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Releases: rfg-modding/Nanoforge

v0.9.0

27 Nov 03:59
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v0.9.0 Pre-release
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This improves object bounding box line visibility in the map view by making them thicker.

See Nanoforge basics for a guide on how to use Nanoforge and all of it's new features.
See Nanoforge texture editing for a guide on using Nanoforge to edit textures.

Requirements

Changes

  • Added wide line support. Currently used on object bounding boxes. This requires geometry shader support. Most systems should support these by now but if Nanoforge refuses to run try setting UseGeometryShaders in settings.xml to False (this will disable line thickness control). You can change line thickness by editing the thickness value at the top of Assets/Shaders/Linelist.fx. It's a text file. Shaders are automatically reloaded when edited so you can edit the value while Nanoforge is running.

v0.8.0

26 Nov 23:04
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v0.8.0 Pre-release
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This release re-adds object bounding boxes in the territory view, makes a few UI improvements, and fixes some bugs.

See Nanoforge basics for a guide on how to use Nanoforge and all of it's new features.
See Nanoforge texture editing for a guide on using Nanoforge to edit textures.

Requirements

Changes

  • Now draws object bounding boxes in the territory view. This existed in a previous version but was broken. Note: This implementation is is pretty simple so there's no control over box thickness. I plan to add thicker lines and improve performance in a future update.
  • Added a progress bar for mod packaging. This way you can see it's progress and cancel part way through.
  • Added specific error message in log if imported textures don't fit dimension requirements (width and height must both be multiples of 4).
  • Automatic data path validation. If the folder set as your data path in Settings.xml doesn't contain any of the default vpp_pc files Nanoforge will warn you upon opening a project. Table.vpp_pc is ignored since it's necessary to delete/rename it to use many mods.
  • Fixed a crash related to territory/terrain loading.
  • Alleviated ui lock up when closing meshes or territories before they're fully loaded. There may still be a slight pause, but not the 20-30 second ones that were possible before.

v0.7.0

24 Nov 21:23
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v0.7.0 Pre-release
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This release comes with compatibility improvements for Windows 7 and low resolution texturing for terrain that matches in game textures. See Nanoforge basics for a guide on how to use Nanoforge and all of it's new features.

Requirements

Changes

  • Fixed a compatibility issue with Windows 7. It's been tested to work on at least one system. If it still fails to start try installing the update linked in the requirements section.
  • Terrain is colored with a low resolution version of what you see in game. Looks more interesting than all terrain being grey. A higher resolution version will be added in a future update.
  • BUG: Object bounding boxes are no longer drawn in the 3D map view. This was broken due to necessary renderer changes and will be fixed in the next update.
  • BUG: Mod packaging causes the UI to freeze while it's running. This is expected and generally will only last a few seconds. If you've edited many textures it will take longer. This will be fixed and a progress bar will be added in the next update.

v0.6.0

21 Nov 06:50
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v0.6.0 Pre-release
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This update includes several new features and marks a change in direction from being a file viewer with no editing features to being a general modding tool which will start adding editing features. To fit this new direction the name has been changed from RF Viewer to Nanoforge. See Nanoforge basics for a guide on how to use Nanoforge and all of it's new features.

If you're an RFG modder please consider contributing to the wiki. It would be useful for beginners and existing modders if our knowledge was preserved and if there were guides on how to edit specific parts of the game instead of us rediscovering it each time. The homepage for RFG modding articles on the wiki is here.

