These groups local axes should be reset to 0,0,0 so you can't move associated dummy object ot place group content in a map (if you do so, use Display\Local axes\Reset to world). Hierarchy of scene can include several groups or areas or logical branches that you can keep inside root node. Mind, you still need to register your newly-created AREAs in cityareas.bin file. Name starting with "AREA" is significant. You can toggle off "Solid" option on this dummy, so you can see it in wireframe mode and see what is inside and/or how it overlaps with other areas. In order to create an area, use Dummy helper of shape Box.
#MAFIA 2 SDS EN FILE MODS#
The latest file can merge and contain areas from different mods using a console tool (see MafiaIIConsole tool topic for details). This file associates "AREA" objects with SDS files game needs to load. Then it will check matching AREA objects with "cityareas.bin" file. The game will inspect player/camera location over "AREA" objects (bound box dummies are used) stored in this file.
#MAFIA 2 SDS EN FILE INSTALL#
Unfortunately, it might be a mod conflict when dealing with this file, as all addon maps you install have to provide their own areas stored in a "city_universe.sds" and there is no way to merge different SDS files into one file. Some areas are a "transition area" from one map part to another and is not explicitly bound to some SDS file (instead it bridges two SDS files).Īll city areas are stored in a "city_universe.SDS" file. Thus, an entire city is split into areas and game has SDS association with most of areas.
#MAFIA 2 SDS EN FILE FULL#
Most of time only one city SDS is loaded and when player comes closer to another city area, a respective SDS is loaded and ready to be shown in full detail once player reaches a proper visibility distance for this city area. Game optimization assumes the engine will load at most two city SDS files at a time and one shop SDS if required. Two specific types "VEGETAION - GRASS SHORT" and "VEGETATION - GRASS LONG" will generate grass on surface too (GRASS LONG is a Sicily version of grass). Setting surface property will toggle correct visual and sound FX on collision as well as will generate correct particles and bullet shells (if applies). When compatibility settings is set to "Mafia II", you can adjust settings in a user-friendly mode.
![mafia 2 sds en file mafia 2 sds en file](https://www.gry-online.pl/galeria/html/pliki/124534750.jpg)
![mafia 2 sds en file mafia 2 sds en file](https://i.ytimg.com/vi/PDs_r1B6rLY/mqdefault.jpg)
Per-polygon property is set on collision objects via ID value. You can explore this all by loading original map files. But as soon as player stops, his feet will be put onto horizontal stair surface with respect to stairs geometry mesh object. Thus, for example, you can create collision for steps as flat surface laid on stairs, the player will run fine on them. Dummy collisions will generate ItemDesc files that are not used on map collisions (require in-game object instantiation as "live entry"), so ensure you use only geometry object collisions on maps.Ĭollisions should follow geometry object quite accurate, as the player in game will run on collision surface and will refine pose (especially feet positions) using underlying real geometry object. Exporting a static scene will generate collisions out of geometry COL objects. Each collision is created as compound object with COL state on it, as well as COL: object name is used. Map file is equipped with static collisions file (Collisions_0.bin) that contain geometry collisions for entire map. Before you proceed, make sure to set in Settings->General->Compatibility->Default Compatibility Settings = Mafia II The filter is equipped with compatibility options script that lets you configure properties of objects easily. If we get an editor for this file, it would be possible to place interactive and collision-responsible objects on new maps. Most of dynamic objects are placed on the map via city_crash.sds file that contains instance objects and their clones locations are spread all over the city area via Translokator_0.bin file. Map files suffer of dynamic and game logic entries, so you can't create light sources or dynamic or destructible objects like light poles trash cans etc.
![mafia 2 sds en file mafia 2 sds en file](https://i.playground.ru/e/w5-3Lyi1zN1V4F06NTp9oQ.png)
You are allowed to use geometry with different LODs on mesh objects, as well as you can create a proximity objects for entire areas (objects on far distance to render entire city area as single object).
![mafia 2 sds en file mafia 2 sds en file](https://staticdelivery.nexusmods.com/mods/256/images/thumbnails/132/132-1579281807-1681871083.png)
Import and export of map files is identical to vehicles import/export, but you have to toggle Static scene option on export, so a specific export scenario is used. Mafia II Import/export filter was updated to support map files.