by Chacal » Tue Aug 22, 2017 9:51 am
Honestly I don't know what you're talking about.
As far as I know, files packaged in .ap files are fully visible to the game and the editor. As long as you are working with DTG's building tools it shouldn't make any difference.
It is only when using some 3rd-party tools like RW-Tools, or obscure utilities like DTG's "namemyroute.exe" that have not been updated, that you have to unpack the files. Other tools, like LuaCreator 0.5, will open the files directly from the .ap.
Packaging game files in archives is a standard technique, it's been around for years. It is done for efficiency and ease of update. It has long been the standard way of handling Python scripts for games, because the mechanism is simple: official files are in the archive, mods are outside, if a mod exists the official file is not used.
Compiling sparse files in binary form (such as compiling xml files to bin files) is also a standard practice and is also done for efficiency. The process is reversible, this is not encryption.
None of the above is done for "locking" files in any way.
What IS done for locking files is compiling lua scripts into ".out" files without debugging info. This makes it impossible to reverse-engineer the scripts. This is done by DTG and 3rd-party providers (several of which are active members here) who don't want to share their scripting techniques.
I'm much more annoyed by asset builders who use automated UV mapping for texturing their engines, thus making them next to impossible to repaint. They probably don't do this for preventing repaints, most likely they don't know better.
Over the hill and gathering speed