• MerlinW
    #33659
    Jaja. De nem az a menő, hogy fut a TLJ, hanem hogy moddolható :)

    "ScummVM can load replacement assets instead of the original files for some of the asset types. By leveraging this capability, users can create mods for the game. These are the currently supported modding features:

    Load mods from the mods directory inside the game data path. Each mod should be in its own directory in the mods subdirectory. Mods are loaded in alphabetical order.

    Load external PNG files instead of the XMG files inside the game archives. The replacement PNG files can have larger dimensions when compared to the original XMG images, enabling the creation of a high resolution mod. The game looks for the replacement files in a mod directory and then in the xarc subdirectory of the directory containing the archive in which the XMG picture to be replaced is located. For instance:mods/[my_mod]/1e/00/xarc/fountain_layercenter.png needs to be used for the Venice park background. ScummVM expects PNGs to be in pre-multiplied alpha format for improved load times. However the replacement_png_premultiply_alpha scummvm.ini setting allows to load regular transparency PNGs when set to true for convenience when testing.

    Load replacement video files for the Smacker animations. The replacement files can be either in Smacker or Bink encoding. With Smacker, only 1-bit transparency can be used. Transparent pixels must have the Cyan color (#00FFFF). When using Bink, 8-bit transparency can be used. The alpha channel should be encoded in the pre-multiplied alpha format. The replacement videos can have larger dimensions than the originals but must have the same number of frames and the same frame rate. Like with PNG files, replacement video files are loaded from mod folders: for instance mods/[my_mod]/08/02/xarc/011001.bik is the animation where the tree spirit lifts the egg back into the nest.

    Load replacement textures for the 3d models. Each original tm file contains several textures, each with its associated mipmaps. The replacement files are zip archives containing dds packaged textures. The replacement archives must be placed at the root of the mod directory and be named after the tm file they replace:mods/[my_mod]/april_waitress.tm.zip. Each zip archive must contain all the textures from the replaced tm file. The textures need to be encoded in uncompressed RGB or RGBA dds files with mipmaps. Files inside the archive must be named according to the replaced texture name, but with the bmp extension replaced with dds: backdress-highres-battic.ddsThe extractAllTextures console command can be used to extract the tm files to png files."