Command Reference
Analyze game and engine data and output cook lists
Usage:
- analyze -out [optional params]
Avaiable analyzers:
- world - Analyzes (hierarchicly) the world files
- r4res - Analyze resources from the R4 game
- r4items - Analyze items from the R4 game
- r4game - Analyze game resource from the R4 game definition file (but not worlds)
- r4common - Analyze game common resources
- r4gui - Analyze related to R4 gui
- r4startup - Analyze game & engine startup resources
- r4dlc - Analyze DLC directory from the R4 game
Split cache file into multiple files
Usage:
- splitcache -file= -db= -outdir=Options:
- - what kind of cache you want to split (physics, texture, etc)
- -file= - input cache file
- -db= - path to the cook.db file to use as a reference
- -outdir= - where to place output caches
- -strip - remove data from non cooked files
- -fallback= - use custom fallback chunk name
Reports file usage and chunk distribution of a given cook database.
Usage:
- reportchunks -db= -out=
Options:
- -showall - Outputs exhaustive report (default).
- -showsumary - Outputs global statistics.
- -showextensions - Outputs extension/chunk statistics.
- -showfilechunks - Outputs file/chunk statistics (slow!).
- -showchunkfiles - Outputs the list of files in each chunk (slow!).
Dumps info for bundled files.
Usage:
- dumpbundleinfo -indir= -outpath=
- -indir= - Directory with the bundles (recursive).
- -infile= - Absolute path to input bundle (multiple can be specified).
- -outfile= - Absolute path to output text file.
Dump data from compiled scripts
Usage:
- dumpscripts -file= -out=
Exclusive options:
- -file= - Input file (compiled script binary)
- -out= - Output report file
Export single assets from the engine
Usage: export -depot= -file= -out=
- Params:
- -depot=local - Use local depot (r4data)
- -depot=absolutepath - Use depot at given directory
- -file=relativepath - Local (depot) path for the file to export
- -out=absolutepath - Output absolute path for the exported file
- -fbx=fbxversion - (Optional) Specify output FBX version - 2016, 2013, 2011, 2010, 2009
- Supported resource types and formats:
- w2mesh (Mesh) exportable into 5 file format(s):
- fbx: Autodesk fbx 2016
- fbx: Autodesk fbx 2013
- fbx: Autodesk fbx 2011
- fbx: Autodesk fbx 2010
- fbx: Autodesk fbx 2009
- xbm (2D Texture) exportable into 5 file format(s):
- dds: DirectDraw Surface
- bmp: Windows Bitmap
- jpg: Joint Photographics Experts Group
- tga: Truevision Targa
- png: Portable Network Graphics
Glues files into optimal files
NO INFO
Glues files into optimal files
NO INFO
Import assets into the engine
Usage:
- import -depot= -file= -out=
- Params:
- -depot=local - Use local depot (r4data)
- -depot=absolutepath - Use depot at given directory
- -file=inputfile - Absolute path to file to import
- -out=outputfile - Relative (depot) path for the output file
- -texturegroup=nameofgroup - (Optional) Name of texture group when importing texture
- Supported texture group names:
- BillboardAtlas
- CharacterDiffuse
- CharacterDiffuseWithAlpha
- CharacterEmissive
- CharacterNormal
- CharacterNormalHQ
- CharacterNormalmapGloss
- Default
- DetailNormalMap
- DiffuseNoMips
- Flares
- FoliageDiffuse
- Font
- GUIWithAlpha
- GUIWithoutAlpha
- HeadDiffuse
- HeadDiffuseWithAlpha
- HeadEmissive
- HeadNormal
- HeadNormalHQ
- MimicDecalsNormal
- NormalmapGloss
- NormalsNoMips
- Particles
- ParticlesWithoutAlpha
- PostFxMap
- QualityColor
- QualityOneChannel
- QualityTwoChannels
- SpecialQuestDiffuse
- SpecialQuestNormal
- SystemNoMips
- TerrainDiffuse
- TerrainNormal
- WorldDiffuse
- WorldDiffuseWithAlpha
- WorldEmissive
- WorldNormal
- WorldNormalHQ
- WorldSpecular
- Supported resource types and formats:
- xbm (2D Texture) importable from 5 file format(s):
- dds: DirectDraw Surface
- bmp: Windows Bitmap
- jpg: Joint Photographics Experts Group
- tga: Truevision Targa
- png: Portable Network Graphics
- w2mesh (Mesh) importable from 2 file format(s):
- re: Red Engine File
- fbx: Autodesk FBX
Attempts to load all resources to check for errors.
