Addon settings options


Description of addon settings


Paths


These settings specify paths to external files or directories of X-Ray Engine or X-Ray SDK.It is possible to set paths automatically, based on one parameter. For example, if you specify the gamedata folder in the Gamedata Folder parameter, empty paths (except, fs.ltx File) will be filled in automatically. Automatically filled paths have text (auto) at the end of the name. To change the path manually, you have to click on the button with a wrench (wrench-icon). The wrench button will disappear and the folder icon button will be displayed instead. You can then open the file browser using the folder button. In the browser, select the desired folder or file. Or you can change the path in the text box by typing it in from the keyboard. If the path is set manually, its value will not be changed automatically by the addon. To return the automatic path indication, you need to clear the path input field. The addon automatically sets these values:

ParameterValue
fs.ltx File-
Gamedata Folder.
Textures Folder.textures\
GameMtl File.gamemtl.xr
EShader File.shaders.xr
CShader File.shaders_xrlc.xr
Objects Folder..rawdata\objects

"-" - means that automatic path setting does not work for this parameter. The automatic path setting will work if you specify any parameter other than Objects Folder first.


Path to the fs.ltx file. This file is in the X-Ray SDK and stores directory paths. Addon uses fs.ltx file only to automatically set the following paths: Gamedata Folder, Textures Folder, GameMtl File, EShader File, CShader File, Objects Folder. Only these variables from the file are used: $game_data$, $game_textures$, $objects$. The files gamemtl.xr, shaders.xr, shaders_xrlc.xr are searched in the directory that is specified in $game_data$. If parameters Gamedata Folder, Textures Folder, GameMtl File, EShader File, CShader File, Objects Folder are already configured, it is not necessary to specify fs.ltx File. Examples of use: this parameter is needed to set paths correctly automatically if fs.ltx file was edited and X-Ray SDK uses paths that are different from gamedata, gamedata\textures, rawdata\objects.


The path that must refer to the gamedata folder (or to the folder specified in $game_data$ if fs.ltx has been changed). This path is used only for automatic installation of the following parameters: Textures Folder, GameMtl File, EShader File, CShader File, Objects Folder. The paths are automatically set by adding Gamedata Folder and preset values. The values are set as follows: Textures Folder - textures, GameMtl File - gamemtl.xr, EShader File - shaders.xr, CShader File - shaders_xrlc.xr, Objects Folder - ..rawdata\objects, where .. in the beginning Objects Folder means go one folder back in path. That is, the path to the Objects Folder will look like this: c:\programs\xray_sdk\rawdata\objects, if Gamedata Folder has the following value: c:\programs\xray_sdk\gamedata.


The path that should refer to $game_textures$. This is usually the gamedata\textures folder which contains the textures. Only the dds format is supported for loading. This path is only used by plugins that import/export formats that support textures (such as .object,.dm, .ogf...). Some plugins do not use this path (for example,.err, *.skls...). When importing some formats, the addon looks for dds textures at this path and loads them into blender.


Path to the gamemtl.xr file. Normally stored in gamedata\gamemtl.xr. This file stores surface materials. In the X-Ray Engine a material is a physical property of the surface, and does not affect the visual presentation (not to be confused with blender materials, which affect visual appearance). X-Ray Engine uses shaders to change the appearance of the surface. The material determines the sounds of footsteps, wallmark textures from shots, friction, particle effects when bullets hit, the ability to get cast shadows from dynamic objects... If this path refers to a gamemtl.xr file, then the list of the parameter GameMtl for materials and dice will be filled with the material names from the gamemtl.xr file and from this list you can click on any material name. If this path does not reference the gamemtl.xr file, then the GameMtl list of materials and bones will be empty. Only the names, text descriptions and integer material IDs are read from the gamemtl.xr file.


The path to the shaders.xr file. Usually stored in gamedata\shaders.xr. This file contains descriptions of shader settings. EShader is an engine shader that is responsible for surface appearance. If this path refers to the shaders.xr file, the EShader list in blender material settings will be filled in with shader names from this file and you will be able to specify any engine shader name from this list. If this path doesn't reference the shaders.xr file, the EShader list of materials will be empty. Only shader names are read from the shaders.xr file.


