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Батник:

converter -level default:l01_escape -out l01_escape -mode le

pause

 

А уровень понятно где лежит (в levels)

fsconverter - использовал вариант cop (ну в sdk_root настроил путь к папке)

Собственно:

$sdk_root$ = false| false| d:\X-Ray CoP SDK\editors\

 

break, кстати да :) P.S. Сверху написал содержание.

Изменено пользователем power-cat
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Привет всем, я конечно понимаю что вопрос задавали уже но *тыкните или намекните :)*.

 

thumb_pre_1318614999__ss_aleksander_sergeev_10-14-11_10-59-20_military.jpg

 

1. На статике нормально, поставить выше к примеру директ 10 вот такое. Импортировал в СДК сейвил, пытался править терариен ниче не помогло. Где то было решение найти не смог =\.

 

thumb_pre_1318615054__ss_aleksander_sergeev_10-14-11_18-04-49_military.jpg

 

2. Интересные текстуры lightmap создает xrLC, это правиться или это фишка ?); Создает много лайтмапов и битые в основном к обьектам к которым назначен шейдер compile - default; Может что другое ставить, вроде так и должно быть ?

 

3. thumb_pre_1318615126__ss_aleksander_sergeev_10-05-11_18-05-42_test_sciense_terrarien.jpg

 

Ну это вообще весело :o

 

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power-cat, в converter.ini прописал в нужных секциях пути к твоим распакованным ресурсам? Ну и spawn_version = cop ставь во всех секциях (для последнего конвертера), чтобы избежать следующих вопросов ;) Изменено пользователем Clayman
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ыхыхы, сообщество телепатов.

power-cat, сделай снимок экрана в то время, когда конвертер "пишет ошибку".

 

Добавлено через 1 мин.:

Virus_UA, шейдеры не настроены. Для кого в СДК примеры карт положили?

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break, спецом для тебя.

 

Текстура терариена:

 

thumb_pre_1318671372__2011-10-15_123417.png

 

Маска:

 

thumb_pre_1318671413__2011-10-15_123436.png

 

ziStam, пробну.

В принципе то, если ставить дефолт то там можно и другие шейдера поставить к примеру: def_vertex/ ; def_vertex.

 

Но у меня на отредактированых локациях как раз проблема с битыми лайтмапами и терариеном. То ли компилятор не может обрабатывать все, то ли багнутый. Так как шейдера по тем же примерам настроены, правильно. Может даже проблема в 3д редакторе или плагинах =\.

Изменено пользователем Virus_UA
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Похоже, виноваты руки.

То ли компилятор не может обрабатывать все, то ли багнутый. Так как шейдера по тем же примерам настроены, правильно. Может даже проблема в 3д редакторе или плагинах =\.

Нет, проблема в Windows, надо переустанавливать.

 

P.S. терариен?

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Нет, проблема в Windows, надо переустанавливать.

 

(типа смешно пошутил.) ; :good: . При чем тут виндовс ?)

 

P.S. терариен?

 

Модель земли ...

 

М.б. террейн (англ. terrain)? KD87

Изменено пользователем KD87
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Кто там лог просил?

Вобщем вот ругается батник от Бардака

log started (console and converter.log)

level name: l01_escape

can't load l01_escape

 

P.S. converter.ini и fsconverter.ltx правил и указывал пути. Все равно не пашет.

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Не че, а что.

 

Откуда мне знать, что это за тутор? Линк.

 

Добавлено через 6 мин.:

а лучше просто приведи содержимое своего converter.ini

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Вот

; Имена профилей

; <имя_профиля> = <секция_профиля>

;

; Profile names

; <profile_name> = <profile_section>

[profiles]

default = 2947_config

cs = 3456_config

cop = 3870_config

 

[sdks]

default = sdk_config

cs = sdkcs_config

 

; пути только абсолютные!

; absolute paths only

[1098_config]

$game_levels$ = E:\Games\build_1098\gamedata\levels\

shader_substs = 1098_shader_substs

 

[1098_shader_substs]

; 1098

def_aref = def_shaders\def_aref

def_vertex = def_shaders\def_vertex

def_vertex_for_fog = def_shaders\def_vertex

def_leaf = flora\leaf_wave

def_leaf2 = flora\leaf_wave

particle_add = particles\add

glow = effects\glow

rockwalls7_detail = default ; FIXME

def_vertex_ghost = def_shaders\def_vertex

def_burning_vein = default ; FIXME

def_specular_vein = default ; FIXME

def_amb = default ; FIXME

_collide = default ; FIXME

landscape_lev5aztec = default ; FIXME

fx_fog1 = default ; FIXME

fx_lava1 = default ; FIXME

fx_fluids2 = default ; FIXME

 

 

; 1114, 1154

[1114_config]

$game_levels$ = E:\Games\build_1114\gamedata\levels\

shader_substs = 11xx_shader_substs

texture_substs = 11xx_texture_substs

auto_gamemtls = 11xx_auto_gamemtls

 

[1154_config]

$game_levels$ = E:\Games\build_1154\gamedata\levels\

shader_substs = 11xx_shader_substs

texture_substs = 11xx_texture_substs

auto_gamemtls = 11xx_auto_gamemtls

 

[11xx_shader_substs]

flora\leaf = flora\leaf_wave

flora\leaf_sux = flora\leaf_wave

flora\trunk = flora\trunk_wave

levels\l1_escape\terrain = levels\escape_grass

levels\l1_escape\terrain_00 = levels\escape_grass

 

[11xx_texture_substs]

trees\trees_topolgreen = trees\trees_topolgreenv

glass3 = fx\shadow ; FIXME

 

; в 1114/1154 материалов ещё не было, поэтому назначаем по текстуре.

; замена происходит _после_ подстановки текстур в соответствии с

; предыдущей секцией.

;

; Game materials were introduced in post 1114/1154 builds, so we

; have to auto-assign game material by texture. Note this happens

; after the texture substition is done according to previous section.

