An old asset tool I made for basic custom Payday2 units.
```xml
<unit type="gen" slot="1">
<object file="units/pd2_mod_thing/houses/house" />
<extensions>
<extension name="unit_data" class="ScriptUnitData"/>
<extension name="damage" class="UnitDamage"/>
</extensions>
</unit>
```
```xml
<dynamic_object>
<diesel materials="units/pd2_mod_thing/houses/house" orientation_object="rp_root" />
<bodies>
<body name="body_static" enabled="true" template="static">
<!--<object name="c_collision" collision_type="box" padding="-2.5" />-->
</body>
</bodies>
<decal_surfaces>
<!--<decal_mesh name="dm_decalmesh" enabled="true" material="concrete" />-->
</decal_surfaces>
<graphics>
<!--<object name="g_graphic" enabled="true"/>-->
</graphics>
</dynamic_object>
```
```xml
<materials version="3">
<material name="mat_house" render_template="generic:DIFFUSE_TEXTURE:NORMALMAP" version="2">
<diffuse_texture file="units/pd2_mod_thing/houses/house_df"/>
<bump_normal_texture file="units/pd2_mod_thing/houses/house_nm"/>
</material>
</materials>
```
discontinued.
Instructions
Type in a unit name `path/path/[name]`
Type in a unit path `path/path` do not end with a slash.
Type in collision object prefix `c_box_` makes `c_box_001` up to desired count
Initial material optional name, multiple materials not supported
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