just brew it! wrote:
Are there publicly available specifications for how the game stores geometry assets? (Not volunteering to help here, just pointing out that this is a rather critical prerequisite for developing such a tool.)
Here's what one of the art modders I've been speaking to told me:
"The things that specifically deal with our issue though, of importing custom assets, would be you'd not only have to be fairly adept at any single programming language (since you can really do it with any, not just C# or C++, honestly), you'll want to read up on reading and writing files on the programming language of your preference, as well as study the two formats involved - No Man's Sky's GEOMETRY.BIN format which stores model information in EXML, and Wavefront OBJ, one of the most common 3D modeling formats most 3D artists end up using one way or the other
The last time I even touched any variant of XML was when I set up three simple Hadoop servers, to test out the HadoopMapReduce feature of one of Arista's top-of-rack switches. I'm pretty comfy with creating YAML job/task files for Ansible/Puppet and Zero-Touch Provisioning servers, but that won't be of any help here, though. The last time I touched a 3D modelling program at all was waaaay back in my college days, when I was a graphic design major (before I dropped out), and it was some program I don't recall the name of, on some of the original PowerMacs. I think they ran OS 7, or something. It was either right after, or during, Apples transition from the 68K-series of CPUs to the PowerPC.
EDIT: Forgot to mention that HG evidently used PSARC files they renamed to .PAK. Also, that article steelcity_ballin
mentioned (I'll link to it directly HERE
, instead of the subreddit thread) goes into way more detail. I've just been too busy to read it, in its entirety.