mirror of
https://mirror.ghproxy.com/https://github.com/dexyfex/CodeWalker
synced 2024-11-22 23:12:59 +08:00
171 lines
8.9 KiB
Plaintext
171 lines
8.9 KiB
Plaintext
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.
|
|
Drag the left mouse button to rotate the view.
|
|
Use the mouse wheel to zoom in/out, and change the 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 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.)
|
|
|