### Example YFT Asset Filenames Source: https://docs.sollumz.org/~gitbook/pdf A list of example .yft (Fragment) asset filenames, commonly used for referencing specific game assets within the Sollumz environment. ```plaintext z_z_alien.yft z_z_fred.yft z_z_fred_large.yft z_z_wilma.yft z_z_wilma_large.yft a_c_boar.yft a_c_cat_01.yft a_c_chickenhawk.yft a_c_chimp.yft a_c_cormorant.yft a_c_cow.yft a_c_coyote.yft a_c_crow.yft a_c_deer.yft a_c_dolphin.yft a_c_fish.yft a_c_hen.yft a_c_humpback.yft a_c_killerwhale.yft a_c_pig.yft a_c_pigeon.yft a_c_poodle.yft a_c_pug.yft a_c_rabbit_01.yft a_c_rat.yft a_c_rhesus.yft a_c_seagull.yft a_c_sharkhammer.yft a_c_stingray.yft a_c_westy.yft a_c_whalegrey.yft a_c_chop.yft a_c_husky.yft a_c_mtlion.yft a_c_retriever.yft a_c_rottweiler.yft a_c_sharktiger.yft a_c_shepherd.yft a_c_chimp_02.yft a_c_rabbit_02.yft a_c_panther.yft a_c_chickenhawk.yft a_c_rhesus.yft a_c_seagull.yft a_c_chop_02.yft a_c_chickenhawk.yft ``` -------------------------------- ### Sollumz Collision (.ybn) Hierarchy Source: https://docs.sollumz.org/~gitbook/pdf This snippet outlines the hierarchical structure of .ybn collision files, starting with the top-level BoundComposite and detailing its primary sub-components such as BoundGeometryBVH, BoundPolyMesh, BoundBox, and BoundPolyBox, which define the collision geometry. ```Text BoundComposite BoundGeometryBVH BoundPolyMesh BoundBox BoundPolyBox ``` -------------------------------- ### Verifying Model Import and Vertex Group Integrity in Blender Source: https://docs.sollumz.org/~gitbook/pdf Guide to confirm successful model import by inspecting the SKEL_ROOT object in Blender's Scene Collection and verifying that all vertex groups are correctly named in the Object Data Properties tab. ```Blender UI 1. Expand jbib_007_u and then jbib_007_u.001 and click on SKEL_ROOT 2. In the properties window, click on the Object Data Properties tab 3. Expand Vertex Groups (if its not already) and make sure they are all named. ``` -------------------------------- ### Vehicle Window Physics Properties Configuration Source: https://docs.sollumz.org/~gitbook/pdf Explains how to configure vehicle window properties within Sollumz, focusing on enabling glass window functionality and correctly assigning the window material. Proper configuration ensures realistic rendering and interaction of vehicle windows in the game. ```APIDOC Vehicle Window Physics Properties: Is Glass Window: Description: Enables additional window properties to appear. Usage: Tick this option to configure window-specific settings. Window Material: Description: The material that the corresponding window mesh uses. Usage: Reference the material representing the outer glass (e.g., the material without the ".001" suffix). ``` -------------------------------- ### Sollumz Light Flags Reference Source: https://docs.sollumz.org/~gitbook/pdf A comprehensive reference for various light flags available in Sollumz, detailing their purpose and effect on light rendering and behavior within the game environment. ```APIDOC Flag Name: Description Interior Only: Light only renders inside interiors Exterior Only: Light only renders outside of interiors Dont Use In Cutscene: Vehicle Ignore Artificial Lights State: Texture Projection: Enables Texture Projection Cast Shadows: Casts Shadows Cast Static Shadows: Cast Static shadows from the light (Static ydr meshes) Cast Dynamic Shadows: Cast dynamic shadows from the light (player shadows) Calculate From Sun: Calculate light intensity by time of day and sun brightness Enable Buzzing: Enables electric light buzzing sound Force Buzzing: forces electric light buzzing sound No Specular: Disables light from showing up in specular reflections Both Interior and Exterior: Interior lights bleed out of the MLO and vise versa Corona Only: Only renders the corona of the light Not In Reflection: Do not render light in mirror reflections Only In Reflections: Only Render light in mirror reflections Enable Culling Plane: Enables the lights culling plane Enable Volume Outer Color: Enable Volume outer Color of the light Higher Res Shadows: Increase Shadow Resolution Only Low Res Shadows: Use Low Resolution Shadows Far Lod Light: Force Light to be far LOD Light Dont Light Alpha: Dont effect the alpha of objects Cast Shadows If Possible: Cutscene: Moving Light