Great mod! 10/10
Yes, there's no reason why it can't. The only reason I recommend putting the str2_pc and asm_pc files in the mods subfolder is to avoid totally filling up the root folder.Can all the files in this mod be installed directly in the "Saints Row Gat out of Hell" root folder instead of the "mods" sub-folder?
I only ask because I'd like to try using this with my Simple Mod Manager (which currently doesn't handle sub-folders) but I want to make sure there's not a requirement to use the "mods" folder. I realize that if you install this manually, it's much better to keep things in the "mods" sub-folder to avoid cluttering up the root folder.
Thanks for a great mod, Minimaul!
I had a small chat with Mike Wilson about it and worked out the header for the file - once I had that I wrote a small C# function to create the file:How did you figure out how to make the dummy cloth sim?
static void CreateDummyClothSim(string path)
{
Console.WriteLine("Creating dummy cloth sim: {0}", path);
string name = Path.GetFileNameWithoutExtension(path);
sw.WriteLine("Creating dummy cloth sim: {0}", path);
if (name.Length >= 28) // the field in the struct is only 28 bytes long, and needs to include a null
{
name = name.Substring(0, 27);
}
using (Stream stream = File.Create(path))
{
stream.WriteUInt32(0x05); // version
stream.WriteUInt32(0); // data size
stream.WriteAsciiNullTerminatedString(name);
stream.Align(0x24);
stream.WriteUInt32(0); // num passes
stream.WriteUInt32(1); // air resistance
stream.WriteUInt32(1); // wind multiplier
stream.WriteUInt32(1); // wind constant
stream.WriteUInt32(1); // gravity multiplier
stream.WriteUInt32(0); // object velocity inheritance
stream.WriteUInt32(0); // object position inheritance
stream.WriteUInt32(0); // object rotation inheritance
stream.WriteUInt32(0); // wind type
stream.WriteUInt32(0); // num nodes
stream.WriteUInt32(0); // num anchor nodes
stream.WriteUInt32(0); // num node links
stream.WriteUInt32(0); // num ropes
stream.WriteUInt32(0); // num colliders
stream.WriteUInt32(0); // bounding sphere radius
stream.WriteUInt64(0); // *nodes
stream.WriteUInt64(0); // *node_links
stream.WriteUInt64(0); // *ropes
stream.WriteUInt64(0); // *colliders
}
}