68 lines
3.6 KiB
XML
Executable File
68 lines
3.6 KiB
XML
Executable File
<?xml version='1.0'?>
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<!--
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File: %RS_TOOLSCONFIG%/processors/RSG.Pipeline.Project.xml
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Description: Project-Specific Processor Parameters.
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This is meant to serve as a central place for turning features on/off on a per-project basis.
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-->
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<Parameters>
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<!-- Enables a check at the front of an export to determine if the user is on the latest or the stable.
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Since RDR3 already has a mechanism for this in the ShortcutMenu, this can be disabled.
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Additionally, the check takes approximately 30-40 seconds to complete in external studios.
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-->
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<Parameter name="Enable Perforce Log Status Check" type="bool" value="true" />
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<!-- Enable the global map texture dictionary process so it is done post-export in
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the processing/build stage. This prevents textures from being pruned in
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3D Studio Max export step and then omitted during process.
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-->
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<Parameter name="Enable Map GTXD Pipeline Process" type="bool" value="false" />
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<!-- Enable the instance placement processing in the pipeline. This will
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use global-space textures to plot objects into an instance map data file
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NOTE: This is for the Map.PreProcess step but V is completely using the Map.InstancePlacement.PreProcess processor
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so we don't actually need this enabled to build instance placement anymore.
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-->
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<Parameter name="Enable Instance Placement Pipeline Process" type="bool" value="false" />
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<!-- Enable instance placement container intersection checks in the pipeline. This will
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use the MapDataInfo.xml file to figure out which containers overlap each other so their
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collision is extracted before running the InstancePlacementProcessor tool.
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-->
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<Parameter name="Enable Instance Placement Intersection Checks" type="bool" value="false" />
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<!-- All objects with texture dictionaries set as CHANGEME in 3D Studio Max are automatically
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set to be the name of the map containing it.
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-->
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<Parameter name="Rename Undefined TXDs" type="bool" value="false" />
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<!-- Toggles the Container Attributes Editor in the 3D Studio Max Map Exporter pipeline.
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This is an optional system that's intended to maintain state of the art asset for the end-user (e.g.
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first pass, final pass, etc.).
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-->
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<Parameter name="Enable Container Attributes Window" type="bool" value="true" />
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<!-- Toggles off the Dependency window and instead forces a sync on all dependencies in the Map Export pipeline.
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-->
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<Parameter name="Enable Exporter Dependency Dialog" type="bool" value="true" />
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<!-- Pushes a prompt in the Map Exporter asking users if they want to restart the console
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before the exporter can continue processing data. This is a slightly different implementation
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because it occurs right before the resourcing step and will not time out.
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-->
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<Parameter name="Enable Map Exporter Game Running Prompt" type="bool" value="true" />
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<!-- Loads Substance related function for converting substance to RAGE materials
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-->
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<Parameter name="Enable Substance Materials" type="bool" value="false" />
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<!-- Map source texture path check valid optional paths for dev_ng branch. -->
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<Array name="Extra Map Source Texture Paths [dev_ng]" type="string">
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<Parameter value="x:/gta5_liberty/art/dev/textures/" />
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<Parameter value="x:/gta5_dlc/mppacks/mpmapworking/art/ng/textures/" />
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<Parameter value="x:/americas/art/dev/environment/textures/" />
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</Array>
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<Array name="Extra Map Source Texture Paths [dev]" type="string">
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<Parameter value="x:/gta5_dlc/mppacks/mpmapworking/art/textures/" />
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</Array>
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</Parameters> |