jak-project/decompiler/config/jak2/ntsc_v1/art_info.jsonc

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{
//////////////////////
// ART INFO
//////////////////////
// defines what art group each file or function is using.
// by default, the decompiler assumes this to be the name of the current type + -ag
// so you only need to specify it when that's not the case.
// remap names for states and behaviors of these types
"type_remap": {
"target": "jakb-ag",
"sidekick": "daxter-ag",
"crimson-guard-level": "crimson-guard-ag",
"roboguard-level": "roboguard-ag",
"krew-boss": "krew-lowres-ag",
"krew-boss-clone": "krew-clone-ag",
"dig-balloon-lurker-trapeze": "dig-ballon-lurker-ag",
"drill-barons-ship-explode": "drill-barons-ship-ag",
"drill-elevator-shaft": "drill-elevator-base-ag",
"drill-control-panel-a": "drill-control-panel-ag",
"forest-youngsamos": "youngsamos-highres-ag",
"stad-youngsamos": "youngsamos-highres-ag",
"fort-elec-belt-inst": "fort-elec-belt-ag",
"fort-robotank-reticle": "fort-robotank-sight-ag",
"fort-robotank-turret": "fort-robotank-top-ag",
"gungame-door": "fort-entry-gate-ag",
"base-turret": "drill-turret-ext",
"whack-a-metal": "daxter-highres-ag",
"city-lurker": "babak-ag",
"metalkor-spinner": "metalkor-ag",
"mincan-lighthouse-lens": "mincan-lighthouse-ag",
"gator": "amphibian-ag",
"grunt-mech": "grunt-ag",
"sig-under": "sig-ag",
"sew-scare-grunt": "grunt-ag",
"metalhead-grunt": "grunt-ag",
"metalhead-flitter": "flitter-ag",
"metalhead-predator": "predator-ag",
"hosehead-fake": "hosehead-ag",
"strip-chain-crate-slave": "strip-chain-crate-ag",
"tomb-simon-block": "tomb-plat-simon-ag",
"transport-level": "transport-ag"
},
// remap names for types in an entire file (higher priority)
"file_override": {
"target-indax": { "target": "daxter-ag" } // in target-indax.gc, the remap for 'target' will be set to 'daxter-ag'
},
// some art groups (like robotboss-ag) have a name for their model that differs
// from the usual ag-name + "-lod0". you can add those exceptions here.
"joint_node_hacks": {
// "robotboss-ag": "robotboss-basic"
}
}