Meshes
Every static mesh a prop may be made of - 9744 .cgf files of Kingdom Come: Deliverance II’s object paks under
Objects/manmade, natural, special, quest_items and animation_props (no LOD files), one page per folder.
CreateProp(mesh, x, y, z, yaw [, scale, rigid, world]) (Lua, C#)
and the admin command /prop <mesh> [scale] [rigid] take a mesh by its id, by the file’s name without the extension
(barrel_a - when only one file carries that name; a shared name is refused and /props lists the candidates) or by the
path (with or without objects/ and .cgf). GetMeshPath(key) and FindMeshes(pattern [, max]) look them up;
/props <part of a path> searches in the chat. Without the tables export only a path passes.
A mesh is a look, not a thing: a static prop stands where it is placed, a rigid one is a physics body on each client (pushable,
its motion not synchronised). special/shadow_proxy holds the game’s invisible shadow casters - they are meshes too, so they
are listed, but nothing to see.
| Page | Entries |
|---|---|
| animation_props | 1 |
| manmade/common_decorations | 312 |
| manmade/common_fixtures | 127 |
| manmade/common_furniture | 348 |
| manmade/common_illumination | 56 |
| manmade/common_tools | 25 |
| manmade/food | 220 |
| manmade/quest_specific_props | 32 |
| manmade/stashes | 20 |
| manmade/structures (1/2: O) | 1842 |
| manmade/structures (2/2: O) | 1841 |
| manmade/task_specific_props | 1069 |
| manmade/vehicles | 59 |
| manmade/weapons | 276 |
| natural | 1110 |
| quest_items | 73 |
| special | 2333 |
