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add jak 2 test-zone
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{
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// The "in-game" name of the level. Should be lower case, with dashes (GOAL symbol name)
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// the name of this file, and the folder this file is in must have the same name.
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"long_name": "test-zone",
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// The file name, should be upper case and 8 characters or less.
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"iso_name": "TESTZONE",
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// The nickname, should be exactly 3 characters
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"nickname": "tsz", // 3 char name, all lowercase
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// Background mesh file.
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// Must have vertex colors. Use the blender cycles renderer, bake, diffuse, uncheck color,
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// and bake to vertex colors. For now, only the first vertex color group is used, so make sure you
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// only have 1.
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"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
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"automatic_wall_detection": true,
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"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
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// this makes collision 2x slower and bigger, so only use if really needed
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"double_sided_collide": false,
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// available res-lump tag data types:
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// int32, float, meters, vector, vector4m (meters)
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//
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// examples:
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//
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// adds a float tag 'spring-height' with value of 200 meters (1 meter = 4096.0 units):
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// "spring-height": ["meters", 200.0]
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//
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// adds a vector tag 'movie-pos':
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// "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!
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"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.
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"art_groups": ["prsn-torture-ag"],
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// Any textures you want to include in your custom level.
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// This is mainly useful for textures which are not in the common level files and have no art group associated with them.
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// To get a list of all the textures, you can extract all of the game's textures
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// by setting "save_texture_pngs" to true in the decompiler config.
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"textures": [],
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"actors" : [
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{
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"trans": [-15.2818, 15.2461, 17.1360], // translation
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"etype": "crate", // actor type
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"game_task": 0, // associated game task (for powercells, etc)
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"kill_mask": 0,
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"quat": [0, 0, 0, 1], // quaternion
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"bsphere": [-15.2818, 15.2461, 17.1360, 10], // bounding sphere
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"lump": {
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"name": "test-crate",
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"eco-info": ["int32", 18, 2]
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}
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},
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{
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"trans": [-5.4630, 17.4553, 1.6169], // translation
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"etype": "eco-yellow", // actor type
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"game_task": 0, // associated game task (for powercells, etc)
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"kill_mask": 0,
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"quat": [0, 0, 0, 1], // quaternion
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"bsphere": [-5.4630, 17.4553, 1.6169, 10], // bounding sphere
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"lump": {
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"name": "test-eco"
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}
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},
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{
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"trans": [-7.41, 13.5, 28.42], // translation
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"etype": "prsn-torture", // actor type
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"game_task": 0, // associated game task (for powercells, etc)
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"quat": [0, 0, 0, 1], // quaternion
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"bsphere": [-7.41, 13.5, 28.42, 10], // bounding sphere
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"lump": {
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"name": "test-torture"
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}
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}
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]
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}
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Binary file not shown.
@@ -0,0 +1,8 @@
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;; DGO definition file for Awful Village level
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;; 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
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("TSZ.DGO"
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("test-zone.go"
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"prison-obs.o"
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))
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