Requirements

Changes

  • Mesh viewer. Can view .csmesh_pc and .ccmesh_pc files and export them as .obj files. It will try to automatically locate textures for meshes when you open them. Open meshes through the file explorer.
  • Texture viewing, exporting, and editing. Open textures through file explorer. See Nanoforge basics for more details.
  • Automatic modinfo.xml generation from edits made. Currently only supports texture edits. If the editing texture is in a str2_pc file that file will be auto repacked and the asm_pc file file that references will be updated. See mod packaging. Note: This only supports RFG Re-mars-tered. Steam edition support will come in a future update.
  • Project system to track edits. Note: You must create a project to use Nanoforge even if you don't plan on doing any editing. This only has to be done once.
  • Improved terrain rendering. Fixed the gaps between terrain and lighting bugs. Still some missing triangles.
  • You can now open multiple map views at once. So, for example, you could view the main campaign map, the DLC campaign map, and several MP maps all at once by docking their windows adjacent to each other. Only the map window that you clicked on most recently is rendered each frame so there should be little to no framerate cost to having many maps open at once after they're done loading.
  • New dark UI theme.
  • Basic UI scaling through UI_Scale option in Settings.xml. Values greater than one make the UI larger and values less than one make it smaller. You must restart Nanoforge to see the effects of changing Settings.xml.
  • The file explorer now shows the contents of str2_pc files and has a search bar with * wildcard support.
  • BUG: Object bounding boxes are no longer drawn in the 3D map view. This was broken due to necessary renderer changes and will be fixed in the next update.
  • BUG: Mod packaging causes the UI to freeze while it's running. This is expected and generally will only last a few seconds. If you've edited many textures it will take longer. This will be fixed and a progress bar will be added in the next update.

v0.5.0 - Territory reload without restart

01 Sep 06:02
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This updates adds one feature. It lets you load a different territory (what the game calls maps) without needing to restart the viewer. There's a territory drop down at the top of the zone list panel that you use to load a different territory. Previously you needed to edit settings.xml and restart the viewer to do this. See the notes for v0.4.0 for use instructions.

v0.4.0

30 Aug 06:22
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v0.4.0 Pre-release
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A map viewer for Red Faction Guerrilla. Loads map and terrain data from the games files and displays them. This requires the Visual Studio 2019 x64 redist (you might already have it installed).

Note: This has only been confirmed to work on Windows 10 and Windows 8.1, but aims to support Windows 7. If you're using Windows 7 or any other older versions of Windows let me know if it's working.

Changes

  • Added diffuse lighting and false color options for terrain. You can toggle/config these in the render setting panel. This has some visual issues due to bugs when importing terrain meshes. Some terrain faces are darker than they should be and there are missing triangles in each terrain chunk.
  • Added properties panel. When you click an object in the objects list it's properties will be displayed in the properties panel. Note: A few property types aren't yet supported and are hidden in the properties panel.
  • Added support for loading some of the games other maps. To do this open settings.xml and changes the <TerritoryFile></TerritoryFile> value to the vpp_pc of the map you want to load. Not all vpp_pc files are valid for this. The valid ones are zonescript_terr01.vpp_pc, zonescript_dlc01.vpp_pc, and all the vpps prefixed with mp, mpdlc, wc, or wcdlc. Ex: mp_cornered.vpp_pc, mpdlc_rift.vpp_pc, wc1.vpp_pc, or wcdlc5.vpp_pc. You must restart the viewer for it to load a different map. The option to load with it running will be added in the near future.

How to use

  • Download RF_Viewer_v0.4.0.zip from the assets dropdown below, and unpack it. Open the folder that it was unpacked into.
  • Open Settings.xml and edit the data path to point to your RFG data folder path. If you've installed RFG and Steam to the default location on your C: drive you probably won't need to change it. The zone list will stay empty and terrain won't load if the data path is wrong.
  • Hold the right mouse button and use WASD to move the camera around. Hold shift while moving to move faster.
  • The object panel only lists objects in the selected map zone. Click a different zone in the zone panel to select it.
  • You can move and resize most of the UI panels.

v0.2.2 - Initial release

22 Aug 05:32
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Pre-release

A map viewer for Red Faction Guerrilla. Loads map and terrain data from the games files and displays them. This requires the Visual Studio 2019 x64 redist (you might already have it installed).

Note: This has only been confirmed to work on Windows 10 and Windows 8.1, but aims to support Windows 7. If you're using Windows 7 or any other older versions of Windows let me know if it's working.

How to use

  • Download RF_Viewer_v0.2.2.zip from the assets dropdown below, and unpack it. Open the folder that it was unpacked into.
  • Open Settings.xml and edit the data path to point to your RFG data folder path. If you've installed RFG and Steam to the default location on your C: drive you probably won't need to change it. The zone list will stay empty and terrain won't load if the data path is wrong.
  • Hold the right mouse button and use WASD to move the camera around.
  • The zone list is in the panel on the right side, and the object list for the selected zone is on the right side.
  • You can move and resize most of the UI panels.