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9e593e83ee
* basic tga/hdr image loading * bgr tga tex * convert to dds during loading doesn't work yet, fails to create textures from dds memory * remove ext member from TextureFileStruct * do not convert images, leads to weird loading problems... * use regex matching for tpf loading * convert non-RGBA images to RGBA * remove d3dx (mostly) * fix moving wrong image * move TextureFunction to module * move FileLoader to ModfileLoader module * move TextureClient to module * spaces * ifdef debug * 1.6.0 * compress images to dxt5 (bc3_unorm) to use less memory * remove unnecessary directxtex source code patch * don't move unnecessarily * only compress if mods in filesystem use up more than 400mb * use std::future to prepare to multithread image loading fails when using std::launch::async though, maybe something in the directxtex library is not thread safe * remove d3dx sdk from workflows * remove extern "C" * catch exception when saving texture * make loading async (call CoInitializeEx) * support DXGI_FORMAT_BC1_UNORM (DXT1) compressed textures without warning * don't warn for BC2 BC4 or BC5 either * update README.md
876 B
876 B
Requirements:
- DirectX SDK (June 2010)
- Visual Studio 2022
- CMake 3.16+, integrated into the Developer Powershell for VS 2022
Compile:
- cmake -B build
- cmake --open build
- compile
Usage is primarily intended with GW Launcher or Daybreak, but it can be used without.
Usage with manual gMod.dll injection:
- Create a file called modlist.txt in either the Guild Wars (Gw.exe) folder, or the gMod.dll folder.
- Inject gMod.dll before d3d9.dll is loaded.
Usage without dll injection:
- Create a file called modlist.txt in the Guild Wars (Gw.exe) folder.
- Place gMod.dll in the Guild Wars folder
- Rename gMod.dll to d3d9.dll
- Launch Guild Wars
Format of the modlist.txt file:
Each line in the modlist.txt is the full path to a mod you want to load (eg. D:\uMod\Borderless Cartography Made Easy 2015 1.3.tpf)
gMod will load all these files on startup