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		<id>https://www.redfactionwiki.com/w/index.php?title=Nanoforge_basics&amp;diff=14896</id>
		<title>Nanoforge basics</title>
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		<summary type="html">&lt;p&gt;Camo: Added limit for multi_object_markers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RFGEditing}}&lt;br /&gt;
{{Under construction}}&lt;br /&gt;
&lt;br /&gt;
This page goes over how to install Nanoforge and it's basic features. This article only goes over the basics of each feature. See the other guides for more detailed explanations.&lt;br /&gt;
&lt;br /&gt;
===IMPORTANT NOTE===&lt;br /&gt;
Nanoforge was rewritten starting with version v1.0.0. At the time of writing that version only has a map editor for multiplayer and wrecking crew maps. The other editors will return in future releases. If you're editing MP/WC maps it recommended that you use the latest version of Nanoforge. It has many improvements to the map editor. If you want to use features that are still missing in the rewrite such as the texture and mesh exporters, you should use v0.21.1&lt;br /&gt;
&lt;br /&gt;
==Installation==&lt;br /&gt;
===Download===&lt;br /&gt;
Nanoforge releases are posted on [https://github.com/Moneyl/Nanoforge/releases github]. Multiple releases will be listed. You should always download the most recent release. To download it, look for the &amp;lt;code&amp;gt;▸Assets&amp;lt;/code&amp;gt; button(1), click it, and download the first zip file listed under it(2).&lt;br /&gt;
&lt;br /&gt;
[[File:NanoforgeDownloadStepsAnnotated.png|frameless|768px]]&lt;br /&gt;
&lt;br /&gt;
===Install===&lt;br /&gt;
*Unpack the zip file you downloaded anywhere and run Nanoforge.exe&lt;br /&gt;
*You should now see the start screen. On the left side it has the data path and the recent projects list. On the right it has the changelog. Nanoforge with attempt to auto detect your RFG install. If it says that your data path is invalid click the &amp;lt;code&amp;gt;Browse...&amp;lt;/code&amp;gt; button and select your RFG data folder.&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
This section gives a quick rundown of each of Nanoforge's features.&lt;br /&gt;
&lt;br /&gt;
===Projects===&lt;br /&gt;
Nanoforge uses projects to track edits made to game files. The idea is to use a single project per mod. You only need to create a project if you're editing files. You don't need one to view and export files. To create a new project click &amp;lt;code&amp;gt;New project&amp;lt;/code&amp;gt; in the start page or &amp;lt;code&amp;gt;File &amp;gt; New project...&amp;lt;/code&amp;gt; on the main menu bar. Fill out all the info on the popup and click &amp;lt;code&amp;gt;Create&amp;lt;/code&amp;gt;. Below are each of the fields to fill in:&lt;br /&gt;
*Name: The name of the project. Used to name the project file and as the name in any modinfo.xml files it generates.&lt;br /&gt;
*Path: Path to the folder that the project should be created in.&lt;br /&gt;
*Description: (Optional) Description of what the mod is. Used in the description field of modinfo.xml.&lt;br /&gt;
*Author: (Optional) Author(s) of the mod. Used in the author filed of modinfo.xml.&lt;br /&gt;
*Create project folder: If unchecked then the project files are placed directly in the folder chosen for path. If checked a folder with the entered name will be created in that folder.&lt;br /&gt;
&lt;br /&gt;
===File explorer===&lt;br /&gt;
The file explorer lets you view the contents of vpp_pc and str2_pc files without extracting them manually. You can double click supported file formats like textures to open them. If you single click a vpp_pc or str2_pc file it will expand to show it's contents. Extra info about the file will be shown in the properties panel for some files when single clicking them.&lt;br /&gt;
&lt;br /&gt;
[[File:Nanoforge ProjectCreationExample3.png|frameless|256px]]&lt;br /&gt;
&lt;br /&gt;
====Search====&lt;br /&gt;
You can use the search bar to limit which files are shown in the file explorer. By default it will only show files with names that contain the search term. You can also use some special characters to specialize your search behavior:&lt;br /&gt;
*Start your search with *: Will only show files with names that end with whatever comes after *&lt;br /&gt;
*End your search with *: Will only show files with names that start with whatever comes before *&lt;br /&gt;
&lt;br /&gt;
If you prefer regex you can check the regex search option. Note that the regex search option is much slower than the default one.&lt;br /&gt;
&lt;br /&gt;
===Properties panel===&lt;br /&gt;
The properties panel sometimes will show additional info about files selected in the file explorer. It also may be used by other UI panels to show additional info. For example, it can list object properties when viewing territories (see map viewing section below).&lt;br /&gt;
&lt;br /&gt;
[[File:Nanoforge_PropertiesPanel2.png|frameless|256px]]&lt;br /&gt;
&lt;br /&gt;
===Textures===&lt;br /&gt;
You can open texture files by double clicking them in the file explorer. Textures are split into two files. Either a cpeg_pc and gpeg_pc file pair or a cvbm_pc and gvbm_pc file pair. You can double click any of these to open a texture. A single RFG texture file can contain multiple textures, which we'll refer to as subtextures. Info about the selected subtexture will be shown below the subtexture list.&lt;br /&gt;
&lt;br /&gt;
[[File:Nanoforge_TextureDocument.png|frameless|768px]]&lt;br /&gt;
&lt;br /&gt;
Above is an example of what you might see if you open a texture file. On the sidebar to the left there a few things, in order:&lt;br /&gt;
*The subtexture list. Click on one to see more info about it below.&lt;br /&gt;
*Texture info. This is info about the selected subtexture.&lt;br /&gt;
*Header info. This is general info about the cpeg/cvbm file.&lt;br /&gt;
&lt;br /&gt;
====Exporting textures====&lt;br /&gt;
Textures can be exported to files you can edit with common image editors like Paint.NET, GIMP, or Photoshop. Currently textures can only be exported as .dds files. You can export single subtextures by right clicking one of them and clicking &amp;lt;code&amp;gt;Export...&amp;lt;/code&amp;gt;. You can export all subtextures at once with the &amp;lt;code&amp;gt;Export all...&amp;lt;/code&amp;gt; button.&lt;br /&gt;
&lt;br /&gt;
====Editing textures====&lt;br /&gt;
Textures can be edited by imported textures you've edited externally. Currently it can only import .dds files. You do this by right clicking a subtexture, clicking &amp;lt;code&amp;gt;Replace...&amp;lt;/code&amp;gt; and selecting the file you want to replace the subtexture with. Once you do this it's critical that you press the &amp;lt;code&amp;gt;Save&amp;lt;/code&amp;gt; button above the subtexture list to save your edit. This edit will be automatically saved to your current project when you click &amp;lt;code&amp;gt;Save&amp;lt;/code&amp;gt;. See [[Nanoforge Texture Editing]] for more info.&lt;br /&gt;
&lt;br /&gt;
===Meshes===&lt;br /&gt;
Nanoforge supports viewing and exporting .csmesh_pc (static mesh) and .ccmesh_pc (character mesh) files. Just like textures, meshes consist of two files. Every csmesh_pc file is paired with a gsmesh_pc file, and every ccmesh_pc file is paired with a gcmesh_pc file. You can click any of them to open a mesh. When you open a mesh you'll first see a blank space. Meshes are loaded on a background thread so it may take a few seconds for the mesh to be loaded and for it's textures to show up. Before its textures are found or if the textures cant be found you might see textures from previously loaded meshes applied to the mesh.&lt;br /&gt;
&lt;br /&gt;
[[File:Nanoforge_MeshDocument.png|frameless|512px]]&lt;br /&gt;
&lt;br /&gt;
Above is what you might see if you open a mesh file. There's a few parts of the UI to note, in order:&lt;br /&gt;
* The camera button. This lets you control camera settings like speed and location. You can move the camera by holding down the right mouse button and using WASD to move around. If this doesn't work try left clicking on the mesh 3D view. Only the most recently selected mesh reacts to camera controls so if you have several open it'll only move one camera.&lt;br /&gt;
* The scene button. This has some rendering settings for the mesh such as scale and lighting color/intensity.&lt;br /&gt;
* The info button. This shows some additional info about the mesh such as vertex format, and the LOD slider for meshes with multiple levels of detail.&lt;br /&gt;
* The export button. This lets you export the mesh and it's textures to a .obj file, which can be imported into tools like blender.&lt;br /&gt;
* The status bar. This shows the loading status and percentage. It will show &amp;lt;code&amp;gt;Done! ✓&amp;lt;/code&amp;gt; once loading is complete.&lt;br /&gt;
&lt;br /&gt;
====Exporting meshes====&lt;br /&gt;
To export a mesh:&lt;br /&gt;
* Wait for it to finish loading. The status bar will show &amp;lt;code&amp;gt;Done! ✓&amp;lt;/code&amp;gt; and 100%.&lt;br /&gt;
* Click the export button. Top left of the document, button furthest to the right.&lt;br /&gt;
* Select a folder to export the mesh and it's textures to and click &amp;lt;code&amp;gt;Export&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
A single gltf file and the meshes textures will be exported. Each lod level is labelled in the gltf under their own subnode. Currently these gltf files don't look right as is when imported into Blender. This is because GLTF uses a different rendering model than RFG. Typically meshes have a diffuse, specular, and normal texture. Their names end with _d, _s, and _n respectively. You'll need to make the following changes to the textures in the Blender shading tab:&lt;br /&gt;
* Diffuse -&amp;gt; Set color space to linear, attach texture color to &amp;quot;Base Color&amp;quot; on the BSDF&lt;br /&gt;
* Specular -&amp;gt; Set color space to linear, attach texture color to &amp;quot;Specular&amp;quot; on the BSDF&lt;br /&gt;
* Normal -&amp;gt; Set color space to SRGB, attach texture color to &amp;quot;Normal&amp;quot; on the BSDF&lt;br /&gt;
&lt;br /&gt;
In the near future an extension will be made to automatically patch the shader graph.&lt;br /&gt;
&lt;br /&gt;
====Camera movement====&lt;br /&gt;
To move the camera hold down the right mouse button over the 3D view and use WASD to move around. Holding down shift while moving will cause the camera to move faster. Pressing Q and E will move the camera directly up and directly down respectively.&lt;br /&gt;
&lt;br /&gt;
===Mod packaging===&lt;br /&gt;
Once you're done editing textures you can use Nanoforge to repack the editing files and generate a modinfo.xml for you. To do this, simply click &amp;lt;code&amp;gt;File &amp;gt; Package mod&amp;lt;/code&amp;gt; on the main menu bar. Once it's done go to the &amp;quot;Output&amp;quot; folder inside your project folder to see the modinfo.xml and any files that it relies on. These are ready for use with the re-mars-tered mod manager.&lt;br /&gt;
&lt;br /&gt;
===Map view===&lt;br /&gt;
Nanoforge has partial support for viewing maps like the main campaign map. We'll be referring to them as territories as that's how RFG groups together many zones. See [[RF:G Map organization]] for more details on how RFG maps are structured. To open a territory via &amp;lt;code&amp;gt;Tools &amp;gt; Open territory&amp;lt;/code&amp;gt; on the main menu bar. Terr01 is the main campaign map territory. A new document should appear when you open a new territory. Camera movement is the same as the mesh viewer. See [[#Camera_movement|camera movement]]. Terrain is loaded in the background so you'll see separate blocks of terrain pop into view as they load. Bounding boxes are drawn for zone objects. With a territory open you should see new information on the zone panel and the zone objects panel. You can dock panels by clicking and dragging on their titles. It's recommended that you dock the zone object list below the zone list so you can see both at once.&lt;br /&gt;
&lt;br /&gt;
Below is an annotated image of information you can view about territories plus descriptions for each annotation.&lt;br /&gt;
&lt;br /&gt;
[[File:Nanoforge_W3p0erDiTj.jpg|frameless|1024px]]&lt;br /&gt;
&lt;br /&gt;
* First, in the top left is the zone list. Territories are made up of one or more zones which in turn have many zone objects. Click a zone to see its object in the zone objects panel (bottom left). By default the zone with the most objects is selected. In this case that's &amp;lt;code&amp;gt;04_06&amp;lt;/code&amp;gt;. Note that each zone corresponds to a rfgzone_pc file. So, for example, &amp;lt;code&amp;gt;04_06&amp;lt;/code&amp;gt; is really terr01_04_06.rfgzone_pc.&lt;br /&gt;
* Next, bottom left is the zone objects list. This lists the objects inside the selected zone. Click an object to see its properties in the properties panel. Some objects have child objects, denoted by having a triangle in front of their name which you can click to expand them. You can filter objects by type inside the filters header. By default some very common objects like navpoints are hidden.&lt;br /&gt;
* Finally, in the top right is the properties panel. This shows the properties of the selected zone object.&lt;br /&gt;
&lt;br /&gt;
==Core concepts==&lt;br /&gt;
* The total limit of &amp;lt;code&amp;gt;multi_object_markers&amp;lt;/code&amp;gt; you can have on a single map is 25, if you exceed this spawn backpack / backpack racks, CTF, damage control &amp;amp; siege will all stop working.&lt;br /&gt;
&lt;br /&gt;
==Object Flags==&lt;br /&gt;
* Flag 0 (Persistent): Unknown, any objects with this flag have a separate copy stored in a second &amp;lt;code&amp;gt;rfgzone_pc&amp;lt;/code&amp;gt; file with its name prefixed with &amp;lt;code&amp;gt;p__.&amp;lt;/code&amp;gt; So, for example, Crescent has two &amp;lt;code&amp;gt;rfgzone_pc&amp;lt;/code&amp;gt; files. &amp;lt;code&amp;gt;mp_crescent.rfgzone_pc&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;p_mp_crescent.rfgzone_pc&amp;lt;/code&amp;gt;. The objects with the persistent flag are stored in both zone files, while objects without that flag are only stored in &amp;lt;code&amp;gt;mp_crescent.rfgzone_pc&amp;lt;/code&amp;gt;. It's consistently used on player spawns, on most siege objectives and on most &amp;lt;code&amp;gt;rfg_movers&amp;lt;/code&amp;gt; on Siege maps. It's recommended you don't enable or disable this flag on maps if you're using the Terraform Patch as it contains fixes for missing objects that incorrectly used this flag or were missing it; doing so will cause objects to vanish.&lt;br /&gt;
* Flag 1: Unknown&lt;br /&gt;
* Flag 2: Unknown &lt;br /&gt;
* Flag 3: Unknown; might be related to how the game saves/loads map data from save files (requires more investigation)&lt;br /&gt;
* Flag 4: Unknown; seems to always get converted to the runtime flag &amp;lt;code&amp;gt;streaming_fixed&amp;lt;/code&amp;gt;, most &amp;lt;code&amp;gt;rfg_movers&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;general_movers&amp;lt;/code&amp;gt; have this flag. If you're using the Terraform Patch it's recommended you don't disable this flag as it applies it to all objects since it was used most of the time and objects missing it were assumed to be an error by Volition. (They also made mistakes with the gamemode and persistent flags)&lt;br /&gt;
* Flag 5: Unknown; seems to get converted to the runtime flag &amp;lt;code&amp;gt;force_full_save&amp;lt;/code&amp;gt;&lt;br /&gt;
* Flag 6: Unknown&lt;br /&gt;
* Flag 7: Unknown&lt;br /&gt;
* Flag 8: Spawns in Anarchy&lt;br /&gt;
* Flag 9: Spawns in Team Anarchy&lt;br /&gt;
* Flag 10: Spawns in CTF&lt;br /&gt;
* Flag 11: Spawns in Siege&lt;br /&gt;
* Flag 12: Spawns in Damage Control&lt;br /&gt;
* Flag 13: Spawns in Bagman&lt;br /&gt;
* Flag 14: Spawns in Team Bagman&lt;br /&gt;
* Flag 15: Spawns in Demolition&lt;br /&gt;
&lt;br /&gt;
==Chunk Flags==&lt;br /&gt;
* Applies to &amp;lt;code&amp;gt;rfg_movers&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;general_movers&amp;lt;/code&amp;gt;.&lt;br /&gt;
* When editing their properties in the inspector it's possible to change the &amp;lt;code&amp;gt;chunk_flags&amp;lt;/code&amp;gt;.&lt;br /&gt;
* You can also use &amp;lt;code&amp;gt;gameplay_properties.xtbl&amp;lt;/code&amp;gt; to apply these flags and change &amp;lt;code&amp;gt;gameplay_props&amp;lt;/code&amp;gt;. If you're using the Terraform Patch a new &amp;lt;code&amp;gt;gameplay_prop&amp;lt;/code&amp;gt; named &amp;lt;code&amp;gt;Invulnerable&amp;lt;/code&amp;gt; is added which also can be used to make objects indestructible.&lt;br /&gt;
* Eg: &amp;lt;code&amp;gt;dynamic_link invulnerable&amp;lt;/code&amp;gt; will make the object indestructible. Full list of flags below:&lt;br /&gt;
* child_gives_control: Unknown.&lt;br /&gt;
* building: Unknown.&lt;br /&gt;
* dynamic_link: Unknown.&lt;br /&gt;
* world_anchor: Unknown.&lt;br /&gt;
* no_cover: Might be where EDF can't take cover behind objects.&lt;br /&gt;
* propaganda: EDF propaganda billboards you destroy for the achievement in singleplayer have this flag in &amp;lt;code&amp;gt;gameplay_properties.xtbl&amp;lt;/code&amp;gt;. Probably used so the game knows to track the players progress and reduce EDF control of the sector.&lt;br /&gt;
* kiosk: &amp;lt;code&amp;gt;tech_kiosk_EDF_A&amp;lt;/code&amp;gt; has this flag in &amp;lt;code&amp;gt;gameplay_properties.xtbl&amp;lt;/code&amp;gt;. Probably used so the game knows its a special object that plays propaganda videos.&lt;br /&gt;
* touch_terrain: Unknown, no &amp;lt;code&amp;gt;gameplay_properties.xtbl&amp;lt;/code&amp;gt; entries use this flag and it's missing from the table description.&lt;br /&gt;
* supply_crate: EDF crates you destroy for the achievement in singleplayer have this flag in &amp;lt;code&amp;gt;gameplay_properties.xtbl&amp;lt;/code&amp;gt;. Probably used so the game knows to track the players progress.&lt;br /&gt;