Source: Use Vehicle Twin: Force Medium LOD Light: Corona Only LOD Light: Delay Render: Disables the light: Already Tested For Occlusion: ``` -------------------------------- ### Sollumz File Type Definitions Source: https://docs.sollumz.org/~gitbook/pdf Documentation of various file types used in Sollumz for game asset definition, including their corresponding XML extensions. ```APIDOC Drawable: .ydr.xml Drawable Dictionary: .ydd.xml Static Collision: .ybn.xml Fragment: .yft.xml Clip Dictionary: .ycd.xml Map Data: .ymap.xml Archetype Definition: .ytyp.xml ``` -------------------------------- ### CExtensionProcObject Source: https://docs.sollumz.org/~gitbook/pdf Used For: Attaching / Spreading procedural objects ```APIDOC Name: Extension Name Radius Inner: Inside radius of a circle around the extension Radius Outer: outside radius of a circle around the extension Spacing: Distance between procedural objects Min Scale: Lowest possible scale value Max Scale: Highest possible scale value Min Scale Z: Lowest possible scale value on the Z axis Max Scale Z: Highest possible scale value on the Z axis Min Z Offset: lowest possible offset on the Z Axis Max Z Offset: Highest possible offset on the Z Axis Object Hash: procedural object to use Flags: Flags Offset Position XYZ: Extension offset relative to entity origin ``` -------------------------------- ### Sollumz Editor Feature Support Matrix Source: https://docs.sollumz.org/~gitbook/pdf Overview of features supported by the Sollumz editor, indicating full (🟩), partial (🟧), or no (🟥) support for various functionalities related to game asset creation and editing. ```APIDOC Mesh editing: 🟩 Embedded collisions: 🟩 Shader editing: 🟩 Terrain shader painting: 🟩 Tint shaders: 🟩 Props: 🟩 Shader preview: 🟧 Editing Drawable Dictionaries: 🟩 Importing with external skeleton: 🟩 Collision editing: 🟩 Vehicles: 🟩 Breakable props (i.e. street lights): 🟩 Breakable glass props: 🟩 Explodable props (i.e. gas tanks): 🟩 Ped yfts: 🟥 Cloth yfts: 🟩 Skeletal Animations: 🟩 UV Animations: 🟩 Camera Animations: 🟩 Light Animations: 🟧 Entities: 🟩 Box Occluders: 🟩 Car Generators: 🟩 Model Occluders: 🟩 Physics Dictionaries: 🟥 Time Cycle: 🟥 Lod Lights: 🟥 Base Archetypes: 🟩 Time Archetypes: 🟩 MLO Archetypes: 🟩 Create rooms from vertices: 🟩 Create portals from vertices: 🟩 Entity Extensions: 🟩 Entity Sets: 🟩 ``` -------------------------------- ### Switching Between Clothing LODs with Sollumz Object Visibility Wheel Source: https://docs.sollumz.org/~gitbook/pdf Explains how to efficiently cycle through different Levels of Detail (LODs) for clothing models (High, Medium, Low) using the Sollumz Object Visibility wheel (SHIFT + V) to apply mesh cleanup steps consistently across all LODs. ```Blender/Sollumz UI The easiest way to switch between LODs quickly is to press SHIFT + V (make sure you are no longer in edit mode) to bring up the Sollumz Object Visibility wheel. The three options on the right-side of the wheel are the ones you'll be using for clothing YDDs. Switch to Medium, repeat the same steps above. Then switch to Low, and do it once more. ``` -------------------------------- ### CExtensionDefSpawnPoint Source: https://docs.sollumz.org/~gitbook/pdf Used For: Attaching peds / ped scenarios to objects ```APIDOC Name: Extension Name Offset Rotation XYZ: Extension rotation Spawn Type: Spawn Type Ped Type: Ped Type Group: Ped Group Interior: Interior Name (if inside one) Required Map: Required Map Probability: Chance for the scenario to spawn Time Till Ped Leaves: Time until ped stops task (in minutes?) Radius: Radius of the Spawn Point Start: Time the scenario starts End: Time the scenario ends High Priority: Prioritizes spawning of scenario Extended Range: Extend range at which the scenario can spawn relative to the player Short Range: Decrease range at which the scenario can spawn relative to the player Available in MP/SP: Whether it is SP only or MP Scenario Flags: Scenario Flags Offset Position XYZ: Extension offset relative to entity origin ``` -------------------------------- ### CExtensionDefWindDisturbance Source: https://docs.sollumz.org/~gitbook/pdf Used for: ```APIDOC Name: Extension Name Offset Rotation XYZ: Extension rotation Disturbance Type: Disturbance Type Bone Tag: Linked bone's Bone Tag(Optional?) Size XYZW: Size XYZW Flags: Flags Offset Position