[11xx_auto_gamemtls]

$shadertest = default

corp\corp_dog = materials\cloth

corp\corp_human1 = materials\cloth

corp\corp_human2 = materials\cloth

corp\corp_human3 = materials\cloth

corp\corp_rat = materials\cloth

corp\corp_stalker = materials\cloth

corp\corp_zomby1 = materials\cloth

crete\crete_border1 = materials\concrete

crete\crete_border2 = materials\concrete

crete\crete_floor1 = materials\concrete

crete\crete_floor3 = materials\concrete

crete\crete_floor4 = materials\flooring_tile

crete\crete_floor4a = materials\flooring_tile

crete\crete_floor_linol = materials\flooring_tile

crete\crete_girder1 = materials\concrete

crete\crete_golima_daxa = materials\concrete

crete\crete_pol_t = materials\flooring_tile

crete\crete_potolok_gr = materials\stucco

crete\crete_railborder1 = materials\concrete

crete\crete_railborder2 = materials\concrete

crete\crete_roof1 = materials\shifer

crete\crete_roof1_border = materials\concrete

crete\crete_roof2 = materials\shifer

crete\crete_schiffer1 = materials\shifer

crete\crete_schiffer2 = materials\shifer

crete\crete_schiffer2a = materials\shifer

crete\crete_schiffer3 = materials\shifer

crete\crete_stena_kraska_02 = materials\stucco

crete\crete_walls1 = materials\stucco

crete\crete_walls10 = materials\stucco

crete\crete_walls11 = materials\flooring_tile

crete\crete_walls12 = materials\concrete

crete\crete_walls13 = materials\stucco

crete\crete_walls14 = materials\flooring_tile

crete\crete_walls16 = materials\wood

crete\crete_walls16a = materials\wood

crete\crete_walls17 = materials\stucco

crete\crete_walls17a = materials\stucco

crete\crete_walls18 = materials\stucco

crete\crete_walls18a = materials\stucco

crete\crete_walls19 = materials\stucco

crete\crete_walls2 = materials\wood

crete\crete_walls20 = materials\wood

crete\crete_walls3 = materials\concrete

crete\crete_walls4 = materials\concrete

crete\crete_walls5 = materials\concrete

crete\crete_walls6 = materials\stucco

crete\crete_walls7 = materials\stucco

crete\crete_walls8 = materials\stucco

crete\crete_walls8a = materials\stucco

crete\crete_walls8b = materials\stucco

crete\crete_walls9 = materials\stucco

crete\crete_walls9a = materials\stucco

crete\crete_walls9_a = materials\stucco

crete\crete_walls_tual = materials\flooring_tile

crete\crete_walls_tual_a = materials\flooring_tile

crete\crete_walls_tual_b = materials\flooring_tile

det\det_kustsux1 = materials\cloth

door\door_j02 = materials\metal_plate

door\door_j03alfa = materials\metal_plate

fbr\fbr_linoleum1 = default

fx\fx_fire1 = default

fx\fx_sun = default

fx\shadow = default

glas\glas_dirt = materials\glass

glas\glas_windows1 = materials\glass

glas\glas_windows1a = materials\glass

glas\glas_windows2a = materials\glass

glas\glas_windows2b = materials\glass

glas\glas_windows2c = materials\glass

glas\glas_windows2d = materials\glass

glas\glas_windows3 = materials\glass

glas\glas_windows3a = materials\glass

glas\glas_windows3b = materials\glass

glas\glas_windows4 = materials\glass

glas\glas_windows5b = materials\glass

glas\glas_windows5c = materials\glass

glas\glas_windows6 = materials\glass

glas\glas_windows6b = materials\glass

grnd\grnd_asphalt1 = materials\asphalt

grnd\grnd_asphalt1_border = materials\asphalt

grnd\grnd_asphalt2 = materials\asphalt

grnd\grnd_asphalt2 = materials\asphalt

grnd\grnd_asphalt2a = materials\asphalt

grnd\grnd_asphalt3 = materials\asphalt

grnd\grnd_drygrass1 = materials\earth

grnd\grnd_drygrass1a = materials\earth

grnd\grnd_dry_j02 = materials\earth

grnd\grnd_garbage1 = materials\earth

grnd\grnd_grass2 = materials\grass

grnd\grnd_grass4 = materials\grass

grnd\grnd_hangbush1 = materials\grass

grnd\grnd_mudwalls1 = materials\sand

grnd\grnd_mudwalls2 = materials\sand

grnd\grnd_obriv_a = materials\sand

grnd\grnd_railroad1 = materials\earth

grnd\grnd_road_a = materials\earth

grnd\grnd_road_a1 = materials\earth

levels\l1_escape\terrain = materials\earth

levels\l1_escape\terrain_00 = materials\earth

mtl\mtl_angar_a = materials\metal_plate

mtl\mtl_angar_a_d = materials\metal_plate

mtl\mtl_bochka_01 = materials\tin

mtl\mtl_bochka_02 = materials\tin

mtl\mtl_bochka_03_r = materials\tin

mtl\mtl_fence1 = materials\setka_rabica

mtl\mtl_fence2 = materials\setka_rabica

mtl\mtl_fence2n = materials\setka_rabica

mtl\mtl_fence3 = materials\setka_rabica

mtl\mtl_fence4 = materials\setka_rabica

mtl\mtl_gate_j01a = materials\metal_plate

mtl\mtl_metall_02_a = materials\metal_plate

mtl\mtl_perehod01 = materials\tin

mtl\mtl_perehod02 = materials\tin

mtl\mtl_railroad_04 = materials\gravel

mtl\mtl_railroad_04_bok = materials\metal

mtl\mtl_railroad_05 = materials\gravel

mtl\mtl_rails1 = materials\metal

mtl\mtl_resh_reil = materials\metal

mtl\mtl_resh_reil_a = materials\metal

mtl\mtl_resh_reil_b = materials\metal

mtl\mtl_resh_reil_c = materials\metal

mtl\mtl_shkaf = materials\tin

mtl\mtl_steps1 = materials\metal_plate

mtl\mtl_trub_z_01 = materials\metal_pipe

mtl\mtl_tubes1 = materials\metal_pipe

mtl\mtl_tubes2 = materials\metal_pipe

mtl\mtl_tubes3 = materials\metal_pipe

mtl\mtl_tubes3a = materials\metal_pipe

mtl\mtl_tubes4 = materials\metal_pipe

mtl\mtl_tubes51 = materials\metal_pipe

mtl\mtl_tubes6 = materials\metal_pipe

mtl\mtl_tubes_05_a = materials\metal_pipe

mtl\mtl_vorota_a = materials\metal_plate

mtl\mtl_walls1 = materials\metal_plate

mtl\mtl_walls10 = materials\metal_plate

mtl\mtl_walls11 = materials\metal_plate

mtl\mtl_walls12 = materials\metal_plate

mtl\mtl_walls13 = materials\metal_plate

mtl\mtl_walls14 = materials\metal_plate