* mining: Ores you mine for salvage and the achievement in singleplayer have this flag in &amp;lt;code&amp;gt;gameplay_properties.xtbl&amp;lt;/code&amp;gt;. Probably used so the game knows to track the players progress.&lt;br /&gt;
* one_of_many: Unknown, &amp;lt;code&amp;gt;windmill_0708&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;0102smokestack_86&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;0102smokestack_86_child&amp;lt;/code&amp;gt; have this flag in &amp;lt;code&amp;gt;gameplay_properties.xtbl&amp;lt;/code&amp;gt;. Might be related to one of the side activities where you have to destroy multiple targets.&lt;br /&gt;
* plume_on_death: Unknown.&lt;br /&gt;
* invulnerable: Makes an object indestructible.&lt;br /&gt;
* inherit_damaga_pct: Unknown.&lt;br /&gt;
* regrow_on_stream: Unknown.&lt;br /&gt;
* casts_drop_shadow: Object will cast drop shadows.&lt;br /&gt;
* disable_collapse_effect: Unknown.&lt;br /&gt;
* force_dynamic: Unknown.&lt;br /&gt;
* show_on_map: Most objects in &amp;lt;code&amp;gt;gameplay_properties.xtbl&amp;lt;/code&amp;gt;. Most likely means the object will show on the minimap in singleplayer.&lt;br /&gt;
* regenerate: Unknown.&lt;br /&gt;
* casts_shadow: Object will cast a shadow map.&lt;br /&gt;
&lt;br /&gt;
==Object Info==&lt;br /&gt;
* &amp;lt;code&amp;gt;obj_zone&amp;lt;/code&amp;gt; = Defines the wind speed, terrain file name &amp;amp; &amp;lt;code&amp;gt;spawn_resource_data&amp;lt;/code&amp;gt;. If you move its location the terrain will no longer have collision.&lt;br /&gt;
* &amp;lt;code&amp;gt;MPST&amp;lt;/code&amp;gt; = Multiplayer siege target.&lt;br /&gt;
* &amp;lt;code&amp;gt;MPDCT&amp;lt;/code&amp;gt; = Multiplayer damage control target.&lt;br /&gt;
* &amp;lt;code&amp;gt;shape_cutter&amp;lt;/code&amp;gt; = Causes object to start off with initial damage, used on damage control targets or maps like crash site, ruins &amp;amp; remnant where they put a hole in the wall.&lt;br /&gt;
* &amp;lt;code&amp;gt;spawn_node&amp;lt;/code&amp;gt; = Camera view at start of match and end of game. If a map doesn't have a least one of these it will crash.&lt;br /&gt;
* &amp;lt;code&amp;gt;spectator_camera&amp;lt;/code&amp;gt; = Camera view exclusively for players using the spectator mode, recommended to just ignore adding them and use &amp;lt;code&amp;gt;spawn_nodes&amp;lt;/code&amp;gt; instead.&lt;br /&gt;
* &amp;lt;code&amp;gt;trigger_region&amp;lt;/code&amp;gt; = Killbox that can be set to a mine or cliff.&lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_mover&amp;lt;/code&amp;gt; = Buildings, backpack racks &amp;amp; more.&lt;br /&gt;
* &amp;lt;code&amp;gt;general_mover&amp;lt;/code&amp;gt; = Explosive barrels and the &amp;lt;code&amp;gt;backpack_effect_attach.cchk_pc&amp;lt;/code&amp;gt; objects for example.&lt;br /&gt;
* &amp;lt;code&amp;gt;player_start&amp;lt;/code&amp;gt; = Spawn point, can be set to Neutral, EDF or Guerilla.&lt;br /&gt;
* &amp;lt;code&amp;gt;item&amp;lt;/code&amp;gt; = In multiplayer the bag for bagman is set to &amp;lt;code&amp;gt;item_type&amp;lt;/code&amp;gt; &amp;quot;multi_object_bagman_flag&amp;quot; and references &amp;lt;code&amp;gt;items_3d.xtbl&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;weapon&amp;lt;/code&amp;gt; = Weapon spawn, &amp;lt;code&amp;gt;weapon_type&amp;lt;/code&amp;gt; determines which weapon will spawn and references &amp;lt;code&amp;gt;weapons.xtbl&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;object_effect&amp;lt;/code&amp;gt; = Visual effect, eg the fire on Nordic Bonus.&lt;br /&gt;
* &amp;lt;code&amp;gt;multi_object_marker&amp;lt;/code&amp;gt; = Multiple uses, in multiplayer the &amp;lt;code&amp;gt;marker_type&amp;lt;/code&amp;gt; can be set to &amp;lt;code&amp;gt;Backpack rack&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Spawn node&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Flag capture zone&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;King of the Hill target&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Siege target&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;Spectator camera&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;cover_node&amp;lt;/code&amp;gt; =&lt;br /&gt;
* &amp;lt;code&amp;gt;navpoint&amp;lt;/code&amp;gt; = Probably where NPCs can navigate, similar to navmeshes in other games.&lt;br /&gt;
* &amp;lt;code&amp;gt;object_action_node&amp;lt;/code&amp;gt; = &lt;br /&gt;
* &amp;lt;code&amp;gt;object_squad_spawn_node&amp;lt;/code&amp;gt; = Probably where squads spawn and references various &amp;lt;code&amp;gt;squads.xtbl&amp;lt;/code&amp;gt; files.&lt;br /&gt;
* &amp;lt;code&amp;gt;object_path_road&amp;lt;/code&amp;gt; = Probably where NPCs can drive vehicles.&lt;br /&gt;
* &amp;lt;code&amp;gt;object_guard_node&amp;lt;/code&amp;gt; =&lt;br /&gt;
* &amp;lt;code&amp;gt;object_vehicle_spawn_node&amp;lt;/code&amp;gt; = Probably where vehicles can spawn like walkers found around the SP map.&lt;br /&gt;
* &amp;lt;code&amp;gt;object_bounding_box&amp;lt;/code&amp;gt; = Seems to be only be used in singleplayer, unknown why.&lt;br /&gt;
* &amp;lt;code&amp;gt;object_activity_spawn&amp;lt;/code&amp;gt; = Probably where you can start a side activity like demolition master for example.&lt;br /&gt;
* &amp;lt;code&amp;gt;object_house_arrest_node&amp;lt;/code&amp;gt; = Related to the house arrest side activity.&lt;br /&gt;
* &amp;lt;code&amp;gt;object_patrol&amp;lt;/code&amp;gt; = Probably where EDF patrol.&lt;br /&gt;
* &amp;lt;code&amp;gt;object_dummy&amp;lt;/code&amp;gt; =&lt;br /&gt;
* &amp;lt;code&amp;gt;object_mission_start_node&amp;lt;/code&amp;gt; = Probably where you can start a main mission.&lt;br /&gt;
* &amp;lt;code&amp;gt;object_restricted_area&amp;lt;/code&amp;gt; = Probably where the EDF will attack on sight and you will get an alert level in SP.&lt;br /&gt;
* &amp;lt;code&amp;gt;backpack_effect_attach.cchk_pc&amp;lt;/code&amp;gt; = Seems to be for attaching the backpack to the player when they spawn, DO NOT TOUCH IT ALL OR THE MAP WILL CRASH WHEN SPAWNING.&lt;br /&gt;
&lt;br /&gt;
==Object Properties==&lt;br /&gt;
* &amp;lt;code&amp;gt;gameplay_props&amp;lt;/code&amp;gt; references &amp;lt;code&amp;gt;gameplay_properties.xtbl&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;backpack_type&amp;lt;/code&amp;gt; references &amp;lt;code&amp;gt;mp_backpacks.xtbl&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;weapon_type&amp;lt;/code&amp;gt; references &amp;lt;code&amp;gt;weapons.xtbl&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;item_type&amp;lt;/code&amp;gt; references &amp;lt;code&amp;gt;items_3d.xtbl&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;spawn_resource_data&amp;lt;/code&amp;gt; references &amp;lt;code&amp;gt;spawn_resource.xtbl&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;ambient_spawn&amp;lt;/code&amp;gt; references &amp;lt;code&amp;gt;ambient_spawn_info.xtbl&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;dlc01_ambient_spawn_info.xtbl&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;visual&amp;lt;/code&amp;gt; references &amp;lt;code&amp;gt;effects.xtbl&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;sound&amp;lt;/code&amp;gt; references &amp;lt;code&amp;gt;foley.xtbl&amp;lt;/code&amp;gt; (not included in the game for some reason) however there is &amp;lt;code&amp;gt;dlc01_foley.xtbl&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Spawn Points==&lt;br /&gt;
* &amp;lt;code&amp;gt;mp_team&amp;lt;/code&amp;gt; can be set to &amp;lt;code&amp;gt;Neutral&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;EDF&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;Guerilla&amp;lt;/code&amp;gt;.&lt;br /&gt;
* When making a CTF map and you don't want players spawning at the opposing base ensure you disable the Flag &amp;lt;code&amp;gt;Spawn in CTF&amp;lt;/code&amp;gt; for any Neutral spawn points.&lt;br /&gt;
* Unknown if the &amp;lt;code&amp;gt;respawn&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;initial_spawn&amp;lt;/code&amp;gt; booleans do anything in multiplayer.&lt;br /&gt;
* &amp;lt;code&amp;gt;indoor&amp;lt;/code&amp;gt; boolean is probably left over from Saints Row since all of RF:G is technically outdoors and no spawn points use this boolean.&lt;br /&gt;
* &amp;lt;code&amp;gt;checkpoint_respawn&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;activity_respawn&amp;lt;/code&amp;gt; are only used in singleplayer.&lt;br /&gt;
* Foward X axis (blue line) determines player spawn direction.&lt;br /&gt;
&lt;br /&gt;
==Spawn Nodes==&lt;br /&gt;
* Camera views at the start of match or when a player dies and is spectating.&lt;br /&gt;
* Foward X axis (blue line) determines player camera direction &amp;amp; view.&lt;br /&gt;
* If a map doesn't have at least one &amp;lt;code&amp;gt;Spawn node&amp;lt;/code&amp;gt; it will crash when loading.&lt;br /&gt;
&lt;br /&gt;
==Spectator Cameras==&lt;br /&gt;
* Believed to be similar to a &amp;lt;code&amp;gt;Spawn node&amp;lt;/code&amp;gt; but used exclusively by players using the spectator option in matchmaking. Recommended to just ignore adding these since the community only plays custom games and adding &amp;lt;code&amp;gt;Spawn nodes&amp;lt;/code&amp;gt; to your map will serve the same purpose.&lt;br /&gt;
* Foward X axis (blue line) determines player camera direction &amp;amp; view.&lt;br /&gt;
&lt;br /&gt;
==Mover Types==&lt;br /&gt;
* Applies to &amp;lt;code&amp;gt;rfg_movers&amp;lt;/code&amp;gt;&lt;br /&gt;
* When editing their properties it's possible to change the &amp;lt;code&amp;gt;mtype&amp;lt;/code&amp;gt; field to the corresponding numbers&lt;br /&gt;
* Fixed = 0 (default)&lt;br /&gt;
* Normal = 1 (unknown)&lt;br /&gt;
* Lite = 2 (unknown)&lt;br /&gt;
* Ultra Lite = 3 (unknown)&lt;br /&gt;
* World Only = 4 (no collision but you can still destroy it with a hammer for example)&lt;br /&gt;
* No Collision = 5 (no collision)&lt;br /&gt;
&lt;br /&gt;
==Damage Control Targets==&lt;br /&gt;
# Deep clone &amp;lt;code&amp;gt;MPDCT_MAPNAME_XXX&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Move &amp;lt;/code&amp;gt;MPDCT_MAPNAME_XXX&amp;lt;/code&amp;gt; to the location of your choosing.&lt;br /&gt;
# In object properties for the parent change &amp;lt;code&amp;gt;display_name&amp;lt;/code&amp;gt; to whatever you want your new damage control objective to be called.&lt;br /&gt;
# If you're making a map that doesn't already have a damage control target you can open it in another tab and use the deep clone feature. If you're using the Terraform Patch the majority of Wrecking Crew maps will already have the asset along with all Siege maps.&lt;br /&gt;
# It's also possible to have only &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; target &amp;amp; more than &amp;lt;code&amp;gt;3&amp;lt;/code&amp;gt;. The limit before the game will crash is a total of &amp;lt;code&amp;gt;6&amp;lt;/code&amp;gt; targets when tested solo. The limit might be lower when played with other people but needs to be tested more.&lt;br /&gt;
# It's also possible that using the same &amp;lt;code&amp;gt;display_name&amp;lt;/code&amp;gt; name for each target can introduce instability.&lt;br /&gt;
# The only valid value for the &amp;lt;code&amp;gt;mp_team&amp;lt;/code&amp;gt; property is &amp;lt;code&amp;gt;Neutral&amp;lt;/code&amp;gt;. If you change the team to &amp;lt;code&amp;gt;EDF&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;Guerilla&amp;lt;/code&amp;gt; and disable the &amp;lt;code&amp;gt;shape_cutter&amp;lt;/code&amp;gt; child so the target starts off intact it will belong to that team but not score any points until it's destroyed and repaired.&lt;br /&gt;
# You can disable the &amp;lt;code&amp;gt;shape_cutter&amp;lt;/code&amp;gt; child so the target starts off intact instead of destroyed like it is by default.&lt;br /&gt;
# Any object can be used for a target if you add the &amp;lt;code&amp;gt;multi_object_marker&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;shape_cutter&amp;lt;/code&amp;gt; and offset them correctly from the parent. See Stratosphere if using the Terraform Patch for how to do this; shipping containers are the targets added on that map in the patch.&lt;br /&gt;
&lt;br /&gt;
==Siege Targets==&lt;br /&gt;
# Open a siege map in one tab, open a regular map with the same objects in another tab.&lt;br /&gt;
# Deep clone the siege target to the regular map.&lt;br /&gt;
# Move the added siege target to the exact same location as the existing matching object on the regular map.&lt;br /&gt;
# Disable all the gamemode flags for the added siege target except for &amp;quot;Spawn in Siege&amp;quot; including its children.&lt;br /&gt;
# Delete all the children of the siege targets (usually spawns that will be outside the map since they were deep cloned from the siege map), after they are all deleted make sure to &amp;quot;orphan children&amp;quot; of the child to ensure it doesn't have ghost children. &lt;br /&gt;
# Disable the &amp;lt;code&amp;gt;Spawn in siege&amp;lt;/code&amp;gt; flag on the matching original map object.&lt;br /&gt;
# You need to update &amp;lt;code&amp;gt;mp_levels.xtbl&amp;lt;/code&amp;gt; so the map is selectable in siege.&lt;br /&gt;
# Ensure the siege target and its child have the persistent flag.&lt;br /&gt;
# The &amp;lt;code&amp;gt;priority&amp;lt;/code&amp;gt; property for the &amp;lt;code&amp;gt;Siege target&amp;lt;/code&amp;gt; child determines which siege objects are unlocked to destroy, eg if you set it to &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; it would be the first target the attackers can destroy, you can have multiple targets unlocked by using the same number and if you wanted to have targets unlocked one at a time you would use &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;3&amp;lt;/code&amp;gt; and so on. If you use a value of &amp;lt;code&amp;gt;4294967295&amp;lt;/code&amp;gt; they are also unlocked at the same time.&lt;br /&gt;
# You must use an existing string in the game for the &amp;lt;code&amp;gt;display_name&amp;lt;/code&amp;gt; property on the child or the map will crash.&lt;br /&gt;
# If you mess up the offset of the child the map will crash.&lt;br /&gt;
&lt;br /&gt;
==Backpack Racks==&lt;br /&gt;
* Make sure you deep clone them when adding new racks, the child &amp;lt;code&amp;gt;Backpack rack&amp;lt;/code&amp;gt; is required for it to work properly.&lt;br /&gt;
* Ensure that when moving the rack to a new location you only move the parent (the child will follow and be offset correctly), they will be named &amp;lt;code&amp;gt;Jetpack&amp;lt;/code&amp;gt; for example if you're using the Terraform Patch.&lt;br /&gt;
* When editing the child &amp;lt;code&amp;gt;backpack_type&amp;lt;/code&amp;gt; determines which backpack will spawn, most are the same as their in game names with the exception of Firepower &amp;lt;code&amp;gt;Commando&amp;lt;/code&amp;gt; &amp;amp; Concussion &amp;lt;code&amp;gt;Shockwave&amp;lt;/code&amp;gt;. These names are from &amp;lt;code&amp;gt;mp_backpacks.xtbl&amp;lt;/code&amp;gt;.&lt;br /&gt;
* When editing the child you can change the number of backpacks on a rack, edit &amp;lt;code&amp;gt;num_backpacks&amp;lt;/code&amp;gt; and change it from a value ranging from &amp;lt;code&amp;gt;0-3&amp;lt;/code&amp;gt;, although &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; would mean the rack is empty and useless.&lt;br /&gt;
* When editing the child it's possible to make it team exclusive, this means only the EDF or Red Faction can pickup backpacks from that rack during team game modes. Edit &amp;lt;code&amp;gt;mp_team&amp;lt;/code&amp;gt; and enter either &amp;lt;code&amp;gt;EDF&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;Guerilla&amp;lt;/code&amp;gt;. In game that rack will have a green glow around it if your team can use it.&lt;br /&gt;
* The &amp;lt;code&amp;gt;random_backpacks&amp;lt;/code&amp;gt; boolean in the object properties for the &amp;lt;code&amp;gt;Backpack rack&amp;lt;/code&amp;gt; child doesn't seem to do anything.&lt;br /&gt;
* It's possible to make Backpack Racks destructable by changing &amp;lt;code&amp;gt;gameplay_props&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;Default&amp;lt;/code&amp;gt;. During team game modes teams can fight for control by destroying racks and repairing them so only their team can use them. Racks you're able to use will glow green and racks you can't will glow red if you're using the Terraform Patch.&lt;br /&gt;
* The maximum number of Backpack Racks you can have on a map before it causes issues is &amp;lt;code&amp;gt;25&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Capture the Flag targets==&lt;br /&gt;
* The EDF and Red Faction have their own unique flag stand placed near their team spawns on regular multiplayer maps.&lt;br /&gt;
* Make sure you use deep cloning and only move the parent when placing or moving them so the child is offset correctly.&lt;br /&gt;
* Objects are called &amp;lt;code&amp;gt;edf_flag_stand.cchk_pc&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;guerrilla_flag_stand.cchk_pc&amp;lt;/code&amp;gt;.&lt;br /&gt;
* If you attempt to add more than two stands to a map, the extras will not work as capture points and only the asset will appear.&lt;br /&gt;
* &amp;lt;code&amp;gt;Neutral&amp;lt;/code&amp;gt; is not a valid value for &amp;lt;code&amp;gt;mp_team&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Bagman Objective Spawn==&lt;br /&gt;
* Object is an &amp;lt;code&amp;gt;item&amp;lt;/code&amp;gt; type referencing &amp;lt;code&amp;gt;items.3d_xtbl&amp;lt;/code&amp;gt;.&lt;br /&gt;
* Ignore the varying bounding box sizes when positioning the bag spawn, the XYZ axis position is what matters (the red, blue &amp;amp; green lines).&lt;br /&gt;
* The &amp;lt;code&amp;gt;respawn&amp;lt;/code&amp;gt; boolean doesn't do what you expect, the bag will still return to the original spawn point regardless if it's enabled or not.&lt;br /&gt;
* You can't place more than one bag on a map normally, only one will spawn. However you can have different bag locations in Bagman and Team Bagman by using the gamemode flags.&lt;br /&gt;
&lt;br /&gt;
==Weapon Spawns==&lt;br /&gt;
