_manifest
_manifest is important file. Its needed if you want ymaps to proper spawn objects.
Theres only one manifest for RPF.
Theres only one manifest for RPF.
<MapDataGroups>
Here you definies all static collisions for each #map. Thanks to that when loading/unloading #map by script, static collisions will be loaded/unloaded at same time as #map.
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 #dr 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 #dr 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 #typ 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 #typs 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 #typs 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@ or ma@ 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@ or ma@ collision put name of it too
</Bounds>
</Item>
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