See this post: https://www.saintsrowmods.com/forum/threads/importing-map-from-sr4.9909/#post-80792Hmm just a thought maybe with this tool someone could bring the saints row 3 map to saints row 4
See this post: https://www.saintsrowmods.com/forum/threads/importing-map-from-sr4.9909/#post-80792Hmm just a thought maybe with this tool someone could bring the saints row 3 map to saints row 4
Awww my dreams are shattered
Release it, it's always better to have more tools. I'm sure someone will make a good use of it, even if there's no interest at the moment.Would anybody be interested in a version of the SRReadZone tool that shows the file offset of every item it currently displays? It would mainly be for people who like to poke around using a hex editor to change values like positions of things. That's how I removed the garage door in Syndicate Tower in my Working Elevators mod - Back To Syndicate Tower mod. This new version doesn't display any new information (other than file position) -- it's functionally the same as the current version. It just makes it easier to find where things are in the file.
I ask because I haven't really seen anyone releasing mods with zone file changes. It seems like nobody's really interested in editing zone files.
SRPatchFile "sr3_city~f1216.czn_pc" 00009650:00000000 00000000 00000000
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace ChrisLaRosa.SaintsRow.ZoneFile
{
/*
* These are Volition CRC hashes of object type names
* and seem to correspond to the object_type_hash field
*/
public enum SRObjectType : uint
{
action_node = 0x9819E2A7,
action_node_group = 0xDE264D4E,
activity_start = 0x50C01AFB,
audio_emitter = 0x454D826F,
audio_emitter_multi = 0xD3C09F8C,
base_object = 0xAB4A8269,
battlefront = 0x9F3E6097,
brass = 0xA6CFE79E,
city_takeover_region = 0xDBEDBF51,
climbable_spline = 0x8FC2C162,
cover_node = 0x5229C9DA,
crib = 0x69653449,
ctg_object = 0x81431719,
cto_start = 0x948906B7,
cutscene_slate_obj = 0x423D4B45,
damage_region = 0x13ECAFE7,
detour_hull = 0x105A7D93,
district = 0x54E38BEE,
door = 0xABA18B31,
effect_object = 0xDA1A82F0,
flashpoint = 0x324FE51A,
garage_info = 0xC378FD50,
general_mover = 0x71DDAD68,
hood = 0x15A381D8,
hotspot = 0xD5DF5C6D,
hotspot_target = 0xA932538B,
human = 0x634022E8,
interior_volume = 0x82606C1C,
item = 0x01A3592D,
level_light = 0x6A44E812,
level_respawn = 0x4652DBF2,
light_list = 0x161048E8,
light_vis_volume = 0x2F481200,
mission_info = 0x991E5B37,
navpoint = 0x445C1F3D,
navpoint_path = 0x302B6A22,
npc = 0xB9CDAF3E,
object_debris = 0x89E8818E,
object_rig = 0xEB1C95CA,
object_tree = 0x41ACD323,
occluder = 0xD489BF77,
parking_spot = 0xBA73CC6F,
photo_op = 0x573CE01E,
physical_object = 0xC68ACA17,
player = 0x29DBDBC6,
projectile = 0xDF712A1B,
resource_object = 0xB78242F1,
roadblock = 0x2C033366,
script_group = 0x7AD3AD35,
script_group_object = 0x59FC5EA5,
script_interior = 0x2BB7B8C5,
script_item = 0xB426E6A6,
script_light_group = 0xB3FB6098,
script_mover = 0x252BD154,
script_npc = 0xA518E725,
script_peered = 0x8D42DB8B,
script_vehicle = 0x97335A0B,
scripted_mission_start = 0x5E20A824,
scripted_path = 0xD14F1482,
shop_object = 0x46883C82,
silent_mission_start = 0x4D3AEC73,
smooth_scripted_path = 0xBE2F0901,
spawn_region = 0xA94DBBA7,
survival = 0x82470BA4,
trigger_volume = 0xF300989F,
vehicle = 0x86EC3BF8,
vfx_volume = 0x765E72F7,
weapon = 0xD8F10645,
UNKNOWN = 0xFFFFFFFF
}
}
Oh that is AWESOME! I've been looking for a complete list like that FOREVER! Thank you so much, Minimaul!I swear I posted this before, but here's a fairly complete list of object types:
...
This is from a local branch that I obviously never got around to submitting