* You should clone other weapons to add new ones, if you make them from scratch and don't get the bounding box correct for certain weapons it can cause duplicate weapon spawns in some cases.&lt;br /&gt;
* &amp;lt;code&amp;gt;weapon_type&amp;lt;/code&amp;gt; determines which weapon will spawn and references &amp;lt;code&amp;gt;weapons.xtbl&amp;lt;/code&amp;gt;.&lt;br /&gt;
* The &amp;lt;code&amp;gt;preplaced&amp;lt;/code&amp;gt; boolean needs more testing but you can disable weapons in certain game modes by disabling the game mode flags anyway.&lt;br /&gt;
* The &amp;lt;code&amp;gt;respawns&amp;lt;/code&amp;gt; boolean will cause the weapon to not re-spawn again during a match after it has been picked up for the first time.&lt;br /&gt;
* Ensure the bounding box is slightly above the ground/floor when positioning weapons.&lt;br /&gt;
&lt;br /&gt;
==Trigger Regions==&lt;br /&gt;
* In multiplayer &amp;amp; singleplayer these are used to prevent the player from going out of bounds.&lt;br /&gt;
* &amp;lt;code&amp;gt;region_kill_type&amp;lt;/code&amp;gt; can be set to a &amp;lt;code&amp;gt;cliff&amp;lt;/code&amp;gt; or a &amp;lt;code&amp;gt;mine&amp;lt;/code&amp;gt;. A cliff will cause the player to fall to their death, while a mine will explode and kill the player; this is also reflected in the killfeed message in multiplayer.&lt;br /&gt;
* In singleplayer the &amp;lt;code&amp;gt;trigger_flags&amp;lt;/code&amp;gt; can be changed so the trigger isn't enabled during missions and/or activities. Eg. &amp;lt;code&amp;gt;not_in_mission&amp;lt;/code&amp;gt; will disable it during a main mission, &amp;lt;code&amp;gt;not_in_activity&amp;lt;/code&amp;gt; would disable it during a side activity and &amp;lt;code&amp;gt;not_in_mission not_in_activity&amp;lt;/code&amp;gt; would disable it during both.&lt;br /&gt;
* The &amp;lt;code&amp;gt;enabled&amp;lt;/code&amp;gt; boolean allows mappers to enable/disable the region.&lt;br /&gt;
* The &amp;lt;code&amp;gt;trigger_shape&amp;lt;/code&amp;gt; can be set to a &amp;lt;code&amp;gt;box&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;sphere&amp;lt;/code&amp;gt;. However Nanoforge cannot render spherical bounding boxes yet.&lt;br /&gt;
* &amp;lt;code&amp;gt;outer_radius&amp;lt;/code&amp;gt; might control the size of the region, but this is untested.&lt;br /&gt;
&lt;br /&gt;
==Object Effects==&lt;br /&gt;
* Plays an effect such as smoke, fire, explosion, sparks, etc. Also can play sounds if the effect has one in &amp;lt;code&amp;gt;effects.xtbl&amp;lt;/code&amp;gt; and the sound string is used.&lt;br /&gt;
* &amp;lt;code&amp;gt;sound_alr&amp;lt;/code&amp;gt; = Unknown. &lt;br /&gt;
* &amp;lt;code&amp;gt;sound&amp;lt;/code&amp;gt; = The name of the sound in &amp;lt;code&amp;gt;effects.xtbl&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;visual&amp;lt;/code&amp;gt; = The name of the effect in &amp;lt;code&amp;gt;effects.xtbl&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;looping&amp;lt;/code&amp;gt; = Controls if the effect will play once or continuously.&lt;br /&gt;
&lt;br /&gt;
==Shape Cutters==&lt;br /&gt;
* Used to damage or cut holes into destructible objects ahead of time.&lt;br /&gt;
* &amp;lt;code&amp;gt;outer_radius&amp;lt;/code&amp;gt; might control the size of the cutter, but this is untested.&lt;br /&gt;
&lt;br /&gt;
==Maps with names different from their in-game names==&lt;br /&gt;
* wc1 - Complex&lt;br /&gt;
* wc2 - Watchtower&lt;br /&gt;
* wc3 - Scrapheap&lt;br /&gt;
* wc4 - Vista&lt;br /&gt;
* wc5 - Fortress&lt;br /&gt;
* wc6 - Factory&lt;br /&gt;
* wc7 - Gulch&lt;br /&gt;
* wc8 - Cascade&lt;br /&gt;
* wc9 - Transmission&lt;br /&gt;
* wc10 - Pipeline&lt;br /&gt;
* wcdlc1 - Ruins&lt;br /&gt;
* wcdlc2 - Repercussion&lt;br /&gt;
* wcdlc3 - Imperial&lt;br /&gt;
* wcdlc4 - Expansion&lt;br /&gt;
* wcdlc5 - Frost&lt;br /&gt;
* wcdlc6 - Abandoned&lt;br /&gt;
* wcdlc7 - Stratosphere &lt;br /&gt;
* wcdlc8 - Invasion&lt;br /&gt;
* wcdlc9 - Nordic Bonus&lt;br /&gt;
* mpcx_crossover - Doubletime&lt;br /&gt;
* mpcx_assembly - Outpost &lt;br /&gt;
* mpdlc_landbridge - Equilibrium&lt;br /&gt;
* mpdlc_islands - Haven&lt;br /&gt;
* mpdlc_minibase - Complex&lt;br /&gt;
* mpdlc_overhang - Gradient&lt;br /&gt;
* mpdlc_ruins - Remnant&lt;br /&gt;
&lt;br /&gt;
==Maps with similar terrain==&lt;br /&gt;
* Crash Site/Complex/Nordic Bonus&lt;br /&gt;
* Rift/Factory&lt;br /&gt;
* Remnant/Ruins&lt;br /&gt;
* Broadside/Invasion&lt;br /&gt;
* Wasteland/Gulch&lt;br /&gt;
* Outpost/Framework&lt;br /&gt;
* Radial/Transmission&lt;br /&gt;
* Sand Pit/Division/Watchtower&lt;br /&gt;
* Tutorial Area/Pipeline&lt;br /&gt;
* Pinnacle/Fortress&lt;br /&gt;
&lt;br /&gt;
==Misc Notes==&lt;br /&gt;
* Deep clone objects if you want to keep the children of an object and use regular clone if you just want to clone the parent. Only move the parent when deep cloning and the children will follow and be offset correctly.&lt;br /&gt;
* If you see anything that looks like XML inside &amp;lt;code&amp;gt;layer_pc&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;rfgzone_pc&amp;lt;/code&amp;gt; files you can ignore that as we're 99% sure it's junk from their file packer reusing memory without zeroing it out.&lt;br /&gt;
*[https://github.com/Moneyl/RfgTools/blob/main/Documentation/RfgZonexFormat.md Zone file format docs] - Describes the zone format used by RFG in more detail.&lt;br /&gt;
&lt;br /&gt;
===Localization strings===&lt;br /&gt;
While Nanoforge is only in English at the moment it can view localized strings used by RFG. RFG uses placeholder strings in many xtbls which are replaced with their localization at runtime. These are shown automatically in the xtbl editor. You can also view a list of all localized strings via &amp;lt;code&amp;gt;Tools &amp;gt; Localization &amp;gt; View localized strings&amp;lt;/code&amp;gt;. You can search by placeholder by checking &amp;quot;Search by identifier&amp;quot;. You must fully enter the identifier without typos for this to work since it's comparing it to a hash of the identifier stored in the games localization files.&lt;br /&gt;
&lt;br /&gt;
[[File:Nanoforge_LocalizedStringList0.png|frameless|768px]]&lt;br /&gt;
&lt;br /&gt;
===Scriptx viewer===&lt;br /&gt;
RFG uses an xml based scripting system called scriptx for some mission logic. The viewer is an attempt at making it easier to read scriptx files which can be difficult to understand. It's a low priority feature so it likely won't see changes for a while but was enabled in case it's useful to people editing scriptx files. You still need to edit them by hand but it can help make it clearer what a script is doing. You can access it via &amp;lt;code&amp;gt;View &amp;gt; Scriptx Viewer (WIP)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
[[File:Nanoforge_ScriptxViewer0.png|frameless|768px]]&lt;/div&gt;</summary>
		<author><name>Camo</name></author>
	</entry>
	<entry>
		<id>https://www.redfactionwiki.com/w/index.php?title=RF:G_Editing_Main_Page&amp;diff=14895</id>
		<title>RF:G Editing Main Page</title>
		<link rel="alternate" type="text/html" href="https://www.redfactionwiki.com/w/index.php?title=RF:G_Editing_Main_Page&amp;diff=14895"/>
		<updated>2025-07-03T22:06:36Z</updated>

		<summary type="html">&lt;p&gt;Camo: Added recently released tools and fixed some tool descriptions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BubbleNav|RFG|no|no}}This will serve as a landing page for all resources related to [[Red Faction: Guerrilla]] editing for the '''Re-Mars-tered Edition'''.&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
===Community===&lt;br /&gt;
*[https://discord.gg/factionfiles Faction Files Community Discord] - Active Red Faction series community Discord with #map-mod-development channel for community development discussion&lt;br /&gt;
*[https://rfg-modding.github.io/SyncFaction/#/modding/intro SyncFaction Modding Intro] - Extensive writeup of all available mod formats and distribution methods. Includes mod examples!&lt;br /&gt;
===Downloads===&lt;br /&gt;
*[https://www.factionfiles.com/ff.php?action=files FactionFiles.com] - Custom mods, tools, patches, and reference material&lt;br /&gt;
*[https://www.nexusmods.com/redfactionguerilla/mods/ Nexus Mods] - Custom mods&lt;br /&gt;
*[https://www.nexusmods.com/redfactionguerrillaremarstered/mods/ Nexus Mods Re-Mars-tered] - Custom mods&lt;br /&gt;
&lt;br /&gt;
==Documentation==&lt;br /&gt;
*[[RF:G Map organization]]&lt;br /&gt;
*[[Nanoforge basics]]&lt;br /&gt;
*[https://github.com/Moneyl/RfgTools/blob/main/Documentation/RfgZonexFormat.md Zone file format docs] - Describes the zone format used by RFG in more detail&lt;br /&gt;
===Core Concepts===&lt;br /&gt;
*[[Red Faction: Guerrilla]]'s level editor is [[CLOE]], which is not publicly available.&lt;br /&gt;
&lt;br /&gt;
===Red Faction: Guerrilla File Formats===&lt;br /&gt;
* &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; - XML table files are used to store properties or attributes in Red Faction: Guerrilla. Overall, their function is similar to the &amp;lt;code&amp;gt;.tbl&amp;lt;/code&amp;gt; files of Red Faction and Red Faction II.&lt;br /&gt;
* &amp;lt;code&amp;gt;.scriptx&amp;lt;/code&amp;gt; - Internal XML scripting language file, commonly used for missions and activities&lt;br /&gt;
* &amp;lt;code&amp;gt;.dtodx&amp;lt;/code&amp;gt; - Weather/lighting file for maps that controls things like fog, tint, ambient colour, eye adaption, bloom, cloud color and speed&lt;br /&gt;
* &amp;lt;code&amp;gt;.gtodx&amp;lt;/code&amp;gt; - Skybox file for maps that controls things like the sun texture, moon positions and if the horizon mountain texture is enabled&lt;br /&gt;
* &amp;lt;code&amp;gt;.vpp_pc&amp;lt;/code&amp;gt; - Packfile&lt;br /&gt;
* &amp;lt;code&amp;gt;.rigx&amp;lt;/code&amp;gt; - Rig&lt;br /&gt;
* &amp;lt;code&amp;gt;.str2_pc&amp;lt;/code&amp;gt; - Texture Packfile&lt;br /&gt;
* &amp;lt;code&amp;gt;.rfgzone_pc&amp;lt;/code&amp;gt; - Map zone&lt;br /&gt;
* &amp;lt;code&amp;gt;.layer_pc&amp;lt;/code&amp;gt; - Map zone&lt;br /&gt;
* &amp;lt;code&amp;gt;.cpeg_pc, cvbm_pc&amp;lt;/code&amp;gt; - Texture cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gpeg_pc, gvbm_pc&amp;lt;/code&amp;gt; - Texture gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.asm_pc&amp;lt;/code&amp;gt; - Asset assembler file&lt;br /&gt;
* &amp;lt;code&amp;gt;.csmesh_pc&amp;lt;/code&amp;gt; - Static mesh cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gsmesh_pc&amp;lt;/code&amp;gt; - Static mesh gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.ccmesh_pc&amp;lt;/code&amp;gt; - Character mesh cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gcmesh_pc&amp;lt;/code&amp;gt; - Character mesh gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.ccar_pc&amp;lt;/code&amp;gt; - Vehicle mesh cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gcar_pc&amp;lt;/code&amp;gt; - Vehicle mesh gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.anim_pc&amp;lt;/code&amp;gt; - Animation&lt;br /&gt;
* &amp;lt;code&amp;gt;.cchk_pc&amp;lt;/code&amp;gt; - Destructible object cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gchk_pc&amp;lt;/code&amp;gt; - Destructible object gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.cefct_pc&amp;lt;/code&amp;gt; - Visual effect cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gefct_pc&amp;lt;/code&amp;gt; - Visual effect gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.cfmesh_pc&amp;lt;/code&amp;gt; - Foliage mesh&lt;br /&gt;
* &amp;lt;code&amp;gt;.cstch&amp;lt;/code&amp;gt; - Terrain clutter mesh cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gstch&amp;lt;/code&amp;gt; - Terrain clutter mesh gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.cterrain_pc&amp;lt;/code&amp;gt; - Terrain zone cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gterrain_pc&amp;lt;/code&amp;gt; - Terrain zone gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.ctmesh_pc&amp;lt;/code&amp;gt; - Terrain subzone cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gtmesh_pc&amp;lt;/code&amp;gt; - Terrain subzone gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.fsmib&amp;lt;/code&amp;gt; - Fullscreen map data&lt;br /&gt;
* &amp;lt;code&amp;gt;.fxo_kg&amp;lt;/code&amp;gt; - Shader&lt;br /&gt;
* &amp;lt;code&amp;gt;.le_strings&amp;lt;/code&amp;gt; - Steam localization strings&lt;br /&gt;
* &amp;lt;code&amp;gt;.rfglocatext&amp;lt;/code&amp;gt; - Localization strings&lt;br /&gt;
* &amp;lt;code&amp;gt;.mat_pc&amp;lt;/code&amp;gt; - Render material&lt;br /&gt;
* &amp;lt;code&amp;gt;.morph_pc&amp;lt;/code&amp;gt; - Animation Morph&lt;br /&gt;
* &amp;lt;code&amp;gt;.vint_doc&amp;lt;/code&amp;gt; - UI&lt;br /&gt;
* &amp;lt;code&amp;gt;.sim_pc&amp;lt;/code&amp;gt; - Cloth sim&lt;br /&gt;
* &amp;lt;code&amp;gt;.xgs_pc&amp;lt;/code&amp;gt; - Sound config&lt;br /&gt;
* &amp;lt;code&amp;gt;.xsb_pc&amp;lt;/code&amp;gt; - Soundbank&lt;br /&gt;
* &amp;lt;code&amp;gt;.xwb_pc&amp;lt;/code&amp;gt; - Wavebank&lt;br /&gt;
* &amp;lt;code&amp;gt;.aud_pc&amp;lt;/code&amp;gt; - Audio categories&lt;br /&gt;
* &amp;lt;code&amp;gt;.vf3_pc&amp;lt;/code&amp;gt; - Font&lt;br /&gt;
* &amp;lt;code&amp;gt;.vfdvp_pc&amp;lt;/code&amp;gt; - ?&lt;br /&gt;
* &amp;lt;code&amp;gt;.rfgvp_pc&amp;lt;/code&amp;gt; - ?&lt;br /&gt;
&lt;br /&gt;
===Red Faction: Guerrilla File Structure===&lt;br /&gt;
&lt;br /&gt;
\Red Faction Guerrilla Re-MARS-tered\data\&lt;br /&gt;
&lt;br /&gt;
The two most important files for modding most of RF:G are &amp;lt;code&amp;gt;misc.vpp_pc&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;table.vpp_pc&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;activities.vpp_pc&amp;lt;/code&amp;gt; - contains textures for singleplayer activities&lt;br /&gt;
* &amp;lt;code&amp;gt;anims.vpp_pc&amp;lt;/code&amp;gt; - contains animation files&lt;br /&gt;
* &amp;lt;code&amp;gt;chunks.vpp_pc&amp;lt;/code&amp;gt; - contains &amp;lt;code&amp;gt;.rfgchunkx&amp;lt;/code&amp;gt; files and seems to be related to the &amp;lt;code&amp;gt;preload_chunks.xtbl&amp;lt;/code&amp;gt; file, it's possible to add them to a map using the correct &amp;lt;code&amp;gt;dest_checksum&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;uid&amp;lt;/code&amp;gt; numbers. Game might also spawn &amp;lt;code&amp;gt;missing_chunk&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;missing_destroyable&amp;lt;/code&amp;gt; if a mesh fails to load.&lt;br /&gt;
* &amp;lt;code&amp;gt;cloth_sim.vpp_pc&amp;lt;/code&amp;gt; - contains cloth simulation files&lt;br /&gt;
* &amp;lt;code&amp;gt;decals.vpp_pc&amp;lt;/code&amp;gt; - contains decal textures&lt;br /&gt;
* &amp;lt;code&amp;gt;dlc01_l0.vpp_pc&amp;lt;/code&amp;gt; - singleplayer DLC map&lt;br /&gt;
* &amp;lt;code&amp;gt;dlc01_l1.vpp_pc&amp;lt;/code&amp;gt; - only contains a blank &amp;lt;code&amp;gt;asm_pc&amp;lt;/code&amp;gt; file&lt;br /&gt;
* &amp;lt;code&amp;gt;dlc01_precache.vpp_pc&amp;lt;/code&amp;gt; - similar to &amp;lt;code&amp;gt;mp_common.vpp_pc&amp;lt;/code&amp;gt; but for the singleplayer DLC map&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_activities.vpp_pc&amp;lt;/code&amp;gt; - contains textures for singleplayer DLC activities&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_anims.vpp_pc&amp;lt;/code&amp;gt; - contains animation files for singleplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_cloth_sim.vpp_pc&amp;lt;/code&amp;gt; - contains cloth simulation files for singleplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_effects.vpp_pc&amp;lt;/code&amp;gt; - contains visual effect files for singleplayer DLC, some are &amp;lt;code&amp;gt;.str2&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_humans.vpp_pc&amp;lt;/code&amp;gt; - contains textures and meshes for characters in singleplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_interface.vpp_pc&amp;lt;/code&amp;gt; - contains textures for loading screens &amp;amp; thumbnails in singleplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_items.vpp_pc&amp;lt;/code&amp;gt; - contains textures and meshes for weapons, character props and misc objects in singleplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlc01_misc.vpp_pc&amp;lt;/code&amp;gt; - contains &amp;lt;code&amp;gt;.rig_pc&amp;lt;/code&amp;gt; files, the &amp;lt;code&amp;gt;.fsmib&amp;lt;/code&amp;gt; file and two &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files for singleplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlc01_missions.vpp_pc&amp;lt;/code&amp;gt; - contains textures related to singleplayer DLC missions&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_personas_en_us.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_vehicles.vpp_pc&amp;lt;/code&amp;gt; - contains textures and meshes for singleplayer DLC vehicles&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_voices_en_us.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp02_interface.vpp_pc&amp;lt;/code&amp;gt; - contains textures for loading screens &amp;amp; thumbnails for multiplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp02_misc.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp03_interface.vpp_pc&amp;lt;/code&amp;gt; - contains textures for loading screens &amp;amp; thumbnails for wrecking crew DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp03_misc.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;effects.vpp_pc&amp;lt;/code&amp;gt; - contains visual effect files, some are &amp;lt;code&amp;gt;.str2&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;effects_mp.vpp_pc&amp;lt;/code&amp;gt; - contains multiplayer only visual effect files, some are &amp;lt;code&amp;gt;.str2&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;humans.vpp_pc&amp;lt;/code&amp;gt; - contains textures and meshes for characters in both singleplayer and multiplayer&lt;br /&gt;
* &amp;lt;code&amp;gt;interface.vpp_pc&amp;lt;/code&amp;gt; - contains textures for loading screens &amp;amp; thumbnails in both SP and MP and character portraits in multiplayer&lt;br /&gt;
* &amp;lt;code&amp;gt;items.vpp_pc&amp;lt;/code&amp;gt; - contains textures and meshes for weapons, character props and misc objects in both singleplayer &amp;amp; multiplayer&lt;br /&gt;
