|Anyway, first of all, I just want to know what version(s) of renderware this program was made to support. I know it will display the overall structure of any valid renderware file on any recognised chunk, but what about the internal viewer in the righthand column? It'll just be useful to know what version it supports so I know when I can and can't trust what it reports.|
Well, I've only been experimenting with PC's GTA 3 and VC dff and txd files (RW 3.3 and 3.4) yet. Differences I have seen in these files
- Geometry Structs (0x0F/0x01) of versions less than 3.4 have 12 byte ambient, diffuse and specular color after the header. 3.4 and above (also 3.7) don't have the colors anymore.
- The skin section in versions less than 3.3 is different. Furthermore I've discovered new values in some of the skin sections, I'll try to support them with the next RWA.
- I've also started looking at the Manhunt character model, the geometry data is in different order, which is unsupported by RWA (yet). I've also noticed some strange stuff going on in there, I hope to get that sorted out.
- Geometry and also the material split (0x50E) changes heavily
between consoles, RWA only supports PC.
Basically you should notice if values aren't read correctly. And you can always check values by looking at the hex data.
|First of all, a small one. If you could assign a hotkey to the dialog for changing the file version to a user-specified value, it would be a lot more convenient.|
Already done, will be in the next version. The inofficial beta
already has it, use this meanwhile (it's Ctrl+R).
|If you could expand this program to support a whole slew of renderware versions, and give the user the option of manually selecting one if they wanted to, it would be a lot more useful to people outside the GTA3 community.|
I don't have enough versions and files to compare and find out new stuff. If you discover new data and identify it's meaning, you can always tell me and I'll implement the interpreter (if possible).
Switching between versions is not necessary, since the version is included in every file, so the parser can always switch automatically (of course only if the differences are known).
|And, if you go as far as the one above, this one isn't much further. Allowing the user to convert the file to any of the known versions would make it a very poweful tool. The guys from Renderware themselves might get quite interested. Thier own stream viewer sucks ass. |
Like above, if you tell me the differences, I can implement a conversion function. I just don't have the time to find all differences myself. And since we can't know all possible sections and differences between version, a converter would never be perfect. It would require detailed documents from Criterion, ask them if they give you some.
About GC's big-endian: no way! This tool is made for the PC and for PC's RW versions, I don't want to imagine what work it would be to code multiple parsing routines just to support big-endian. Sorry, not with me.
Why not make your own tool?