Importing Content from gamedata/rawdata
ℹ️
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
Game | gamedata Name | rawdata Name |
---|---|---|
S.T.A.L.K.E.R.: Shadow of Chernobyl | gamedata_soc | rawdata_soc |
S.T.A.L.K.E.R.: Clear Sky | gamedata_cs | rawdata_cs |
S.T.A.L.K.E.R.: Call of Pripyat | gamedata | rawdata |
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
.
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 thelevels
andobjects
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
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