ZenLib
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Loading of proprietary formats used by the engine used by the games "Gothic" and "Gothic II"
ZenLib

Loading of proprietary formats used by the engine of the games "Gothic" and "Gothic II".
Features
Contains loaders for:
- Zen-Archives (ASCII, BinSafe)
- VDF-Archives
- Compiled-Mesh formats (Static, Skeletal)
- Skeleton-Hierarchy
- Animation-Samples
- Compiled textures
There is no possibility to write files at the moment. However, this is planned for a later release.
Building
ZenLib requires a compiler capable of the C++14-standard and at least CMake 3.9!
Linux and macOS
ZenLib can be built by the standard CMake build procedure. After cloning, do this in the repository root:
$ mkdir build
$ cd build
$ cmake ..
$ cmake --build .
Samples
There are some sample programs inside the /samples-folder, which can teach you how the library works and what you can do with it.
Basic usage
VDF-Archives
#include <vdfs/fileIndex.h>
/** ... **/
// Load all vdfs you need into a file-index
VDFS::FileIndex vdf;
vdf.loadVDF("Meshes.vdf");
vdf.loadVDF("MyMod.mod");
// Get file-data as byte-vector. Filename only, no folders.
std::vector<uint8_t> data;
vdf.getFileData("MyAsset.ext", data);
ZEN-Archives
#include <zenload/zenParser.h>
/** ... **/
// Load ZEN from disk. There is also a constructor for byte-data, usefull if loading from a .vdf.
ZenLoad::ZenParser parser("MyWorld.zen");
// Do parsing
parser.readHeader();
ZenLoad::oCWorldData world = parser.readWorld();
ZenLoad::zCMesh* mesh = parser.getWorldMesh();
// Do something with 'world' or 'worldMesh'
Meshes/Animations
// Load by filename + initialized VDFS::FileIndex
ZenLoad::zCProgMeshProto mesh("MyMesh.MRM", vdfIndex);
// Bring the loaded mesh in a more accessible format
ZenLoad::PackedMesh packedMesh;
mesh.packMesh(packedMesh);
This is mostly the same for all "zC***"-Classes in the ZenLib-Package.
See zenload/zTypes.h for more information about the packed data structs returned by the objects.
Textures
#include <zenload/ztex2dds.h>
/** ... **/
std::vector<uint8_t> zTexData = ...; // Get data from vdfs or something
// Convert the ZTex to a usual DDS-Texture
std::vector<uint8_t> ddsData;
ZenLoad::convertZTEX2DDS(zTexData, ddsData);
// ... do something with ddsData
// or...
// Convert the DDS-Texture to 32bpp RGBA-Data, if wanted
std::vector<uint8_t> rgbaData;
ZenLoad::convertDDSToRGBA8(ddsData, rgbaData);
// .. do something with rgbaData
Log-Callback
By default, the internal Logging-Class will output to stdout (and OutputDebugString on Windows).
You can define your own target by calling:
#include <utils/logger.h>
/** ... **/
Utils::Log::SetLogCallback([](const std::string& msg){
// Do something with msg
});
(Logging to file seems currently broken, sorry.)
License
MIT, see License-file.