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