mtl\mtl_walls15 = materials\metal_plate

mtl\mtl_walls16 = materials\metal_plate

mtl\mtl_walls1a = materials\metal_plate

mtl\mtl_walls2 = materials\metal_plate

mtl\mtl_walls3 = materials\metal_plate

mtl\mtl_walls3a = materials\metal_plate

mtl\mtl_walls4 = materials\metal_plate

mtl\mtl_walls5 = materials\metal_plate

mtl\mtl_walls6 = materials\metal_plate

mtl\mtl_walls7 = materials\metal_plate

mtl\mtl_walls8 = materials\metal_plate

mtl\mtl_walls9 = materials\metal_plate

mtl\mtl_walls9a = materials\metal_plate

mtl\mtl_x-support1 = materials\metal_plate

mtl\mtl_x-support2 = materials\metal_plate

prop\prop_barbwire1 = materials\setka_rabica

prop\prop_barbwire2 = materials\setka_rabica

prop\prop_barbwire3 = materials\setka_rabica

prop\prop_barrel1_small = materials\tin

prop\prop_batarea_p = materials\metal_plate

prop\prop_bathhole1 = default

prop\prop_bathhole2 = default

prop\prop_bed1 = materials\setka_rabica

prop\prop_bed1a = materials\setka_rabica

prop\prop_bed2 = materials\cloth

prop\prop_bed2a = materials\cloth

prop\prop_bed2b = materials\cloth

prop\prop_bed2c = materials\cloth

prop\prop_bed2d = materials\cloth

prop\prop_bed2h = materials\cloth

prop\prop_box1 = materials\cloth

prop\prop_box1a = materials\cloth

prop\prop_box1b = materials\cloth

prop\prop_box2 = materials\cloth

prop\prop_box2a = materials\cloth

prop\prop_box2b = materials\cloth

prop\prop_braiding1 = default

prop\prop_busdead1 = materials\metal_plate

prop\prop_busdead1a = materials\metal_plate

prop\prop_busdead1b = materials\metal_plate

prop\prop_busdead1c = materials\metal_plate

prop\prop_busdead1f = materials\metal_plate

prop\prop_ceil = materials\stucco

prop\prop_chair1 = materials\wooden_board

prop\prop_chair1a = materials\wooden_board

prop\prop_clock1 = materials\glass

prop\prop_cloth2 = materials\cloth

prop\prop_crate1 = materials\metal_plate

prop\prop_crate2 = materials\metal_plate

prop\prop_crush_ceil = materials\stucco

prop\prop_door1 = materials\wooden_board

prop\prop_door2 = materials\metal_plate

prop\prop_door3 = materials\wooden_board

prop\prop_door4 = materials\metal_plate

prop\prop_door5 = materials\metal_plate

prop\prop_door6 = materials\wooden_board

prop\prop_door7 = materials\metal_plate

prop\prop_door8 = materials\wooden_board

prop\prop_door9 = materials\wooden_board

prop\prop_door_a = materials\wooden_board

prop\prop_door_tual = materials\wooden_board

prop\prop_electricalunit1 = materials\tin

prop\prop_electricalunit2 = materials\tin

prop\prop_electricalunit3 = materials\tin

prop\prop_electricalunit3a = materials\tin

prop\prop_electricalunit3b = materials\tin

prop\prop_electroengine1 = materials\metal_plate

prop\prop_elektr = materials\tin

prop\prop_garbage1 = materials\metal

prop\prop_govno = default

prop\prop_grate1 = default

prop\prop_grate2 = default

prop\prop_grate4 = default

prop\prop_hanger1 = default

prop\prop_hanger2 = default

prop\prop_hanglock1 = materials\metal

prop\prop_hanglock2 = materials\metal

prop\prop_house_door1 = materials\wooden_board

prop\prop_kniga = default

prop\prop_konserv1 = materials\tin

prop\prop_konserv2 = materials\tin

prop\prop_konserv3 = materials\tin

prop\prop_kruchok = default

prop\prop_lampa_g = default

prop\prop_lampa_galogen = default

prop\prop_lampa_galogen_2s = default

prop\prop_lampa_g_red2 = default

prop\prop_lampa_o = materials\tin

prop\prop_lamppost1 = default

prop\prop_lamppost1a = default

prop\prop_lamppost1b = default

prop\prop_lamppost2 = default

prop\prop_lamppost2a = default

prop\prop_lep1 = default

prop\prop_lep1a = default

prop\prop_lift_button = default

prop\prop_lift_door = materials\wooden_board

prop\prop_locker1 = materials\wooden_board

prop\prop_locker1_s = materials\wooden_board

prop\prop_mattress1 = materials\cloth

prop\prop_musor_01 = materials\metal_plate

prop\prop_number1 = materials\tin

prop\prop_ognetushit = materials\tin

prop\prop_paper = materials\fake

prop\prop_plafond1 = materials\glass

prop\prop_plitka_lab = materials\flooring_tile

prop\prop_priluki = default

prop\prop_primab = default

prop\prop_primar = default

prop\prop_prozektor = materials\glass

prop\prop_pult1 = materials\tin

prop\prop_radiator1 = materials\metal

prop\prop_radiator2 = materials\metal

prop\prop_roadblock1 = materials\concrete

prop\prop_roadborder1 = materials\metal_plate

prop\prop_roadborder1_rear = materials\metal_plate

prop\prop_roadborder2 = materials\concrete

prop\prop_roadborder21 = materials\concrete

prop\prop_sheet = materials\cloth

prop\prop_shirma1 = materials\cloth

prop\prop_shitok = materials\tin

prop\prop_sigarets = default

prop\prop_socket1 = default

prop\prop_stupeni_a = materials\concrete

prop\prop_stupeni_b = materials\concrete

prop\prop_switch1 = default

prop\prop_tabl = materials\wooden_board

prop\prop_table1 = materials\wooden_board

prop\prop_table1a = materials\wooden_board

prop\prop_table1b = materials\wooden_board

prop\prop_table1c = materials\wooden_board

prop\prop_tempmeter1 = materials\tin

prop\prop_tor3 = default

prop\prop_tor4 = default

prop\prop_trainwheel1 = materials\metal

prop\prop_trainwheel1a = materials\metal

prop\prop_trainwheel2 = materials\metal

prop\prop_trube = materials\metal_pipe

prop\prop_truckdead1 = materials\wooden_board

prop\prop_truckdead1a = materials\metal_plate

prop\prop_truckdead1b = materials\metal_plate

prop\prop_tubedetails1 = materials\metal_pipe

prop\prop_tubedetails2 = materials\metal_pipe

prop\prop_ukazatel = materials\tin

prop\prop_vac = materials\metal_plate ; ???

