diff --git a/Readme.txt b/Readme.txt deleted file mode 100644 index 70a0654..0000000 --- a/Readme.txt +++ /dev/null @@ -1,170 +0,0 @@ -CodeWalker by dexyfex ----------------------- - -This program is for viewing the contents of GTAV RPF archives. - - -Requirements: --------------- -- PC version of GTAV -- DirectX 11 and Shader Model 4.0 capable graphics -- Windows 7 and above, x64 processor -- 4GB RAM (8+ recommended) -- .NET framework 4.5 or newer (download from Microsoft..?) - - - -Using the app: ---------------- -On first startup, the app will prompt to browse for the GTAV game folder. If you have the Steam version installed -in the default location (C:\Program Files (x86)\Steam\SteamApps\common\Grand Theft Auto V), then this step will -be skipped automatically. - -The World View will load by default. It will take a while to load. -Use the WASD keys to move the camera. Hold shift to move faster. -Drag the left mouse button to rotate the view. -Use the mouse wheel to zoom in/out, and change the base movement speed. (Zoom in = slower motion) -XBox controller input is also supported. -The Toolbox can be shown by clicking the "<<" button in the top right-hand corner of the screen. -T opens the main toolbar. - -First-person mode can be activated with the P key, or by pressing the Start button on the XBox controller. -While in first-person mode, the left mouse button (or right trigger) will fire an egg. - -Entities can be selected (with the right mouse button) by enabling the option on the Selection tab in the -toolbox. The details of the selected entity, its archetype, and its drawable can be explored in the relevant -sub-tabs. (This option can also be activated with the arrow button on the toolbar) - -When an entity is selected, E will switch to edit mode (or alternatively, edit mode can be activated by -switching the Widget mode to anything other than Default). When in edit mode, Q will exit edit mode, W toggles -the position widget, E toggles rotation, and R toggles scale. Also when in edit mode, movement is still WSAD, -but only while you're holding the left mouse button down, and not interacting with the widget. - -Ctrl-Z and Ctrl-Y will Undo and Redo entity transformation (position/rotation/scale) actions. - -The Project Window allows a CodeWalker project to be created (.cwproj), and files added to it. Editing -entities while the Project Window is open will add the entity's .ymap to the current project. Ymap files can then -be saved to disk, for use in a map mod. New ymap files can also be created, and entities can be added and removed. -Also supported for editing are .ynd files (traffic paths), trains .dat files (train tracks), and scenarios (.ymt). -(A full tutorial on making map mods is out of the scope of this readme.) - -A full explanation of all the tools in this application is still on the to-do list! -The user is currently left to explore the options at their own peril. -Note some options may cause CodeWalker to crash, or otherwise stop working properly. Restart the program if this -happens! -Also note that this program is a constant work in progress, so bugs and crashes are to be expected. -Some parts of the world do not yet render correctly, but expect updates in the future to fix these issues. - - -Menu mode: ----------- -The app can also be started with a main menu instead of loading the world view. This can be useful for situations -where the world view is not needed, and the world loading can be avoided. -To activate the menu mode, run CodeWalker with the 'menu' command line argument, e.g: -CodeWalker.exe menu - - -Explorer mode: --------------- -The app can be started with the 'explorer' command line argument. This displays an interface much like OpenIV, -with a Windows-Explorer style interface for browsing the game's .rpf archives. Double-click on files to open them. -Viewers for most file types are available, but hex view will be shown as a fallback. -To activate the explorer mode, run the command: -CodeWalker.exe explorer -Alternatively, run the CodeWalker Explorer batch file in the program's directory. - - -Main Toolbar: -------------- -The main toolbar is used to access most of the editing features in CodeWalker. Shortcuts for new, open and -create files are provided. The selection mode can be changed with the "pointer" button. Move, rotate and -scale buttons provide access to the different editing widget modes. -Other shortcuts on the toolbar include buttons to open the Selection Info window, and the Project window. -See the tooltips on the toolbar items for hints. - - -Project Window: ---------------- -The project window is the starting point for editing files in CodeWalker. Project files can be created, -and files can be added to