Но разработчики окажут нам поддержку моддинга, насколько сложны новые форматы, But the developers will give us modding support, how complex are the new formats, tools for mods now more difficult to create than before? I see the modding community has plans for this game. But I don't know if the formats will be complicated, for example, to create a map editor or state machine for animation, my plans are to assemble a team and make a full-fledged editor for the game, map editor, animation editor, Shader editor, Ui editor and etc, blender support. Will it be harder than before, even though it used to There were no such tools, what can you say?Об официальных инструментах ни слова.
You want to have everything rn but it's not that easy to make. The file format is different but also very familiar. There are some files you can already open but some of them are completely new and we don't have and tools to open them. Speaking of the tools, if Volition don't give us anything official we would need people to make them but it takes time so you'll have to wait a bit for map editor, shader editor, etc.Но разработчики окажут нам поддержку моддинга, насколько сложны новые форматы, But the developers will give us modding support, how complex are the new formats, tools for mods now more difficult to create than before? I see the modding community has plans for this game. But I don't know if the formats will be complicated, for example, to create a map editor or state machine for animation, my plans are to assemble a team and make a full-fledged editor for the game, map editor, animation editor, Shader editor, Ui editor and etc, blender support. Will it be harder than before, even though it used to There were no such tools, what can you say?
The community says that even in the new game, there will be no such tools, the community took years and even now in the old series there is no map editor or other tools, I do not know what the community will do or if at all. I hope that the modding in the new game will be better than it was beforeYou want to have everything rn but it's not that easy to make. The file format is different but also very familiar. There are some files you can already open but some of them are completely new and we don't have and tools to open them. Speaking of the tools, if Volition don't give us anything official we would need people to make them but it takes time so you'll have to wait a bit for map editor, shader editor, etc.
struct TEXCONTAINERHEADER {
int Magic; // Always GEKV
int Version; // This is 19 now, was 13 before
int SizeOf_cpeg_pc;
int SizeOf_gpeg_pc;
int NumberOfTextures;
short NumberOfTexturesDup;
short Unknown3;
};
struct TEXCONTAINERRECORD {
long long int FileOffsetOfData;
unsigned short Width;
unsigned short Height;
TEXTURETYPES TextureEnum;
unsigned char Unk_Flags[6];
unsigned char HasAlpha;
unsigned char Unk_Flag;
unsigned char Unk_Flags2[11];
unsigned char NumberOfMipLevels;
unsigned int SizeOfData;
unsigned short Unknown3[16]; // Always filled with zeros?
};
struct TEXCONTAINERHEADER {
int Magic; // Always GEKV
int Version; // Always 19
int SizeOf_cpeg_pc;
int SizeOf_gpeg_pc;
int NumberOfTextures;
short NumberOfTexturesDup;
short Unknown3[5]; // the number of bytes here is different than before
};
I'll probably quit for the night and see if I can get repacking working tomorrow and I'll build and upload the modified Source and built versions of scanti's texture utilities. I'm also not sure if repacking works on the agentsofmayhem branch of Minimaul's tools (for vpp_pc and str2_pc files). If not I'll work on that tomorrow too. This is a great step in the right direction I think!struct TEXCONTAINERRECORD {
long long int FileOffsetOfData;
unsigned short Width;
unsigned short Height;
TEXTURETYPES TextureEnum;
unsigned char Unk_Flags[6];
unsigned char HasAlpha;
unsigned short Unknown3[8]; // I added 8 more bytes here
unsigned char Unk_Flag;
unsigned char Unk_Flags2[11];
unsigned char NumberOfMipLevels;
unsigned int SizeOfData;
unsigned short Unknown4[16]; // Always filled with zeros?
};