Drawable Studio
Sleep een CodeWalker XML export met de textures erin en krijg een 3D weergave van het model in je browser. Controleer geometry en textures, pas shader parameters en lights aan, teken direct op het model en exporteer daarna de XML, de PNG textures of een GLB.
Deze tool en de bijbehorende uitleg zijn voorlopig in het Engels.
Export the model from CodeWalker
- Open CodeWalker's RPF Explorer (or the project window for your own files) and find the
.ydr,.yddor.yft. - Right click it and pick Export XML. CodeWalker writes
name.yft.xmland a foldername/with the textures as DDS. - Vehicles and most props keep their textures in a separate
.ytd. Export that one too (it gives you a.ytd.xmland the same kind of DDS folder) and drop everything together. - Drop the folder on the viewer, or use Choose folder. Textures are matched to shaders by name, so the folder layout does not matter.
Everything stays in your browser. Nothing is uploaded anywhere.
What each tab does
Scene
Shows the model the way the game places it, with the wheels in place on vehicles. Switch LODs, hide single geometries, check wireframe, normals, UV layout and vertex colours, and see every texture with its format and size. Missing textures are drawn as a pink checker.
Materials
Every shader with its .sps file and render bucket, and all its parameters. Texture slots show the matched texture, can point to another texture name, or get new pixels from a PNG. Vectors are plain number fields. The preview reacts to the diffuse, normal and spec maps plus bumpiness, specularIntensityMult,specularFalloffMult and emissiveMultiplier. It is an approximation, not the game's shaders.
Lights
The <Lights> block as real lights in the scene. Pick a light, drag or rotate it with the gizmo, or type values: colour, intensity, falloff, cone angles, corona, volume, shadow and fade distances, and the hours it is on (TimeFlags). Positions are relative to the bone in BoneId, same as in the file. Use night preview to judge them. Light brightness in the viewer is an estimate; check the final look in game.
Paint
Paint on the model or on the flat texture with brush, eraser (paints the original back), fill and eyedropper. Undo and redo with Ctrl + Z and Ctrl +Y, [ and ] change the brush size. Mirror X paints both sides of a symmetric model.
Getting your edits back into the game
- Export XML gives you the original file with only the values you changed rewritten. Everything else stays as it was, so diffs stay small.
- Package .zip holds the edited XML plus a DDS for every texture you painted or replaced, in a folder named like the model. Extract it over your CodeWalker export folder, then use Import XML in CodeWalker to build the
.ydr/.yftagain. - Textures that live in a separate
.ytdgo into that dictionary: open it in CodeWalker or OpenIV and replace the texture with the PNG or DDS of the same name. The Materials tab lists which textures need this. - GLB exports the current LOD with textures for Blender or other tools. It is a one way export.
Good to know
- Supported textures: DXT1, DXT3, DXT5, BC4, BC5, A8R8G8B8 and other uncompressed DDS formats, plus PNG and JPG. BC7 is not supported yet.
- Exported DDS files keep the format family of the original (DXT1, DXT5 or A8R8G8B8) and get a full mip chain.
- Skinned meshes (peds, most vehicle bodies) are shown in their bind pose.
- A 5 MB vehicle XML opens in well under a second on a normal PC. Big texture folders take a moment longer.
Meer config & code tools
server.cfg generator
Bouw een complete, werkende server.cfg met hostname, slots, OneSync, endpoints, tags, resources en ACE permissies.
fxmanifest.lua generator
Zet een geldig resource manifest op: fx_version, scripts, NUI page, files, lua54 en dependencies.
Vehicle Handling Editor
Stel massa, drive force, grip en vering in vanuit een UI en exporteer daarna handling.meta of runtime Lua.
