Releases: d3g0n-byte/RAGE-Console-Resource-Converter
1.2.0.7
RAGE Console Resource Converter 1.2.0.6
New features
- Added possibility to set a custom output path.
- Added batch processing mode.
Usability
- Added help text (shown when you launch the tool without arguments).
- Added new application icon.
- Added possibility to hide the logs.
- Added possibility not to wait for user input when all tasks are finished or failed.
Project major updates
- Project was moved from .NET 7.0 to .NET Framework 4.7.2 to perform a more compatibility.
- The project is now splitted to main library named "Converter.Core" and command-line launcher named "Converter.CLI", this makes possible to use the main library in another scripts, tools, or projects.
- For making release more compact, Converter.CLI is built using Costura.Fody.
Code updates
-
Removed:
- Removed SharpDX dependency.
- Removed RageResource class, its internal embedded classes was splitted and moved into new
Converter.Core.ResourceTypes
namespace. - Removed a lot of unneccessary libraries.
-
Replaced/rewritten:
- Replaced SharpZipLib with SharpCompress 0.24 (we don't use the latest version of SharpCompress to avoid unneccessary libraries).
- Written a new custom DDS writer based on official format documentation.
- Written a new code used to read/write app's settings file.
-
Fixed:
- Fixed wrong values when not-a-number value was detected and the user's localization are cyrillic.
-
Other changes:
- Massive code cleanup, re-organizing and some optimizations.
- Translated most comments to English.
- XnaNative.dll now included in both release and main branch to avoid errors in build and running.
1.2.0.5
-New dds export
-a
-Added a function to compress files.. Needed when adding new names or shaders
-Swap yz axes now works correctly.
#Red Dead Redemption:
-Xsi file support. The function is a test, but I did not remove it from the public version
-Added shader manager
-Added search for shader names for xft and xfd
-Added texture name if ExportShaders="false"
-Added automatic texture detection in the folder with model files
-Added automatic copying of the texture to the folder with the model files. You need to add the path to TexturesFolder (all textures from mapres) and AdditionalTexturesFolder (local from the city. For example armadillo.xvd)
-Added search for names for models in xvd files. If not, then you will hash
-Added mipmap export
-Added correct texture export 16px and below
-Added function to export textures from all xtd files(all xtd files in folder)
-Added function to unpack file into sys and gfx files
-Added function to pack sys and gfx files back into RSC file. The calculation of flags can be erroneous, so it's better to use calculateFlags:false
-Added name search by hash. The names are in RDR_FileNames.data.
-Added texture editing function in xtd files
-Added texture editing function in xfd files
-Added texture editing textures in xvd files
*Texture editing supports all mip levels. You can also change the texture size and texture format (eg DXT1->DXT4_5). When importing dds, the file must have the maximum mip levels count.
*Source code will be updated a few hours after publication.
v1.2.0.4
- Added log for all RDR resources.
- Improved detection of RSC header version.
- Changes in the code and removal of obsolete lines of code.
Red Dead Redemption:
- Added shader names.
- Fixed a bug that occurred when the file contains models with different lods.
v1.2.0.3
-added support for xtd(9), xrsc(6), resource version 1(texture;texture;texture;full file with textures, models and shaders).
v1.2.0.2
-Added option to replace separating character
v1.2.0.1
- Bugs fix.
- Added the ability to unpack resources without further conversion (something like improved RSC Unpack)
v1.2.0
-Fixed bugs
-Fixed errors during lzx compression decompression
-Added support for resources from mcla. At the moment, only resource version 63 (car parts) and texture export from resource 83 version
v1.1.0
Аdded support for xfd, xtd and xft.
Bugs fixed
First public release
Release Add files via upload