prop\prop_vagon01 = materials\wooden_board

prop\prop_vagon01a = materials\metal_plate

prop\prop_vagon01b = materials\metal_plate

prop\prop_vagon01c = materials\metal_plate

prop\prop_vagon01d = materials\metal_plate

prop\prop_vagon01e = materials\metal_plate

prop\prop_vagon02 = materials\metal_plate

prop\prop_vagon02a = materials\metal_plate

prop\prop_vagon02b = materials\metal_plate

prop\prop_vagon02e = materials\metal_plate

prop\prop_vagon04 = materials\metal_plate

prop\prop_vagon04a = materials\metal_plate

prop\prop_voda1 = materials\glass

prop\prop_wardrobe1 = materials\wooden_board

prop\prop_wardrobe1a = materials\wooden_board

prop\prop_wardrobe2 = materials\wooden_board

prop\prop_wardrobe2a = materials\wooden_board

prop\prop_waterpump1_step = materials\metal_plate

prop\prop_wheel1_small = materials\metal_plate

prop\prop_wheel2_small = materials\metal_plate

prop\prop_wires1 = materials\fake

prop\prop_woodenreel1 = materials\wooden_board

prop\prop_yantar = materials\cloth

sign\sign_stop1 = materials\tin

sign\sign_stop1_rear = materials\tin

sign\sign_voltage1 = materials\tin

sign\sign_ziggyroad1 = materials\tin

sign\sign_ziggyroad1_rear = materials\tin

ston\ston_asfalt_a = materials\asphalt

ston\ston_asfalt_a_r = materials\asphalt

ston\ston_asfalt_b = materials\asphalt

ston\ston_asfalt_c = materials\asphalt

ston\ston_big_kirp = materials\bricks

ston\ston_bordur_j01 = materials\concrete

ston\ston_bordur_j03 = materials\concrete

ston\ston_bricks1 = materials\bricks

ston\ston_bricks10 = materials\bricks

ston\ston_bricks11 = materials\bricks

ston\ston_bricks12 = materials\bricks

ston\ston_bricks12a = materials\bricks

ston\ston_bricks2 = materials\bricks

ston\ston_bricks3 = materials\bricks

ston\ston_bricks4 = materials\bricks

ston\ston_bricks5 = materials\bricks

ston\ston_bricks6 = materials\bricks

ston\ston_bricks7 = materials\bricks

ston\ston_bricks8 = materials\bricks

ston\ston_bricks9 = materials\bricks

ston\ston_bricks_1973 = materials\bricks

ston\ston_kirpichi_a = materials\bricks

ston\ston_osnova = materials\concrete

ston\ston_plints1 = materials\concrete

ston\ston_plints2 = materials\concrete

ston\ston_rocks1 = materials\concrete

ston\ston_ros_wall_03 = materials\stucco

ston\ston_stena_04a = materials\concrete

ston\ston_stena_04b = materials\concrete

ston\ston_stena_04c = materials\concrete

ston\ston_stena_04d = materials\concrete

ston\ston_stena_04e = materials\concrete

ston\ston_stena_04f = materials\concrete

ston\ston_stena_04g = materials\concrete

ston\ston_stena_04h = materials\concrete

ston\ston_stena_05b = materials\stucco

ston\ston_stena_06a = materials\bricks

ston\ston_stena_07_a = materials\stucco

ston\ston_stena_07_c = materials\stucco

ston\ston_stena_07_d = materials\stucco

ston\ston_stena_07_e = materials\stucco

ston\ston_stolb_rail = materials\concrete

ston\ston_walls1 = materials\concrete

ston\ston_walls2 = materials\concrete

ston\ston_walls3 = materials\concrete

ston\ston_walls4 = materials\concrete

ston\ston_walls4_border = materials\concrete

ston\ston_zabor_02 = materials\concrete

terrain\terrain_l1escape = materials\earth

terrain\terrain_rainbow = materials\earth

trees\trees_bark = materials\tree_trunk

trees\trees_byaka = materials\bush

trees\trees_elka = materials\bush

trees\trees_elkabark = materials\tree_trunk

trees\trees_forestwall1 = default

trees\trees_forestwall2 = default

trees\trees_kustik1 = materials\bush

trees\trees_topolgreenv = materials\tree_trunk

trees\trees_vetka = materials\bush

trees\trees_vetka1 = materials\bush

trees\trees_vetkabig = materials\bush

trees\trees_vetkabig = materials\bush

trees\trees_vetkagreen = materials\bush

trees\trees_vetkagreen3 = materials\bush

trees\trees_vetkagreen3 = materials\bush

trees\trees_vetkagreen5 = materials\bush

trees\trees_vetkatopol = materials\bush

veh\veh_btr = materials\metal

veh\veh_btr_br = materials\metal

veh\veh_diesel1 = materials\metal

veh\veh_diesel1b = materials\metal_plate

veh\veh_diesel1c = materials\metal_plate

veh\veh_diesel1d = materials\metal_plate

veh\veh_diesel2 = materials\metal

veh\veh_diesel2b = materials\metal_plate

veh\veh_diesel2c = materials\metal_plate

veh\veh_diesel2d = materials\metal_plate

veh\veh_lada1 = materials\metal_plate

veh\veh_ladawheels1 = materials\cloth

veh\veh_moskvitch1 = materials\metal_plate

veh\veh_niva1 = materials\metal_plate

veh\veh_nivawheels1 = materials\cloth

veh\veh_nivawheels1a = materials\cloth

veh\veh_raf1 = materials\metal_plate

veh\veh_rafwheel1 = materials\cloth

water\water_pool1 = materials\water

wind\wind_04 = materials\glass

wind\wind_05 = materials\glass

wind\wind_j06b = materials\glass

wind\wind_okno_a_01 = materials\glass

wind\wind_okno_a_02 = materials\glass

wood\wood_chipboard1 = materials\wood

wood\wood_doski = materials\wooden_board

wood\wood_perila = materials\wooden_board

wood\wood_plank1 = materials\wooden_board

wood\wood_plank2 = materials\wooden_board

wood\wood_plank3 = materials\wooden_board

wood\wood_plank4 = materials\wooden_board

wood\wood_plank5 = materials\wooden_board

wood\wood_plank6 = materials\wooden_board

wood\wood_plank7 = materials\wooden_board

wood\wood_platband1 = materials\wooden_board

wood\wood_tor = materials\wooden_board

wood\wood_walls1 = materials\wood

wood\wood_walls10 = materials\wood

wood\wood_walls11 = materials\wood

wood\wood_walls2 = materials\wood

wood\wood_walls3 = materials\wood

wood\wood_walls4 = materials\wood

wood\wood_walls4a = materials\wood

wood\wood_walls5 = materials\wood

wood\wood_walls6 = materials\wood

wood\wood_walls6a = materials\wood

wood\wood_walls7 = materials\wood

wood\wood_walls7a = materials\wood

wood\wood_walls8 = materials\wood

wood\wood_walls9 = materials\wood

wood\wood_wire = materials\wooden_board

 

; 1469

[1469_config]

$game_data$ = E:\Games\build_1469\gamedata\

$game_levels$ = E:\Games\build_1469\gamedata\levels\

shader_substs = 1472_shader_substs

inadhesive_shaders = 1469_inadhesive_shaders

wallmark_shaders = 1469_wallmark_shaders

texture_substs = 1472_texture_substs

fake_mu_gamemtls = 1865_fake_mu_gamemtls

fake_gamemtls = 1865_fake_gamemtls

 

[1469_inadhesive_shaders]

effects\fx_refl

 

[1469_wallmark_shaders]

wallmarks\wallmark_default

 

; 1472

[1472_config]