* &amp;lt;code&amp;gt;items_mp.vpp_pc&amp;lt;/code&amp;gt; - contains multiplayer only textures and meshes&lt;br /&gt;
* &amp;lt;code&amp;gt;misc.vpp_pc&amp;lt;/code&amp;gt; contains &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files and most other file types&lt;br /&gt;
* &amp;lt;code&amp;gt;missions.vpp_pc&amp;lt;/code&amp;gt; - contains textures for singleplayer missions&lt;br /&gt;
* &amp;lt;code&amp;gt;mp_common.vpp_pc&amp;lt;/code&amp;gt; - contains textures shared between multiplayer maps&lt;br /&gt;
* &amp;lt;code&amp;gt;mp_xxx.vpp_pc&amp;lt;/code&amp;gt; - multiplayer maps, excluding &amp;lt;code&amp;gt;mp_common.vpp_pc&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;mpdlc_xxx.vpp_pc&amp;lt;/code&amp;gt; - DLC multiplayer maps&lt;br /&gt;
* &amp;lt;code&amp;gt;personas_de_de.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;personas_en_us.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;personas_es_es.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;personas_fr_fr.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;personas_it_it.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;personas_ru_ru.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_00a.bik_xbox2&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_01a.bik_xbox2&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_02a.bik_xbox2&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_03a.bik_xbox2&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_03b.bik_xbox2&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_04a.bik_xbox2&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_05a.bik_xbox2&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_06a.bik_xbox2&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;skybox.vpp_pc&amp;lt;/code&amp;gt; - contains textures for the skybox like the clouds&lt;br /&gt;
* &amp;lt;code&amp;gt;sounds_r.vpp_pc&amp;lt;/code&amp;gt; - contains &amp;lt;code&amp;gt;.xmb_pc&amp;lt;/code&amp;gt; sound files&lt;br /&gt;
* &amp;lt;code&amp;gt;steam.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;table.vpp_pc&amp;lt;/code&amp;gt; - contains only &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files and will overwrite &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files in &amp;lt;code&amp;gt;misc.vpp_pc&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;terr01_l0.vpp_pc&amp;lt;/code&amp;gt; - singleplayer map&lt;br /&gt;
* &amp;lt;code&amp;gt;terr01_l1.vpp_pc&amp;lt;/code&amp;gt; - singleplayer map&lt;br /&gt;
* &amp;lt;code&amp;gt;terr01_precache.vpp_pc&amp;lt;/code&amp;gt; - similar to &amp;lt;code&amp;gt;mp_common.vpp_pc&amp;lt;/code&amp;gt; but for the singleplayer map&lt;br /&gt;
* &amp;lt;code&amp;gt;vehicles_r.vpp_pc&amp;lt;/code&amp;gt; - contains textures and meshes for singleplayer vehicles&lt;br /&gt;
* &amp;lt;code&amp;gt;voices_de_de.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;voices_en_us.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;voices_es_es.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;voices_fr_fr.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;voices_it_it.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;voices_ru_ru.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;wcxxx.vpp_c&amp;lt;/code&amp;gt; - wrecking crew maps&lt;br /&gt;
* &amp;lt;code&amp;gt;zonescript_dlc01.vpp_pc&amp;lt;/code&amp;gt; - contains &amp;lt;code&amp;gt;.scriptx&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;.rfgzone_pc&amp;lt;/code&amp;gt; files for singleplayer DLC map&lt;br /&gt;
* &amp;lt;code&amp;gt;zonescript_terr01.vpp_pc&amp;lt;/code&amp;gt; - contains &amp;lt;code&amp;gt;.scriptx&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;.rfgzone_pc&amp;lt;/code&amp;gt; files for singleplayer map&lt;br /&gt;
* &amp;lt;code&amp;gt;xxx.bik&amp;lt;/code&amp;gt; - pre-rendered custscenes&lt;br /&gt;
&lt;br /&gt;
===Scriptx Functions===&lt;br /&gt;
&lt;br /&gt;
* [https://www.factionfiles.com/ff.php?action=scriptxfuncs .scriptx functions]&lt;br /&gt;
&lt;br /&gt;
===Primitive data types &amp;amp; limits===&lt;br /&gt;
&lt;br /&gt;
* Floats (floating decimal points): Max value &amp;lt;code&amp;gt;3.4028237&amp;lt;/code&amp;gt; and move the decimal place right 38 times. Examples: &amp;lt;code&amp;gt;1.0, 0.0&amp;lt;/code&amp;gt;&lt;br /&gt;
* Integer (whole number that could hold a zero, positive or negative value): Max value &amp;lt;code&amp;gt;2147483647&amp;lt;/code&amp;gt;&lt;br /&gt;
* Boolean (truth value with two constants objects True and False , basically a toggle to enable or disable something using &amp;quot;true&amp;quot; or &amp;quot;false&amp;quot;): Examples: &amp;lt;code&amp;gt;&amp;lt;Unlocks_Cheat&amp;gt;True&amp;lt;/Unlocks_Cheat&amp;gt;, &amp;lt;Unlocks_Cheat&amp;gt;False&amp;lt;/Unlocks_Cheat&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
* String (represents a sequence or characters/text): Example: &amp;lt;code&amp;gt;&amp;lt;string&amp;gt;OldCoot&amp;lt;/string&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===sounds_r.vpp_pc Info===&lt;br /&gt;
&lt;br /&gt;
* S16 = Signed 16 bit&lt;br /&gt;
* LE = Little endian&lt;br /&gt;
* 2CH = 2 channels (stereo)&lt;br /&gt;
&lt;br /&gt;
    * destruction.xwb_pc - unknown&lt;br /&gt;
    * dlc01_voc_d01offcam.xwb_pc.en_us.xwb_pc - unknown               &lt;br /&gt;
    * dlc01_voc_spe_d01dan.xwb_pc.en_us.xwb_pc - unknown              &lt;br /&gt;
    * dlc01_voc_spe_d01msm01.xwb_pc.en_us.xwb_pc - unknown            &lt;br /&gt;
    * dlc01_voc_spe_d01msm02.xwb_pc.en_us.xwb_pc - unknown            &lt;br /&gt;
    * dlc01_voc_spe_d01msm03.xwb_pc.en_us.xwb_pc - unknown            &lt;br /&gt;
    * dlc01_voc_spe_d01msm04.xwb_pc.en_us.xwb_pc - unknown            &lt;br /&gt;
    * dlc01_voc_spe_d01msm05.xwb_pc.en_us.xwb_pc - unknown            &lt;br /&gt;
    * dlc01_voc_spe_d01msm06.xwb_pc.en_us.xwb_pc - unknown            &lt;br /&gt;
    * dlc01_voc_spe_d01rfc.xwb_pc.en_us.xwb_pc - unknown              &lt;br /&gt;
    * dlc01_voc_spe_d01sam_pcm01.xwb_pc.en_us.xwb_pc - unknown        &lt;br /&gt;
    * dlc01_voc_spe_d01vasha_safe.xwb_pc.en_us.xwb_pc - unknown       &lt;br /&gt;
    * mov_foley.xwb_pc - unknown                                       &lt;br /&gt;
    * mov_jet_pack.xwb_pc - unknown                                    &lt;br /&gt;
    * mov_male.xwb_pc - unknown                                        &lt;br /&gt;
    * mov_npc_male.xwb_pc - unknown                                    &lt;br /&gt;
    * mp_backpacks.xwb_pc - S16, LE, 2CH. Intermittent static starting ~28sec                  &lt;br /&gt;
    * mp_wep.xwb_pc - S16, LE, 2CH. Static at start and end                                           &lt;br /&gt;
    * mus_briefings.xwb_pc - S16, LE, 2CH.      &lt;br /&gt;
    * mus_demomaster.xwb_pc - S16, LE, 2CH.      &lt;br /&gt;
    * mus_frontend.xwb_pc - S16, LE, 2CH.        &lt;br /&gt;
    * mus_multiplayer.xwb_pc - S16, LE, 2CH.     &lt;br /&gt;
    * mus_progression_01.xwb_pc - S16, LE, 2CH. Static at start, may be header &lt;br /&gt;
    * mus_progression_02.xwb_pc - S16, LE, 2CH.  &lt;br /&gt;
    * mus_progression_03.xwb_pc - S16, LE, 2CH.  &lt;br /&gt;
    * mus_sting.xwb_pc - S16, LE, 2CH. &lt;br /&gt;
    * obj_shared_ambient.xwb_pc - unknown&lt;br /&gt;
    * obj_shared_dth.xwb_pc - unknown     &lt;br /&gt;
    * obj_shared_exp.xwb_pc - unknown&lt;br /&gt;
    * obj_shared_impact.xwb_pc - unknown &lt;br /&gt;
    * scripted_raids.xwb_pc - unknown    &lt;br /&gt;
    * system.xwb_pc - S16, LE, 2CH. Mostly static, valid sound in middle            &lt;br /&gt;
    * system_mp.xwb_pc - unknown         &lt;br /&gt;
    * veh_civ_bus.xwb_pc - S16, LE, 2CH. Some static, some valid sound.       &lt;br /&gt;
    * veh_civ_car1.xwb_pc - S16, LE, 2CH. Some static, some valid sound.          &lt;br /&gt;
    * veh_civ_car2.xwb_pc - S16, LE, 2CH. Some static, some valid sound.          &lt;br /&gt;
    * veh_civ_car3.xwb_pc - S16, LE, 2CH. Some static, some valid sound.        &lt;br /&gt;
    * veh_civ_flat.xwb_pc - unknown    &lt;br /&gt;
    * veh_civ_flat2.xwb_pc - unknown&lt;br /&gt;
    * veh_civ_fuel.xwb_pc - S16, LE, 2CH. Some static, some valid sound.        &lt;br /&gt;
    * veh_civ_hauler.xwb_pc - S16, LE, 2CH. Some static, some valid sound.      &lt;br /&gt;
    * veh_civ_taxi.xwb_pc - S16, LE, 2CH. Some static, some valid sound.        &lt;br /&gt;
    * veh_civ_trash.xwb_pc - S16, LE, 2CH. Some static, some valid sound.       &lt;br /&gt;
    * veh_civ_walker.xwb_pc - S16, LE, 2CH. Some static, some valid sound.      &lt;br /&gt;
    * veh_edf_aax.xwb_pc - S16, LE, 2CH. Mostly static, some valid sound at end.        &lt;br /&gt;
    * veh_edf_abx.xwb_pc - S16, LE, 2CH. Mostly static, some valid sound at end.                 &lt;br /&gt;
    * veh_edf_apc.xwb_pc - S16, LE, 2CH. Some static, some valid sound.       &lt;br /&gt;
    * veh_edf_atank.xwb_pc - S16, LE, 2CH. Some static, some valid sound.     &lt;br /&gt;
    * veh_edf_htank.xwb_pc - S16, LE, 2CH. Some static, some valid sound.     &lt;br /&gt;
    * veh_edf_mtank.xwb_pc - S16, LE, 2CH. Some static, some valid sound.     &lt;br /&gt;
    * veh_edf_scout.xwb_pc - S16, LE, 2CH. Some static, some valid sound.     &lt;br /&gt;
    * veh_edf_staff.xwb_pc - S16, LE, 2CH. Some static, some valid sound.     &lt;br /&gt;
    * veh_edf_staffh2h.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_edf_supply.xwb_pc - S16, LE, 2CH. Some static, some valid sound.    &lt;br /&gt;
    * veh_mar_jetter.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_mar_raider.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_atv.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_bull.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_dtruck.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_etruck.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_jetter.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_pickup.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_rover.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_roverwk.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_supply.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_supplyrt.xwb_pc - unknown&lt;br /&gt;
    * veh_min_wlklg.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_wlkmd.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_shared.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * walla.xwb_pc - unknown&lt;br /&gt;
    * weather.xwb_pc - S16, LE, 2CH.&lt;br /&gt;
    * wep_rfg.xwb_pc -  S16, LE, 2CH. Mostly valid, some static&lt;br /&gt;
&lt;br /&gt;
===Misc Notes===&lt;br /&gt;
&lt;br /&gt;
* When repacking &amp;lt;code&amp;gt;.vpp_pc&amp;lt;/code&amp;gt; files don't compress and/or condense them if they weren't like that in the vanilla game, it will cause the game to crash. Eg: &amp;lt;code&amp;gt;items.vpp_pc&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;interface.vpp_pc&amp;lt;/code&amp;gt;, map files etc. See the table below.&lt;br /&gt;
* When repacking &amp;lt;code&amp;gt;.str2_pc&amp;lt;/code&amp;gt; files ensure they are compressed and condensed.&lt;br /&gt;
* &amp;lt;code&amp;gt;table.vpp_pc&amp;lt;/code&amp;gt; overwrites changes to &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files in &amp;lt;code&amp;gt;misc.vpp_pc&amp;lt;/code&amp;gt;. The work around for this with the legacy mod manager is to rename the file however this breaks multiplayer and reduces the stability of the game. You should edit the same &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files in both &amp;lt;code&amp;gt;misc.vpp_pc&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;table.vpp_pc&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Filename !! Alignment !! Compressed !! Condensed&lt;br /&gt;
|-&lt;br /&gt;
| ALL .str2      || 0      || Yes      || Yes&lt;br /&gt;
|-&lt;br /&gt;
| MOST .vpp_pc      || 2048      || No      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlc01_precache.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlcp01_misc.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| misc.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| mp_common.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| steam.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| terr01_precache.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| zonescript_dlc01.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| zonescript_terr01.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlc01_l1.vpp_pc      || 0      || No      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlcp01_voices_en_us.vpp_pc      || 0      || No      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlcp02_misc.vpp_pc      || 0      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlcp03_misc.vpp_pc      || 0?      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlcp01_anims.vpp_pc      || 16?      || Yes      || Yes&lt;br /&gt;
|-&lt;br /&gt;
| anims.vpp_pc      || 16      || Yes      || Yes&lt;br /&gt;
|-&lt;br /&gt;
| table.vpp_pc      || 64      || Yes      || Yes&lt;br /&gt;
|-&lt;br /&gt;
| skybox.vpp_pc      || 4096      || No      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlcp01_personas_en_us.vpp_pc      || 4096      || No      || No&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Red Faction: Guerrilla Tools===&lt;br /&gt;
&lt;br /&gt;
* [https://github.com/Moneyl/RfgUtil/releases RfgUtil] - Used for unpacking most file formats and updating &amp;lt;code&amp;gt;.asm_pc&amp;lt;/code&amp;gt; files.&lt;br /&gt;
* [https://github.com/rfg-modding/Nanoforge/releases Nanoforge Beef] - Multiplayer &amp;amp; wrecking crew map editor, highly recommended to use this version for map editing instead of the C++ versions map editor, however you cannot import &amp;amp; view the singleplayer maps or edit them yet.&lt;br /&gt;
* [https://github.com/rfg-modding/Nanoforge/releases/download/v0.21.1/Nanoforge_v0_21_1.zip Nanoforge C++] - Map editor, Mesh viewer, Texture editor, &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; editor and much more.&lt;br /&gt;
* [https://github.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch/raw/main/z_tools/mTools.zip mTools] - Drag and drop tool to convert &amp;lt;code&amp;gt;.asm_pc&amp;lt;/code&amp;gt; files to XML and vice versa.&lt;br /&gt;
* [https://github.com/rsl-dev/RSL/releases RSL] - Script Loader.&lt;br /&gt;
* [https://github.com/Moneyl/AsmTool/releases AsmTool]- WIP Tool for modifying &amp;lt;code&amp;gt;.asm_pc&amp;lt;/code&amp;gt; files used by Red Faction Guerrilla. This is meant to replace hand editing them, which is very error prone and tedious.&lt;br /&gt;
* [https://github.com/rfg-modding/SyncFaction/releases SyncFaction] - Tool for automatically installing the Terraform Patch replaces the legacy mod manager with bug fixes and new features.&lt;br /&gt;
* [https://www.factionfiles.com/ff.php?action=file&amp;amp;id=5686 xdelta UI] - GUI for generating &amp;lt;code&amp;gt;.xdelta&amp;lt;/code&amp;gt; (binary) patches&lt;br /&gt;
* [http://www.ximple.cz/download.php XiMpLe XML Editor] - Lightweight GUI XML Editor that displays XML type files in table grid views.&lt;br /&gt;
* [https://github.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch/raw/main/z_tools/Volition_Table_File_Editor.zip Volition Table File Editor] - GUI for editing &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files.&lt;br /&gt;
* [https://jsonformatter.org/xml-formatter XML Formatter] - Use this to format &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files so they are easier to read.&lt;br /&gt;
* [https://www.w3schools.com/xml/xml_validator.asp XML Validator] - Use this to validate &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; edits, any mistakes you make will crash the game.&lt;br /&gt;
* [https://onecompiler.com/lua/3ykpyrhhb LUA Validator] - Useful for validating RSL scripts for errors, note it's safe to ignore &amp;lt;code&amp;gt;attempt to index a nil value (global 'rfg')&amp;lt;/code&amp;gt;.&lt;br /&gt;
* [https://github.com/rfg-modding/RfgToolsPlusPlus/releases/tag/ExperimentalChunkExtractor_v0.2.0 Building extractor] - Experimental building extractor (.cchk_pc &amp;amp; .gchk_pc files). It isn't able to extract all buildings and it doesn't extract the textures.&lt;br /&gt;
* [https://github.com/rfg-modding/RfgToolsPlusPlus/releases/tag/MiscMeshExtractor_V1.1.0 Misc mesh extractor] - Extract miscellaneous mesh formats. For .cfmesh_pc, .cstch_pc, .cefct_pc, and .ccar_pc files. Requires the .NET 7 runtime to run. It doesn't extract the textures.&lt;br /&gt;
* [https://www.factionfiles.com/ff.php?action=file&amp;amp;id=8144 RFGR.SaveEditor] - A save editor for Red Faction: Guerrilla Re-Mars-tered. Compatible with GOG and Steam.&lt;br /&gt;
* [https://www.factionfiles.com/ff.php?action=file&amp;amp;id=8095 RFGM.Archiver] - Archiver tool for RFG Re-MARS-tered that supports the following formats: VPP, PEG, STR2 &amp;amp; rfglocatext.&lt;br /&gt;
* [https://www.factionfiles.com/ff.php?action=file&amp;amp;id=8043 Localization Tool] - A tool made to decode, edit, and encode localization string files (.rfglocatext) for Red Faction: Guerrilla Re-Mars-tered.&lt;br /&gt;
&lt;br /&gt;
===Useful Software===&lt;br /&gt;
&lt;br /&gt;
* [https://www.voidtools.com/ Voidtools Everything] - Locate files and folders by name instantly&lt;br /&gt;
* [https://www.mythicsoft.com/agentransack/ Agent Ransack] - Bulk search for keywords within unpacked files&lt;br /&gt;
* [https://notepad-plus-plus.org/downloads/ Notepad++] - Good text editor for manually editing &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files, set language as XML&lt;br /&gt;
&lt;br /&gt;
==Tutorials==&lt;br /&gt;
*[[Nanoforge xtbl editing]] - How to edit [[.xtbl]] files in Nanoforge.&lt;br /&gt;
*[[Nanoforge Texture Editing]] - How to edit textures using Nanoforge.&lt;br /&gt;
* XTBL Editing Guide [Placeholder]&lt;br /&gt;
* RFGM.Archiver Texture Editing Guide [Placeholder] [Include updating .asm_pc and adding new textures]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Red Faction: Guerrilla]]&lt;br /&gt;
[[Category: RF:G Editing]]&lt;/div&gt;</summary>
