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Configs
First the section name is looked for, as before. If not found, regular expressions are checked one by one. The first one that matches
is used. Regular expressions are anything that starts with /
and ends with /
. For example
/^wpn_/
in the buy section means that the NPC will not buy items whose section name begins with wpn_
. Or
/^wpn_/ = 0.5, 0.8
in the same section means that items whose section name begins with wpn_
will be bought with coefficients 0.5, 0.8. etc.
- Added to the trade lists the minimum state at which an item will be purchased
This is the third parameter. If it is not present, it will be the default, i.e. 0, i.e. the item will be bought in any state. For example:
/^wpn_/ = 0.5, 0.8, 0.3
All weapons will be bought at 0.5 to 0.8 if their condition is at least 0.3. Otherwise it will not be purchased. It will be painted in red color.
If this parameter is not present, nothing changes.
- Added possibility to swap userdata in ogf models. To do this, create a file next to the model file with the same name but with the extension
.ltx
. For example:
Original model: gamedata\meshes/actors/hero/stalker_novice.ogf
New userdata file: gamedata/meshes/actors/hero/stalker_novice.ltx.
- Added ability to override omf-animation files in models. To do this in customdata, in .ltx for example, you need to do the following:
[omf_override]
stalker_animation1 ;Path to omf file relative to meshes folder without extension
stalker_animation2
...
stalker_animationN
As a result, the specified animation files will be used instead of those specified in ogf. This is done to allow CoP models to use animations from CoP without replacing all PM models with their PM animations.
- Support for
userdata_override.ltx
to swap userdata. The idea of dropping the ltx next to the model file is not very convenient, so there will be a file. To enable:
[visual_userdata_override].
file = userdata_override.ltx
Example file:
[data]
physics\vehicles\niva\include_test_niva = models\vehicles\niva_engine.ltx
equipments\light_night = models\light_night.ltx
equipments\light_night2 = models\light_night.ltx
Models are defined by the start with
principle.
- Added the ability to specify additional names for bones. This is necessary in the case when, for example, the model is taken from CoP and PM script can not find the necessary bones.
To enable:
[visual_bones_override].
file = visual_bones_override.ltx
Example file:
[monsters\burer\burer\burer_normal] ; - visual.
head = bip01_head ; new bone name = old bone name
- Added possibility to replace shaders in visuals via config (to enable tessellation without editing models for example):
; Changing shaders in visuals
[vis_shaders_replace].
; Tessellation shader: models\model -> models\model_pn. Must be present in shaders.xr!
actors = models\model,models\model_pn, models\weapons,models\model_pn, models\artefact,models\model_pn, models\artefact2,models\model_pn
new = models\model,models\model_pn,models\weapons,models\model_pn,models\artefact,models\model_pn,models\artefact2,models\model_pn.
monsters = models\model,models\model_pn
dynamics\weapons\wpn_hand = models\model,models\model_pn,models\weapons,models\model_pn.
; I.e. all visuals with `dynamics\weapons\wpn_hand` in their path are processed here. The value pairs what to change to what.
- Added reading of
level.ps_static.ltx
andlevel.snd_static.ltx
files similar tolevel.ps_static
andlevel.snd_static
binary files for easier editing. The ltx files have a higher priority than the binary files. Example. - Added reading of
level.env_mod.ltx
similar tolevel.env_mod
. If there is noltx
file, it is created automatically ingamedata
folder after loading binary one.