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gtav-src/tools_ng/etc/processors/RSG.Pipeline.Project.xml
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2025-09-29 00:52:08 +02:00

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