		<author><name>Camo</name></author>
	</entry>
	<entry>
		<id>https://www.redfactionwiki.com/w/index.php?title=RF:G_Editing_Main_Page&amp;diff=14374</id>
		<title>RF:G Editing Main Page</title>
		<link rel="alternate" type="text/html" href="https://www.redfactionwiki.com/w/index.php?title=RF:G_Editing_Main_Page&amp;diff=14374"/>
		<updated>2024-03-08T17:46:01Z</updated>

		<summary type="html">&lt;p&gt;Camo: /* Red Faction: Guerrilla Tools */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BubbleNav|RFG|no|no}}This will serve as a landing page for all resources related to [[Red Faction: Guerrilla]] editing for the '''Re-Mars-tered Edition'''.&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
===Community===&lt;br /&gt;
*[https://discord.gg/factionfiles Faction Files Community Discord] - Active Red Faction series community Discord with #map-mod-development channel for community development discussion&lt;br /&gt;
*[https://rfg-modding.github.io/SyncFaction/#/modding/intro SyncFaction Modding Intro] - Extensive writeup of all available mod formats and distribution methods. Includes mod examples!&lt;br /&gt;
===Downloads===&lt;br /&gt;
*[https://www.factionfiles.com/ff.php?action=files FactionFiles.com] - Custom mods, tools, patches, and reference material&lt;br /&gt;
*[https://www.nexusmods.com/redfactionguerilla/mods/ Nexus Mods] - Custom mods&lt;br /&gt;
*[https://www.nexusmods.com/redfactionguerrillaremarstered/mods/ Nexus Mods Re-Mars-tered] - Custom mods&lt;br /&gt;
&lt;br /&gt;
==Documentation==&lt;br /&gt;
*[[RF:G Map organization]]&lt;br /&gt;
*[[Nanoforge basics]]&lt;br /&gt;
*[https://github.com/Moneyl/RfgTools/blob/main/Documentation/RfgZonexFormat.md Zone file format docs] - Describes the zone format used by RFG in more detail&lt;br /&gt;
===Core Concepts===&lt;br /&gt;
*[[Red Faction: Guerrilla]]'s level editor is [[CLOE]], which is not publicly available.&lt;br /&gt;
&lt;br /&gt;
===Red Faction: Guerrilla File Formats===&lt;br /&gt;
* &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; - XML table files are used to store properties or attributes in Red Faction: Guerrilla. Overall, their function is similar to the &amp;lt;code&amp;gt;.tbl&amp;lt;/code&amp;gt; files of Red Faction and Red Faction II.&lt;br /&gt;
* &amp;lt;code&amp;gt;.scriptx&amp;lt;/code&amp;gt; - Internal XML scripting language file, commonly used for missions and activities&lt;br /&gt;
* &amp;lt;code&amp;gt;.dtodx&amp;lt;/code&amp;gt; - Weather/lighting file for maps that controls things like fog, tint, ambient colour, eye adaption, bloom, cloud color and speed&lt;br /&gt;
* &amp;lt;code&amp;gt;.gtodx&amp;lt;/code&amp;gt; - Skybox file for maps that controls things like the sun texture, moon positions and if the horizon mountain texture is enabled&lt;br /&gt;
* &amp;lt;code&amp;gt;.vpp_pc&amp;lt;/code&amp;gt; - Packfile&lt;br /&gt;
* &amp;lt;code&amp;gt;.rigx&amp;lt;/code&amp;gt; - Rig&lt;br /&gt;
* &amp;lt;code&amp;gt;.str2_pc&amp;lt;/code&amp;gt; - Texture Packfile&lt;br /&gt;
* &amp;lt;code&amp;gt;.rfgzone_pc&amp;lt;/code&amp;gt; - Map zone&lt;br /&gt;
* &amp;lt;code&amp;gt;.layer_pc&amp;lt;/code&amp;gt; - Map zone&lt;br /&gt;
* &amp;lt;code&amp;gt;.cpeg_pc, cvbm_pc&amp;lt;/code&amp;gt; - Texture cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gpeg_pc, gvbm_pc&amp;lt;/code&amp;gt; - Texture gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.asm_pc&amp;lt;/code&amp;gt; - Asset assembler file&lt;br /&gt;
* &amp;lt;code&amp;gt;.csmesh_pc&amp;lt;/code&amp;gt; - Static mesh cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gsmesh_pc&amp;lt;/code&amp;gt; - Static mesh gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.ccmesh_pc&amp;lt;/code&amp;gt; - Character mesh cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gcmesh_pc&amp;lt;/code&amp;gt; - Character mesh gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.ccar_pc&amp;lt;/code&amp;gt; - Vehicle mesh cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gcar_pc&amp;lt;/code&amp;gt; - Vehicle mesh gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.anim_pc&amp;lt;/code&amp;gt; - Animation&lt;br /&gt;
* &amp;lt;code&amp;gt;.cchk_pc&amp;lt;/code&amp;gt; - Destructible object cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gchk_pc&amp;lt;/code&amp;gt; - Destructible object gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.cefct_pc&amp;lt;/code&amp;gt; - Visual effect cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gefct_pc&amp;lt;/code&amp;gt; - Visual effect gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.cfmesh_pc&amp;lt;/code&amp;gt; - Foliage mesh&lt;br /&gt;
* &amp;lt;code&amp;gt;.cstch&amp;lt;/code&amp;gt; - Terrain clutter mesh cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gstch&amp;lt;/code&amp;gt; - Terrain clutter mesh gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.cterrain_pc&amp;lt;/code&amp;gt; - Terrain zone cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gterrain_pc&amp;lt;/code&amp;gt; - Terrain zone gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.ctmesh_pc&amp;lt;/code&amp;gt; - Terrain subzone cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gtmesh_pc&amp;lt;/code&amp;gt; - Terrain subzone gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.fsmib&amp;lt;/code&amp;gt; - Fullscreen map data&lt;br /&gt;
* &amp;lt;code&amp;gt;.fxo_kg&amp;lt;/code&amp;gt; - Shader&lt;br /&gt;
* &amp;lt;code&amp;gt;.le_strings&amp;lt;/code&amp;gt; - Steam localization strings&lt;br /&gt;
* &amp;lt;code&amp;gt;.rfglocatext&amp;lt;/code&amp;gt; - Localization strings&lt;br /&gt;
* &amp;lt;code&amp;gt;.mat_pc&amp;lt;/code&amp;gt; - Render material&lt;br /&gt;
* &amp;lt;code&amp;gt;.morph_pc&amp;lt;/code&amp;gt; - Animation Morph&lt;br /&gt;
* &amp;lt;code&amp;gt;.vint_doc&amp;lt;/code&amp;gt; - UI&lt;br /&gt;
* &amp;lt;code&amp;gt;.sim_pc&amp;lt;/code&amp;gt; - Cloth sim&lt;br /&gt;
* &amp;lt;code&amp;gt;.xgs_pc&amp;lt;/code&amp;gt; - Sound config&lt;br /&gt;
* &amp;lt;code&amp;gt;.xsb_pc&amp;lt;/code&amp;gt; - Soundbank&lt;br /&gt;
* &amp;lt;code&amp;gt;.xwb_pc&amp;lt;/code&amp;gt; - Wavebank&lt;br /&gt;
* &amp;lt;code&amp;gt;.aud_pc&amp;lt;/code&amp;gt; - Audio categories&lt;br /&gt;
* &amp;lt;code&amp;gt;.vf3_pc&amp;lt;/code&amp;gt; - Font&lt;br /&gt;
* &amp;lt;code&amp;gt;.vfdvp_pc&amp;lt;/code&amp;gt; - ?&lt;br /&gt;
* &amp;lt;code&amp;gt;.rfgvp_pc&amp;lt;/code&amp;gt; - ?&lt;br /&gt;
&lt;br /&gt;
===Red Faction: Guerrilla File Structure===&lt;br /&gt;
&lt;br /&gt;
\Red Faction Guerrilla Re-MARS-tered\data\&lt;br /&gt;
&lt;br /&gt;
The two most important files for modding most of RF:G are &amp;lt;code&amp;gt;misc.vpp_pc&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;table.vpp_pc&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;activities.vpp_pc&amp;lt;/code&amp;gt; - contains textures for singleplayer activities&lt;br /&gt;
* &amp;lt;code&amp;gt;anims.vpp_pc&amp;lt;/code&amp;gt; - contains animation files&lt;br /&gt;
* &amp;lt;code&amp;gt;chunks.vpp_pc&amp;lt;/code&amp;gt; - contains &amp;lt;code&amp;gt;.rfgchunkx&amp;lt;/code&amp;gt; files and seems to be related to the &amp;lt;code&amp;gt;preload_chunks.xtbl&amp;lt;/code&amp;gt; file, it's possible to add them to a map using the correct &amp;lt;code&amp;gt;dest_checksum&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;uid&amp;lt;/code&amp;gt; numbers. Game might also spawn &amp;lt;code&amp;gt;missing_chunk&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;missing_destroyable&amp;lt;/code&amp;gt; if a mesh fails to load.&lt;br /&gt;
* &amp;lt;code&amp;gt;cloth_sim.vpp_pc&amp;lt;/code&amp;gt; - contains cloth simulation files&lt;br /&gt;
* &amp;lt;code&amp;gt;decals.vpp_pc&amp;lt;/code&amp;gt; - contains decal textures&lt;br /&gt;
* &amp;lt;code&amp;gt;dlc01_l0.vpp_pc&amp;lt;/code&amp;gt; - singleplayer DLC map&lt;br /&gt;
* &amp;lt;code&amp;gt;dlc01_l1.vpp_pc&amp;lt;/code&amp;gt; - only contains a blank &amp;lt;code&amp;gt;asm_pc&amp;lt;/code&amp;gt; file&lt;br /&gt;
* &amp;lt;code&amp;gt;dlc01_precache.vpp_pc&amp;lt;/code&amp;gt; - similar to &amp;lt;code&amp;gt;mp_common.vpp_pc&amp;lt;/code&amp;gt; but for the singleplayer DLC map&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_activities.vpp_pc&amp;lt;/code&amp;gt; - contains textures for singleplayer DLC activities&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_anims.vpp_pc&amp;lt;/code&amp;gt; - contains animation files for singleplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_cloth_sim.vpp_pc&amp;lt;/code&amp;gt; - contains cloth simulation files for singleplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_effects.vpp_pc&amp;lt;/code&amp;gt; - contains visual effect files for singleplayer DLC, some are &amp;lt;code&amp;gt;.str2&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_humans.vpp_pc&amp;lt;/code&amp;gt; - contains textures and meshes for characters in singleplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_interface.vpp_pc&amp;lt;/code&amp;gt; - contains textures for loading screens &amp;amp; thumbnails in singleplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_items.vpp_pc&amp;lt;/code&amp;gt; - contains textures and meshes for weapons, character props and misc objects in singleplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlc01_misc.vpp_pc&amp;lt;/code&amp;gt; - contains &amp;lt;code&amp;gt;.rig_pc&amp;lt;/code&amp;gt; files, the &amp;lt;code&amp;gt;.fsmib&amp;lt;/code&amp;gt; file and two &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files for singleplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlc01_missions.vpp_pc&amp;lt;/code&amp;gt; - contains textures related to singleplayer DLC missions&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_personas_en_us.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_vehicles.vpp_pc&amp;lt;/code&amp;gt; - contains textures and meshes for singleplayer DLC vehicles&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_voices_en_us.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp02_interface.vpp_pc&amp;lt;/code&amp;gt; - contains textures for loading screens &amp;amp; thumbnails for multiplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp02_misc.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp03_interface.vpp_pc&amp;lt;/code&amp;gt; - contains textures for loading screens &amp;amp; thumbnails for wrecking crew DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp03_misc.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;effects.vpp_pc&amp;lt;/code&amp;gt; - contains visual effect files, some are &amp;lt;code&amp;gt;.str2&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;effects_mp.vpp_pc&amp;lt;/code&amp;gt; - contains multiplayer only visual effect files, some are &amp;lt;code&amp;gt;.str2&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;humans.vpp_pc&amp;lt;/code&amp;gt; - contains textures and meshes for characters in both singleplayer and multiplayer&lt;br /&gt;
* &amp;lt;code&amp;gt;interface.vpp_pc&amp;lt;/code&amp;gt; - contains textures for loading screens &amp;amp; thumbnails in both SP and MP and character portraits in multiplayer&lt;br /&gt;
* &amp;lt;code&amp;gt;items.vpp_pc&amp;lt;/code&amp;gt; - contains textures and meshes for weapons, character props and misc objects in both singleplayer &amp;amp; multiplayer&lt;br /&gt;
* &amp;lt;code&amp;gt;items_mp.vpp_pc&amp;lt;/code&amp;gt; - contains multiplayer only textures and meshes&lt;br /&gt;
* &amp;lt;code&amp;gt;misc.vpp_pc&amp;lt;/code&amp;gt; contains &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files and most other file types&lt;br /&gt;
* &amp;lt;code&amp;gt;missions.vpp_pc&amp;lt;/code&amp;gt; - contains textures for singleplayer missions&lt;br /&gt;
* &amp;lt;code&amp;gt;mp_common.vpp_pc&amp;lt;/code&amp;gt; - contains textures shared between multiplayer maps&lt;br /&gt;
* &amp;lt;code&amp;gt;mp_xxx.vpp_pc&amp;lt;/code&amp;gt; - multiplayer maps, excluding &amp;lt;code&amp;gt;mp_common.vpp_pc&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;mpdlc_xxx.vpp_pc&amp;lt;/code&amp;gt; - DLC multiplayer maps&lt;br /&gt;
* &amp;lt;code&amp;gt;personas_de_de.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;personas_en_us.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;personas_es_es.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;personas_fr_fr.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;personas_it_it.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;personas_ru_ru.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_00a.bik_xbox2&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_01a.bik_xbox2&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_02a.bik_xbox2&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_03a.bik_xbox2&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_03b.bik_xbox2&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_04a.bik_xbox2&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_05a.bik_xbox2&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_06a.bik_xbox2&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;skybox.vpp_pc&amp;lt;/code&amp;gt; - contains textures for the skybox like the clouds&lt;br /&gt;
* &amp;lt;code&amp;gt;sounds_r.vpp_pc&amp;lt;/code&amp;gt; - contains &amp;lt;code&amp;gt;.xmb_pc&amp;lt;/code&amp;gt; sound files&lt;br /&gt;
* &amp;lt;code&amp;gt;steam.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;table.vpp_pc&amp;lt;/code&amp;gt; - contains only &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files and will overwrite &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files in &amp;lt;code&amp;gt;misc.vpp_pc&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;terr01_l0.vpp_pc&amp;lt;/code&amp;gt; - singleplayer map&lt;br /&gt;
* &amp;lt;code&amp;gt;terr01_l1.vpp_pc&amp;lt;/code&amp;gt; - singleplayer map&lt;br /&gt;
* &amp;lt;code&amp;gt;terr01_precache.vpp_pc&amp;lt;/code&amp;gt; - similar to &amp;lt;code&amp;gt;mp_common.vpp_pc&amp;lt;/code&amp;gt; but for the singleplayer map&lt;br /&gt;
* &amp;lt;code&amp;gt;vehicles_r.vpp_pc&amp;lt;/code&amp;gt; - contains textures and meshes for singleplayer vehicles&lt;br /&gt;
* &amp;lt;code&amp;gt;voices_de_de.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;voices_en_us.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;voices_es_es.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;voices_fr_fr.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;voices_it_it.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;voices_ru_ru.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;wcxxx.vpp_c&amp;lt;/code&amp;gt; - wrecking crew maps&lt;br /&gt;
* &amp;lt;code&amp;gt;zonescript_dlc01.vpp_pc&amp;lt;/code&amp;gt; - contains &amp;lt;code&amp;gt;.scriptx&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;.rfgzone_pc&amp;lt;/code&amp;gt; files for singleplayer DLC map&lt;br /&gt;
* &amp;lt;code&amp;gt;zonescript_terr01.vpp_pc&amp;lt;/code&amp;gt; - contains &amp;lt;code&amp;gt;.scriptx&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;.rfgzone_pc&amp;lt;/code&amp;gt; files for singleplayer map&lt;br /&gt;
* &amp;lt;code&amp;gt;xxx.bik&amp;lt;/code&amp;gt; - pre-rendered custscenes&lt;br /&gt;
&lt;br /&gt;
===Scriptx Functions===&lt;br /&gt;
&lt;br /&gt;
* [https://www.factionfiles.com/ff.php?action=scriptxfuncs .scriptx functions]&lt;br /&gt;
&lt;br /&gt;
===Primitive data types &amp;amp; limits===&lt;br /&gt;
&lt;br /&gt;
* Floats (floating decimal points): Max value &amp;lt;code&amp;gt;3.4028237&amp;lt;/code&amp;gt; and move the decimal place right 38 times. Examples: &amp;lt;code&amp;gt;1.0, 0.0&amp;lt;/code&amp;gt;&lt;br /&gt;
* Integer (whole number that could hold a zero, positive or negative value): Max value &amp;lt;code&amp;gt;2147483647&amp;lt;/code&amp;gt;&lt;br /&gt;
* Boolean (truth value with two constants objects True and False , basically a toggle to enable or disable something using &amp;quot;true&amp;quot; or &amp;quot;false&amp;quot;): Examples: &amp;lt;code&amp;gt;&amp;lt;Unlocks_Cheat&amp;gt;True&amp;lt;/Unlocks_Cheat&amp;gt;, &amp;lt;Unlocks_Cheat&amp;gt;False&amp;lt;/Unlocks_Cheat&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
* String (represents a sequence or characters/text): Example: &amp;lt;code&amp;gt;&amp;lt;string&amp;gt;OldCoot&amp;lt;/string&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===sounds_r.vpp_pc Info===&lt;br /&gt;
&lt;br /&gt;
* S16 = Signed 16 bit&lt;br /&gt;
* LE = Little endian&lt;br /&gt;
* 2CH = 2 channels (stereo)&lt;br /&gt;
&lt;br /&gt;
    * destruction.xwb_pc - unknown&lt;br /&gt;
    * dlc01_voc_d01offcam.xwb_pc.en_us.xwb_pc - unknown               &lt;br /&gt;
    * dlc01_voc_spe_d01dan.xwb_pc.en_us.xwb_pc - unknown              &lt;br /&gt;
    * dlc01_voc_spe_d01msm01.xwb_pc.en_us.xwb_pc - unknown            &lt;br /&gt;
    * dlc01_voc_spe_d01msm02.xwb_pc.en_us.xwb_pc - unknown            &lt;br /&gt;
    * dlc01_voc_spe_d01msm03.xwb_pc.en_us.xwb_pc - unknown            &lt;br /&gt;
    * dlc01_voc_spe_d01msm04.xwb_pc.en_us.xwb_pc - unknown            &lt;br /&gt;
    * dlc01_voc_spe_d01msm05.xwb_pc.en_us.xwb_pc - unknown            &lt;br /&gt;
    * dlc01_voc_spe_d01msm06.xwb_pc.en_us.xwb_pc - unknown            &lt;br /&gt;
    * dlc01_voc_spe_d01rfc.xwb_pc.en_us.xwb_pc - unknown              &lt;br /&gt;
    * dlc01_voc_spe_d01sam_pcm01.xwb_pc.en_us.xwb_pc - unknown        &lt;br /&gt;
    * dlc01_voc_spe_d01vasha_safe.xwb_pc.en_us.xwb_pc - unknown       &lt;br /&gt;
    * mov_foley.xwb_pc - unknown                                       &lt;br /&gt;
    * mov_jet_pack.xwb_pc - unknown                                    &lt;br /&gt;
    * mov_male.xwb_pc - unknown                                        &lt;br /&gt;
    * mov_npc_male.xwb_pc - unknown                                    &lt;br /&gt;
    * mp_backpacks.xwb_pc - S16, LE, 2CH. Intermittent static starting ~28sec                  &lt;br /&gt;
    * mp_wep.xwb_pc - S16, LE, 2CH. Static at start and end                                           &lt;br /&gt;
    * mus_briefings.xwb_pc - S16, LE, 2CH.      &lt;br /&gt;
