SCN and LWI Generation¶
The behavior of the Map Converter is determined by Custom Properties or the Mesh data defined on a node.
Level Geometry can be generated in the following ways:
- a. If a node contains a Mesh and no custom properties are defined.
- b. If a node has xType =
static_geometryand xTplName is undefined. - c. If a node contains a Mesh, while both xType and xTplName are undefined.
- d. If a node has xType =
static_geometryand xTplName is defined, the mesh is ignored, and the asset is treated as external.
For all options except the d. variant, a separate USF and subsequent TPL file will be generated and installed to mods_source/tpl and local/tpl. The TPL naming format is sg_<map_name>_<node_name>_<node_index>.
For level geometry, collisions can be configured using the xCollisionLayers via a comma-separated list of collision layers:
plrMove— movement of the Player Character.abilityProjectile— collision with Ability Projectiles.abilityMove— collision with movement abilities (e.g., grappling hook).aiMove— movement of AI Characters.aiExtMove— extended AI movement.aiFly— movement of flying AI Characters.physMove— physics movement.vhcMove— movement of vehicles.light— light obstruction.aiLook— visibility obstruction.wpnBullet— bullet collision.wpnRocket— "rocket" collision.wpnSfx— weapon VFX.camera— camera movement.
For example, setting xCollisionLayers = plrMove, abilityMove, aiMove, aiExtMove, aiFly, physMove, wpnRocket, abilityProjectile configures a mesh fence setup: characters cannot move through it, and projectiles or rockets are blocked, but standard bullets, light, and visibility can pass through. By default, all collisions are enabled.
Another critical field is xMode. If an object must exist exclusively on the server or the client, set xMode = client or xMode = server. For example, specific domain types, such as damaging domains, must exist only on the server.
The following table provides an overview of other supported xType values — let's take a look at the list before moving on to the prefab configuration section:
| xType Value | Description |
|---|---|
| domain | Creates a domain — an area used as a trigger, point reference, spawn, etc. The origin of the domain is placed at the bottom center. To define a domain, create a cube, activate the Mesh Edit mode, and lift it by 1 unit to align the geometry origin. • xDomain — defines the type of domain (default is dom_act, basic domain). Can be reassigned to other types like dom_damage.• xTag — tag to access this unit from scripting. • xTags — comma-separated list of additional tags. • xDomainFilter — comma-separated list of actors that trigger this domain. |
| mesh_cube_cdt | Creates a quick blockout mesh for rapid prototyping. Does not generate LWI. |
| mist_init | Configures lighting and weather settings. • xMistPresets — comma-separated list of mist preset paths (e.g., story_intro\ao_shadowing, story_intro\fakelight). If unsure, use the list from the example scene. |
| cubemap_probe | Currently has no effect. |
| lightgrid | Currently has no effect. |
| directional_light | Creates a simple, default directional light source. |
| skydome | Configures the skybox. • xSkyTpl — name of the TPL file to use as a skybox. • xSkyTexture — name of a TD texture to use within that TPL (must be part of the specified TPL). • xSkySubMaterial — name of a sub-material from the TD file. |
| prefab | Used generally to spawn any asset. Advanced settings are unavailable as this would require implementing Integration Studio functionality into Blender. Custom user-made prefabs are supported. The mesh data is ignored, allowing arbitrary custom geometry to be placed to assist with level design. • xPrefab — type of prefab to spawn. • xDesc — type of Actor to spawn. • xTag — main script tag. • xTags — comma-separated list of additional tags. |
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