chore(readme): improve readme build instructions & grammatical improvements

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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. OpenAssetTools (OAT) is a work in progress project aiming to create a modding tools suite for older Call Of Duty titles.
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. 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.
In its current form it is still incomplete and only offers a small subset of modding features. In its current form, it is still incomplete and only offers a small subset of modding features.
It currently offers support for the PC versions of: It currently offers support for the PC versions of:
- [IW3 (COD4: Modern Warfare - 2007)](https://en.wikipedia.org/wiki/Call_of_Duty_4:_Modern_Warfare) - [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. The **Linker** tool allows building custom fastfiles (.ff) for the supported games.
It can also load existing zones and reuse their assets from in-memory. It can also load existing zones and reuse their assets from in-memory.
Only a subset of assets can be read from disk however, depending on the game. Only a subset of assets can be read from disk, however, depending on the game.
Additionally, there are a couple of libraries and tools. Additionally, there are a couple of libraries and tools.
A full list of the subcomponents can be found [here](https://openassettools.dev/guide/components.html). 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). Either download [the latest release from Github](https://github.com/Laupetin/OpenAssetTools/releases/latest) or [build OAT yourself](#building-oat).
Building the tools yourself is only recommended if you want to do some changes to the code. Building the tools yourself is only recommended if you want to do some changes to the code.
Otherwise you are probably better off just using the latest release. Otherwise, you are probably better off just using the latest release.
You can put OAT anywhere, it does **not** need to be placed in your game folder. You can put OAT anywhere, it does **not** need to be placed in your game folder.
In fact i recommend against it to be able to better distinguish OAT files from game files. In fact, I recommend against it to be able to better distinguish OAT files from game files.
For more information, check out the ["Getting started" guide in the OAT documentation](https://openassettools.dev/guide/getting-started.html). For more information, check out the ["Getting started" guide in the OAT documentation](https://openassettools.dev/guide/getting-started.html).
You can find other useful guides and reference documentation there as well. 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). The documentation can be found on the [OpenAssetTools.dev page](https://openassettools.dev).
It is hosted on Github Pages and its source can be found in the [OAT-Docs Repository](https://github.com/Laupetin/OAT-Docs). It is hosted on Github Pages and its source can be found in the [OAT-Docs Repository](https://github.com/Laupetin/OAT-Docs).
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 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
or check out one of the following projects that are using OAT: or check out one of the following projects that are using OAT:
* [JezuzLizard/t6-fastfile-mods](https://github.com/JezuzLizard/t6-fastfile-mods) * [JezuzLizard/t6-fastfile-mods](https://github.com/JezuzLizard/t6-fastfile-mods)
* [Jbleezy/BO2-Reimagined](https://github.com/Jbleezy/BO2-Reimagined) * [Jbleezy/BO2-Reimagined](https://github.com/Jbleezy/BO2-Reimagined)
If you have a mod that you feel like would fit great here as well, feel free to open a PR to add it. 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
### Windows ### Windows
When building on Windows you will need to have Visual Studio 2022 installed. When building on Windows you will need to have Visual Studio 2022 installed.
It is also possible to use other compilers, however due to memory layout of structs being important you might It is also possible to use other compilers, however, due to the memory layout of structs being important you might
run into crashes or invalid data so no guarantees can be given. run into crashes or invalid data so no guarantees can be given.
Use `generate.bat` to generate Visual Studio solution files. Use `generate.bat` to generate Visual Studio solution files.
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### Linux ### Linux
When building on Linux you need to have g++ installed. When building on Linux you need to have g++ 13 or later installed.
Since you are most likely on a 64bit machine you will also need multilib for compiling for 32bit. Since you are most likely on a 64-bit machine you will also need multilib for compiling for 32-bit.
Using other compilers may also be possible, but they are not guaranteed to work out of the box. You may need to edit [premake5.lua](premake5.lua) to ensure compatibility with other compilers such as Clang.
Use `generate.sh` to generate make files. Use `generate.sh` to generate make files.
When this is done you will have a `build` folder with a `Makefile`. When this is done you will have a `build` folder with a `Makefile`.