XYZ: Extension offset relative to entity origin ``` -------------------------------- ### CExtensionDefSpawnPointOverride Source: https://docs.sollumz.org/~gitbook/pdf Used For: Spawning / overriding ped spawns ```APIDOC Name: Extension Name Scenario Type: Scenario type from .ymt scenarios iTime Start Override: When the override should start iTime End Override: When the override should end Group: Ped Group Model Set: Ped Model Set Radius: Radius of the Spawn Point Override Time Till ped Leaves: Time until ped stops task (in minutes?) Available in MP/SP: Whether it is SP only or MP Scenario Flags: Scenario Flags Offset Position XYZ: Extension offset relative to entity origin ``` -------------------------------- ### Sollumz Drawable Dictionary File Structure Source: https://docs.sollumz.org/~gitbook/pdf This snippet illustrates the hierarchical file layout for Drawable Dictionaries in Sollumz, showing how individual Drawable objects are nested within a parent dictionary, along with their common sub-components like ShaderGroup and Skeleton. ```Text Drawable Dictionary Drawable#1 ShaderGroup Skeleton (sometimes, mostly seen on ped components) DrawableModelsHigh DrawableModelsMed … Drawable#2 Drawable#3 Drawable#4 Drawable#5 … ``` -------------------------------- ### CExtensionDefExpression Source: https://docs.sollumz.org/~gitbook/pdf Used for: Setting ```APIDOC Name: Expression Dictionary Name Expression Name: Expression Name Creature Metadata Name: Creature Metadata Name Initialize on Collision: Initialize on Collision Offset Position XYZ: Extension offset relative to entity origin ``` -------------------------------- ### vehicle_paint3_lvr shader Source: https://docs.sollumz.org/~gitbook/pdf Variant of vehicle_paint3 with tileable livery via second UV Map. ```APIDOC Shader: vehicle_paint3_lvr Description: Variant of vehicle_paint3 with tileable livery via second UV Map. Texture Samplers: - Diffuse - Third diffuse - Dirt - Specular UV Maps: - UVMap 0: Diffuse / Dirt - UVMap 1: Livery / Specular ``` -------------------------------- ### Setting Model to World Origin and Creating Location Mirror in Blender Source: https://docs.sollumz.org/~gitbook/pdf This procedure explains how to move your primary model to the world origin in Blender while simultaneously creating a mirrored copy. The mirror copy preserves the original location, which is crucial for accurate ymap creation later. ```Blender 1. Select the object to mirror. 2. Press `ALT+D` to create a linked duplicate. 3. Right-click to cancel movement of the mirrored object. 4. Select the mirrored object. 5. Unparent it with `ALT+P` and click "Clear and Keep Transformation". 6. Select the original object's empty (not the model). 7. Clear transformation with `ALT+R` (rotation) and `ALT+G` (location). 8. Optionally, rename the mirror object (e.g., "Location") for clarity. ``` -------------------------------- ### vehicle_interior Shader Reference Source: https://docs.sollumz.org/~gitbook/pdf A simple interior shader that supports normal maps for enhanced detail. ```APIDOC Shader: vehicle_interior Description: Simple interior shader with normal map support. Texture Samplers: - Diffuse - Normal map - Specular UV Maps: - UVMap 0: Diffuse / Normal map / Specular ``` -------------------------------- ### vehicle_paint2 shader Source: https://docs.sollumz.org/~gitbook/pdf A very similar shader to vehicle_paint1, with dirt mapping moved to first UV map. ```APIDOC Shader: vehicle_paint2 Description: A very similar shader to vehicle_paint1, with dirt mapping moved to first UV map. Texture Samplers: - Diffuse - Dirt - Specular UV Maps: - UVMap 0: Diffuse / Specular / Dirt ``` -------------------------------- ### Assign Materials and Textures to Sollumz Drawable Models Source: https://docs.sollumz.org/tutorials/creating-static-meshes This section details the process of applying materials and textures to your Sollumz Drawable Models. It requires selecting a Drawable Model, opening the 'Sollumz Tools > Drawable > Shader Tools' panel, searching for and creating a specific shader (e.g., 'NORMAL'), and then assigning appropriate textures within Blender's shading tab. ```Blender UI 1. Select a Drawable Model. 2. Open `Sollumz Tools > Drawable > Shader Tools` panel. 3. Search for the desired shader (e.g., "NORMAL"). 4. Click `Create Shader Material`. 