Path to the shaders_xrlc.xr file. Usually stored in gamedata\shaders_xrlc.xr. This file contains descriptions of the settings that are used by the level geometry compiler (xrLC.exe). CShader - compile shader (compiler shader) specifying properties of the final (game) level geometry to the level compiler. The source geometry, depending on the compiler shader, may have no visible or tangible (for collisions) geometry, have a different way of storing lighting, etc. If this path refers to the shaders_xrlc.xr file, the CShader list in blender materials will fill with shader names from that file and you can specify any compiler shader name from the list. Only shader names are read from shaders_xrlc.xr file.


Path to the folder with the original 3D objects and animations. Usually located in the X-Ray SDK in the rawdata\objects folder. From this folder, the addon can only read *.object and *.skls files. Not all plugins use this folder. Only the object plugin for source objects and the .level plugin for the list of scene objects use it. Also this parameter is used by some operators, for example, Skls File Browser (if you run it from the Motion Refs scroll, Load Active Motion Refs mode). This folder contains the source models and animations in formats that store data without loss of information (without compression).


Sources

Source

Defaults


Here you can set default parameters for many operators

defaults centered


Object

Operator Function Parameter Description
Import Format version SoC Sets the .object format import from Shadow of Chernobyl
CS/CoP Sets the .object format import from Clear Sky and Call of Pripyat (Compatible with Anomaly)
Import Motions - Import embedded motions as actions
Split Mesh by Materials - Import each surface (material) as separate set of faces
Export Format version SoC Sets the .object format export from Shadow of Chernobyl
CS/CoP Sets the .object format export from Clear Sky and Call of Pripyat (Compatible with Anomaly)
Smoothing Edges
Normals
Export Motions - Export armatures actions as embedded motions
Texture Names from Image Paths - Generate texture names from image paths (by subtract (gamedata/textures) prefix and (file-extension) suffix)
Use Export Path - Append the Object.ExportPath to the export directory for each object

Anm

Operator Function Parameter Description
Import Create Linked Camera - Create animated camera object (linked to "empty"-object)
Export Format Version
3

4

5
Version of the exported .anm format

Skls

Operator Function Description
Import Add Actions to Motion List Adds imported .skls animations to Motion List

Bones

Operator Function Description
Import Import Bone Parts
Import Bone Properties
Export Export Bone Parts
Export Bone Properties

Details

Operator Function Parameter Description
Import Models in Row -
Load Slots -
Format Version:
Builds 1096-1230

Builds 1233-1558
Export Texture Names from Image Paths - Generate texture names from image paths (by subtract (gamedata/textures) prefix and (file-extension) suffix)
Format Version:
Builds 1569 - CoP

Builds 1233-1558

Builds 1096-1230

Dm

Operator Function Description
Export Texture Names from Image Paths Generate texture names from image paths (by subtract (gamedata/textures) prefix and (file-extension) suffix)

Ogf

Operator Function Description
Import Import Motions Import embedded motions as actions
Export Texture Names from Image Paths Generate texture names from image paths (by subtract (gamedata/textures) prefix and (file-extension) suffix)
Export Motions Export armatures actions as embedded motions

Omf

Operator Function Parameter Description
Import Import Motions - Import embedded motions as actions
Import Bone Parts -
Add Actions to Motion List - Adds imported .omf animations to Motion List
Export Export Motions - Export armatures actions as embedded motions
Export Bone Parts -
High Quality -
Export Mode:
Overwrite

Add

Replace

Scene

Operator Function Parameter Description
Import Format Version:
SoC

CS/CoP
Split Mesh by Materials - Import each surface (material) as separate set of faces

Part

Operator Function Parameter Description
Import Format Version:
SoC

CS/CoP
Split Mesh by Materials - Import each surface (material) as separate set of faces

Formats


In this section you can disable or enable import/export formats

formats centered