mirror of
https://github.com/gwdevhub/gMod.git
synced 2026-07-18 08:29:31 +00:00
071ac3ece5
known bugs: I disabled the remove device function inside the gui, because something in the event handling goes terrible wrong. Changes: - hashing algorithm is now a CRC64 value - changed CRC32 algorithm to a faster one - in save single texture mode, the selected texture can now be displayed - the way how uMod get the raw data of the texture was changed
109 lines
5.8 KiB
Plaintext
109 lines
5.8 KiB
Plaintext
WARNING: You use this program at your own risk!
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1) If the program crash, you won't get probably any support from the game developer,
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but you can report the bug under http://code.google.com/p/texmod/issues/list
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2) Games can detected if they are modified, so you might risk a ban
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of your online account!
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3) This is an open-source project. The code can be retrieved, modified and compiled
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by everyone. Download Universal Modding Engine only from sources you trust!
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Download it by your self and don't use versions, send to you by team or guild members!
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http://code.google.com/p/texmod/downloads/list
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Universal Modding Engine uses the D3DX9_43.dll (32bit). Due to the EULA this dll
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cannot be delivered together with Universal Modding Engine . If D3DX9_43.dll is not
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installed on your system, Universal Modding Engine will give you a hint at program start.
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What can Universal Modding Engine (uMod) V2.0?
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-extract and save single textures from a DX9 game (the target texture can be toggled in the game)
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-extract and save all textures from a DX9 game (with size and texture format filter)
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-load textures into a game to replace target textures
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-support single dds texture
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-support zip-files as whole mod package (groups of textures can be displayed as tree view)
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-support the original TexMod *.tpf files (the tpf support must be enabled through the context menu)
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All these options can be switched on or off, while the game is already running!
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So you can search for a texture in the game, save it to disk, edit it,
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load it into the game, edit it again and load it into the game again, ...,
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actiavate or deactivate mods and all without a restart of the game.
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side note: If "save all textures" is switched on, the texture will only be saved, if
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the textures are loaded by the game and only in the moment they are loaded.
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If you switch this option on, while a map is loaded, probably nothing will hapen,
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because all textures are loaded for this map. Change the Map or reload it again.
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Zip files can include a content.txt" file which contains information about
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groups and textures. Two examples are included in the package.
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If you load single files, they should match the wildcard "*_hash.dds"
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How does Universal Modding Engine interact with the game?
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Universal Modding Engine intercept the connection between the game and DirectX.
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It is required, that Universal Modding Engine is running before the game is started.
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The GUI of Universal Modding Engine act as a server. A game which is successfully
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intercepted with the Universal Modding Engine-dll will connect on program start to the server.
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The GUI of Universal Modding Engine can handle multiple games at the same time. It will
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also process each instance of a game as separate process (if the same game
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was started more than once).
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How to get Universal Modding Engine work?
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There are three ways how Universal Modding Engine can intercept the DirectX connection:
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(Do NOT use more than one method simultaneously!)
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1) Add the games-binary through the menu "Main->Add game"
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For Steam see below.
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known problems: Guild Wars (Win XP)
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2) Start the game directly through uMod though the menu
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"Main->Start game through uMod" or
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"Main->Start game through uMod (with command line)".
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The game start immediately.
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3) Copy the d3d9.dll (from the Universal Modding Engine directory) into the game directory.
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Some games load a dll first from their own directory before they look up the system directory.
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Only for these games this method will work.
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WARNING: never copy this dll into your system directory!!
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known problems: Guild Wars
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If you have chosen the first or third method, you simply start Universal Modding Engine
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and afterwards the game. Do NOT start the game through Universal Modding Engine.
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If the game starts and all works fine, a new tab opens immediately in uMod.
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In the upper text control you can read the method of injection. An additional information
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about created DirectX devices follows e.g. (DX9) or (DX9EX: 3). It informs you, what kind of
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device and how many devices were created by the game (and detoured by uMod). If this
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information is not displayed, you are not able to modify the game. Possible reason might
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be, that the game does not use DirectX9 or uMod was not fast enough to inject the game.
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After you have changed Settings you have to update via the context menu (right click
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in the bottom window). Update (reload) reloads all texture from disk, this is only for
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users, which edit textures.
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Clicking on update will only update the differences (if packages have been
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removed from the list, you toggled check marks or changed the order). The reload
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button forces to reload from disk (if you have edited the texture itself).
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New mods or textures can be opened through the context menu or through drag&drop
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from the explorer. The order of mods can be rearranged also using drag&drop. The order
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of mods is important, if two mods try to modify the same game texture. In this case,
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the texture from the mod listed first is taken.
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Additionally you can expand mods and activate or deactivate single textures. Mod
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with the new mod-format can contain many groups, which can be activated or deactivated
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separately. For textures at least one tick mark must be set, for mods and groups bot tick
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marks can be unset to give the control to the underlying layer.
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How to get Universal Modding Engine work together with Steam?
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Universal Modding Engine looks for the name and the path of the executed binary.
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Thus you shall not add the steam.exe but rather the game.exe
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e.g.: C:\Steam\SteamApps\acoount_name\portal\hl2.exe
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If you cannot find the exe, just start the game and use the TaskManager
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to search for it. You can figure out the path through right click->properties. |