ||
// adds a float tag 'spring-height' with value of 200 meters (1 meter = 4096.0 units): | ||
// "spring-height": ["meters", 200.0] | ||
// | ||
// adds a vector tag 'movie-pos': | ||
// "movie-pos": ["vector", [4096000.0, -176128.0, 1353973.76, 1.0]] | ||
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// The base actor id for your custom level. If you have multiple levels, this should be unique! | ||
"base_id": 100, | ||
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// All art groups you want to use in your custom level. Will add their models and corresponding textures to the FR3 file. | ||
"art_groups": ["prsn-torture-ag"], | ||
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// Any textures you want to include in your custom level. | ||
// This is mainly useful for textures which are not in the common level files and have no art group associated with them. | ||
// To get a list of all the textures, you can extract all of the game's textures | ||
// by setting "save_texture_pngs" to true in the decompiler config. | ||
"textures": [], | ||
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"actors" : [ | ||
{ | ||
"trans": [-15.2818, 15.2461, 17.1360], // translation | ||
"etype": "crate", // actor type | ||
"game_task": 0, // associated game task (for powercells, etc) | ||
"kill_mask": 0, | ||
"quat": [0, 0, 0, 1], // quaternion | ||
"bsphere": [-15.2818, 15.2461, 17.1360, 10], // bounding sphere | ||
"lump": { | ||
"name": "test-crate", | ||
"eco-info": ["int32", 18, 2] | ||
} | ||
}, | ||
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{ | ||
"trans": [-5.4630, 17.4553, 1.6169], // translation | ||
"etype": "eco-yellow", // actor type | ||
"game_task": 0, // associated game task (for powercells, etc) | ||
"kill_mask": 0, | ||
"quat": [0, 0, 0, 1], // quaternion | ||
"bsphere": [-5.4630, 17.4553, 1.6169, 10], // bounding sphere | ||
"lump": { | ||
"name": "test-eco" | ||
} | ||
}, | ||
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{ | ||
"trans": [-7.41, 13.5, 28.42], // translation | ||
"etype": "prsn-torture", // actor type | ||
"game_task": 0, // associated game task (for powercells, etc) | ||
"quat": [0, 0, 0, 1], // quaternion | ||
"bsphere": [-7.41, 13.5, 28.42, 10], // bounding sphere | ||
"lump": { | ||
"name": "test-torture" | ||
} | ||
} | ||
] | ||
} |
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;; DGO definition file for Awful Village level | ||
;; We use the convention of having a longer DGO name for levels without precomputed visibility. | ||
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;; the actual file name still needs to be 8.3 | ||
("TSZ.DGO" | ||
( | ||
"prison-obs.o" | ||
"test-zone.go" | ||
)) |
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