To load up the "cityareas.bin" editor, double click it in the game explorer. You can load this editor by double clicking the "Translokator_X.tra" in the city_crash folder.īoth separate editors but achieve the same thing - add new city parts and shops into the map. But gives the basic usability to add new objects and instances, and also delete them. This editor can be loaded up by double click the ".MTL" files either generated by ZModeler3 or the "default_X.mtl".Ī temporary editor whilst the map editor gets its much needed improvements. MTL files giving the option to add new materials and overwrite existing ones. One of the earliest features implemented into the toolkit and one of the least updated features but still has the ability to add/remove materials, add parameters or samplers to materials, and even merge to. The library is under a heavy rework to allow the editing of skinned objects, and a general refactor of the code. This library is used alongside the map editor to allow modders to export/import Mafia II models, and the ability to "cook" the collision - improving performance and stability when playing custom maps. To load this up, double click on any "FrameResource_X.fr" file in any SDS. More experimental features include "animal paths", road traffic, "actors" which are animated objects, and "translocators" which are instanced objects placed around the map. Currently, it has the ability to edit maps geometry and their collisions. The main objective is to allow modders to use this to edit maps, navigation, and animated objects. The map editor is the main feature of the toolkit. Double clicking any SDS in the game explorer will unpack, and to repack right click the SDS you unpacked, and click "pack". For repacking, the modder can either choose compressed or uncompressed in the options. There is an option to unpack SDS files in the format like "SDS Tools GUI", for the people who would like to open the contents in ZModeler3.
XML files and the tables are automatically decompiled, with the option to decompile the LUA files.
This feature uses Gibbed's SDS code from his repository, with multiple fixes and improvements. This feature needs serious improvements to usability however. Not the best feature in this toolkit, its primary reason it exists is because it makes it easier to load up different editors and manage SDS files.
The list below includes all the current features, which may or may not be complete.
What I would like to see here is the possibility to select several of the same buildings in order to be able to make the settings for all buildings at the same time.Ī good example for such a feature can be found in Starcraft 2.This program contains a number of tools with the aim of achieving new types of mods by reverse engineering the lesser known file formats, and improving the overall mod support.Īll features of the toolkit are heavily work in progress, and are constantly being improved to improve usability and mobility. But I always reach the point where I have to activate or deactivate so many buildings manually, so it becomes monotonous and takes the fun out of the game. So that beavers that normally work in the water pumps generate science in the dry season. I try especially at the beginning of a game to adapt work strongly to the season. What I miss in this game is the possibility to control several buildings at the same time.