Loading of proprietary formats used by the engine of the games "Gothic" and "Gothic II".
Contains loaders for:
- Zen-Archives (ASCII, BinSafe)
- VDF-Archives
- Compiled-Mesh formats (Static, Skeletal)
- Skeleton-Hierarchy
- Animation-Samples
- Compiled textures
There is no possibility to write files at the moment. However, this is planned for a later release.
ZenLib requires a compiler capable of the C++14-standard and at least CMake 3.9!
ZenLib can be built by the standard CMake build procedure. After cloning, do this in the repository root:
$ mkdir build
$ cd build
$ cmake ..
$ cmake --build .
There are some sample programs inside the /samples-folder, which can teach you how the library works and what you can do with it.
#include <vdfs/fileIndex.h>
/** ... **/
// Load all vdfs you need into a file-index
VDFS::FileIndex vdf;
vdf.loadVDF("Meshes.vdf");
vdf.loadVDF("MyMod.mod");
// Get file-data as byte-vector. Filename only, no folders.
std::vector<uint8_t> data;
vdf.getFileData("MyAsset.ext", data);
#include <zenload/zenParser.h>
/** ... **/
// Load ZEN from disk. There is also a constructor for byte-data, usefull if loading from a .vdf.
ZenLoad::ZenParser parser("MyWorld.zen");
// Do parsing
parser.readHeader();
ZenLoad::oCWorldData world = parser.readWorld();
ZenLoad::zCMesh* mesh = parser.getWorldMesh();
// Do something with 'world' or 'worldMesh'
// Load by filename + initialized VDFS::FileIndex
ZenLoad::zCProgMeshProto mesh("MyMesh.MRM", vdfIndex);
// Bring the loaded mesh in a more accessible format
ZenLoad::PackedMesh packedMesh;
mesh.packMesh(packedMesh);
This is mostly the same for all "zC***"-Classes in the ZenLib-Package.
See zenload/zTypes.h for more information about the packed data structs returned by the objects.
#include <zenload/ztex2dds.h>
/** ... **/
std::vector<uint8_t> zTexData = ...; // Get data from vdfs or something
// Convert the ZTex to a usual DDS-Texture
std::vector<uint8_t> ddsData;
ZenLoad::convertZTEX2DDS(zTexData, ddsData);
// ... do something with ddsData
// or...
// Convert the DDS-Texture to 32bpp RGBA-Data, if wanted
std::vector<uint8_t> rgbaData;
ZenLoad::convertDDSToRGBA8(ddsData, rgbaData);
// .. do something with rgbaData
By default, the internal Logging-Class will output to stdout (and OutputDebugString on Windows).
You can define your own target by calling:
#include <utils/logger.h>
/** ... **/
Utils::Log::SetLogCallback([](const std::string& msg){
// Do something with msg
});
(Logging to file seems currently broken, sorry.)
MIT, see License-file.