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REDcode 0.10.0
C5 V4, the LocKeys view, is done and hand-tested, with REDcode issues #6, #7 and #8 and REDbridge issues #5 and #6 for EDGEfab, EDGEmat and EDGEwave. Needs REDbridge 0.10.0.
- The LocKeys view (C5 V4): the game's on-screen texts, base game and Phantom Liberty, in any of its 19 languages, through REDbridge 0.10.0's
locmethods. Search byLocKey#123, a secondary key or words of the text. The open project's own onscreens entries count and win over the game's. A click opens the entry in its onscreens file on its row, the project's to edit or the game's read-only. Copy LocKey, Copy Text, and Add to Project Onscreens, which copies the entry into the project's onscreens file (creating it, and naming it in an.xl, when there is none) and opens the table view on that row, with the file selected in the Project view. A hover onLocKey#...in tweak, YAML, JSON, Lua and Redscript files shows the text, and the CR2W editor shows it besideLocKey#...values and when hovering a search result. Settingredcode.loc.language. - REDmod custom sounds in the pack (REDcode issue #8, for EDGEwave): with
redcode.pack.redmod, thecustomSoundsentries ofsource/resources/info.jsongo into the written manifest, and each entry's file is copied fromsource/customSoundstopacked/mods/<name>/customSounds, as WolvenKit's pack does. Pack warns about a listed WAV that is missing, and about custom sounds in a plain pack, which the game does not play. Pack and Install, and Pack and Try, ask before installing a REDmod whose custom sound is missing. The Project view showssource/customSoundsas Custom Sounds when the project has it. - Edit in Blender (REDcode issue #7, for EDGEfab): a project
.glbor.gltf, or a.meshexported to Raw first, opens in Blender. Every save there exports the GLB with normals and tangents, and REDcode imports it into Archive until Blender closes. Blender comes fromredcode.blenderPath, Program Files or a Steam library; a Blender REDcode finds is written toredcode.blenderPath, so the setting shows the one used. Checked with Blender 5.2.2: the export keeps WolvenKit'ssubmesh_NN_LOD_Nnames, and the bridge imports it. - Pack and Try (REDcode issue #7): pack, then into the hot folder for Red Hot Tools to reload in the running game, or Pack and Install when it is not there. REDnode's archive reload (REDnode issue #12) will take its place when it ships.
REDcodeApigainspackAndTry()andeditInBlender(file).- The mesh viewer switches appearances (REDcode issue #6): an Appearance list for a
.mesh, and each submesh shows the material that appearance'schunkMaterialsnames for it. - A GLB's own textures: a model that carries its materials and textures, such as one from Blender or a model service, opens with them, with Shading to switch to flat colours.
- EDGEmat materials: with EDGEmat installed, the viewer asks it to render the mesh's materials for the appearance shown (
renderMaterials) and redraws when EDGEmat reports a change. Built to the API EDGEmat proposed; untested until EDGEmat ships it. Layered material preview moves to EDGEmat, so REDcode does not build it (C6). - A GLB can become a new mesh. Import from Raw on a
.glbor.gltfwith no.meshat its path asks for a template: a game mesh to start from, whose materials and appearances the new mesh keeps. WolvenKit only imports a model over an existing mesh, so REDbridge 0.9.0 copies the template there first. The log lists the submeshes, the GLB's materials and how appearances were sized.REDcodeApi.importFiletakes{ template }and returns the samemeshreport; MCPproject_importtakestemplate. From REDbridge issue #5, for EDGEfab and EDGEmat. - Import from Raw takes sound effects again, as WAV files named after the sound's hash (
832549876.wav, from Copy Hash in the sound list). REDbridge 0.9.0'ssound.importWavswrites the changed.opuspakand a newsfx_container.opusinfointosource/archive, keeping earlier replacements. A folder import takes every such WAV under it. The API'simportFiledoes the same. Voice lines (.wem) cannot be imported yet. MCP toolsound_import. An import through the API, such as EDGEwave's Into the Game, shows its result in the Project view as Import from Raw does, a sound's.opuspakselected.