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Installation and Build
Importing Content

Importing Content from gamedata/rawdata

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You can find the latest content build in our Discord (opens in a new tab) channel #last-build (opens in a new tab).

Preparing Resources

If you decide to import content from gamedata, you first need to place the full version of gamedata and rawdata in the project's root folder.

Table

Gamegamedata Namerawdata Name
S.T.A.L.K.E.R.: Shadow of Chernobylgamedata_socrawdata_soc
S.T.A.L.K.E.R.: Clear Skygamedata_csrawdata_cs
S.T.A.L.K.E.R.: Call of Pripyatgamedatarawdata

The table shows the folder names where you should place the resources depending on the desired game. The rawdata folder is located at {src}/Source/XRayEngine.

Select Game

Note:

  • Initially, the gamedata folders for all three parts are included in the git, but they only contain scripts and configs. DO NOT DELETE OR REPLACE THEM.
  • The rawdata folder contains the source files for the X-Ray SDK content. You need to move the levels and objects folders into it.
  • In the gamedata folder, you need to move everything else.

Importing into Unreal Engine

After setting up the gamedata and rawdata folders, you need to perform a minimal import of the required content in the editor to run PIE (Play In Editor).

Open the "Stalker" menu

Import Content

In order, execute the three import commands:

  • Import UI Textures
  • Import Physical Materials
  • Import Meshes

After that, you can create a test location and run PIE.

Note: The project allows importing the following formats in UE5:

  • .dds (compressed)
  • .ogf
  • .object
  • .level (XRay SDK)
  • .gamemtl.xr