5. With the new material selected, go to the shading tab. 6. Assign textures as needed. ``` -------------------------------- ### vehicle_paint3 shader Source: https://docs.sollumz.org/~gitbook/pdf Used for liveries on a car. ```APIDOC Shader: vehicle_paint3 Description: Used for liveries on a car. Texture Samplers: - Diffuse - Second diffuse - Dirt - Specular UV Maps: - UVMap 0: Diffuse / Dirt - UVMap 1: Second diffuse / Specular ``` -------------------------------- ### Vehicle Dash Emissive Shader Source: https://docs.sollumz.org/~gitbook/pdf Shader dedicated for emissive dials being lit up at night. It uses Diffuse and Specular texture samplers and UVMap 0 for both. ```APIDOC Shader: vehicle_dash_emissive Description: Shader dedicated for emissive dials being lit up at night. Texture Samplers: - Diffuse - Specular UV Maps: - UVMap 0: Diffuse, Specular Example Usage: vigero.yft ``` -------------------------------- ### Importing Codewalker XML Model into Blender with Sollumz Source: https://docs.sollumz.org/~gitbook/pdf Step-by-step instructions for importing a Grand Theft Auto V clothing model (.ydd.xml) into Blender using the Sollumz add-on, ensuring the 'Import External Skeleton' option is selected for correct bone structure. ```Blender/Sollumz UI 1. click File 2. Import ► Codewalker XML 3. Navigate to the folder you exported the XMLs 4. Click jbib_007_u.ydd.xml and from the side-menu options make sure you select 'Import External Skeleton' ``` -------------------------------- ### vehicle_paint4_emissive shader Source: https://docs.sollumz.org/~gitbook/pdf Very same vehicle_paint4 shader with support of emissives. ```APIDOC Shader: vehicle_paint4_emissive Description: Very same vehicle_paint4 shader with support of emissives. Texture Samplers: - Diffuse - Snow sampler 0 - Snow sampler 1 - Second diffuse - Dirt - Specular UV Maps: - UVMap 0: Dirt / Diffuse tileable UV (edited in DiffuseTexTileUV) - UVMap 1: Tileable specular (edited in specTexTileUV) ``` -------------------------------- ### CExtensionDefLightShaft Component Properties Source: https://docs.sollumz.org/~gitbook/pdf Defines the configurable properties and their descriptions for the CExtensionDefLightShaft component, used to control light rays and god rays in a game engine or application. Each property influences a specific aspect of the light shaft's appearance or behavior. ```APIDOC CExtensionDefLightShaft: Used For: Light Rays / God Rays Settings: Density Type: Description: How dense the light shaft should be Volume Type: Description: Shape of the shaft Scale By Sun Intensity: Description: Use in game sun intensity to effect brightness Direction Amount: Description: Length Color: Description: Color of the Light Shaft Intensity: Description: Intensity of the Light Shaft Flashiness: Description: Flags for how fast and if the Light Shaft should flash / flicker Flags: Description: Only Possible flags are 35, 99, 83, 115, 51 Fade In Time Start: Description: When the Light Shaft should begin to appear Fade in time End: Description: When the Light Shaft is fully visible Fade Out Time Start: Description: When the Light Shaft should begin fading away Fade Out Time End: Description: When the Light Shaft Shouldnt be visible Fade Distance Start: Description: Distance at which the Light Shaft begins Fading Fade Distance End: Description: Distance at which the Light Shaft is fully Faded Softness: Description: (No specific description provided, likely a numerical value for edge blending) Corner A XYZ: Description: Top Left Corner Coords Corner B XYZ: Description: Top Right Corner Coords Corner C XYZ: Description: Bottom Right Corner Coords Corner D XYZ: Description: Bottom Left Corner Coords Offset Position XYZ: Description: Extension offset relative to entity origin ``` -------------------------------- ### Archetype Asset Properties Reference Source: https://docs.sollumz.org/~gitbook/pdf Defines the various properties and attributes associated with an Archetype asset in Sollumz, including its type, naming conventions, linked dictionaries, and rendering distances. These properties are crucial for defining how an asset behaves and is rendered within the game engine. ```APIDOC Archetype Properties: Type: Archetype type (Base, Time, MLO) Name: Archetype Name Special Attribute: 0-13 (mainly used for