$game_data$ = E:\Games\build_1472\gamedata\

$game_levels$ = E:\Games\build_1472\gamedata\levels\

shader_substs = 1472_shader_substs

inadhesive_shaders = 1472_inadhesive_shaders

wallmark_shaders = 1472_wallmark_shaders

texture_substs = 1472_texture_substs

fake_mu_gamemtls = 1865_fake_mu_gamemtls

fake_gamemtls = 1865_fake_gamemtls

 

[1472_shader_substs]

flora\leaf = flora\leaf_wave

flora\leaf_sux = flora\leaf_wave

flora\trunk = flora\trunk_wave

levels\escape = levels\escape_grass

levels\l1_escape\terrain = levels\escape_grass

levels\l1_escape\terrain_00 = levels\escape_grass

levels\garbage = levels\garbage_grass

levels\cs_level1 = levels\military_grass

levels\l_lenin\terrain_grass = levels\escape_grass

 

[1472_texture_substs]

trees\trees_topolgreen = trees\trees_topolgreenv

 

[1472_inadhesive_shaders]

effects\fx_refl

 

[1472_wallmark_shaders]

wallmarks\wallmark_default

 

; 1475

[1475_config]

$game_data$ = E:\Games\build_1475\gamedata\

$game_levels$ = E:\Games\build_1475\gamedata\levels\

shader_substs = 1475_shader_substs

inadhesive_shaders = 1475_inadhesive_shaders

wallmark_shaders = 1475_wallmark_shaders

fake_mu_gamemtls = 1865_fake_mu_gamemtls

fake_gamemtls = 1865_fake_gamemtls

 

[1475_shader_substs]

levels\rostok_ground = levels\mp_rostok_grass

levels\rostok_asfalt = levels\mp_rostok_asfalt

levels\rostok_ground_dirt = levels\mp_rostok_sand

levels\frodo_generators = levels\mp_prypiat_grass

levels\frodo_generators_road = levels\mp_prypiat_asfalt

 

[1475_wallmark_shaders]

wallmarks\wallmark_default

 

[1475_inadhesive_shaders]

effects\fx_refl

 

; 1511

[1511_config]

$game_data$ = E:\Games\build_1511\gamedata\

$game_levels$ = E:\Games\build_1511\gamedata\levels\

shader_substs = 1511_shader_substs

inadhesive_shaders = 1511_inadhesive_shaders

wallmark_shaders = 1511_wallmark_shaders

fake_mu_gamemtls = 1865_fake_mu_gamemtls

fake_gamemtls = 1865_fake_gamemtls

 

[1511_shader_substs]

levels\frodo_generators = levels\mp_prypiat_grass

levels\frodo_generators_road = levels\mp_prypiat_asfalt

levels\l_lenin\terrain_grass = levels\escape_grass

 

[1511_inadhesive_shaders]

effects\fx_refl

 

[1511_wallmark_shaders]

wallmarks\wallmark_default

 

; 1580

[1580_config]

$game_data$ = E:\Games\build_1580\gamedata\

$game_levels$ = E:\Games\build_1580\gamedata\levels\

shader_substs = 1580_shader_substs

inadhesive_shaders = 1580_inadhesive_shaders

wallmark_shaders = 1580_wallmark_shaders

fake_mu_gamemtls = 1865_fake_mu_gamemtls

fake_gamemtls = 1865_fake_gamemtls

 

[1580_shader_substs]

levels\l_lenin\terrain_grass = levels\escape_grass

levels\asfalt_pr = levels\pripyat_asfalt

 

[1580_inadhesive_shaders]

effects\fx_refl

 

[1580_wallmark_shaders]

wallmarks\wallmark_default

 

; 1844

[1844_config]

$game_data$ = E:\Games\build_1844\gamedata\

$game_levels$ = E:\Games\build_1844\gamedata\levels\

shader_substs = 1844_shader_substs

fake_mu_gamemtls = 1844_fake_mu_gamemtls

fake_gamemtls = 1844_fake_gamemtls

inadhesive_shaders = 1844_inadhesive_shaders

wallmark_shaders = 1844_wallmark_shaders

 

[1844_shader_substs]

levels\boloto_asfalt = levels\escape_asfalt

levels\boloto_gr = levels\escape_grass

levels\cs_level1 = levels\military_grass

levels\escape = levels\escape_grass

 

[1844_wallmark_shaders]

effects\wallmark

 

[1844_fake_mu_gamemtls]

materials\bush

materials\tree_trunk

materials\tree_leaf

 

[1844_fake_gamemtls]

materials\fake

materials\fake_ladders

 

[1844_inadhesive_shaders]

effects\fx_refl

 

; 1834

[1834_config]

$game_data$ = E:\Games\build_1834\gamedata\

$game_levels$ = E:\Games\build_1834\gamedata\levels\

shader_substs = 1834_shader_substs

fake_mu_gamemtls = 1834_fake_mu_gamemtls

fake_gamemtls = 1834_fake_gamemtls

inadhesive_shaders = 1834_inadhesive_shaders

wallmark_shaders = 1834_wallmark_shaders

 

[1834_shader_substs]

levels\boloto_asfalt = levels\escape_asfalt

levels\boloto_gr = levels\escape_grass

levels\level_2_ter = levels\agroprom_grass

levels\level_2_asfalt = levels\agroprom_asfalt

levels\cs_level1 = levels\military_grass

levels\escape = levels\escape_grass

 

[1834_wallmark_shaders]

effects\wallmark

 

[1834_fake_mu_gamemtls]

materials\bush

materials\tree_trunk

 

[1834_fake_gamemtls]

materials\fake

materials\fake_ladders

 

[1834_inadhesive_shaders]

effects\fx_refl

 

; 1842

[1842_config]

$game_data$ = E:\Games\build_1842\gamedata\

$game_levels$ = E:\Games\build_1842\gamedata\levels\

shader_substs = 1842_shader_substs

fake_mu_gamemtls = 1842_fake_mu_gamemtls

fake_gamemtls = 1842_fake_gamemtls

inadhesive_shaders = 1842_inadhesive_shaders

wallmark_shaders = 1842_wallmark_shaders

 

[1842_shader_substs]

levels\escape = levels\escape_grass

levels\garbage = levels\garbage_grass

levels\cs_level1 = levels\military_grass

levels\level_2_ter = levels\agroprom_grass

levels\level_2_asfalt = levels\agroprom_asfalt

levels\boloto_asfalt = levels\escape_asfalt

levels\boloto_gr = levels\escape_grass

levels\water02 = effects\water

 

[1842_wallmark_shaders]

effects\wallmark

 

[1842_fake_mu_gamemtls]

materials\bush

materials\tree_trunk

 

[1842_fake_gamemtls]

materials\fake

 

[1842_inadhesive_shaders]

effects\fx_refl

 

; 1850

[1850_config]

$game_data$ = E:\Games\build_1850\gamedata\

$game_levels$ = E:\Games\build_1850\gamedata\levels\

shader_substs = 1850_shader_substs

fake_mu_gamemtls = 1865_fake_mu_gamemtls

fake_gamemtls = 1850_fake_gamemtls

inadhesive_shaders = 1850_inadhesive_shaders

wallmark_shaders = 1850_wallmark_shaders

 

