Analyze game and engine data and output cook lists
Split cache file into multiple files
Reports file usage and chunk distribution of a given cook database.
Dumps info for bundled files.
Dump data from compiled scripts
Export single assets from the engine
Glues files into optimal files
Glues files into optimal files
Import assets into the engine
Attempts to load all resources to check for errors.
Validate resources
Save Dialog Lines
Dump file content (objects)
Optimize (resort) collision cache
Generalized commandlet for creating differential patches for specified type of content.
Note: you can use -mod OR -current params
Extracts a list of character templates from cook.db
Extracts a list of character templates from cook.db
Unbundle the files
Dumps the charset used in a given strings file (*.w3strings).
Uncooks resources from a given bundle set.
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
Generates a metadata.store file for the specified directory
Build dependency cache file
Build final bundle lists
Check file versions
Cook file lists, generate cooked data and bundle files for packing
Saves quest layout for use in external QuestDebugger.
Packs file from given directory into a bundle
Export spatial resource usage information from a given world
Don't ask
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
wcc cooksounds output_dir sound_resource_dir platforms
Split the files into content buckets
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.
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.
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
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.
Test asynchrnous collision cache access Usage: testcollisioncache -file=
Test of wcc Simply tests wcc.
Test memory framework, streaming, GC and resource management stability
Convert voiceover files from .wav to .ogg Use: wcc voconvert wwise_bin_dir voiceivers_source_dir platform languages (pc en ...)