Comments (6)
1a17282 does the basic parsing of Texture.cache but since #11 's texture converter is not fixed yet it can't be actually used.
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ae1f27a does the basic reading of sound.cache and texture.cache
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Shader and dep etc. cache is only binary data and the game can be asked to recompile those. So similarly to redcripts unless we find a really good reason to parse them it is unnecessary to research them.
EDIT: Aluigi was mistaken. Thy are actual archives but with weird files.
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Soundcache is implemented in 028803b.
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CollisionCache:
Int32 MW "CC3W"
Int32 Version 9
Int64 Unk
Int32 InfoOffset
Int32 NumberOfFiles
Int32 FileNameTableStartOffset
Int32 SizeOfNameTable
Int32 BufferSize
Int32 Fnv1A64Hash(NamesTable+InfoTable)
br.BaseStream.Seek(InfoOffset,SeekOrigin.Begin);
for(int i = 0; i < NumberOfFiles;i++)
{
Int64 Unk1 //Maybe always null?
Int64 NameOffset
Int32 Offset
Int32 Length
Int64 Unknown2
Int64 Unknown3
Int64 Unknown4
Int64 Unknown5
Int64 Unknown6
Int64 CompressionType
}
Files inside are convex meshes (.nxs) from PhysX:
https://github.com/H-uru/libhsplasma/blob/0dd7b9b0f309231d49147cc57b0173b7ad3e801d/core/PRP/Physics/plPXPhysical.cpp#L146
This is what reads the base file:
https://github.com/H-uru/libhsplasma/blob/0dd7b9b0f309231d49147cc57b0173b7ad3e801d/core/PRP/Physics/plGenericPhysical.cpp#L523
This helps with #5 .
from wolvenkit.
Collision.cache item:
NameOffset = br.ReadUInt64(),
Unk1 = br.ReadUInt64(), //NULL?
PageOFfset = br.ReadUInt32(),
ZSize = br.ReadUInt32(),
Size = (long)br.ReadUInt64(),
Unk2= br.ReadBytes(16), // Some hash or GUID
Unk3 = br.ReadBytes(16), // Some hash or GUID
Comtype = br.ReadUInt64()
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Related Issues (20)
- ArchiveXL: Create dynamic project from user input
- Implement Copying for Anime InplaceBuffers and Direct SerializedBuffers.
- Warn on failing sanity checks like no 0 timestamp for const keyframes
- WScript function to create a new instance of a datatype in a given format
- Wscript function to check if file exists in raw
- Feature: Rename/move file and update references
- Blank material in Blender after exporting mesh file from WK
- Root motion corner case validation
- Anime JSON Format Cleanup if and when SharpGLTF Updates
- Materials are not exported correctly for meshes using ArchiveXL Dynamic Materials HOT 1
- Widget Preview broken for some inkwidgets
- Exporting scenes via "Export to JSON" button in GUI may not result in valid JSON
- Wkit fails to (re-)import material.json of some meshes
- Material export writes wrong texture paths
- Warn about un-saved files when packing/installing mod
- Feature: List/Delete un-used files
- Feature: Remember nodes state in the Project Explorer across restarts HOT 1
- Launch profiles: Option to delete packed folder after zipping/installing
- Improve the LocKey browser HOT 4
- Cant hide/unhide sectors in all.streamingblock HOT 1
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