[1850_shader_substs]

levels\level_2_ter = levels\agroprom_grass

levels\level_2_asfalt = levels\agroprom_asfalt

levels\boloto_asfalt = levels\escape_asfalt

levels\boloto_gr = levels\escape_grass

 

[1850_wallmark_shaders]

effects\wallmark

 

[1850_fake_gamemtls]

materials\fake

 

 

[1850_inadhesive_shaders]

effects\fx_refl

 

; 1865

[1865_config]

$game_data$ = E:\Games\build_1865\gamedata\

$game_levels$ = E:\Games\build_1865\gamedata\levels\

shader_substs = 1865_shader_substs

fake_mu_gamemtls = 1865_fake_mu_gamemtls

fake_gamemtls = 1865_fake_gamemtls

inadhesive_shaders = 1865_inadhesive_shaders

wallmark_shaders = 1865_wallmark_shaders

 

[1865_shader_substs]

levels\garbage = levels\garbage_grass

levels\level_2_ter = levels\agroprom_grass

levels\level_2_asfalt = levels\agroprom_asfalt

levels\frodo_dd_asfalt = levels\darkvalley_asfalt

levels\frodo_dd_pesok = levels\darkvalley_sand

levels\frodo_dd = levels\darkvalley_grass

levels\bs_ground = levels\bar_grass

levels\bs_rocks = levels\bar_gravel

levels\bs_road = levels\bar_asfalt

levels\bs_trot = levels\bar_asphalt

levels\rostok_asfalt = levels\mp_rostok_asfalt

levels\rostok_ground = levels\mp_rostok_grass

levels\rostok_ground_dirt = levels\mp_rostok_sand

levels\yantar_ground = levels\yantar_earth

levels\yantar_ozero = levels\yantar_earth

levels\boloto_asfalt = levels\escape_asfalt

levels\boloto_gr = levels\escape_grass

levels\water02 = effects\water

 

[1865_wallmark_shaders]

effects\wallmark

 

[1865_fake_mu_gamemtls]

materials\bush

materials\tree_trunk

materials\tree_leaf

 

[1865_fake_gamemtls]

materials\fake

materials\fake_ladders

 

[1865_inadhesive_shaders]

effects\fx_refl

 

; 1935

[1935_config]

$game_data$ = E:\Games\build_1935\gamedata\

$game_levels$ = E:\Games\build_1935\gamedata\levels\

shader_substs = 1935_shader_substs

fake_mu_gamemtls = 1865_fake_mu_gamemtls

fake_gamemtls = 1865_fake_gamemtls

inadhesive_shaders = 1865_inadhesive_shaders

wallmark_shaders = 1865_wallmark_shaders

 

[1935_shader_substs]

levels\garbage = levels\garbage_grass

levels\level_2_ter = levels\agroprom_grass

levels\level_2_asfalt = levels\agroprom_asfalt

levels\frodo_dd_asfalt = levels\darkvalley_asfalt

levels\frodo_dd_pesok = levels\darkvalley_sand

levels\yantar_ground = levels\yantar_earth

levels\yantar_ozero = levels\yantar_earth

levels\boloto_asfalt = levels\escape_asfalt

levels\boloto_gr = levels\escape_grass

levels\frodo_generators = levels\mp_prypiat_grass

levels\frodo_generators_road = levels\mp_prypiat_asfalt

levels\l_lenin\terrain_grass = levels\mp_railroad_grass

levels\lov_detail = levels\darkvalley_grass

levels\lov_detail_asfalt = levels\darkvalley_asfalt

levels\water_ryska_lex = effects\waterryaska

levels\water01 = effects\water

levels\water02 = effects\water

 

; 2218

[2218_config]

$game_data$ = E:\Games\build_2218\gamedata\

$game_levels$ = E:\Games\build_2218\gamedata\levels\

shader_substs = 2215_shader_substs

fake_mu_gamemtls = 2xxx_fake_mu_gamemtls

fake_gamemtls = 2xxx_fake_gamemtls

inadhesive_shaders = 2205_inadhesive_shaders

wallmark_shaders = 2205_wallmark_shaders

 

; 2205

[2205_config]

$game_data$ = E:\Games\build_2205\gamedata\

$game_levels$ = E:\Games\build_2205\gamedata\levels\

shader_substs = 2215_shader_substs

fake_mu_gamemtls = 2xxx_fake_mu_gamemtls

fake_gamemtls = 2xxx_fake_gamemtls

inadhesive_shaders = 2205_inadhesive_shaders

wallmark_shaders = 2205_wallmark_shaders

 

[2205_wallmark_shaders]

effects\wallmark

effects\wallmarkset

effects\wallmarkblend

 

[2205_inadhesive_shaders]

effects\watertest

effects\watertest-1

def_shaders\def_refl_trans

 

; 2215

[2215_config]

$game_data$ = E:\Games\build_2215\gamedata\

$game_levels$ = E:\Games\build_2215\gamedata\levels\

shader_substs = 2215_shader_substs

fake_mu_gamemtls = 2xxx_fake_mu_gamemtls

fake_gamemtls = 2xxx_fake_gamemtls

inadhesive_shaders = 2xxx_inadhesive_shaders

wallmark_shaders = 2xxx_wallmark_shaders

 

[2215_shader_substs]

levels\level_dx9_asfalt = levels\mp_factory_asfalt

levels\level_dx9_ter = levels\mp_factory_grass

levels\terazoid_exp-bath_r = levels\mp_atp_asfalt

levels\terazoid_exp-bath_t = levels\mp_atp_grass

levels\mp_factory_cy2701 = levels\mp_factory_grass

levels\mp_factory_cy27 = levels\mp_factory_asfalt

levels\l_lenin\terrain_grass = levels\mp_railroad_grass

levels\frodo_dd_asfalt = levels\mp_railroad_asfalt

levels\frodo_dd_pesok = levels\mp_railroad_sand

levels\frodo_generators = levels\mp_prypiat_grass

levels\garbage = levels\garbage_grass

levels\bs_road = levels\bar_asfalt

levels\level_2_ter = levels\agroprom_grass

levels\level_2_asfalt = levels\agroprom_asfalt

levels\lov_detail = levels\darkvalley_grass

levels\lov_detail_asfalt = levels\darkvalley_asfalt

levels\loc_detail = levels\darkvalley_grass

levels\l07_military_gr = levels\military_grass

levels\l07_military_asfalt = levels\military_asfalt

levels\radar_gr = levels\radar_grass

levels\l10_radar_gr = levels\radar_grass

levels\l10_radar_asfalt = levels\radar_asfalt

levels\water01 = effects\water

 

; фильтр для зашитых в геометрию декалей

;

; filter to detect compiled-in wallmarks (level.wallmarks is redundant)

[2xxx_wallmark_shaders]

effects\wallmark

effects\wallmarkset

effects\wallmarkblend

effects\wallmarkmult

 

; к MU-моделям можно подклеивать CFORM-кусочки только с

; перечисленными материалами.

