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README.md
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README.md
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OpenAssetTools (OAT) is a work in progress project aiming to create a modding tools suite for older Call Of Duty titles.
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OpenAssetTools (OAT) is a work in progress project aiming to create a modding tools suite for older Call Of Duty titles.
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It is not a reimplementation of existing modding tools or related to them but aims to be as compatible as possible in terms of formats and add support for previously unsupported titles.
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It is not a reimplementation of existing modding tools or related to them but aims to be as compatible as possible in terms of formats and add support for previously unsupported titles.
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In its current form it is still incomplete and only offers a small subset of modding features.
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In its current form, it is still incomplete and only offers a small subset of modding features.
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It currently offers support for the PC versions of:
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It currently offers support for the PC versions of:
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- [IW3 (COD4: Modern Warfare - 2007)](https://en.wikipedia.org/wiki/Call_of_Duty_4:_Modern_Warfare)
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- [IW3 (COD4: Modern Warfare - 2007)](https://en.wikipedia.org/wiki/Call_of_Duty_4:_Modern_Warfare)
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The **Linker** tool allows building custom fastfiles (.ff) for the supported games.
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The **Linker** tool allows building custom fastfiles (.ff) for the supported games.
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It can also load existing zones and reuse their assets from in-memory.
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It can also load existing zones and reuse their assets from in-memory.
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Only a subset of assets can be read from disk however, depending on the game.
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Only a subset of asset types can be read from disk depending on the game.
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Additionally, there are a couple of libraries and tools.
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Additionally, there are a couple of libraries and tools.
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A full list of the subcomponents can be found [here](https://openassettools.dev/guide/components.html).
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A full list of the subcomponents can be found [here](https://openassettools.dev/guide/components.html).
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Either download [the latest release from Github](https://github.com/Laupetin/OpenAssetTools/releases/latest) or [build OAT yourself](#building-oat).
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Either download [the latest release from Github](https://github.com/Laupetin/OpenAssetTools/releases/latest) or [build OAT yourself](#building-oat).
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Building the tools yourself is only recommended if you want to do some changes to the code.
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Building the tools yourself is only recommended if you want to do some changes to the code.
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Otherwise you are probably better off just using the latest release.
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Otherwise, you are probably better off just using the latest release.
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You can put OAT anywhere, it does **not** need to be placed in your game folder.
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You can put OAT anywhere, it does **not** need to be placed in your game folder.
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In fact i recommend against it to be able to better distinguish OAT files from game files.
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In fact, I recommend against it to be able to better distinguish OAT files from game files.
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For more information, check out the ["Getting started" guide in the OAT documentation](https://openassettools.dev/guide/getting-started.html).
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For more information, check out the ["Getting started" guide in the OAT documentation](https://openassettools.dev/guide/getting-started.html).
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You can find other useful guides and reference documentation there as well.
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You can find other useful guides and reference documentation there as well.
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The documentation can be found on the [OpenAssetTools.dev page](https://openassettools.dev).
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The documentation can be found on the [OpenAssetTools.dev page](https://openassettools.dev).
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It is hosted on Github Pages and its source can be found in the [OAT-Docs Repository](https://github.com/Laupetin/OAT-Docs).
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It is hosted on Github Pages and its source can be found in the [OAT-Docs Repository](https://github.com/Laupetin/OAT-Docs).
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For examples of mods that can be built with OAT you can either look into the [docs folder](docs/example) for some (currently very barebones) examples
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For examples of mods that can be built with OAT, you can either look into the [docs folder](docs/example) for some (currently very barebones) examples
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or check out one of the following projects that are using OAT:
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or check out one of the following projects that are using OAT:
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* [JezuzLizard/t6-fastfile-mods](https://github.com/JezuzLizard/t6-fastfile-mods)
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* [JezuzLizard/t6-fastfile-mods](https://github.com/JezuzLizard/t6-fastfile-mods)
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* [Jbleezy/BO2-Reimagined](https://github.com/Jbleezy/BO2-Reimagined)
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* [Jbleezy/BO2-Reimagined](https://github.com/Jbleezy/BO2-Reimagined)
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* [diamante0018/PlutoIW5Arena](https://github.com/diamante0018/PlutoIW5Arena) (Includes a GitHub action pipeline for building the mod)
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If you have a mod that you feel like would fit great here as well, feel free to open a PR to add it.
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If you have a mod that you believe would be a perfect fit here, don't hesitate to open a pull request to include it.
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### Windows
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### Windows
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When building on Windows you will need to have Visual Studio 2022 installed.
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When building on Windows you will need to have Visual Studio 2022 installed.
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It is also possible to use other compilers, however due to memory layout of structs being important you might
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It is also possible to use other compilers, however, due to the memory layout of structs being important you might
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run into crashes or invalid data so no guarantees can be given.
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run into crashes or invalid data so no guarantees can be given.
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Use `generate.bat` to generate Visual Studio solution files.
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Use `generate.bat` to generate Visual Studio solution files.
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@ -84,8 +85,8 @@ The resulting binaries can be found in `build/bin/<Debug_x86|Release_x86>`.
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### Linux
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### Linux
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When building on Linux you need to have g++ installed.
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When building on Linux you need to have g++ 13 or later installed.
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Since you are most likely on a 64bit machine you will also need multilib for compiling for 32bit.
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Since you are most likely on a 64-bit machine you will also need multilib for compiling for 32-bit.
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Use `generate.sh` to generate make files.
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Use `generate.sh` to generate make files.
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When this is done you will have a `build` folder with a `Makefile`.
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When this is done you will have a `build` folder with a `Makefile`.
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