_manifest
_manifest is important file. Its needed if you want ymaps to proper spawn objects.
Theres only one manifest for RPF.
Manifest can be generated using CodeWalker
Theres only one manifest for RPF.
Manifest can be generated using CodeWalker
<MapDataGroups>
Here you definies all static collisions for each ymap. Thanks to that when loading/unloading ymap by script static collisions will be loaded/unloaded at same time as ymap.
For example:
<MapDataGroups>
<Item>
<Name>here ymap name</Name>
<Bounds>
<Item>here static collision name</Item>
<Item>here second static collision name</Item>
</Bounds>
<Flags/>
<WeatherTypes/>
<HoursOnOff value="0"/>
</Item>
</MapDataGroups>
<Item>
<Name>here ymap name</Name>
<Bounds>
<Item>here static collision name</Item>
<Item>here second static collision name</Item>
</Bounds>
<Flags/>
<WeatherTypes/>
<HoursOnOff value="0"/>
</Item>
</MapDataGroups>
<HDTxdBindingArray>
Its used for textures parenting.
To set texture parenting (switch between high resolution and low res)
1. For ydr with embedded textures
In manifest under <HDTxdBindingArray>
set:
<Item>
<assetType>AT_DRB</assetType>
<targetAsset>name_of_ydr_with_embedded_textures_here</targetAsset>
<HDTxd>name_of_ytd_with_high_res_textures+hidr</HDTxd>
</Item>
2. For fragments (YFT)
In manifest under <HDTxdBindingArray>
set:
<Item>
<assetType>AT_FRG</assetType>
<targetAsset>name_of_yft_here</targetAsset>
<HDTxd>name_of_yft_here+hifr</HDTxd>
</Item>
3. For objects with external textures
In manifest under <HDTxdBindingArray>
set:
1. For ydr with embedded textures
In manifest under <HDTxdBindingArray>
set:
<Item>
<assetType>AT_DRB</assetType>
<targetAsset>name_of_ydr_with_embedded_textures_here</targetAsset>
<HDTxd>name_of_ytd_with_high_res_textures+hidr</HDTxd>
</Item>
2. For fragments (YFT)
In manifest under <HDTxdBindingArray>
set:
<Item>
<assetType>AT_FRG</assetType>
<targetAsset>name_of_yft_here</targetAsset>
<HDTxd>name_of_yft_here+hifr</HDTxd>
</Item>
3. For objects with external textures
In manifest under <HDTxdBindingArray>
set:
<Item>
<assetType>AT_TXD</assetType>
<targetAsset>name_of_ytd_with_low_res_here</targetAsset>
<HDTxd>name_of_ytd_with_high_res_textures+hi</HDTxd>
</Item>
<assetType>AT_TXD</assetType>
<targetAsset>name_of_ytd_with_low_res_here</targetAsset>
<HDTxd>name_of_ytd_with_high_res_textures+hi</HDTxd>
</Item>
In ytyp hdTextureDist value set distance for display of high res textures
<imapDependencies>
<Item>
<imapName>interior_ymap_placement_name_here</imapName>
<itypName>interior_ytyp_name_here</itypName>
<packFileName/>
</Item>
<imapName>interior_ymap_placement_name_here</imapName>
<itypName>interior_ytyp_name_here</itypName>
<packFileName/>
</Item>
<imapDependencies_2>
<Item>
<imapName>ymap_name_here</imapName>
<manifestFlags/>
<itypDepArray>
<Item>ytyp_name_here</Item>
</itypDepArray>
</Item>
and/or
<Item>
<imapName>interior_ymap_placement_name_here</imapName>
<manifestFlags>INTERIOR_DATA</manifestFlags>
<itypDepArray>
<Item>interior_ytyp_name_here</Item>
</itypDepArray>
</Item>
<imapName>ymap_name_here</imapName>
<manifestFlags/>
<itypDepArray>
<Item>ytyp_name_here</Item>
</itypDepArray>
</Item>
and/or
<Item>
<imapName>interior_ymap_placement_name_here</imapName>
<manifestFlags>INTERIOR_DATA</manifestFlags>
<itypDepArray>
<Item>interior_ytyp_name_here</Item>
</itypDepArray>
</Item>
<itypDependencies_2>
<Item>
<itypName>interior_ytyp_name_here</itypName>
<manifestFlags>INTERIOR_DATA</manifestFlags>
<itypDepArray>
<Item>ytyp_name_here</Item> <- define here all ytyps for objects used in interior
</itypDepArray>
</Item>
<itypName>interior_ytyp_name_here</itypName>
<manifestFlags>INTERIOR_DATA</manifestFlags>
<itypDepArray>
<Item>ytyp_name_here</Item> <- define here all ytyps for objects used in interior
</itypDepArray>
</Item>
<Interiors>
<Item>
<Name>interior_collision_name_here</Name>
<Bounds>
<Item>interior_collision_name_here</Item>
<Item>hi@interior_collision_name_here</Item> <-if you have hi@ collision put name of it too
</Bounds>
<Name>interior_collision_name_here</Name>
<Bounds>
<Item>interior_collision_name_here</Item>
<Item>hi@interior_collision_name_here</Item> <-if you have hi@ collision put name of it too
</Bounds>
</Item>
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