;

; Only CFORM-cuts with game materials listed below will be merged.

[2xxx_fake_mu_gamemtls]

materials\bush

materials\tree_trunk

 

; в <level_name>_fake.object будут попадать лишь CFORM-кусочки

; с перечисленными материалами.

;

; <level_name>_fake.object will contain only CFORM-cuts with

; game materials listed here.

[2xxx_fake_gamemtls]

materials\fake

materials\death

 

; кусочки с такими engine_shader'ами нельзя приклеивать к чему-либо

;

; geometry cuts with engine shaders listed below cannot be merged

[2xxx_inadhesive_shaders]

effects\water

effects\waterstuden

effects\waterryaska

effects\lightplanes

;selflight

 

; 2232

[2232_config]

$game_data$ = E:\Games\build_2232\gamedata\

$game_levels$ = E:\Games\build_2232\gamedata\levels\

shader_substs = 2232_shader_substs

fake_mu_gamemtls = 2xxx_fake_mu_gamemtls

fake_gamemtls = 2xxx_fake_gamemtls

inadhesive_shaders = 2xxx_inadhesive_shaders

wallmark_shaders = 2232_wallmark_shaders

 

[2232_shader_substs]

levels\garbage = levels\garbage_grass

levels\bs_ground = levels\bar_grass

levels\rostok_asfalt_mp = levels\mp_rostok_asfalt

levels\level_2_ter = levels\agroprom_grass

levels\level_2_asfalt = levels\agroprom_asfalt

levels\lov_detail = levels\darkvalley_grass

levels\lov_detail_asfalt = levels\darkvalley_asfalt

levels\loc_detail = levels\darkvalley_grass

levels\mp_factory_cy27pesok = levels\mp_rostok_sand

levels\l_lenin\terrain_grass = levels\mp_railroad_grass

levels\frodo_dd_asfalt = levels\mp_railroad_asfalt

levels\frodo_dd_pesok = levels\mp_railroad_sand

levels\l07_military_gr = levels\military_grass

levels\l07_military_asfalt = levels\military_asfalt

levels\water01 = effects\water

 

[2232_wallmark_shaders]

effects\wallmark

effects\wallmarkset

effects\wallmarkblend

 

; 2571

[2571_config]

$game_data$ = E:\Games\build_2571\gamedata\

$game_levels$ = E:\Games\build_2571\gamedata\levels\

shader_substs = 2571_shader_substs

fake_mu_gamemtls = 2xxx_fake_mu_gamemtls

fake_gamemtls = 2xxx_fake_gamemtls

inadhesive_shaders = 2xxx_inadhesive_shaders

wallmark_shaders = 2xxx_wallmark_shaders

 

[2571_shader_substs]

levels\l_lenin\terrain_grass = levels\mp_railroad_grass

levels\frodo_dd_asfalt = levels\mp_railroad_asfalt

levels\l07_military_gr = levels\military_grass

levels\l07_military_asfalt = levels\military_asfalt

levels\yantar_f_zemlya = levels\yantar_earth

levels\yantar_f_trava = levels\agroprom_grass

levels\mp_factory_cy27 = levels\yantar_asfalt

levels\level_2_ter = levels\agroprom_grass

levels\lov_detail_asfalt = levels\darkvalley_asfalt

levels\pryp_asph = levels\pripyat_asfalt

levels\asfalt_pr = levels\pripyat_asfalt

levels\pryp_grnd = levels\pripyat_grass

levels\pryp_grbg = levels\pripyat_grass

levels\water01 = effects\water

 

; 2559

[2559_config]

$game_data$ = E:\Games\build_2559\gamedata\

$game_levels$ = E:\Games\build_2559\gamedata\levels\

shader_substs = 2571_shader_substs

fake_mu_gamemtls = 2xxx_fake_mu_gamemtls

fake_gamemtls = 2xxx_fake_gamemtls

inadhesive_shaders = 2xxx_inadhesive_shaders

wallmark_shaders = 2xxx_wallmark_shaders

 

; 2588

[2588_config]

$game_data$ = E:\Games\build_2588\gamedata\

$game_levels$ = E:\Games\build_2588\gamedata\levels\

shader_substs = 2571_shader_substs

fake_mu_gamemtls = 2xxx_fake_mu_gamemtls

fake_gamemtls = 2xxx_fake_gamemtls

inadhesive_shaders = 2xxx_inadhesive_shaders

wallmark_shaders = 2xxx_wallmark_shaders

 

; 2945

[2945_config]

$game_data$ = E:\Games\build_2945\gamedata\

$game_levels$ = E:\Games\build_2945\gamedata\levels\

fake_mu_gamemtls = 2xxx_fake_mu_gamemtls

fake_gamemtls = 29xx_fake_gamemtls

inadhesive_shaders = 2xxx_inadhesive_shaders

wallmark_shaders = 2xxx_wallmark_shaders

 

[29xx_fake_gamemtls]:2xxx_fake_gamemtls

materials\earth_death

 

 

; 2947+ (финалка включая обновления)

[2947_config]:2945_config

$game_data$ = D:\X-Ray CoP SDK\editors\gamedata\

$game_levels$ = D:\X-Ray CoP SDK\COP\editors\gamedata\levels\

spawn_version = soc

 

[aitest_config]:2947_config

$game_data$ = E:\Games\ai_test\gamedata\

$game_levels$ = E:\Games\ai_test\gamedata\levels\

 

 

[3120_config]:2947_config

$game_data$ = E:\Games\build_3120\gamedata\

$game_levels$ = E:\Games\build_3120\gamedata\levels\

 

 

; 3456+ (Clear Sky включая обновления)

[3456_config]:2947_config

$game_data$ = D:\X-Ray CoP SDK\editors\gamedata\

$game_levels$ = D:\X-Ray CoP SDK\COP\editors\gamedata\levels\

fake_mu_gamemtls = 34xx_fake_mu_gamemtls

fake_gamemtls = 34xx_fake_gamemtls

spawn_version = cs

 

[34xx_fake_mu_gamemtls]:2xxx_fake_mu_gamemtls

materials\bush_sux

 

[34xx_fake_gamemtls]:2xxx_fake_gamemtls

materials\water_radiation

 

; 3870+ (Call of Pripyat включая обновления)

[3870_config]:3456_config

$game_data$ = D:\X-Ray CoP SDK\editors\gamedata\

$game_levels$ = D:\X-Ray CoP SDK\COP\editors\gamedata\levels\

spawn_version = cop

 

[sdk_config]:2947_config

$game_data$ = E:\Games\sdk_soc\gamedata\

$game_levels$ = E:\Games\sdk_soc\gamedata\levels\

 

[sdkcs_config]:3456_config

$game_data$ = E:\Games\sdk_cs\gamedata\

$game_levels$ = E:\Games\sdk_cs\gamedata\levels\

 

; далее идут независимые от профиля настройки (лучше их не трогать).