doors) Texture Dictionary: Texture dictionary (.ytd) Clip Dictionary: Linked YCD Animation (.YCD) Drawable Dictionary: (No description provided in source) Physics Dictionary: Blank or same as Archetype Name if embedded HD Texture Distance: Distance at what the HD Textures (+hi.ytd, +hidr.ytd) load LOD Distance: Distance at which the object unloads Asset Type: Assetless, Drawable Dictionary (.YDD), Drawable (.YDR), Fragment (.YFT), Unintialized Asset Name: Same as Archetype Name Linked Object: Object in blender scene linked to the archetype ``` -------------------------------- ### vehicle_interior2 Shader Reference Source: https://docs.sollumz.org/~gitbook/pdf A simple interior shader that does not support normal maps. ```APIDOC Shader: vehicle_interior2 Description: Simple interior shader without normal map support. Texture Samplers: - Diffuse - Specular UV Maps: - UVMap 0: Diffuse / Specular ``` -------------------------------- ### Exporting GTA V Ped Skeleton (YFT) XML using Codewalker RPF Source: https://docs.sollumz.org/~gitbook/pdf Provides step-by-step instructions on how to export the `mp_m_freemode_01.yft` skeleton file as XML using Codewalker RPF. This skeleton is essential for rigging components in 3D modeling software like Blender. ```APIDOC Tool: Codewalker RPF Location: x64v.rpf\models\cdimages\streamedpeds\_mp.rpf File: mp_m_freemode_01.yft Steps: 1. Navigate to the specified location in Codewalker RPF. 2. Right-click on "mp_m_freemode_01.yft". 3. Select "Export XML...". 4. Save the XML file to your project folder. ``` -------------------------------- ### Drawable Dictionary (.ydd) Structure and Purpose Source: https://docs.sollumz.org/~gitbook/pdf This documentation describes the Drawable Dictionary (.ydd) file format, which acts as a container for various types of drawables. It is primarily used for organizing and storing LOD models, ped components, ped props, mesh minimaps, and instanced props. ```APIDOC Drawable Dictionary (.ydd): Type: Container file format Purpose: Holds a collection of drawables Primary Use Cases: - Storing LOD models - Storing ped components - Storing ped props - Storing mesh minimaps - Storing instanced props Relationship: Consists of individual drawables; requires understanding of Drawable documentation. ``` -------------------------------- ### Document vehicle_decal2 Shader Properties Source: https://docs.sollumz.org/~gitbook/pdf Provides specifications for the `vehicle_decal2` shader, an extension of `vehicle_decal` that includes support for dirt textures. It requires Diffuse, Dirt, and Specular textures. ```APIDOC Shader: vehicle_decal2 Description: Derivated from vehicle_decal, with dirt support. Texture Samplers: - Diffuse - Dirt - Specular UV Maps: - UVMap 0: Diffuse / Dirt / Specular ``` -------------------------------- ### Marking Sharp Edges on 3D Models in Blender Source: https://docs.sollumz.org/~gitbook/pdf This snippet explains how to add 'crisp' lines to a 3D model by marking sharp edges along a selected edge loop in Blender, enhancing visual quality in-game. ```Blender UI go to edge select & select the loop I filled in, then right-click and press "mark sharp" ``` -------------------------------- ### Codewalker XML Export Options in Blender Source: https://docs.sollumz.org/~gitbook/pdf Details the available options within the 'Export Codewalker XML > Fragment' panel in Blender. These settings control specific calculations during the export process, such as bone tag assignment and physics property calculations, which are essential for correct in-game behavior. ```APIDOC Export Codewalker XML > Fragment Panel Options: Auto Calculate Bonetags: Description: Performs bone number calculations. Usage: Needed when a fresh new bone (e.g., a rear door) has been added. Note: Do not select if no bones were added. Auto Calculate Inertia / Auto Calculate Volume: Description: Calculates inertia and volume for the physics engine. Usage: Must be ticked if the shape of any collision mesh has changed. Note: Do not select if no collision shapes were changed. ``` -------------------------------- ### Sollumz Light Flashiness Parameter Values Source: https://docs.sollumz.org/~gitbook/pdf Defines the various predefined integer values for the 'Flashiness' parameter in Sollumz light types, controlling how lights flicker or flash. Each value corresponds to a specific behavior. ```APIDOC Flashiness: Type: Integer Description: Controls the flickering or flashing behavior of a light. Values: 0: Constant (Light shines constantly, no flashing) 1: Random (Takes the lights Extent value as a factor for the random value) 2: Random Override If Wet 3: Once Per Second (Light flashes 1 time per second) 4: Twice Per Second (Light flashes 2 times per second) 5: Five Per Second (Light flashes 5 times per second) 6: Random Flashiness (Truely random flashiness) 7: Off 8: Unused (An unused value, has no effect) 9: Alarm (Flashes like an alarm, possibly tied to audio alarms?) 