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Merge pull request #2 from MythicalBry/main
Added C2 .oct format documentation + Reworked file formats page to have its own section
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docs/games/cars-2/basic-tools.md

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# Basic Tools
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Here is a list of tools and other software that you'll need for the easiest modding experience:
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- [Notepad++](https://notepad-plus-plus.org/downloads/) - Useful for quick edits to plaintext file formats.
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- [Visual Studio Code](https://code.visualstudio.com/) - An alternative to Notepad++, useful for more involved edits to sophisticated file formats as well as source code.
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- [Adobe Photoshop](https://www.adobe.com/products/photoshop.html) - Useful for previewing and editing textures.
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- [Paint.NET](https://www.getpaint.net/download.html) - A free alternative to Adobe Photoshop. You'll need its DDS plugin to be able to open/save .DDS files.
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- [GIMP](https://www.gimp.org/downloads/) - An alternative to Paint.NET. You'll need its DDS plugin to be able to open/save .DDS files.
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- [Blender 4.1](https://www.blender.org/) and [these plugins](https://github.com/offsetting/cars-2-blender-io) - Used for importing or exporting character models to/from **Cars 2: Arcade**.
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- [Foobar2000](https://www.foobar2000.org/windows) and the [VGM plugin](https://www.foobar2000.org/components/view/foo_input_vgmstream) - Used to open and rip audio that are in the `.fsb` format.
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- [Offsetting](https://github.com/offsetting/offsetting/releases) - Used for a multidude of things such as encoding and decoding files contained in tupperware (.oct, .mer, .tfx, etc), packing and unpacking `.dct` (localisation) files, and creating `.zip` files for use in all versions of Cars 2, Disney Infinity 1.0, 2.0 and 3.0.
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- [C2 Arcade Texture Gamma Fix](https://github.com/MythicalBry/cars-2-arcade-texture-gamma-fix-io) - To be used for and only for Cars 2 Arcade. Textures that don't have the `_n` suffix need to be patched in order for them to appear gamma correct in Cars 2 Arcade.
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- [Unluac](https://github.com/x3zvawq/unluac-rs?tab=readme-ov-file) - Used to decompile files created by Luac. Most files will have the `.lua` extension, but there may be some exceptions. There is a web version of unluac, providing for easier access. Visit that [here](https://unluac.x3zvawq.com/) if you have trouble with the `.exe`.
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# File Formats
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## oct
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Tupperware container files for model metadata and textures. Use `oct decode` with the `offsetting` tool to convert them into JSON or YAML, and `oct encode` to rebuild them. Append `-t` to the end of the command to extract or embed textures.
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## mer
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Meridian tree structures, stored as Tupperware. Use `offsetting` to decode them into standard JSON or YAML.
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## vbuf
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Stands for Vertex Buffer. Used to store raw vertex data in a format convinent for the rendering engine. Metadata from an `oct` file is required to properly parse these files.
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## ibuf
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Stands for Index Buffer. Used to store raw index data in a format convinent for the rendering engine. Metadata from an `oct` file is required to properly parse these files.
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## dct
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Localization dictionaries. Use `indctive` to decode them into standard JSONs.
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## zip
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ZIP Archives, with extra metadata embedded inside used by the engine's filesystem. Use the `why` tool included in the Python package `c2ditools` to re-pack archives in a game-friendly format.
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## dds
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Microsoft DirectDraw Surface textures. Can be viewed and edited with most image manipulation tools such as GIMP, Paint.NET, and Adobe Photoshop.
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## tfx
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Groups of compiled HLSL (High-Level Shader Language) shaders, stored inside Tupperware files. Use `matryoshka` to decode them into standard JSON or YAML.
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## swf
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Standard Shockwave Flash files. Used by the game's Autodesk Scaleform-backed UI system.
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## anno
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Modified version of an Annosoft Lipsync Tool output file. Contains phonemes alongside timestamps that the game uses to lipsync characters mouths to audio.
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# File Formats
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## oct
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Tupperware container files for model metadata and textures. Use `matryoshka`'s `oct decode` with the [offsetting](https://github.com/offsetting/offsetting) tool to convert them into JSON or YAML, and `oct encode` to rebuild them. Append `-t` to the end of the command to extract or embed textures. You take a deeper dive into the `.oct` format [here](oct-format.md).
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## mer
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Meridian tree structures, stored as Tupperware. Use `offsetting` to decode them into standard JSON or YAML.
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## vbuf
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Stands for Vertex Buffer. Used to store raw vertex data in a format convenient for the rendering engine. Metadata from an `oct` file is required to properly parse these files.
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## ibuf
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Stands for Index Buffer. Used to store raw index data in a format convenient for the rendering engine. Metadata from an `oct` file is required to properly parse these files.
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## dct
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Localization dictionaries. Use `indctive` to decode them into standard JSONs.
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## zip
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ZIP Archives, with extra metadata embedded inside used by the engine's filesystem. Use the `zip` or `zip-c2` tool included in [offsetting](https://github.com/offsetting/offsetting) to re-pack archives in a game-friendly format.
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## dds
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Microsoft DirectDraw Surface textures. Can be viewed and edited with most image manipulation tools such as GIMP, Paint.NET, and Adobe Photoshop.
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## tfx
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Groups of compiled HLSL (High-Level Shader Language) shaders, stored inside Tupperware files. Use `matryoshka` to decode them into standard JSON or YAML.
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## swf
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Standard Shockwave Flash files. Used by the game's Autodesk Scaleform-backed UI system.
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## anno
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Modified version of an Annosoft Lipsync Tool output file. Contains phonemes alongside timestamps that the game uses to lipsync characters mouths to audio.

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