Validate resources
Usage:
- validate [-db= -file= -all] -outdir=
- Exclusive options:
- -db= - Validate files from given cook
- -file= - Validate single file
- -all - Validate all files in depot (not recommended)
Save Dialog Lines
Usage:
- get_txts [-db=] -outdir= [-lang=]
- Exclusive options:
- -db= - Validate files from given cook
Dump file content (objects)
Usage:
- dumpfile -file= -dir= -out=
- Parameters:
- -dir= - dump the whole directory (recursive)
- -file= - depot path to the file
- -out= - absolute path to the output file
- -exclude= - exclude given file extensions
Optimize (resort) collision cache
Usage:
- optimizecollisioncache -file= -out=
Generalized commandlet for creating differential patches for specified type of content.
Usage:
- patch -base=path -current=path|-mod=path [-name=packagename] -outdir=path
- Content types:
- "bundles" MODS + PATCH
- "shaders" PATCH ONLY
- "staticshaders" PATCH ONLY
- "furshaders" PATCH ONLY
- "speeches" PATCH ONLY
- "strings" PATCH ONLY
- "physics" PATCH ONLY
- "sounds" PATCH ONLY
- "specialcases" PATCH ONLY
- "textures" MODS + PATCH
- Required parameters:
- -base=path - Path to the base build (GoldMaster)
- -current=path - (pro) Path to the current build (latest cook)
- -mod=path - Path to the cooked mod directory
- -path=path - Output directory where the patched content will be dumped.
- -name=name - Output using custom directory name.Note: you can use -mod OR -current params
Extracts a list of character templates from cook.db
Usage:
- r4characters -db= -out=
Extracts a list of character templates from cook.db
Usage:
- r4characters -db= -out=
Unbundle the files
Usage:
- unbundle -dir= -outdir=
- Parameters:
- -dir= - directory with the bundles (recursive)
- -outdir= - absolute path to output directory
- -json= - optional bundles.json dump (for repacking)
Dumps the charset used in a given strings file (*.w3strings).
Usage:
- dumpcharset -instringsfile= -outcharsetfile= [options]
- -instringsfile - Path to the input strings file.
- -outcharsetfile - Path to the out charset file (if not given, default is used).
- Options:
- -outentriesfile= - Dumps all string entries into filepath. Only in single file mode.
- -directory= - Path to base directory for recursive dump. Used with targetlanguage.
- -language= - Target language for recursive dump. Used with targetlanguage.
Uncooks resources from a given bundle set.
Usage:
- uncook -indir= -outdir= [options]
- -indir - Path to the bundled directory.
- -outdir - Path to the unbundled directory.
- Options:
- -infile= - Path to bundle file.
- -skiperrors - Upon failure, skips to the next file.
- -targetdir= - Relative inner path to be extracted.
- -targetfile= - Relative inner file path to be extracted.
- -unbundleonly - Unbundles data without uncooking it.
- -uncookonly - Assumes data in unbundledir is unbundled already.
- -uncookext=<...> - Comma delineated list of file extensions to uncook. If options missing will uncook all av
- -imgfmt= - Image format for XBM files. Choose one of bmp, png, jpg, or tga. Default is tga.
- -dumpswf - Dump redswf files out.
Create USMs
Creates the .dep files Creates the .dep files needed for the database creation used by the Database Viewer.
