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Drawable Studio

Wrzuć eksport XML z CodeWalkera razem z teksturami i zobacz model w 3D w przeglądarce. Sprawdź geometrię i tekstury, edytuj parametry shaderów i światła, maluj bezpośrednio po modelu, a potem wyeksportuj XML, tekstury PNG albo GLB.

To narzędzie i jego opis są na razie po angielsku.

Config i kod3D, Materiały, ŚwiatłaPrzeczytaj dokumentację

Export the model from CodeWalker

  1. Open CodeWalker's RPF Explorer (or the project window for your own files) and find the .ydr, .ydd or .yft.
  2. Right click it and pick Export XML. CodeWalker writes name.yft.xml and a folder name/ with the textures as DDS.
  3. Vehicles and most props keep their textures in a separate .ytd. Export that one too (it gives you a.ytd.xml and the same kind of DDS folder) and drop everything together.
  4. 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 / .yft again.
  • Textures that live in a separate .ytd go 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.