;

; profile-independent settings follow (it is better to not touch these).

 

[settings]

debug_texture = temp\temp_purewhite1 ; для отладки. не трогать.

fake_gamemtl = materials\fake ; забыл, гг

ladders_gamemtl = materials\fake_ladders; лестницы

ghost_eshader = effects\lightning ; для подсветки невесомой геометрии (с -dbgcfrm)

 

; здесь указывается текстура и, возможно, шейдеры для восстановленной из CFORM геометрии

; <game_material> = <текстура>[, <engine_shader>[, <compiler_shader>]]

;

; presets to set shaders/material for CFORM geometry

; <game_material> = <texture>[, <engine_shader>[, <compiler_shader>]]

[collider_presets]

materials\bush = trees\trees_fuflo, def_shaders\def_trans, flora\flora_collision

materials\bush_sux = trees\trees_fuflo, def_shaders\def_trans, flora\flora_collision

materials\tree_trunk = trees\trees_bark_a_01, def_shaders\def_trans, flora\flora_collision

materials\fake_ladders = prop\prop_fake_ladder, def_shaders\def_vertex

materials\death = prop\prop_fake_dead, def_shaders\def_vertex, def_shaders\def_kolizion

materials\fake = prop\prop_fake_kollision, def_shaders\def_vertex, def_shaders\def_kolizion

materials\glass = glas\glas_temp, def_shaders\def_vertex, def_shaders\def_kolizion

materials\water_radiation = water\water_normal, def_shaders\def_vertex, def_shaders\def_kolizion

 

; для раскраски геометрии по game_material (с -dbgcfrm)

; <game_material> = <текстура>

;

; to paint geometry according to game material (with -dbgcfrm option)

; <game_material> = <texture>

[debug_cform_textures]

default = sign\sign_gerb

materials\asphalt = ston\ston_asfalt_b

materials\bricks = ston\ston_bricks3

materials\bush = trees\trees_fuflo ; если надо видеть фуфло

;materials\bush = tree\tree_fuflo ; в 3120 фуфло только такое

materials\cloth = andy\andy_btn_fake

materials\concrete = crete\crete_concrete_03

materials\death = prop\prop_fake_dead

materials\dirt = grnd\grnd_dirt1

materials\earth = grnd\grnd_zemlya2_iov

materials\earth_slide ; намеренно пустая строка

materials\fake ; намеренно пустая строка

materials\fake_ladders ; намеренно пустая строка

materials\flooring_tile = crete\crete_plitka2

materials\glass = glas\glas_temp

materials\grass = grnd\grnd_grass1

materials\gravel = grnd\grnd_dtr_iov

materials\metal = mtl\mtl_bayda_con

materials\metal_pipe = mtl\mtl_tubes7

materials\metal_plate = mtl\mtl_angar_a_b

materials\sand = grnd\grnd_sand

materials\setka_rabica = mtl\mtl_fence2n

materials\shifer = crete\crete_schiffer1

materials\stucco = crete\crete_stuccowall_iov

materials\tin = prop\prop_banka2

materials\tree_trunk = trees\trees_bark_a_01

materials\water = water\water_ryaska1

materials\water_radiation = water\water_ryaska1

materials\wood = wood\wood_jasik

materials\wooden_board = wood\wood_chipboard1

objects\glass ; намеренно пустая строка

 

; для замены имени карты (на диске) на более осмысленное (только без -out)

;

; to auto-rename some levels (works without -out option only)

[scene_names]

lev5_aztec = aztec

escape_koanyvrot = escape1114

level1_game = escape1154

level1_car = escape1154c

level2_game = agroprom1154

level2_car = agroprom1154c

 

 

 

Добавлено через 6 мин.:

Все разобрался! Допустил ошибку в пути. :)

 

Добавлено через 8 мин.:

Только с этим разобрался, как уже опять SDK за свое -_-

При попытке открыть уровень пишет Stack Overflow :o

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Всем привет. Извините если пишу не на том форуме.

Если создал модель в Milcshape 3D как ее сохранить, чтоб игра ее видела. Или нужно еще что-то делать?

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Bob_78, Экспортируешь ее в object с помощью плагина, потом импортируешь ее в Actor Editor (входит в SDK), применяешь необходимые настройки и экспортируешь ее в OGF и кидаешь в игру
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Привет, народ! Глубоко извиняюсь, я читал сообщения Clayman'а, но я кое-чего не понял :crazy: . Хочу сделать на локации смарт-террайн со сквадом и его респавном, но вылетает.

Итак, что у меня есть:

1.Есть тестовая лока L1.

2.Есть смарт-террайн, в его кастом дате прописан путь к его настройкам. Имя смарта -- l1_st. Так же там стоит NOT A Restrictor.

3.Есть работы для смарта -- l1_st_walker_1_walk, l1_st_walker_1_look.

4.Вроде как должен спавниться сквад l1_bolvan_1_squad, т.к. он прописан у меня в sqad_descr.ltx, simulation.ltx и в simulation_object_props.ltx, ссылается на мой смартик и на l1_st_walker_1_walk.

5.Есть граф поинт в центре смарт-террайна. Настройка граф поинта не изменялись.

В результате получаю вылет:

! Unknown command: dump_infos

stack trace:

 

001B:05ABCDC0 xrGame.dll, CDialogHolder::CDialogHolder()

001B:05B20736 xrGame.dll, CDialogHolder::CDialogHolder()

001B:03002EA3 lua.JIT.1.1.4.dll, luaopen_io()

Что бы это могло значить и как с этим бороться? Помогите, а то я уже недели 2 над этим бьюсь.

З.Ы. Попрошу не писать типа "юзай поиск"

 

Добавлено через 22 мин.:

http://files.mail.ru/6RESPG -- это исходники уровня (в формате сдк 0.7) там еще конфиги, в котроых прописан мой сквад.

 

Сильно сомневаюсь, что вылет связан с СДК. Скорее всего, напортачил с конфигом смарта или неписей в нем. KD87

Изменено пользователем KD87
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Народ!!!!! При компиляции вылетает ошибка, пробовал несколько раз ошибка всегда в одном и том же месте, вылет без жука и лога, то есть лог всегда пустой.

 

0f18590b7982t.jpg

 

SDK 0.7, компилеры 2010 v2 , система Win 7 x64 проц i5 2400 4 х 3.10 Mgz, 8 гигов памяти....

 

В чём может быть проблема, удалял эти обьекты с локи, вылет на следующих по очереди, обьекты есть в папке....

Изменено пользователем Policai
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