Build data cache from cooked assets
Usage:
- buildcache -db -out [optional params]
- Avaiable cache builders:
- physics - Compile collision data for physics
- shaders - Compile shaders for used materials
- textures - Compressed textures
- Additional options:
- -modulo=N - Process every Nth file
- -offset=X - Initial offset for processing (use only with -modulo)
- -db= - Path to cook.db
- -out= - Path to output cache file
Generates a metadata.store file for the specified directory
Build dependency cache file
Usage:
- dependencies -out= -report= [-db=]
- Arguments:
- out= - Save dependency cache to file
- report= - Generate dependency report in given directory
- db= - Use dependencies in cook.db file instead of full depot
Build final bundle lists
Usage:
- exportbundles -db=[cookerdb] -seed=[seedfiles] -spatial=[seedfiles] -out=[outputfile]
- Params:
- -db= - Cooker data base file
- -seed= - Initial list of seed files
- -spatial= - Additional list of seed files that represent spatial configuration (they override the existing bundles)
- -out= - Absolute path to the final output file (JSON bundle list)
- -split= - Split bundles into chunks using given split file
- -extrafast - Use fast compression for bunles (much faster, larged output bundles)
Check file versions
Usage:
- filever [-ext=extensionlist] [-file=file] [-min=version] [-verbose] [-histogram]
- Optional parameters:
- -ext - Check only files with give extensions
- -file - Check only given files
- -min - Treat any file with version lower than given number as error
- -verbose - Print all invalid files
- -histogram - Print version histogram
Cook file lists, generate cooked data and bundle files for packing
Usage:
- cook
- Platform:
- null - Dummy cooker output (only cook.db)
- resave - Resave assets (no cooking, PC only)
- pc - 64-bit PC
- ps4 - PlayStation 4
- xb1 - XBoxOne
- Options:
- -platform= - Select target platform (required)
- -outdir= - Sepcify output directory (required)
- -seed= - Input seed file (required)
- -file= - Manual depot file for cooking
- -noerrors - Allow cooking errors
- -noasserts - Allow asserts
- -silent - No output
- -ignore= - Ignore files with given extension
- -stringids= - Capture and save all cooked string ID's
- -stringkeys= - Capture and save all cooked string key's
- -excludedir= - Don't cook resources from one directory
- -trimdir= - Cook resources only from one directory
- -trimedfiles= - List of trimmed files from cook
- -additionalDB=- Cook.db file to check if it containes trimmed files
Saves quest layout for use in external QuestDebugger.
Use:
- wcc questlayoutdump -quest quest_path -out dump_path
Packs file from given directory into a bundle
Usage:
- pack -dir= -outdir= [-compression=LZ4|LZ4HC|ZLIB]
- -dir = Input directory to pack
- -outdir = Output directory with bundles (note: bundles bigger than 4GB are split)
- -compression = Compression type to use (default: LZ4HC)
Export spatial resource usage information from a given world
Usage:
- resourceusage -world= -out= [options]
- Options:
- -world= - Specifies path to the world file (required)
- -out= - Sepcifies path to the output file (required)
- -noerrors - Allow cooking errors
- -noasserts - Allow asserts
- -silent - No output
Don't ask
Use:
wcc cooksubs font_path subtitles_path subtitles_path needs to be ucs-2 little endian because of our engine the output file is utf8...
No operation
Use:
wcc cooksounds output_dir sound_resource_dir platforms
Split the files into content buckets
- Required usage:
- split -db= [-seed=]* -out=
- Arguments:
- -db= - Path to the cook.db file
- -seed= - Path to the a seed file (multiple files supported)
- -out= - Output file name
- -fallback= - Specify custom fallback chunk for unassigned resources
Packs a world directories into a single dzip for faster loading and deployment on consoles.Creates streaming installer data for use by the game. Supported cooking platforms: PS4. Use: wcc package (ps4|orbis) app [ps4 app options]
ps4 app options:
-t= | --tempdir= -- temp directory. Optional -i= | --indir= -- absolute path to final deliverable. E.g., z:\Build_109641Change_652889\PS4 -o= | --outdir= -- absolute path where to create gp4, pkg and iso -l= | --langdir= -- absolute path to the language definitions. E.g., z:\dev\PublisherSpecific\R4\InternalDevelopment\PS4\language | --langs=[language list]> -- comma separated list of game languages to support. E.g., en,pl | --dftlang=[language] -- default game langauge. Must also be listed in the languages option. E.g., en
Splits strings and speech files for a given language based on JSON descriptor.
