- /zone_source
- *.csv files
- /zonebuilder
- /images
- /materials
- /sounds
- /fx
- any resource files needed to build fastfiles
Custom Asset
type, asset name, asset filename
Repacking Asset note: for here you need the asset loaded from a source (-s) zone
type, asset name
The default loaded zones are code_pre_gfx_mp, localized_code_pre_gfx_mp, code_post_gfx_mp, localized_code_post_gfx_mp, and common_mp.
Materials are described by CSV files even though their extension is ".txt". Their format is as follows. ``` map, mapName, value prop, propName, vec4Value ``` These different map names are described in the table below.option | value description |
---|---|
basemat | The base material to use. |
colorMap | color map image |
normalMap | normal map image |
specularMap | specular image |
detailMap | camo image |
Properties are all stored as a vec4 (4 float values) and should be in the format (1.0, 1.0, 1.0, 1.0) It is impossible to know what every property is named because they are only stored as a hash.
These are files that define models, animations, and images respectively. They are the files referenced in the zone's csv file when creating a custom asset. They are binary formats and not described here. Custom Fastfiles are one of the ways that you can load custom assets into the game. This process is fairly simple if you followed the setup process correctly. I will refer to paths in reference to the base folder of your game installation.Step 1: First step is to create a .csv for your new fastfile. Using the format described above, create a csv that includes all the assets that you wish to include in your fastfile.
Step 2: Make sure all of your asset files are in their correct folders inside the /zonebuilder directory. If files aren't in here then the tool will be unable to find them.
Step 3: Run Zonebuilder. The simpelest way to do this is to simply run zonebuilder and do the buildzone command.
Coming Soon... Coming Soon... Materials by default are placed in the materials/ directory, but can be placed anywhere. When they are referenced by an XModel, then it is required to be placed in the materials folder. The format is described above and can be added to the csv independently of a model if wanted. In order to make a custom sound you must have a compatable sound file (mp3 or wav). The definition for the sound alias is a text file which contains JUST the filename of the sound. Sounds must be placed in the /sound subdirectory. an example of the corresponding csv line for a sound alias called "explosion3" with a sound file of "sound/explosions/expl3.wav" would be: ```sound,explosion3,sound/expl3.txt ``` and the contents of sound/expl3.txt would be: ```sound/explosions/expl3.wav ``` usage: ZoneBuilder.exe zoneName [-b] [-v] [-sSourceZone] [-dBuildFolder] Or run with no arguments for console mode.-b: Build the specefied zone
-v: Verify a created fastfile. Prints out every asset in the fastfile if not building as well.
-s: Load a fastfile to be used as a source zone. You can have as many source zones as you want. but be careful about overflowing asset pools. This isn't checked by the tool. note: there is no space between the -s and the fastfile name!
-d: Change the value of fs_basegame. Defaults to "zonebulder". Where you place all data the tool uses.