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jak-project/custom_levels/test-zone/test-zone.jsonc
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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/test-zone/test-zone2.glb",
// 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,
// 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,
// 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]]
// The base actor id for your custom level. If you have multiple levels this should be unique!
"base_id": 100,
// All art groups you want to use in your custom level. Will add their models and corresponding textures to the FR3 file.
// Note: You will still have to add them to your level's .gd file.
"art_groups": ["plat-ag"],
// Ambients you want to use in your custom level. Ambients can be used for various things like changing the music variation (flava),
// adding ambient sounds, level name hints, etc.
"ambients": [
{
"trans": [-21.6238, 20.0496, 17.1191, 10.0],
"bsphere": [-21.6238, 20.0496, 17.1191, 15.0],
"lump": {
"name": "test-ambient",
"type": "'hint",
"text-id": ["int32", 557], // text id for the "POWER CELL" text
"play-mode": "'notice"
}
}
],
"actors" : [
{
"trans": [-21.6238, 20.0496, 17.1191], // translation
"etype": "fuel-cell", // actor type
"game_task": 0, // associated game task (for powercells, etc)
"quat" : [0, 0, 0, 1], // quaternion
"bsphere": [-21.6238, 19.3496, 17.1191, 10], // bounding sphere
"lump": {
"name":"test-fuel-cell"
}
},
{
"trans": [-15.2818, 15.2461, 17.1360], // translation
"etype": "crate", // actor type
"game_task": 0, // associated game task (for powercells, etc)
"quat" : [0, 0, 0, 1], // quaternion
"bsphere": [-15.2818, 15.2461, 17.1360, 10], // bounding sphere
"lump": {
"name":"test-crate",
"crate-type":"'steel",
"eco-info": ["int32", 5, 10]
}
},
{
"trans": [-5.4630, 17.4553, 1.6169], // translation
"etype": "eco-yellow", // actor type
"game_task": 0, // associated game task (for powercells, etc)
"quat" : [0, 0, 0, 1], // quaternion
"bsphere": [-5.4630, 17.4553, 1.6169, 10], // bounding sphere
"lump": {
"name":"test-eco"
}
},
{
"trans": [-7.41, 3.5, 28.42], // translation
"etype": "plat", // actor type
"game_task": 0, // associated game task (for powercells, etc)
"quat": [0, 0, 0, 1], // quaternion
"bsphere": [-7.41, 3.5, 28.42, 10], // bounding sphere
"lump": {
"name": "test-plat"
}
}
]
}