That is likely more complicated than you think, SR3 uses an entirely different engine than SR2. However SR1 and SR2 do use the same engine, importing SR1 Stilwater into SR2 would likely be way easier but still a long process.
I was wondering ,can you somehow import the map of saints row 2 to saints row the third ?
I know it is an unpopular opinion ,but you know how the saints row 2 pc port struggles ,so i thought that we can enjoy stilwater in a much cleaner port (don't hate me for this idea )
I wish i could do that ,sorry to tell you mate ,but I'm just the guy who thinks of an idea and don't know how to do it ,i would love to help if i knew anything about these stuff.
It would have been the best mod ever made .
Restarted the chunk editor from scratch. No promises of it getting anywhere.
The chunk editor under the hood is a pile of garbage held together with rubber bands and bubblegum. The last unreleased version had UI to mess with materials, but it never got out because for some reason it froze for minutes every time I changed back from the materials tab. I couldn't figure out why and I don't want to touch that again. It would've been a pretty involved process to port it from Godot 3.x to 4.x anyway. I've gained a lot of experience in software development since, so I know I can at least do avoid the materials tab happening ever again.
It doesn't do much at all yet, but I'm posting because it spawned some other things, which may be interesting.
A rust library that contains SR2 types I've encountered. It can both read, and write chunks, outputting an identical file. It's independent from the editor, and can be used by other tools as well.
This is probably the biggest thing. Chunk Mangler is a platform for scripting bulk actions on chunk files. This can be useful for figuring out what unknown fields do, or for modding chunks. Some programming knowledge is required, but not much.
You can read, modify, or replace any fields so far covered by the sr2_types library.
Screenshot: I put random values into shader constants.
Another example: I bumped down the value of every vector stored in this unknown buffer. I kinda expected it to be world collisions, but didn't know for sure.
I guess it's safe to rename this to world collisions now. Still have no clue how this is indexed though.
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