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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.