them. It is recommended to create and save a project file before adding files -to be edited and saved. -The tree view displays the files in the current project, and their contents. - - -YMAP editing: -------------- -New YMAP files can be created via the project window, and existing ymap files can be edited. -To edit an existing single player YMAP, first change codewalker DLC level to patchday2ng, and enable DLC. -Open the toolbar, and enable Entity selection mode. Enable the Move widget with the toolbar Move button. -Open the project window with the toolbar button. Changes made while the project window is open are -automatically added to the project. -Select an entity to edit by right clicking when the entity is moused over, and its bounding box shown in -white. Move, rotate and/or scale the selected entity with the widget. When the first change is made, the -entity's YMAP will be added to the current project. If no project is open, a new one will be created. -The edited YMAP file can be saved to the drive using the File menu in the project window. -After saving the file, it needs to be added into the mods folder. Using OpenIV, find the existing YMAP -file using the search function (note: the correct path for the edited YMAP can be found in the selection -info window in CodeWalker, when an entity is selected, look for YMap>RpfFileEntry in the selection info -property grid). Replace the edited YMAP into a copy of the correct archive in the /mods folder. -Newly created YMAPs can be added to DLC archives in the same manner. - - -Traffic Paths (YND) editing: ----------------------------- -[TODO - write this!] - - -Train Tracks editing: ---------------------- -[TODO - write this!] - - -Scenario Regions (YMT) editing: -------------------------------- -[TODO: write this!] -See https://youtu.be/U0nrVL44Fb4 - Scenario Editing Tutorial - - - -Regarding game files: (FYI) ----------------------------- - -The PC GTAV world is stored in the RPF archives in many different file formats. As expected, some formats are -used for storing rendering-related content, for example the textures and 3d models, while other formats are used -for storing game and engine related data. - -The main formats when it comes to rendering GTAV content are: - -.ytd - Texture Dictionary - Stores texture data in a DirectX format convenient for loading to the GPU. -.ydr - Drawable - Contains a single asset's 3d model. Can contain a Texture Dictionary, and up to 4 LODs of a model. -.ydd - Drawable Dictionary - A collection of Drawables packed into a single file. -.yft - Fragment - Contains a Drawable, along with other metadata for example physics data. - - -The content Assets are pieced together to create the GTAV world via MapTypes (Archetypes) and MapData -(Entity placements). At a high level, Archeypes define objects that are placeable, and Entities define -where those objects are placed to make up the world. The collision mesh data for the world is stored in Bounds -files. -The formats for these are: - -.ytyp - MapTypes - Contains a group of MapTypes (Archetypes), each defining an object that could be placed. -.ymap - MapData - Contains placements of Archetypes, each defining an Entity in the world. -.ybn - Bounds - Contains collision mesh / bounding data for pieces of the world. - - -The EntityData contained within the MapData (.ymap) files forms the LOD hierarchy. This heierarchy is arranged -such that the lowest detail version of the world, at the root of the hierarchy, is represented by a small number -of large models that can all be rendered simultaneously to draw the world at a great distance. The next branch -in the hierarchy splits each of these large models into a group of smaller objects, each represented in a higher -detail than the previous level. This pattern is continued for up to 6 levels of detail. When rendering the world, -the correct level of detail for each branch in the hierarchy needs to be determined, as obviously the highest -detail objects cannot all be rendered at once due to limited computing resources. - -In CodeWalker, This is done by recursing the LOD tree from the roots, checking how far away from the camera the -node's Entity is. If it is below a certain value, then the current level is used, otherwise it moves to the -next higher level, depending on the LOD distance setting. -(In the Ymap view, the highest LOD, ORPHANHD, is not rendered by default. The ORPHANHD entities can often be -manually renderd by specifying the correct _strm_ ymap file for the area in question in the ymap text box. The -_strm ymap name can often be found by mouse-selecting a high detail object in the area and noting what ymap the -Entity is contained in, in the selection details panel.) -