Usage:
- splitstrings [-dlc] -splitfile= -idsfile= -keysfile= -indir= -outdir=
- -dlc - Run in the DLC mode (no per-chunk splitting)
- -splitfile - Path to the split file (mapping resources to chunks, not required in DLC mode).
- -idsfile - Path to the ids file (mapping resources to string ID's).
- -keysfile - Path to the keys file [optional](mapping resources to string Key's).
- -indir - Path to the directory where the language files reside.
- -outdir - Path to the directory where the split files will reside.
- Options:
- -dostrings - Split strings only (everything is done by default).
- -dospeech - Split speech only (everything is done by default).
- -language - Add language to the splitting plan (default is 'en').
- -platform - Add platform to the splitting plan (default is 'pc').
- -allincontent0 - Merges all chunks into content0 (debug option).
- -allinsamefolder - Outputs all files in the same folder (debug option).
Dump SWF stuff Dumps SWF resources. Use wcc swfdump [out directory]
Bulk import resources preserving directory structure Imports resources. Use wcc import [option1 value1 [option2 value2 [...]]]
Options:
fromAbsPath -- absolute path to scan inside toDepotPath -- depot path to import to
Resaves resources and optionally submits the changes into P4.
Usage:
- resave -tmpdir= [options]
- -tmpdir - Absolute path to temporary folder.
- Options:
- -path= - Base directory path to scan (full depot resave if not specified).
- -ext= - Comma-separated list of extensions to scan for (full resave if not specified).
- -nosourcecontrol - Disables version control (local resave).
- -ignorefileversion - Resave even if files are latest version.
- -forcestreamingsetup - Force reset and setup of streaming in world and layers (dangerous!).
- -cl= - Add resaved files into the given changelist (when enabled).
- -submitwhenfinished - Enables CL submit when finished (disabled by default).
- -discardunchangeddata - Discards files for which data has not changed (disabled by default, potentially slow).
- -customresave - Resaves only the given list of files.
- Version control options:
- -p4user=username -- username for Perforce
- -p4client=client -- client (workspace) for Perforce
- -p4host=host -- hostname for Perforce
- -p4password=password -- password for Perforce
- -p4port=port -- port for Perforce
Cooks materials Use: wcc cookmaterials PLATFORM (-static) (-fastfx) (-allmaterials) (-material=[path]) (-resaveCRC) (-fur[=paths]) here should be the description of all the parameters.. ..meanwhile you can go and ask the engine team
Generate occlusion for given worlds
Use:
wcc cookocclusion -world=pathToWorldFileN [-smallesOccluder=..] [-smallestHole=..] [-tileSize=..] [-xMin=..] [-xMax=..] [-yMin=..] [-yMax=..]
Calculate required memory for runtime occlusion data for the level Use: wcc calculateRuntimeOcclusionMemory [-density=..] -world=pathToWorldFile
Find duplicate geometry for the level Use: wcc findDuplicates -world=pathToWorldFile [-output=file]
pathlibGenerate navigation data for given world Use: wcc pathlib rootSearchDir filePattern
Cooks strings and speech database, given a list of languages and platforms.
Usage:
- cookstrings -languages= -platforms=
- out_dir - Path to the directory where the caches will be stored.
- source_dir - Path to the base directory where speech data resides.
- db_string_view - SQL query.
- languages - List of languages to cook.
- platforms - List of platforms to cook for.
- Options:
- -skipspeech - Cooks only strings.
Test asynchrnous collision cache access Usage: testcollisioncache -file=
Test of wcc Simply tests wcc.
Test memory framework, streaming, GC and resource management stability
Usage:
- testmem [params]
- Params:
- -world Path to the w2w file to load
- -numiter Number of test iterations
- -numpoints Number of test points
- -extents Extents (around origin) to test
Convert voiceover files from .wav to .ogg Use: wcc voconvert wwise_bin_dir voiceivers_source_dir platform languages (pc en ...)
Last modified 1yr ago