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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