    * mus_demomaster.xwb_pc - S16, LE, 2CH.      &lt;br /&gt;
    * mus_frontend.xwb_pc - S16, LE, 2CH.        &lt;br /&gt;
    * mus_multiplayer.xwb_pc - S16, LE, 2CH.     &lt;br /&gt;
    * mus_progression_01.xwb_pc - S16, LE, 2CH. Static at start, may be header &lt;br /&gt;
    * mus_progression_02.xwb_pc - S16, LE, 2CH.  &lt;br /&gt;
    * mus_progression_03.xwb_pc - S16, LE, 2CH.  &lt;br /&gt;
    * mus_sting.xwb_pc - S16, LE, 2CH. &lt;br /&gt;
    * obj_shared_ambient.xwb_pc - unknown&lt;br /&gt;
    * obj_shared_dth.xwb_pc - unknown     &lt;br /&gt;
    * obj_shared_exp.xwb_pc - unknown&lt;br /&gt;
    * obj_shared_impact.xwb_pc - unknown &lt;br /&gt;
    * scripted_raids.xwb_pc - unknown    &lt;br /&gt;
    * system.xwb_pc - S16, LE, 2CH. Mostly static, valid sound in middle            &lt;br /&gt;
    * system_mp.xwb_pc - unknown         &lt;br /&gt;
    * veh_civ_bus.xwb_pc - S16, LE, 2CH. Some static, some valid sound.       &lt;br /&gt;
    * veh_civ_car1.xwb_pc - S16, LE, 2CH. Some static, some valid sound.          &lt;br /&gt;
    * veh_civ_car2.xwb_pc - S16, LE, 2CH. Some static, some valid sound.          &lt;br /&gt;
    * veh_civ_car3.xwb_pc - S16, LE, 2CH. Some static, some valid sound.        &lt;br /&gt;
    * veh_civ_flat.xwb_pc - unknown    &lt;br /&gt;
    * veh_civ_flat2.xwb_pc - unknown&lt;br /&gt;
    * veh_civ_fuel.xwb_pc - S16, LE, 2CH. Some static, some valid sound.        &lt;br /&gt;
    * veh_civ_hauler.xwb_pc - S16, LE, 2CH. Some static, some valid sound.      &lt;br /&gt;
    * veh_civ_taxi.xwb_pc - S16, LE, 2CH. Some static, some valid sound.        &lt;br /&gt;
    * veh_civ_trash.xwb_pc - S16, LE, 2CH. Some static, some valid sound.       &lt;br /&gt;
    * veh_civ_walker.xwb_pc - S16, LE, 2CH. Some static, some valid sound.      &lt;br /&gt;
    * veh_edf_aax.xwb_pc - S16, LE, 2CH. Mostly static, some valid sound at end.        &lt;br /&gt;
    * veh_edf_abx.xwb_pc - S16, LE, 2CH. Mostly static, some valid sound at end.                 &lt;br /&gt;
    * veh_edf_apc.xwb_pc - S16, LE, 2CH. Some static, some valid sound.       &lt;br /&gt;
    * veh_edf_atank.xwb_pc - S16, LE, 2CH. Some static, some valid sound.     &lt;br /&gt;
    * veh_edf_htank.xwb_pc - S16, LE, 2CH. Some static, some valid sound.     &lt;br /&gt;
    * veh_edf_mtank.xwb_pc - S16, LE, 2CH. Some static, some valid sound.     &lt;br /&gt;
    * veh_edf_scout.xwb_pc - S16, LE, 2CH. Some static, some valid sound.     &lt;br /&gt;
    * veh_edf_staff.xwb_pc - S16, LE, 2CH. Some static, some valid sound.     &lt;br /&gt;
    * veh_edf_staffh2h.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_edf_supply.xwb_pc - S16, LE, 2CH. Some static, some valid sound.    &lt;br /&gt;
    * veh_mar_jetter.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_mar_raider.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_atv.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_bull.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_dtruck.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_etruck.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_jetter.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_pickup.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_rover.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_roverwk.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_supply.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_supplyrt.xwb_pc - unknown&lt;br /&gt;
    * veh_min_wlklg.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_wlkmd.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_shared.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * walla.xwb_pc - unknown&lt;br /&gt;
    * weather.xwb_pc - S16, LE, 2CH.&lt;br /&gt;
    * wep_rfg.xwb_pc -  S16, LE, 2CH. Mostly valid, some static&lt;br /&gt;
&lt;br /&gt;
===RfgUtil Guide===&lt;br /&gt;
&lt;br /&gt;
* Unpacking [Placeholder]&lt;br /&gt;
* Repacking [Placeholder]&lt;br /&gt;
* Command arguments [Placeholder]&lt;br /&gt;
* Scripts [Placeholder]&lt;br /&gt;
* Updating &amp;lt;code&amp;gt;.asm_pc&amp;lt;/code&amp;gt; files [Placeholder]&lt;br /&gt;
&lt;br /&gt;
===Misc Notes===&lt;br /&gt;
&lt;br /&gt;
* When repacking &amp;lt;code&amp;gt;.vpp_pc&amp;lt;/code&amp;gt; files don't compress and/or condense them if they weren't like that in the vanilla game, it will cause the game to crash. Eg: &amp;lt;code&amp;gt;items.vpp_pc&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;interface.vpp_pc&amp;lt;/code&amp;gt;, map files etc. See the table below.&lt;br /&gt;
* When repacking &amp;lt;code&amp;gt;.str2_pc&amp;lt;/code&amp;gt; files ensure they are compressed and condensed.&lt;br /&gt;
* &amp;lt;code&amp;gt;table.vpp_pc&amp;lt;/code&amp;gt; overwrites changes to &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files in &amp;lt;code&amp;gt;misc.vpp_pc&amp;lt;/code&amp;gt;. The work around for this with the legacy mod manager is to rename the file however this breaks multiplayer and reduces the stability of the game. You should edit the same &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files in both &amp;lt;code&amp;gt;misc.vpp_pc&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;table.vpp_pc&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Filename !! Alignment !! Compressed !! Condensed&lt;br /&gt;
|-&lt;br /&gt;
| ALL .str2      || 0      || Yes      || Yes&lt;br /&gt;
|-&lt;br /&gt;
| MOST .vpp_pc      || 2048      || No      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlc01_precache.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlcp01_misc.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| misc.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| mp_common.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| steam.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| terr01_precache.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| zonescript_dlc01.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| zonescript_terr01.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlc01_l1.vpp_pc      || 0      || No      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlcp01_voices_en_us.vpp_pc      || 0      || No      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlcp02_misc.vpp_pc      || 0      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlcp03_misc.vpp_pc      || 0?      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlcp01_anims.vpp_pc      || 16?      || Yes      || Yes&lt;br /&gt;
|-&lt;br /&gt;
| anims.vpp_pc      || 16      || Yes      || Yes&lt;br /&gt;
|-&lt;br /&gt;
| table.vpp_pc      || 64      || Yes      || Yes&lt;br /&gt;
|-&lt;br /&gt;
| skybox.vpp_pc      || 4096      || No      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlcp01_personas_en_us.vpp_pc      || 4096      || No      || No&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Red Faction: Guerrilla Tools===&lt;br /&gt;
&lt;br /&gt;
* [https://github.com/Moneyl/RfgUtil/releases RfgUtil] - Used for unpacking most file formats and updating &amp;lt;code&amp;gt;.asm_pc&amp;lt;/code&amp;gt; files&lt;br /&gt;
* [https://github.com/rfg-modding/Nanoforge/releases Nanoforge] - Map editor, texture editor, &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; editor and more&lt;br /&gt;
* [https://github.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch/raw/main/z_tools/mTools.zip mTools] - Drag and drop tool to convert &amp;lt;code&amp;gt;.asm_pc&amp;lt;/code&amp;gt; files to XML and vice versa&lt;br /&gt;
* [https://github.com/rsl-dev/RSL/releases RSL] - Script Loader&lt;br /&gt;
* [https://github.com/Moneyl/AsmTool/releases AsmTool]- WIP Tool for modifying &amp;lt;code&amp;gt;.asm_pc&amp;lt;/code&amp;gt; files used by Red Faction Guerrilla. This is meant to replace hand editing them, which is very error prone and tedious&lt;br /&gt;
* [https://github.com/rfg-modding/SyncFaction/releases SyncFaction] - Tool for automatically installing the Terraform Patch replaces the legacy mod manager with bug fixes and new features&lt;br /&gt;
* [https://www.factionfiles.com/ff.php?action=file&amp;amp;id=5686 xdelta UI] - GUI for generating &amp;lt;code&amp;gt;.xdelta&amp;lt;/code&amp;gt; (binary) patches&lt;br /&gt;
* [http://www.ximple.cz/download.php XiMpLe XML Editor] - Lightweight GUI XML Editor that displays XML type files in a table grid views and shows what other &amp;lt;code&amp;gt;.xtbls&amp;lt;/code&amp;gt; it is referencing. Very useful for understanding and editing &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files.&lt;br /&gt;
* [https://github.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch/raw/main/z_tools/Volition_Table_File_Editor.zip Volition Table File Editor] - GUI for editing &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files&lt;br /&gt;
* [https://jsonformatter.org/xml-formatter XML Formatter] - Use this to format &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files so they are easier to read&lt;br /&gt;
* [https://www.w3schools.com/xml/xml_validator.asp XML Validator] - Use this to validate &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; edits, any mistakes you make will crash the game&lt;br /&gt;
* [https://onecompiler.com/lua/3ykpyrhhb LUA Validator] - Useful for validating RSL scripts for errors, note it's safe to ignore &amp;lt;code&amp;gt;attempt to index a nil value (global 'rfg')&amp;lt;/code&amp;gt;&lt;br /&gt;
* [https://github.com/rfg-modding/RfgToolsPlusPlus/releases/tag/ExperimentalChunkExtractor_v0.2.0 Building extractor] - Experimental building extractor (.cchk_pc &amp;amp; .gchk_pc files). It isn't able to extract all buildings and it doesn't extract the textures.&lt;br /&gt;
* [https://github.com/rfg-modding/RfgToolsPlusPlus/releases/tag/MiscMeshExtractor_V1.1.0 Misc mesh extractor] - Extractor miscellaneous mesh formats. For .cfmesh_pc, .cstch_pc, .cefct_pc, and .ccar_pc files. Requires the .NET 7 runtime to run. It doesn't extract the textures.&lt;br /&gt;
&lt;br /&gt;
===Useful Software===&lt;br /&gt;
&lt;br /&gt;
* [https://www.voidtools.com/ Voidtools Everything] - Locate files and folders by name instantly&lt;br /&gt;
* [https://www.mythicsoft.com/agentransack/ Agent Ransack] - Bulk search for keywords within unpacked files&lt;br /&gt;
* [https://notepad-plus-plus.org/downloads/ Notepad++] - Good text editor for manually editing &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files, set language as XML&lt;br /&gt;
&lt;br /&gt;
==Tutorials==&lt;br /&gt;
*[[Nanoforge xtbl editing]] - How to edit [[.xtbl]] files in Nanoforge.&lt;br /&gt;
*[[Nanoforge Texture Editing]] - How to edit textures using Nanoforge.&lt;br /&gt;
* XTBL Editing Guides [Placeholder]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Red Faction: Guerrilla]]&lt;br /&gt;
[[Category: RF:G Editing]]&lt;/div&gt;</summary>
		<author><name>Camo</name></author>
	</entry>
	<entry>
		<id>https://www.redfactionwiki.com/w/index.php?title=RF:G_Editing_Main_Page&amp;diff=14373</id>
		<title>RF:G Editing Main Page</title>
		<link rel="alternate" type="text/html" href="https://www.redfactionwiki.com/w/index.php?title=RF:G_Editing_Main_Page&amp;diff=14373"/>
		<updated>2024-03-08T17:44:51Z</updated>

		<summary type="html">&lt;p&gt;Camo: /* Red Faction: Guerrilla Tools */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BubbleNav|RFG|no|no}}This will serve as a landing page for all resources related to [[Red Faction: Guerrilla]] editing for the '''Re-Mars-tered Edition'''.&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
===Community===&lt;br /&gt;
*[https://discord.gg/factionfiles Faction Files Community Discord] - Active Red Faction series community Discord with #map-mod-development channel for community development discussion&lt;br /&gt;
*[https://rfg-modding.github.io/SyncFaction/#/modding/intro SyncFaction Modding Intro] - Extensive writeup of all available mod formats and distribution methods. Includes mod examples!&lt;br /&gt;
===Downloads===&lt;br /&gt;
*[https://www.factionfiles.com/ff.php?action=files FactionFiles.com] - Custom mods, tools, patches, and reference material&lt;br /&gt;
*[https://www.nexusmods.com/redfactionguerilla/mods/ Nexus Mods] - Custom mods&lt;br /&gt;
*[https://www.nexusmods.com/redfactionguerrillaremarstered/mods/ Nexus Mods Re-Mars-tered] - Custom mods&lt;br /&gt;
&lt;br /&gt;
==Documentation==&lt;br /&gt;
*[[RF:G Map organization]]&lt;br /&gt;
*[[Nanoforge basics]]&lt;br /&gt;
*[https://github.com/Moneyl/RfgTools/blob/main/Documentation/RfgZonexFormat.md Zone file format docs] - Describes the zone format used by RFG in more detail&lt;br /&gt;
===Core Concepts===&lt;br /&gt;
*[[Red Faction: Guerrilla]]'s level editor is [[CLOE]], which is not publicly available.&lt;br /&gt;
&lt;br /&gt;
===Red Faction: Guerrilla File Formats===&lt;br /&gt;
* &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; - XML table files are used to store properties or attributes in Red Faction: Guerrilla. Overall, their function is similar to the &amp;lt;code&amp;gt;.tbl&amp;lt;/code&amp;gt; files of Red Faction and Red Faction II.&lt;br /&gt;
* &amp;lt;code&amp;gt;.scriptx&amp;lt;/code&amp;gt; - Internal XML scripting language file, commonly used for missions and activities&lt;br /&gt;
* &amp;lt;code&amp;gt;.dtodx&amp;lt;/code&amp;gt; - Weather/lighting file for maps that controls things like fog, tint, ambient colour, eye adaption, bloom, cloud color and speed&lt;br /&gt;
* &amp;lt;code&amp;gt;.gtodx&amp;lt;/code&amp;gt; - Skybox file for maps that controls things like the sun texture, moon positions and if the horizon mountain texture is enabled&lt;br /&gt;
* &amp;lt;code&amp;gt;.vpp_pc&amp;lt;/code&amp;gt; - Packfile&lt;br /&gt;
* &amp;lt;code&amp;gt;.rigx&amp;lt;/code&amp;gt; - Rig&lt;br /&gt;
* &amp;lt;code&amp;gt;.str2_pc&amp;lt;/code&amp;gt; - Texture Packfile&lt;br /&gt;
* &amp;lt;code&amp;gt;.rfgzone_pc&amp;lt;/code&amp;gt; - Map zone&lt;br /&gt;
* &amp;lt;code&amp;gt;.layer_pc&amp;lt;/code&amp;gt; - Map zone&lt;br /&gt;
* &amp;lt;code&amp;gt;.cpeg_pc, cvbm_pc&amp;lt;/code&amp;gt; - Texture cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gpeg_pc, gvbm_pc&amp;lt;/code&amp;gt; - Texture gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.asm_pc&amp;lt;/code&amp;gt; - Asset assembler file&lt;br /&gt;
* &amp;lt;code&amp;gt;.csmesh_pc&amp;lt;/code&amp;gt; - Static mesh cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gsmesh_pc&amp;lt;/code&amp;gt; - Static mesh gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.ccmesh_pc&amp;lt;/code&amp;gt; - Character mesh cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gcmesh_pc&amp;lt;/code&amp;gt; - Character mesh gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.ccar_pc&amp;lt;/code&amp;gt; - Vehicle mesh cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gcar_pc&amp;lt;/code&amp;gt; - Vehicle mesh gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.anim_pc&amp;lt;/code&amp;gt; - Animation&lt;br /&gt;
* &amp;lt;code&amp;gt;.cchk_pc&amp;lt;/code&amp;gt; - Destructible object cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gchk_pc&amp;lt;/code&amp;gt; - Destructible object gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.cefct_pc&amp;lt;/code&amp;gt; - Visual effect cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gefct_pc&amp;lt;/code&amp;gt; - Visual effect gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.cfmesh_pc&amp;lt;/code&amp;gt; - Foliage mesh&lt;br /&gt;
* &amp;lt;code&amp;gt;.cstch&amp;lt;/code&amp;gt; - Terrain clutter mesh cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gstch&amp;lt;/code&amp;gt; - Terrain clutter mesh gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.cterrain_pc&amp;lt;/code&amp;gt; - Terrain zone cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gterrain_pc&amp;lt;/code&amp;gt; - Terrain zone gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.ctmesh_pc&amp;lt;/code&amp;gt; - Terrain subzone cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gtmesh_pc&amp;lt;/code&amp;gt; - Terrain subzone gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.fsmib&amp;lt;/code&amp;gt; - Fullscreen map data&lt;br /&gt;
* &amp;lt;code&amp;gt;.fxo_kg&amp;lt;/code&amp;gt; - Shader&lt;br /&gt;
* &amp;lt;code&amp;gt;.le_strings&amp;lt;/code&amp;gt; - Steam localization strings&lt;br /&gt;
* &amp;lt;code&amp;gt;.rfglocatext&amp;lt;/code&amp;gt; - Localization strings&lt;br /&gt;
* &amp;lt;code&amp;gt;.mat_pc&amp;lt;/code&amp;gt; - Render material&lt;br /&gt;
* &amp;lt;code&amp;gt;.morph_pc&amp;lt;/code&amp;gt; - Animation Morph&lt;br /&gt;
* &amp;lt;code&amp;gt;.vint_doc&amp;lt;/code&amp;gt; - UI&lt;br /&gt;
* &amp;lt;code&amp;gt;.sim_pc&amp;lt;/code&amp;gt; - Cloth sim&lt;br /&gt;
* &amp;lt;code&amp;gt;.xgs_pc&amp;lt;/code&amp;gt; - Sound config&lt;br /&gt;
* &amp;lt;code&amp;gt;.xsb_pc&amp;lt;/code&amp;gt; - Soundbank&lt;br /&gt;
* &amp;lt;code&amp;gt;.xwb_pc&amp;lt;/code&amp;gt; - Wavebank&lt;br /&gt;
* &amp;lt;code&amp;gt;.aud_pc&amp;lt;/code&amp;gt; - Audio categories&lt;br /&gt;
* &amp;lt;code&amp;gt;.vf3_pc&amp;lt;/code&amp;gt; - Font&lt;br /&gt;
* &amp;lt;code&amp;gt;.vfdvp_pc&amp;lt;/code&amp;gt; - ?&lt;br /&gt;
* &amp;lt;code&amp;gt;.rfgvp_pc&amp;lt;/code&amp;gt; - ?&lt;br /&gt;
&lt;br /&gt;
===Red Faction: Guerrilla File Structure===&lt;br /&gt;
&lt;br /&gt;
\Red Faction Guerrilla Re-MARS-tered\data\&lt;br /&gt;
&lt;br /&gt;
The two most important files for modding most of RF:G are &amp;lt;code&amp;gt;misc.vpp_pc&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;table.vpp_pc&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;activities.vpp_pc&amp;lt;/code&amp;gt; - contains textures for singleplayer activities&lt;br /&gt;
* &amp;lt;code&amp;gt;anims.vpp_pc&amp;lt;/code&amp;gt; - contains animation files&lt;br /&gt;
* &amp;lt;code&amp;gt;chunks.vpp_pc&amp;lt;/code&amp;gt; - contains &amp;lt;code&amp;gt;.rfgchunkx&amp;lt;/code&amp;gt; files and seems to be related to the &amp;lt;code&amp;gt;preload_chunks.xtbl&amp;lt;/code&amp;gt; file, it's possible to add them to a map using the correct &amp;lt;code&amp;gt;dest_checksum&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;uid&amp;lt;/code&amp;gt; numbers. Game might also spawn &amp;lt;code&amp;gt;missing_chunk&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;missing_destroyable&amp;lt;/code&amp;gt; if a mesh fails to load.&lt;br /&gt;
