Terms
Material
Object that is assigned to a mesh to give it textures. This is the object that you would assign your various textures to.
Texture
Image files that map out textures of a 3d object on a 2d plane.
UVMap
Maps out a mesh from a 3d space to a 2d space for textures to be properly show up on the mesh.
Armature
Also known as a skeleton or rig, the object that moves the mesh.
Bones
Parts of the armature that move. Think of like the finger bones or leg bones of your body. Vertex groups are used to determine what bone moves what part of the mesh.
Mesh
The geometry and physical body of any given object.
Vertex Group
A collection of vertices that are assigned to a specific bone.
LUT
Look-Up-Table. This is what HD2 uses to determine the color, roughness, metallic, and emissive textures for certain assets, like armors and weapons.
Unit
The collective data that that is assigned to an object. For HD2, this is the Mesh, Vertex Groups, UVMaps, and Armature for any given ID.
Patch File
The modded files packed for usage. Should have 9ba626afa44a3aa3 at the beginning followed by a .patch.
Patch files will have up to three files per set:
9ba626afa44a3aa3.patch_#
9ba626afa44a3aa3.patch_#.gpu_resources
9ba626afa44a3aa3.patch_#.stream
Base Archive
Archive 9ba626afa44a3aa3 that all mods are created from and patched to.