

the only setting found is s0a_unk_6 float="-9.80000019" for gravity on all scd and destructions's parts (if you make it positive, you will have all going to the sky). We didn't really know what is about on that. near of all the file "Settings" have the same settings. So, here we beginnig to do a fast look inside Xml version of BFtwh.map. So, I give you this file BFtwh.map witch I modify to remove all comments (with minify and beautyfy function of /xmlviewer). But, it's not great to comment one or many objects. Notice: In Xml version, there is lot of comment to explain the range/unique values found in all map files. SO, if you find something on a parameter, please tell us on that post. So it's still have lot of work on that, and is too big for one guy. (same for Fragments_F00_grass00 to Fragments_F05_grass00, and Fragments_f00_conc00 to Fragments_f04_conc01)ģ) add map's objects one by one and try to explain what is going on.įirst, you have to understand map file is huge about functionnalities, because is setup all kind of stages, and also because there is named parameters for some scripts things.Īnd, same if I try to understand what is parameters for by modify them one by one, this time I have lot of parameters I didn't know what is for (also because I focused on Havok part, after confirmation about havok file have the limits of the stages).

Fragments\Fragments_F00_soil00.nsk to Fragments_F05_soil00 are rock/parts of explosions with different shapes or sizes.
#Gta 5 zmodeler 3 forum hierarchy planes full#
there animation to rotate it (only a little angle, but the animation is repeted for a full rotation). COM\COMa02.nsk is the portal to change of area. BFtwn\BFtwnGrassMassALOD000.nsk, BFtwn\BFtwnGrassMassALOD002.nsk (LOD version : keep only big one), BFtwn\BFtwnGrassMassAFLOD000.nsk, BFtwn\BFtwnGrassMassBLOD000.nsk, BFtwn\BFtwnGrassMassBLOD002.nsk, BFtwn\BFtwnGrassMassBDKLOD000.nsk, BFtwn\BFtwnGrassMassBDKLOD002.nsk are grass BFtwn\BFtwnh56.nsk BFtwn\BFtwnh56s.nsk is trash can BFtwn\BFtwnh50.nsk and BFtwn\BFtwnh50s.nsk, BFtwn\BFtwnh51.nsk, BFtwn\BFtwnh51s.nsk, BFtwn\BFtwnh52.nsk, BFtwn\BFtwnh52s.nsk are car. BFtwn\BFtwnh57s.nsk terminal fire not broken. if I convert ema into ean (with drag and drop into emaEan), I see there is 2 animations for water. BFtwn\BFtwnh57.nsk terminal fire broken with water. BFtwn\BFtwnh60.nsk (ready for destruction) and BFtwn\BFtwnh60s.nsk is fences (Notice: I miss to use normal material to see leaf) BFpln\BFplnh11.nsk and BFpln\BFplnh12.nsk vegetation BFsin\BFsinh67.nsk (ready for destruction) and BFsin\BFsinh67s.nsk are trees BFtwh06.nsk something wild may be with the wild buildingsĪfter a second look, I did found in this files : trees, vegetation, terminal fire and trash can.īUT, when I look inside Xml version of map file, I look the ListNsk used. BFtwh05.nsk is city wild building for background. BFtwh04.nsk is city's lights, cars and signalisations. BFtwh03.nsk is all no-destructible building (we also see the half building witch will have the destructible roof), fences, some city's lights, public benches, signboard. BFtwh01.nsk is some land + big rock for wild background. (sorry the screenshot is complex to do because of wrong material/shader on xenoviewer, and sky have no normals.)
#Gta 5 zmodeler 3 forum hierarchy planes series#
BFtwh00.nsk is a series of geometry to make all the sky. There isn't "B" because there is no rest after destruction. BFtwh_h105.nsk, BFtwh_h105s.nsk is a public bench. after check in the stage, it's about the top of a building. BFtwh_h104.nsk, BFtwh_h104B.nsk, BFtwh_h104s.nsk for another building with no doors. BFtwh_h103.nsk, BFtwh_h103B.nsk, BFtwh_h103s.nsk are the same for another building with double doors : Seam to be the rest of the building after destruction. Seam to be a building with destructible parts, projectiles. Right click on the view part -> Display -> Material -> "White" or "Normal" (witch is better is lot of cases). So, if you see nothing, I advice to use another default material : Notice: material and shader are not all good into xenoviwer for many reasons. So, in xenoveiwer, you should put the emd on esk as you always do for character, to have the right position of some object. The esk, here, it's not for "skeleton" as a character, it's just to move some emd part to a specific position/orientation/scale. For all nsk, I just drag and drop the file into NskPack.