* &amp;lt;code&amp;gt;cloth_sim.vpp_pc&amp;lt;/code&amp;gt; - contains cloth simulation files&lt;br /&gt;
* &amp;lt;code&amp;gt;decals.vpp_pc&amp;lt;/code&amp;gt; - contains decal textures&lt;br /&gt;
* &amp;lt;code&amp;gt;dlc01_l0.vpp_pc&amp;lt;/code&amp;gt; - singleplayer DLC map&lt;br /&gt;
* &amp;lt;code&amp;gt;dlc01_l1.vpp_pc&amp;lt;/code&amp;gt; - only contains a blank &amp;lt;code&amp;gt;asm_pc&amp;lt;/code&amp;gt; file&lt;br /&gt;
* &amp;lt;code&amp;gt;dlc01_precache.vpp_pc&amp;lt;/code&amp;gt; - similar to &amp;lt;code&amp;gt;mp_common.vpp_pc&amp;lt;/code&amp;gt; but for the singleplayer DLC map&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_activities.vpp_pc&amp;lt;/code&amp;gt; - contains textures for singleplayer DLC activities&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_anims.vpp_pc&amp;lt;/code&amp;gt; - contains animation files for singleplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_cloth_sim.vpp_pc&amp;lt;/code&amp;gt; - contains cloth simulation files for singleplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_effects.vpp_pc&amp;lt;/code&amp;gt; - contains visual effect files for singleplayer DLC, some are &amp;lt;code&amp;gt;.str2&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_humans.vpp_pc&amp;lt;/code&amp;gt; - contains textures and meshes for characters in singleplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_interface.vpp_pc&amp;lt;/code&amp;gt; - contains textures for loading screens &amp;amp; thumbnails in singleplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_items.vpp_pc&amp;lt;/code&amp;gt; - contains textures and meshes for weapons, character props and misc objects in singleplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlc01_misc.vpp_pc&amp;lt;/code&amp;gt; - contains &amp;lt;code&amp;gt;.rig_pc&amp;lt;/code&amp;gt; files, the &amp;lt;code&amp;gt;.fsmib&amp;lt;/code&amp;gt; file and two &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files for singleplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlc01_missions.vpp_pc&amp;lt;/code&amp;gt; - contains textures related to singleplayer DLC missions&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_personas_en_us.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_vehicles.vpp_pc&amp;lt;/code&amp;gt; - contains textures and meshes for singleplayer DLC vehicles&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_voices_en_us.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp02_interface.vpp_pc&amp;lt;/code&amp;gt; - contains textures for loading screens &amp;amp; thumbnails for multiplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp02_misc.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp03_interface.vpp_pc&amp;lt;/code&amp;gt; - contains textures for loading screens &amp;amp; thumbnails for wrecking crew DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp03_misc.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;effects.vpp_pc&amp;lt;/code&amp;gt; - contains visual effect files, some are &amp;lt;code&amp;gt;.str2&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;effects_mp.vpp_pc&amp;lt;/code&amp;gt; - contains multiplayer only visual effect files, some are &amp;lt;code&amp;gt;.str2&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;humans.vpp_pc&amp;lt;/code&amp;gt; - contains textures and meshes for characters in both singleplayer and multiplayer&lt;br /&gt;
* &amp;lt;code&amp;gt;interface.vpp_pc&amp;lt;/code&amp;gt; - contains textures for loading screens &amp;amp; thumbnails in both SP and MP and character portraits in multiplayer&lt;br /&gt;
* &amp;lt;code&amp;gt;items.vpp_pc&amp;lt;/code&amp;gt; - contains textures and meshes for weapons, character props and misc objects in both singleplayer &amp;amp; multiplayer&lt;br /&gt;
* &amp;lt;code&amp;gt;items_mp.vpp_pc&amp;lt;/code&amp;gt; - contains multiplayer only textures and meshes&lt;br /&gt;
* &amp;lt;code&amp;gt;misc.vpp_pc&amp;lt;/code&amp;gt; contains &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files and most other file types&lt;br /&gt;
* &amp;lt;code&amp;gt;missions.vpp_pc&amp;lt;/code&amp;gt; - contains textures for singleplayer missions&lt;br /&gt;
* &amp;lt;code&amp;gt;mp_common.vpp_pc&amp;lt;/code&amp;gt; - contains textures shared between multiplayer maps&lt;br /&gt;
* &amp;lt;code&amp;gt;mp_xxx.vpp_pc&amp;lt;/code&amp;gt; - multiplayer maps, excluding &amp;lt;code&amp;gt;mp_common.vpp_pc&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;mpdlc_xxx.vpp_pc&amp;lt;/code&amp;gt; - DLC multiplayer maps&lt;br /&gt;
* &amp;lt;code&amp;gt;personas_de_de.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;personas_en_us.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;personas_es_es.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;personas_fr_fr.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;personas_it_it.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;personas_ru_ru.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_00a.bik_xbox2&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_01a.bik_xbox2&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_02a.bik_xbox2&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_03a.bik_xbox2&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_03b.bik_xbox2&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_04a.bik_xbox2&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_05a.bik_xbox2&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_06a.bik_xbox2&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;skybox.vpp_pc&amp;lt;/code&amp;gt; - contains textures for the skybox like the clouds&lt;br /&gt;
* &amp;lt;code&amp;gt;sounds_r.vpp_pc&amp;lt;/code&amp;gt; - contains &amp;lt;code&amp;gt;.xmb_pc&amp;lt;/code&amp;gt; sound files&lt;br /&gt;
* &amp;lt;code&amp;gt;steam.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;table.vpp_pc&amp;lt;/code&amp;gt; - contains only &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files and will overwrite &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files in &amp;lt;code&amp;gt;misc.vpp_pc&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;terr01_l0.vpp_pc&amp;lt;/code&amp;gt; - singleplayer map&lt;br /&gt;
* &amp;lt;code&amp;gt;terr01_l1.vpp_pc&amp;lt;/code&amp;gt; - singleplayer map&lt;br /&gt;
* &amp;lt;code&amp;gt;terr01_precache.vpp_pc&amp;lt;/code&amp;gt; - similar to &amp;lt;code&amp;gt;mp_common.vpp_pc&amp;lt;/code&amp;gt; but for the singleplayer map&lt;br /&gt;
* &amp;lt;code&amp;gt;vehicles_r.vpp_pc&amp;lt;/code&amp;gt; - contains textures and meshes for singleplayer vehicles&lt;br /&gt;
* &amp;lt;code&amp;gt;voices_de_de.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;voices_en_us.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;voices_es_es.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;voices_fr_fr.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;voices_it_it.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;voices_ru_ru.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;wcxxx.vpp_c&amp;lt;/code&amp;gt; - wrecking crew maps&lt;br /&gt;
* &amp;lt;code&amp;gt;zonescript_dlc01.vpp_pc&amp;lt;/code&amp;gt; - contains &amp;lt;code&amp;gt;.scriptx&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;.rfgzone_pc&amp;lt;/code&amp;gt; files for singleplayer DLC map&lt;br /&gt;
* &amp;lt;code&amp;gt;zonescript_terr01.vpp_pc&amp;lt;/code&amp;gt; - contains &amp;lt;code&amp;gt;.scriptx&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;.rfgzone_pc&amp;lt;/code&amp;gt; files for singleplayer map&lt;br /&gt;
* &amp;lt;code&amp;gt;xxx.bik&amp;lt;/code&amp;gt; - pre-rendered custscenes&lt;br /&gt;
&lt;br /&gt;
===Scriptx Functions===&lt;br /&gt;
&lt;br /&gt;
* [https://www.factionfiles.com/ff.php?action=scriptxfuncs .scriptx functions]&lt;br /&gt;
&lt;br /&gt;
===Primitive data types &amp;amp; limits===&lt;br /&gt;
&lt;br /&gt;
* Floats (floating decimal points): Max value &amp;lt;code&amp;gt;3.4028237&amp;lt;/code&amp;gt; and move the decimal place right 38 times. Examples: &amp;lt;code&amp;gt;1.0, 0.0&amp;lt;/code&amp;gt;&lt;br /&gt;
* Integer (whole number that could hold a zero, positive or negative value): Max value &amp;lt;code&amp;gt;2147483647&amp;lt;/code&amp;gt;&lt;br /&gt;
* Boolean (truth value with two constants objects True and False , basically a toggle to enable or disable something using &amp;quot;true&amp;quot; or &amp;quot;false&amp;quot;): Examples: &amp;lt;code&amp;gt;&amp;lt;Unlocks_Cheat&amp;gt;True&amp;lt;/Unlocks_Cheat&amp;gt;, &amp;lt;Unlocks_Cheat&amp;gt;False&amp;lt;/Unlocks_Cheat&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
* String (represents a sequence or characters/text): Example: &amp;lt;code&amp;gt;&amp;lt;string&amp;gt;OldCoot&amp;lt;/string&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===sounds_r.vpp_pc Info===&lt;br /&gt;
&lt;br /&gt;
* S16 = Signed 16 bit&lt;br /&gt;
* LE = Little endian&lt;br /&gt;
* 2CH = 2 channels (stereo)&lt;br /&gt;
&lt;br /&gt;
    * destruction.xwb_pc - unknown&lt;br /&gt;
    * dlc01_voc_d01offcam.xwb_pc.en_us.xwb_pc - unknown               &lt;br /&gt;
    * dlc01_voc_spe_d01dan.xwb_pc.en_us.xwb_pc - unknown              &lt;br /&gt;
    * dlc01_voc_spe_d01msm01.xwb_pc.en_us.xwb_pc - unknown            &lt;br /&gt;
    * dlc01_voc_spe_d01msm02.xwb_pc.en_us.xwb_pc - unknown            &lt;br /&gt;
    * dlc01_voc_spe_d01msm03.xwb_pc.en_us.xwb_pc - unknown            &lt;br /&gt;
    * dlc01_voc_spe_d01msm04.xwb_pc.en_us.xwb_pc - unknown            &lt;br /&gt;
    * dlc01_voc_spe_d01msm05.xwb_pc.en_us.xwb_pc - unknown            &lt;br /&gt;
    * dlc01_voc_spe_d01msm06.xwb_pc.en_us.xwb_pc - unknown            &lt;br /&gt;
    * dlc01_voc_spe_d01rfc.xwb_pc.en_us.xwb_pc - unknown              &lt;br /&gt;
    * dlc01_voc_spe_d01sam_pcm01.xwb_pc.en_us.xwb_pc - unknown        &lt;br /&gt;
    * dlc01_voc_spe_d01vasha_safe.xwb_pc.en_us.xwb_pc - unknown       &lt;br /&gt;
    * mov_foley.xwb_pc - unknown                                       &lt;br /&gt;
    * mov_jet_pack.xwb_pc - unknown                                    &lt;br /&gt;
    * mov_male.xwb_pc - unknown                                        &lt;br /&gt;
    * mov_npc_male.xwb_pc - unknown                                    &lt;br /&gt;
    * mp_backpacks.xwb_pc - S16, LE, 2CH. Intermittent static starting ~28sec                  &lt;br /&gt;
    * mp_wep.xwb_pc - S16, LE, 2CH. Static at start and end                                           &lt;br /&gt;
    * mus_briefings.xwb_pc - S16, LE, 2CH.      &lt;br /&gt;
    * mus_demomaster.xwb_pc - S16, LE, 2CH.      &lt;br /&gt;
    * mus_frontend.xwb_pc - S16, LE, 2CH.        &lt;br /&gt;
    * mus_multiplayer.xwb_pc - S16, LE, 2CH.     &lt;br /&gt;
    * mus_progression_01.xwb_pc - S16, LE, 2CH. Static at start, may be header &lt;br /&gt;
    * mus_progression_02.xwb_pc - S16, LE, 2CH.  &lt;br /&gt;
    * mus_progression_03.xwb_pc - S16, LE, 2CH.  &lt;br /&gt;
    * mus_sting.xwb_pc - S16, LE, 2CH. &lt;br /&gt;
    * obj_shared_ambient.xwb_pc - unknown&lt;br /&gt;
    * obj_shared_dth.xwb_pc - unknown     &lt;br /&gt;
    * obj_shared_exp.xwb_pc - unknown&lt;br /&gt;
    * obj_shared_impact.xwb_pc - unknown &lt;br /&gt;
    * scripted_raids.xwb_pc - unknown    &lt;br /&gt;
    * system.xwb_pc - S16, LE, 2CH. Mostly static, valid sound in middle            &lt;br /&gt;
    * system_mp.xwb_pc - unknown         &lt;br /&gt;
    * veh_civ_bus.xwb_pc - S16, LE, 2CH. Some static, some valid sound.       &lt;br /&gt;
    * veh_civ_car1.xwb_pc - S16, LE, 2CH. Some static, some valid sound.          &lt;br /&gt;
    * veh_civ_car2.xwb_pc - S16, LE, 2CH. Some static, some valid sound.          &lt;br /&gt;
    * veh_civ_car3.xwb_pc - S16, LE, 2CH. Some static, some valid sound.        &lt;br /&gt;
    * veh_civ_flat.xwb_pc - unknown    &lt;br /&gt;
    * veh_civ_flat2.xwb_pc - unknown&lt;br /&gt;
    * veh_civ_fuel.xwb_pc - S16, LE, 2CH. Some static, some valid sound.        &lt;br /&gt;
    * veh_civ_hauler.xwb_pc - S16, LE, 2CH. Some static, some valid sound.      &lt;br /&gt;
    * veh_civ_taxi.xwb_pc - S16, LE, 2CH. Some static, some valid sound.        &lt;br /&gt;
    * veh_civ_trash.xwb_pc - S16, LE, 2CH. Some static, some valid sound.       &lt;br /&gt;
    * veh_civ_walker.xwb_pc - S16, LE, 2CH. Some static, some valid sound.      &lt;br /&gt;
    * veh_edf_aax.xwb_pc - S16, LE, 2CH. Mostly static, some valid sound at end.        &lt;br /&gt;
    * veh_edf_abx.xwb_pc - S16, LE, 2CH. Mostly static, some valid sound at end.                 &lt;br /&gt;
    * veh_edf_apc.xwb_pc - S16, LE, 2CH. Some static, some valid sound.       &lt;br /&gt;
    * veh_edf_atank.xwb_pc - S16, LE, 2CH. Some static, some valid sound.     &lt;br /&gt;
    * veh_edf_htank.xwb_pc - S16, LE, 2CH. Some static, some valid sound.     &lt;br /&gt;
    * veh_edf_mtank.xwb_pc - S16, LE, 2CH. Some static, some valid sound.     &lt;br /&gt;
    * veh_edf_scout.xwb_pc - S16, LE, 2CH. Some static, some valid sound.     &lt;br /&gt;
    * veh_edf_staff.xwb_pc - S16, LE, 2CH. Some static, some valid sound.     &lt;br /&gt;
    * veh_edf_staffh2h.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_edf_supply.xwb_pc - S16, LE, 2CH. Some static, some valid sound.    &lt;br /&gt;
    * veh_mar_jetter.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_mar_raider.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_atv.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_bull.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_dtruck.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_etruck.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_jetter.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_pickup.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_rover.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_roverwk.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_supply.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_supplyrt.xwb_pc - unknown&lt;br /&gt;
    * veh_min_wlklg.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_wlkmd.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_shared.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * walla.xwb_pc - unknown&lt;br /&gt;
    * weather.xwb_pc - S16, LE, 2CH.&lt;br /&gt;
    * wep_rfg.xwb_pc -  S16, LE, 2CH. Mostly valid, some static&lt;br /&gt;
&lt;br /&gt;
===RfgUtil Guide===&lt;br /&gt;
&lt;br /&gt;
* Unpacking [Placeholder]&lt;br /&gt;
* Repacking [Placeholder]&lt;br /&gt;
* Command arguments [Placeholder]&lt;br /&gt;
* Scripts [Placeholder]&lt;br /&gt;
* Updating &amp;lt;code&amp;gt;.asm_pc&amp;lt;/code&amp;gt; files [Placeholder]&lt;br /&gt;
&lt;br /&gt;
===Misc Notes===&lt;br /&gt;
&lt;br /&gt;
* When repacking &amp;lt;code&amp;gt;.vpp_pc&amp;lt;/code&amp;gt; files don't compress and/or condense them if they weren't like that in the vanilla game, it will cause the game to crash. Eg: &amp;lt;code&amp;gt;items.vpp_pc&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;interface.vpp_pc&amp;lt;/code&amp;gt;, map files etc. See the table below.&lt;br /&gt;
* When repacking &amp;lt;code&amp;gt;.str2_pc&amp;lt;/code&amp;gt; files ensure they are compressed and condensed.&lt;br /&gt;
* &amp;lt;code&amp;gt;table.vpp_pc&amp;lt;/code&amp;gt; overwrites changes to &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files in &amp;lt;code&amp;gt;misc.vpp_pc&amp;lt;/code&amp;gt;. The work around for this with the legacy mod manager is to rename the file however this breaks multiplayer and reduces the stability of the game. You should edit the same &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files in both &amp;lt;code&amp;gt;misc.vpp_pc&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;table.vpp_pc&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Filename !! Alignment !! Compressed !! Condensed&lt;br /&gt;
|-&lt;br /&gt;
| ALL .str2      || 0      || Yes      || Yes&lt;br /&gt;
|-&lt;br /&gt;
| MOST .vpp_pc      || 2048      || No      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlc01_precache.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlcp01_misc.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| misc.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| mp_common.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| steam.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| terr01_precache.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| zonescript_dlc01.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| zonescript_terr01.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlc01_l1.vpp_pc      || 0      || No      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlcp01_voices_en_us.vpp_pc      || 0      || No      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlcp02_misc.vpp_pc      || 0      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlcp03_misc.vpp_pc      || 0?      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlcp01_anims.vpp_pc      || 16?      || Yes      || Yes&lt;br /&gt;
|-&lt;br /&gt;
| anims.vpp_pc      || 16      || Yes      || Yes&lt;br /&gt;
|-&lt;br /&gt;
| table.vpp_pc      || 64      || Yes      || Yes&lt;br /&gt;
|-&lt;br /&gt;
| skybox.vpp_pc      || 4096      || No      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlcp01_personas_en_us.vpp_pc      || 4096      || No      || No&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Red Faction: Guerrilla Tools===&lt;br /&gt;
&lt;br /&gt;
* [https://github.com/Moneyl/RfgUtil/releases RfgUtil] - Used for unpacking most file formats and updating &amp;lt;code&amp;gt;.asm_pc&amp;lt;/code&amp;gt; files&lt;br /&gt;
* [https://github.com/rfg-modding/Nanoforge/releases Nanoforge] - Map editor, texture editor, &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; editor and more&lt;br /&gt;
* [https://github.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch/raw/main/z_tools/mTools.zip mTools] - Drag and drop tool to convert &amp;lt;code&amp;gt;.asm_pc&amp;lt;/code&amp;gt; files to XML and vice versa&lt;br /&gt;