10: On When Raining (Flashing begins when weather is set to rain) 11: Cycle 1 (A predefined flashing cycle) 12: Cycle 2 (A predefined flashing cycle) 13: Cycle 3 (A predefined flashing cycle) 14: Disco (Flashes like a disco ball) 15: Candle (More so a flicker, like a candle) 16: Plane (Likely used for plane lights, the navigation ones) 17: Fire (Similar to the candle, but flickers faster) 18: Threshold 19: Electric (Flashes like an electric ceiling light) 20: Strobe (Flickers like a strobe light, very fast and intense) ``` -------------------------------- ### GTA V Ped File Types and Structure Overview Source: https://docs.sollumz.org/~gitbook/pdf Explains the fundamental file types used for GTA V peds, including YDD (drawable dictionary) for models and YFT for skeletons. Differentiates between 'streamed' and 'non-streamed' peds based on their YDD structure and component separation. ```APIDOC Ped File Types: - YDD (Drawable Dictionary): Used for ped models. - Streamed Peds: Multiple YDDs for separate parts (HEAD, UPPER, LOWR, FEET). - Non-Streamed Peds: Single YDD for all parts combined. - YFT (Skeleton File): Contains bone information for peds. - Separate file for all peds (streamed/non-streamed). - YTD (Texture Dictionary): Contains textures (e.g., normal, specular). - Embedded within YDDs or separate. - XML: Export format for YFT/YDD files from Codewalker. ``` -------------------------------- ### Sollumz Light Flag Reference Source: https://docs.sollumz.org/documentation/lighting-.ydr/light-flags This section outlines the various flags that can be applied to lights within Sollumz, controlling their specific rendering properties, shadow behavior, and interaction with interiors, exteriors, and reflections. Each flag is listed with a brief description of its function. ```APIDOC Light Flag Reference: - Interior Only: Light only renders inside interiors - Exterior Only: Light only renders outside of interiors - Dont Use In Cutscene: No description provided - Vehicle: No description provided - Ignore Artificial Lights State: No description provided - Texture Projection: Enables Texture Projection - Cast Shadows: Casts Shadows - Cast Static Shadows: Cast Static shadows from the light (Static ydr meshes) - Cast Dynamic Shadows: Cast dynamic shadows from the light (player shadows) - Calculate From Sun: Calculate light intensity by time of day and sun brightness - Enable Buzzing: Enables electric light buzzing sound - Force Buzzing: forces electric light buzzing sound - No Specular: Disables light from showing up in specular reflections - Both Interior and Exterior: Interior lights bleed out of the MLO and vise versa - Corona Only: Only renders the corona of the light - Not In Reflection: Do not render light in mirror reflections - Only In Reflections: Only Render light in mirror reflections - Enable Culling Plane: Enables the lights culling plane - Enable Volume Outer Color: Enable Volume outer Color of the light - Higher Res Shadows: Increase Shadow Resolution - Only Low Res Shadows: Use Low Resolution Shadows - Far Lod Light: Force Light to be far LOD Light - Dont Light Alpha: Dont effect the alpha of objects - Cast Shadows If Possible: No description provided - Cutscene: No description provided - Moving Light Source: No description provided - Use Vehicle Twin: No description provided - Force Medium LOD Light: No description provided - Corona Only LOD Light: No description provided - Delay Render: No description provided - Disables the light: No description provided - Already Tested For Occlusion: No description provided ``` -------------------------------- ### Archetype Flags Reference Source: https://docs.sollumz.org/~gitbook/pdf This section provides