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Fast Files Linker
acts contains a fast file linker, on the supported games, it allows linking different kind of assets into a fastfile.
| Game | Linker | Pools |
|---|---|---|
| Black Ops 4 | bo4 |
rawfile, scriptparsetree, scriptparsetreedbg, scriptparsetreeforced, structuredtable, luafile, rawstring, scriptbundle, stringtable, image, localize, ttf, bgcache
|
| Black Ops Cold War | cw |
rawfile |
The tool has the name fastfilelinker. The syntax is
acts fastfilelinker <path/to/file.zone>To configure the linker, a .zone file is required. I tried to use the similar syntax as OpenAssetTools, which is close to the Black Ops 3 mod tool syntax.
We will use the example of Black Ops 4.
When a line starts by >, it means it contains a config. For the first line game is the config name and bo4 its value.
The comments are defined by // or /* ... */.
Otherwise if a line isn't blank, it is considered as an asset description with the format type,name.
Here base configs to use to start
demo.zone
>game=bo4 // the game to use
>name=demo // fastfile name
>compression=zlib // compression type, by default no compression is used
All the available are defined here:
-
game- Target game -
name- Name of the created fast file -
compression- Compression format, needs to be supported by the game, values:-
none- no compression (default) -
zlib- zlib -
zlib_hc- zlib with high compression -
lz4- lz4 -
lz4_hc- lz4 with high compression -
oodle_kraken- oodle kraken (Only for >bo4 games, requires the oodle dll in the deps) -
oodle_mermaid- oodle mermaid (Only for >bo4 games, requires the oodle dll in the deps) -
oodle_selkie- oodle selkie (Only for >bo4 games, requires the oodle dll in the deps) -
oodle_lzna- oodle lzna (deprecated by oodle) (Only for >bo4 games, requires the oodle dll in the deps)
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compression.high- Try to compress the data as much as possible (might be slower), ignored for _hc compression. values:true,false, default:false -
gsc.opModTool- use mod tool opcodes, default true -
gsc.gendbg- generate script preprocessor file, default false -
gsc.dev- generate script debug file, default false -
gsc.noDevCallInline- do not inline the devcalls into/# #/, default false -
gsc.devBlockAsComment- use dev blocks/# #/as comment markers, default false -
gsc.defs- Defines used by the gsc preprocessor, coma separatedname(=value)? -
lua.defs- Defines used by the gsc preprocessor, coma separatedname(=value)?
To add an asset, use the type and then the name, if the asset is supported, it'll be added to the fastfile.
For example with a script.
demo.zone
scriptparsetree,scripts/core_common/acts/demo.gsc
For supported games, a ! can be added before the script name to force its loading.
demo.zone
scriptparsetree,!scripts/core_common/acts/demo_forced.gsc
- AtianTools
- Atian Tools UI
- Game Script Code (GSC)
- Fast Files (FF)
- File Structure
- Other Utilities
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