Unpacking the TS2Prototype-WindowsNoEditor.pak file

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Re: Unpacking the TS2Prototype-WindowsNoEditor.pak file

Unread postby Marleyman » Sat Mar 18, 2017 2:17 pm

ex-railwayman wrote:So, how does the ordinary end-user put these repaints into our game, do we have to download and install this 12GB UE4 from their website first, they'll start charging folks for doing that, if this experiment gets out.
Not too sure I'm confident with all this game hacking, anyway, although it'll be interesting to see where it goes, it's a bit indecorous to say the least, sorry, naughty....... !*roll-laugh*!

Cheerz. ex-railwayman.


Oh come now, gamers have decompiled games for decades and Train Simmers have been modding train sim games since they were invented, it is far from indecorous, it is positively encouraged by the developer and I would say is a fairly big selling point for them.

I do think that we will have to wait for tools to come out to allow proper skinning though so I see no harm at all in opening up the files to get a look at the texture maps and general structure of the game. Further, the Unreal Engine allows for .pak files to be encrypted to stop people like me from opening then up and to deter other from the same. And just as a last point, RWA would not exist without the developer allowing 'user generated content' no matter whether that was skins or models.

I certainly am looking forward to getting the tools though.
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Re: Unpacking the TS2Prototype-WindowsNoEditor.pak file

Unread postby Marleyman » Sat Mar 18, 2017 3:31 pm

bnsfsubdivision wrote:



No that IS a horn. Good work. !!*ok*!!
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Re: Unpacking the TS2Prototype-WindowsNoEditor.pak file

Unread postby JerryC » Sat Mar 18, 2017 4:57 pm

ex-railwayman wrote:So, how does the ordinary end-user put these repaints into our game, do we have to download and install this 12GB UE4 from their website first, they'll start charging folks for doing that, if this experiment gets out.
Not too sure I'm confident with all this game hacking, anyway, although it'll be interesting to see where it goes, it's a bit indecorous to say the least, sorry, naughty....... !*roll-laugh*!

Cheerz. ex-railwayman.


If i've read it right, the Unreal Engine is free. If you profit from making a game with it, then above a certain amount of income, you pay a percentage of your profit. So, downloading to unpak a few game files wont cost you.
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Re: Unpacking the TS2Prototype-WindowsNoEditor.pak file

Unread postby jalsina » Sat Mar 18, 2017 7:49 pm

That´s good info. I will be playing around. Today has been my first time on TSW since the beta.
I like what I have seen so far (not much).
I want to dissect TSW in between playing it. !*cheers*!
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Re: Unpacking the TS2Prototype-WindowsNoEditor.pak file

Unread postby g_nash » Sat Mar 18, 2017 11:07 pm

Marleyman wrote:snippy...I do think that we will have to wait for tools to come out to allow proper skinning ...snippy


Though I didn't spend any $$ yet :D and so don't really have any skin in the game...I think you're going to be disappointed with these locos. *!!wink!!*
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Re: Unpacking the TS2Prototype-WindowsNoEditor.pak file

Unread postby Hurst » Sun Mar 19, 2017 11:58 am

Image

I love it!!

Let the repaints and new assets begin!!

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Re: Unpacking the TS2Prototype-WindowsNoEditor.pak file

Unread postby Hurst » Sun Mar 19, 2017 12:03 pm

How long do you guys think it will be before we can edit/create new routes?

Hopefully I dont get divorced over spending too much on this new one. I've lost count at how much money I have thrown at Railworks.

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Re: Unpacking the TS2Prototype-WindowsNoEditor.pak file

Unread postby Hurst » Sun Mar 19, 2017 12:10 pm

Marleyman wrote:
Oh come now, gamers have decompiled games for decades and Train Simmers have been modding train sim games since they were invented, it is far from indecorous, it is positively encouraged by the developer and I would say is a fairly big selling point for them.

I do think that we will have to wait for tools to come out to allow proper skinning though so I see no harm at all in opening up the files to get a look at the texture maps and general structure of the game. Further, the Unreal Engine allows for .pak files to be encrypted to stop people like me from opening then up and to deter other from the same. And just as a last point, RWA would not exist without the developer allowing 'user generated content' no matter whether that was skins or models.

I certainly am looking forward to getting the tools though.



Exactly.

I can remember these same discussions over Doom, Quake and Quake 2 modifications. Having the need for several installations of the game in order to play different multiplayer versions.

And if I remember correctly the original Unreal and Unreal Tournament we had to make some work arounds as well.

12gb is really nothing these days. Thank goodness for Fios.

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Re: Unpacking the TS2Prototype-WindowsNoEditor.pak file

Unread postby bpetit » Wed Mar 29, 2017 6:11 pm

Anyone found where the sim calculates the physics?
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Re: Unpacking the TS2Prototype-WindowsNoEditor.pak file

Unread postby bnsfsubdivision » Wed Mar 29, 2017 10:49 pm

bpetit wrote:Anyone found where the sim calculates the physics?

You can't change any values.
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Re: Unpacking the TS2Prototype-WindowsNoEditor.pak file

Unread postby bpetit » Thu Mar 30, 2017 1:51 pm

bnsfsubdivision wrote:
bpetit wrote:Anyone found where the sim calculates the physics?

You can't change any values.


Rats. It was worth a shot anyway. Thanks
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Re: Unpacking the TS2Prototype-WindowsNoEditor.pak file

Unread postby ZekTheKid » Thu Mar 30, 2017 4:59 pm

Ooh! This is great news! I look forward to messing around with this. *!greengrin!*
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Re: Unpacking the TS2Prototype-WindowsNoEditor.pak file

Unread postby buzz456 » Thu Mar 30, 2017 6:01 pm

ZekTheKid wrote:Ooh! This is great news! I look forward to messing around with this. *!greengrin!*

What's the great news? I missed it. !*roll-laugh*!
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Re: Unpacking the TS2Prototype-WindowsNoEditor.pak file

Unread postby jalsina » Fri Mar 31, 2017 5:32 pm

bnsfsubdivision wrote:
bpetit wrote:Anyone found where the sim calculates the physics?

You can't change any values.

I thought the .UASSET files values could be edited with the UE4 engine
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Re: Unpacking the TS2Prototype-WindowsNoEditor.pak file

Unread postby g_nash » Fri Mar 31, 2017 6:44 pm

jalsina wrote:I thought the .UASSET files values could be edited with the UE4 engine


2 of these are not the same

.uasset
.uplugin
.umap

:D
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