a comprehensive reference for archetype flags, which are used to configure specific properties of an archetype. These flags influence aspects like physics interaction, animation capabilities, shadow casting, and vertex color channel usage. ```APIDOC Archetype Flags: Static: Freeze entity, disables physics Instance: Used for procedural objects Bone Anims (YCD): Enable Bone Animations UV Anims (YCD): Enable UV Animations Invisible but blocks lights/shadows: Object Won't Cast Shadow: Disable shadows for object Dynamic: Enable Physics Enable Special Attribute: Enables the special attribute Disable Red Vertex Colour Channel: Disable Red Vertex Colours Disable Green Vertex Colour Channel: Disable Green Vertex Colours (used alot for props) Disable Blue Vertex Colour Channel: Disable Blue Vertex Colours Disable Alpha Vertex Colour Channel: Disable Alpha Vertex Colours ``` -------------------------------- ### vehicle_paint9 Shader Reference Source: https://docs.sollumz.org/~gitbook/pdf This shader facilitates metal worn effects and liveries on car models, with vertex alpha controlling the visibility of snow samplers. ```APIDOC Shader: vehicle_paint9 Description: Used for metal worn effect and liveries on a car. Vertex Alpha: visibility of snow samplers (black - non applied, white - applied) Texture Samplers: - Diffuse - Snow sampler 0 - Snow sampler 1 - Second diffuse - Dirt - Dirt normal map - Normal map - Specular UV Maps: - UVMap 0: Dirt normal map - UVMap 1: Livery - UVMap 2: Dirt / Diffuse tileable UV (edited in DiffuseTexTileUV) / Snow sampler tileable UV (edited in envEffTexTileUV) / Specular ``` -------------------------------- ### CExtensionDefSpawnPoint Configuration Source: https://docs.sollumz.org/documentation/archetype-definition.ytyp/archetype-extensions Used for attaching peds and ped scenarios to objects, defining their behavior, location, and conditions for spawning. ```APIDOC CExtensionDefSpawnPoint: Name: Extension Name Offset Rotation XYZ: Extension rotation Spawn Type: Ped Type Group: Ped Group Interior: Interior Name (if inside one) Required Map: Probability: Chance for the scenario to spawn Time Till Ped Leaves: Time until ped stops task (in minutes?) Radius: Radius of the Spawn Point Start: Time the scenario starts End: Time the scenario ends High Priority: Prioritizes spawning of scenario Extended Range: Extend range at which the scenario can spawn relative to the player Short Range: Decrease range at which the scenario can spawn relative to the player Available in MP/SP: Whether it is SP only or MP Scenario Flags: Offset Position XYZ: Extension offset relative to entity origin ``` -------------------------------- ### vehicle_lightsmeissive Shader Reference Source: https://docs.sollumz.org/~gitbook/pdf This shader enables vehicle lights to be illuminated. It requires diffuse, dirt, and specular textures. ```APIDOC Shader: vehicle_lightsmeissive Description: Allows the light to be lit. Texture Samplers: - Diffuse - Dirt - Specular UV Maps: - UVMap 0: Diffuse / Specular - UVMap 1: Dirt Additional Info: Lights ID values for different type of vehicle lights, available in Fragments / Vehicle Light IDs ``` -------------------------------- ### vehicle_mesh_enveff Shader Reference Source: https://docs.sollumz.org/~gitbook/pdf An extension of the vehicle_mesh shader, this version includes an additional feature for applying snow effects, controlled by vertex alpha. ```APIDOC Shader: vehicle_mesh_enveff Description: Extensively used for metallic vehicle parts, like exhausts, engines, chassis parts with additional feature of applying snow. Vertex Alpha: visibility of snow samplers (black - non applied, white - applied) ``` -------------------------------- ### Sollumz .ybn Collision Hierarchy Structure Source: https://docs.sollumz.org/documentation/collisions This snippet illustrates the hierarchical structure of collision components within a Sollumz .ybn file. It shows the top-level `BoundComposite` containing a `BoundGeometryBVH`, which in turn can contain various primitive collision shapes like `BoundPolyMesh`, `BoundBox`, and `BoundPolyBox`. Understanding this hierarchy is crucial for correctly setting up collision models in game, especially regarding the application of Flag Presets to `BoundGeometryBVH`. ```Sollumz Structure BoundComposite BoundGeometryBVH