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-bitmap-mipmap=<uint> - mipmap selection
-bitmap-source=<bool> - export uncooked file (default = false)
-bitmap-flip=<bool> - flip texture (default = false)
-bitmap-gamma=<bool> - forced gamma setting (default = false)redmod resource-export -depot="M:\" -input="base\test\example.xbm" -output="M:\base\test\example.png" -bitmap-flip=trueREDmod can export .mesh, .w2mesh, .xbm, rsvg and .svg files using the resource-export command.
-depot=<depot> - directory-path to the depot (e.g. "C:\depot")
-input=<resource-path> - resource path of the file to export (relative to depot)
-output=<file> - absolute path to the output fileUsing Redmod to create mods.
resource-export - Export REDengine files to raw format for editing
resource-import - Import raw files to REDengine formats for use in your mod
animation-import - import .re animation files to an animset
util-hash - Hashes paths/string with given hash algorithm
help - Displays helpful info about the other avaliable modules (use -h or -help on any command) * root_folder
* | -📁 mods
* | |-📁 <Mod Name>
* | | |-📁 archives
* | | |-📁 scripts
* | | |-📁 tweaks
* | | |-📁 customSounds
* | | |-📄 info.json{
"name": "MODNAME",
"description": "Description for the mod.",
"version": "1.0.0",
"customSounds": [ ]
}Using REDmod to export .mesh and .w2mesh files to .fbx format
-lod=<uint> - Defines mesh's lod to be exported
-mesh-skinning=<bool> - export skinning (armature data) default is falseredmod resource-export -depot="M:\" -input="base\test\example.mesh" -output="M:\base\test\example.fbx" -lod=1 -mesh-skinning=trueusing the import and resource-import commands
redmod resource-import -depot=<depot> -input=<relative path to file to be imported> -output=<absolute path to the new redengine file>
{
"name": "MODNAME",
"description": "Description for the tweak mod.",
"version": "1.0.0",
"customSounds": [ ]
}{
"name": "MODNAME",
"description": "Description for the script mod.",
"version": "1.0.0",
"customSounds": [ ]
}Arguments:
-gameRoot=<depot>
-inputPath=<file>
-animset=<resource-path>
Options:
-outputPath=<resource-path>
-animationRename=<name>
-h, --help {
"name": "newmodtest",
"version": "1.0.0",
"customSounds": [
{
"name": "amb_bl_eq_medical_electronics_small",
"type": "mod_skip"
},
{
"name": "w_gun_revol_power_overture_fire_suppressor",
"type": "mod_skip"
},
{
"name": "w_gun_npc_dian_reload",
"type": "mod_sfx_2d",
"file": "are_you_sure_about_that.wav",
"gain": 1.0,
"pitch": 0.1
}
]
}