BoundPolyMesh BoundBox BoundPolyBox ``` -------------------------------- ### Assign Sollumz Materials to Drawable Models Source: https://docs.sollumz.org/tutorials This section details how to apply specific Sollumz shaders (materials) to your Drawable Models. It requires selecting a Drawable Model, opening the Shader Tools panel within Sollumz, searching for a desired shader type (e.g., 'NORMAL'), and then creating a new material based on that selected shader. ```Blender UI With one of the Drawable Models selected, Open the 'Sollumz Tools' panel. Navigate to 'Drawable > Shader Tools'. Search for the desired shader (e.g., "NORMAL"). Click 'Create Shader Material'. ``` -------------------------------- ### vehicle_tire_emissive Shader Reference Source: https://docs.sollumz.org/~gitbook/pdf This shader is an extension of the vehicle_tire shader, adding support for emissive properties. ```APIDOC Shader: vehicle_tire_emissive Description: vehicle_tire shader with emissive support Texture Samplers: - Diffuse - Dirt - Normal map - Specular UV Maps: - UVMap 0: Diffuse / Dirt / Normal map / Specular ``` -------------------------------- ### Linking Missing Diffuse Texture in Blender Source: https://docs.sollumz.org/~gitbook/pdf Instructions to resolve pink textures by using Blender's 'File > External Data > Find Missing Files' feature to locate and link the exported diffuse texture (.dds) to the imported model. ```Blender UI Top-left, go to File ► External Data ► Find Missing Files Navigate to your project folder and select the jbib_diff_007_a_uni sub-folder where you will see the jbib_diff_007_a_uni.dds. Then press 'find missing files'. ``` -------------------------------- ### vehicle_paint3_enveff shader Source: https://docs.sollumz.org/~gitbook/pdf A copy of vehicle_paint3 with additional feature of applying snow. Vertex Alpha: visibility of snow samplers (black - non applied, white - applied) ```APIDOC Shader: vehicle_paint3_enveff Description: A copy of vehicle_paint3 with additional feature of applying snow. Vertex Alpha: visibility of snow samplers (black - non applied, white - applied) Texture Samplers: - Diffuse - Snow sampler 0 - Snow sampler 1 - Second diffuse - Dirt - Specular UV Maps: - UVMap 0: Diffuse / Dirt / Enveff tileable UV (edited in envEffTexTileUV) - UVMap 1: Second diffuse / Specular ``` -------------------------------- ### Aligning Mesh to Building Orientation in Blender Source: https://docs.sollumz.org/~gitbook/pdf This section details the process of aligning a newly created mesh with the orientation of an existing building in Blender. This technique simplifies interior modelling by ensuring the working plane matches the building's geometry. ```Blender 1. Select an area closest to the desired orientation (e.g., roof). 2. Press `shift + NUM7` to align view to selected face. 3. Exit edit mode. 4. Press `shift + mouse2` (Right mouse button) to place 3D cursor. 5. Open Right panel (n key) and go to View tab. 6. Remove rotation from 3D cursor on X and Y Axis. 7. Add a Mesh Plane. 8. In the menu down to the left, press Align -> 3D cursor. 9. Press `NUM5` to return to normal view. ``` -------------------------------- ### vehicle_paint2_enveff shader Source: https://docs.sollumz.org/~gitbook/pdf A copy of vehicle_paint2 with additional feature of applying snow. Vertex Alpha: visibility of snow samplers (black - non applied, white - applied) ```APIDOC Shader: vehicle_paint2_enveff Description: A copy of vehicle_paint2 with additional feature of applying snow. Vertex Alpha: visibility of snow samplers (black - non applied, white - applied) Texture Samplers: - Diffuse - Snow sampler 0 - Snow sampler 1 - Dirt - Specular UV Maps: - UVMap 0: Diffuse / Specular / Dirt ``` -------------------------------- ### vehicle_paint1_enveff shader Source: https://docs.sollumz.org/~gitbook/pdf Basic vehicle paint shader with additional feature of applying snow. Vertex Alpha: visibility of snow samplers (black - non applied, white - applied) ```APIDOC Shader: vehicle_paint1_enveff Description: Basic vehicle paint shader with additional feature of applying snow. Vertex Alpha: visibility of snow samplers (black - non applied, white - applied) Texture Samplers: - Diffuse - Snow sampler 0 - Snow sampler 1 - Dirt - Specular UV Maps: - UVMap 0: Diffuse / Specular - UVMap 1: Dirt ```