* [https://github.com/rsl-dev/RSL/releases RSL] - Script Loader&lt;br /&gt;
* [https://github.com/Moneyl/AsmTool AsmTool]- WIP Tool for modifying &amp;lt;code&amp;gt;.asm_pc&amp;lt;/code&amp;gt; files used by Red Faction Guerrilla. This is meant to replace hand editing them, which is very error prone and tedious&lt;br /&gt;
* [https://github.com/rfg-modding/SyncFaction/releases SyncFaction] - Tool for automatically installing the Terraform Patch replaces the legacy mod manager with bug fixes and new features&lt;br /&gt;
* [https://www.factionfiles.com/ff.php?action=file&amp;amp;id=5686 xdelta UI] - GUI for generating &amp;lt;code&amp;gt;.xdelta&amp;lt;/code&amp;gt; (binary) patches&lt;br /&gt;
* [http://www.ximple.cz/download.php XiMpLe XML Editor] - Lightweight GUI XML Editor that displays XML type files in a table grid views and shows what other &amp;lt;code&amp;gt;.xtbls&amp;lt;/code&amp;gt; it is referencing. Very useful for understanding and editing &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files.&lt;br /&gt;
* [https://github.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch/raw/main/z_tools/Volition_Table_File_Editor.zip Volition Table File Editor] - GUI for editing &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files&lt;br /&gt;
* [https://jsonformatter.org/xml-formatter XML Formatter] - Use this to format &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files so they are easier to read&lt;br /&gt;
* [https://www.w3schools.com/xml/xml_validator.asp XML Validator] - Use this to validate &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; edits, any mistakes you make will crash the game&lt;br /&gt;
* [https://onecompiler.com/lua/3ykpyrhhb LUA Validator] - Useful for validating RSL scripts for errors, note it's safe to ignore &amp;lt;code&amp;gt;attempt to index a nil value (global 'rfg')&amp;lt;/code&amp;gt;&lt;br /&gt;
* [https://github.com/rfg-modding/RfgToolsPlusPlus/releases/tag/ExperimentalChunkExtractor_v0.2.0 Building extractor] - Experimental building extractor (.cchk_pc &amp;amp; .gchk_pc files). It isn't able to extract all buildings and it doesn't extract the textures.&lt;br /&gt;
* [https://github.com/rfg-modding/RfgToolsPlusPlus/releases/tag/MiscMeshExtractor_V1.1.0 Misc mesh extractor] - Extractor miscellaneous mesh formats. For .cfmesh_pc, .cstch_pc, .cefct_pc, and .ccar_pc files. Requires the .NET 7 runtime to run. It doesn't extract the textures.&lt;br /&gt;
&lt;br /&gt;
===Useful Software===&lt;br /&gt;
&lt;br /&gt;
* [https://www.voidtools.com/ Voidtools Everything] - Locate files and folders by name instantly&lt;br /&gt;
* [https://www.mythicsoft.com/agentransack/ Agent Ransack] - Bulk search for keywords within unpacked files&lt;br /&gt;
* [https://notepad-plus-plus.org/downloads/ Notepad++] - Good text editor for manually editing &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files, set language as XML&lt;br /&gt;
&lt;br /&gt;
==Tutorials==&lt;br /&gt;
*[[Nanoforge xtbl editing]] - How to edit [[.xtbl]] files in Nanoforge.&lt;br /&gt;
*[[Nanoforge Texture Editing]] - How to edit textures using Nanoforge.&lt;br /&gt;
* XTBL Editing Guides [Placeholder]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Red Faction: Guerrilla]]&lt;br /&gt;
[[Category: RF:G Editing]]&lt;/div&gt;</summary>
		<author><name>Camo</name></author>
	</entry>
	<entry>
		<id>https://www.redfactionwiki.com/w/index.php?title=RF:G_Editing_Main_Page&amp;diff=14372</id>
		<title>RF:G Editing Main Page</title>
		<link rel="alternate" type="text/html" href="https://www.redfactionwiki.com/w/index.php?title=RF:G_Editing_Main_Page&amp;diff=14372"/>
		<updated>2024-03-08T17:42:20Z</updated>

		<summary type="html">&lt;p&gt;Camo: /* Red Faction: Guerrilla Tools */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BubbleNav|RFG|no|no}}This will serve as a landing page for all resources related to [[Red Faction: Guerrilla]] editing for the '''Re-Mars-tered Edition'''.&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
===Community===&lt;br /&gt;
*[https://discord.gg/factionfiles Faction Files Community Discord] - Active Red Faction series community Discord with #map-mod-development channel for community development discussion&lt;br /&gt;
*[https://rfg-modding.github.io/SyncFaction/#/modding/intro SyncFaction Modding Intro] - Extensive writeup of all available mod formats and distribution methods. Includes mod examples!&lt;br /&gt;
===Downloads===&lt;br /&gt;
*[https://www.factionfiles.com/ff.php?action=files FactionFiles.com] - Custom mods, tools, patches, and reference material&lt;br /&gt;
*[https://www.nexusmods.com/redfactionguerilla/mods/ Nexus Mods] - Custom mods&lt;br /&gt;
*[https://www.nexusmods.com/redfactionguerrillaremarstered/mods/ Nexus Mods Re-Mars-tered] - Custom mods&lt;br /&gt;
&lt;br /&gt;
==Documentation==&lt;br /&gt;
*[[RF:G Map organization]]&lt;br /&gt;
*[[Nanoforge basics]]&lt;br /&gt;
*[https://github.com/Moneyl/RfgTools/blob/main/Documentation/RfgZonexFormat.md Zone file format docs] - Describes the zone format used by RFG in more detail&lt;br /&gt;
===Core Concepts===&lt;br /&gt;
*[[Red Faction: Guerrilla]]'s level editor is [[CLOE]], which is not publicly available.&lt;br /&gt;
&lt;br /&gt;
===Red Faction: Guerrilla File Formats===&lt;br /&gt;
* &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; - XML table files are used to store properties or attributes in Red Faction: Guerrilla. Overall, their function is similar to the &amp;lt;code&amp;gt;.tbl&amp;lt;/code&amp;gt; files of Red Faction and Red Faction II.&lt;br /&gt;
* &amp;lt;code&amp;gt;.scriptx&amp;lt;/code&amp;gt; - Internal XML scripting language file, commonly used for missions and activities&lt;br /&gt;
* &amp;lt;code&amp;gt;.dtodx&amp;lt;/code&amp;gt; - Weather/lighting file for maps that controls things like fog, tint, ambient colour, eye adaption, bloom, cloud color and speed&lt;br /&gt;
* &amp;lt;code&amp;gt;.gtodx&amp;lt;/code&amp;gt; - Skybox file for maps that controls things like the sun texture, moon positions and if the horizon mountain texture is enabled&lt;br /&gt;
* &amp;lt;code&amp;gt;.vpp_pc&amp;lt;/code&amp;gt; - Packfile&lt;br /&gt;
* &amp;lt;code&amp;gt;.rigx&amp;lt;/code&amp;gt; - Rig&lt;br /&gt;
* &amp;lt;code&amp;gt;.str2_pc&amp;lt;/code&amp;gt; - Texture Packfile&lt;br /&gt;
* &amp;lt;code&amp;gt;.rfgzone_pc&amp;lt;/code&amp;gt; - Map zone&lt;br /&gt;
* &amp;lt;code&amp;gt;.layer_pc&amp;lt;/code&amp;gt; - Map zone&lt;br /&gt;
* &amp;lt;code&amp;gt;.cpeg_pc, cvbm_pc&amp;lt;/code&amp;gt; - Texture cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gpeg_pc, gvbm_pc&amp;lt;/code&amp;gt; - Texture gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.asm_pc&amp;lt;/code&amp;gt; - Asset assembler file&lt;br /&gt;
* &amp;lt;code&amp;gt;.csmesh_pc&amp;lt;/code&amp;gt; - Static mesh cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gsmesh_pc&amp;lt;/code&amp;gt; - Static mesh gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.ccmesh_pc&amp;lt;/code&amp;gt; - Character mesh cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gcmesh_pc&amp;lt;/code&amp;gt; - Character mesh gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.ccar_pc&amp;lt;/code&amp;gt; - Vehicle mesh cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gcar_pc&amp;lt;/code&amp;gt; - Vehicle mesh gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.anim_pc&amp;lt;/code&amp;gt; - Animation&lt;br /&gt;
* &amp;lt;code&amp;gt;.cchk_pc&amp;lt;/code&amp;gt; - Destructible object cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gchk_pc&amp;lt;/code&amp;gt; - Destructible object gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.cefct_pc&amp;lt;/code&amp;gt; - Visual effect cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gefct_pc&amp;lt;/code&amp;gt; - Visual effect gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.cfmesh_pc&amp;lt;/code&amp;gt; - Foliage mesh&lt;br /&gt;
* &amp;lt;code&amp;gt;.cstch&amp;lt;/code&amp;gt; - Terrain clutter mesh cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gstch&amp;lt;/code&amp;gt; - Terrain clutter mesh gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.cterrain_pc&amp;lt;/code&amp;gt; - Terrain zone cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gterrain_pc&amp;lt;/code&amp;gt; - Terrain zone gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.ctmesh_pc&amp;lt;/code&amp;gt; - Terrain subzone cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gtmesh_pc&amp;lt;/code&amp;gt; - Terrain subzone gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.fsmib&amp;lt;/code&amp;gt; - Fullscreen map data&lt;br /&gt;
* &amp;lt;code&amp;gt;.fxo_kg&amp;lt;/code&amp;gt; - Shader&lt;br /&gt;
* &amp;lt;code&amp;gt;.le_strings&amp;lt;/code&amp;gt; - Steam localization strings&lt;br /&gt;
* &amp;lt;code&amp;gt;.rfglocatext&amp;lt;/code&amp;gt; - Localization strings&lt;br /&gt;
* &amp;lt;code&amp;gt;.mat_pc&amp;lt;/code&amp;gt; - Render material&lt;br /&gt;
* &amp;lt;code&amp;gt;.morph_pc&amp;lt;/code&amp;gt; - Animation Morph&lt;br /&gt;
* &amp;lt;code&amp;gt;.vint_doc&amp;lt;/code&amp;gt; - UI&lt;br /&gt;
* &amp;lt;code&amp;gt;.sim_pc&amp;lt;/code&amp;gt; - Cloth sim&lt;br /&gt;
* &amp;lt;code&amp;gt;.xgs_pc&amp;lt;/code&amp;gt; - Sound config&lt;br /&gt;
* &amp;lt;code&amp;gt;.xsb_pc&amp;lt;/code&amp;gt; - Soundbank&lt;br /&gt;
* &amp;lt;code&amp;gt;.xwb_pc&amp;lt;/code&amp;gt; - Wavebank&lt;br /&gt;
* &amp;lt;code&amp;gt;.aud_pc&amp;lt;/code&amp;gt; - Audio categories&lt;br /&gt;
* &amp;lt;code&amp;gt;.vf3_pc&amp;lt;/code&amp;gt; - Font&lt;br /&gt;
* &amp;lt;code&amp;gt;.vfdvp_pc&amp;lt;/code&amp;gt; - ?&lt;br /&gt;
* &amp;lt;code&amp;gt;.rfgvp_pc&amp;lt;/code&amp;gt; - ?&lt;br /&gt;
&lt;br /&gt;
===Red Faction: Guerrilla File Structure===&lt;br /&gt;
&lt;br /&gt;
\Red Faction Guerrilla Re-MARS-tered\data\&lt;br /&gt;
&lt;br /&gt;
The two most important files for modding most of RF:G are &amp;lt;code&amp;gt;misc.vpp_pc&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;table.vpp_pc&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;activities.vpp_pc&amp;lt;/code&amp;gt; - contains textures for singleplayer activities&lt;br /&gt;
* &amp;lt;code&amp;gt;anims.vpp_pc&amp;lt;/code&amp;gt; - contains animation files&lt;br /&gt;
* &amp;lt;code&amp;gt;chunks.vpp_pc&amp;lt;/code&amp;gt; - contains &amp;lt;code&amp;gt;.rfgchunkx&amp;lt;/code&amp;gt; files and seems to be related to the &amp;lt;code&amp;gt;preload_chunks.xtbl&amp;lt;/code&amp;gt; file, it's possible to add them to a map using the correct &amp;lt;code&amp;gt;dest_checksum&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;uid&amp;lt;/code&amp;gt; numbers. Game might also spawn &amp;lt;code&amp;gt;missing_chunk&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;missing_destroyable&amp;lt;/code&amp;gt; if a mesh fails to load.&lt;br /&gt;
* &amp;lt;code&amp;gt;cloth_sim.vpp_pc&amp;lt;/code&amp;gt; - contains cloth simulation files&lt;br /&gt;
* &amp;lt;code&amp;gt;decals.vpp_pc&amp;lt;/code&amp;gt; - contains decal textures&lt;br /&gt;
* &amp;lt;code&amp;gt;dlc01_l0.vpp_pc&amp;lt;/code&amp;gt; - singleplayer DLC map&lt;br /&gt;
* &amp;lt;code&amp;gt;dlc01_l1.vpp_pc&amp;lt;/code&amp;gt; - only contains a blank &amp;lt;code&amp;gt;asm_pc&amp;lt;/code&amp;gt; file&lt;br /&gt;
* &amp;lt;code&amp;gt;dlc01_precache.vpp_pc&amp;lt;/code&amp;gt; - similar to &amp;lt;code&amp;gt;mp_common.vpp_pc&amp;lt;/code&amp;gt; but for the singleplayer DLC map&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_activities.vpp_pc&amp;lt;/code&amp;gt; - contains textures for singleplayer DLC activities&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_anims.vpp_pc&amp;lt;/code&amp;gt; - contains animation files for singleplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_cloth_sim.vpp_pc&amp;lt;/code&amp;gt; - contains cloth simulation files for singleplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_effects.vpp_pc&amp;lt;/code&amp;gt; - contains visual effect files for singleplayer DLC, some are &amp;lt;code&amp;gt;.str2&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_humans.vpp_pc&amp;lt;/code&amp;gt; - contains textures and meshes for characters in singleplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_interface.vpp_pc&amp;lt;/code&amp;gt; - contains textures for loading screens &amp;amp; thumbnails in singleplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_items.vpp_pc&amp;lt;/code&amp;gt; - contains textures and meshes for weapons, character props and misc objects in singleplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlc01_misc.vpp_pc&amp;lt;/code&amp;gt; - contains &amp;lt;code&amp;gt;.rig_pc&amp;lt;/code&amp;gt; files, the &amp;lt;code&amp;gt;.fsmib&amp;lt;/code&amp;gt; file and two &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files for singleplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlc01_missions.vpp_pc&amp;lt;/code&amp;gt; - contains textures related to singleplayer DLC missions&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_personas_en_us.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_vehicles.vpp_pc&amp;lt;/code&amp;gt; - contains textures and meshes for singleplayer DLC vehicles&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_voices_en_us.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp02_interface.vpp_pc&amp;lt;/code&amp;gt; - contains textures for loading screens &amp;amp; thumbnails for multiplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp02_misc.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp03_interface.vpp_pc&amp;lt;/code&amp;gt; - contains textures for loading screens &amp;amp; thumbnails for wrecking crew DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp03_misc.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;effects.vpp_pc&amp;lt;/code&amp;gt; - contains visual effect files, some are &amp;lt;code&amp;gt;.str2&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;effects_mp.vpp_pc&amp;lt;/code&amp;gt; - contains multiplayer only visual effect files, some are &amp;lt;code&amp;gt;.str2&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;humans.vpp_pc&amp;lt;/code&amp;gt; - contains textures and meshes for characters in both singleplayer and multiplayer&lt;br /&gt;
* &amp;lt;code&amp;gt;interface.vpp_pc&amp;lt;/code&amp;gt; - contains textures for loading screens &amp;amp; thumbnails in both SP and MP and character portraits in multiplayer&lt;br /&gt;
* &amp;lt;code&amp;gt;items.vpp_pc&amp;lt;/code&amp;gt; - contains textures and meshes for weapons, character props and misc objects in both singleplayer &amp;amp; multiplayer&lt;br /&gt;
* &amp;lt;code&amp;gt;items_mp.vpp_pc&amp;lt;/code&amp;gt; - contains multiplayer only textures and meshes&lt;br /&gt;
* &amp;lt;code&amp;gt;misc.vpp_pc&amp;lt;/code&amp;gt; contains &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files and most other file types&lt;br /&gt;
* &amp;lt;code&amp;gt;missions.vpp_pc&amp;lt;/code&amp;gt; - contains textures for singleplayer missions&lt;br /&gt;
* &amp;lt;code&amp;gt;mp_common.vpp_pc&amp;lt;/code&amp;gt; - contains textures shared between multiplayer maps&lt;br /&gt;
* &amp;lt;code&amp;gt;mp_xxx.vpp_pc&amp;lt;/code&amp;gt; - multiplayer maps, excluding &amp;lt;code&amp;gt;mp_common.vpp_pc&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;mpdlc_xxx.vpp_pc&amp;lt;/code&amp;gt; - DLC multiplayer maps&lt;br /&gt;
* &amp;lt;code&amp;gt;personas_de_de.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;personas_en_us.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;personas_es_es.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;personas_fr_fr.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;personas_it_it.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;personas_ru_ru.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_00a.bik_xbox2&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_01a.bik_xbox2&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_02a.bik_xbox2&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_03a.bik_xbox2&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_03b.bik_xbox2&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_04a.bik_xbox2&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_05a.bik_xbox2&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_06a.bik_xbox2&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;skybox.vpp_pc&amp;lt;/code&amp;gt; - contains textures for the skybox like the clouds&lt;br /&gt;
* &amp;lt;code&amp;gt;sounds_r.vpp_pc&amp;lt;/code&amp;gt; - contains &amp;lt;code&amp;gt;.xmb_pc&amp;lt;/code&amp;gt; sound files&lt;br /&gt;
* &amp;lt;code&amp;gt;steam.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;table.vpp_pc&amp;lt;/code&amp;gt; - contains only &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files and will overwrite &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files in &amp;lt;code&amp;gt;misc.vpp_pc&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;terr01_l0.vpp_pc&amp;lt;/code&amp;gt; - singleplayer map&lt;br /&gt;
* &amp;lt;code&amp;gt;terr01_l1.vpp_pc&amp;lt;/code&amp;gt; - singleplayer map&lt;br /&gt;
* &amp;lt;code&amp;gt;terr01_precache.vpp_pc&amp;lt;/code&amp;gt; - similar to &amp;lt;code&amp;gt;mp_common.vpp_pc&amp;lt;/code&amp;gt; but for the singleplayer map&lt;br /&gt;
* &amp;lt;code&amp;gt;vehicles_r.vpp_pc&amp;lt;/code&amp;gt; - contains textures and meshes for singleplayer vehicles&lt;br /&gt;
* &amp;lt;code&amp;gt;voices_de_de.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;voices_en_us.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;voices_es_es.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;voices_fr_fr.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;voices_it_it.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;voices_ru_ru.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;wcxxx.vpp_c&amp;lt;/code&amp;gt; - wrecking crew maps&lt;br /&gt;
* &amp;lt;code&amp;gt;zonescript_dlc01.vpp_pc&amp;lt;/code&amp;gt; - contains &amp;lt;code&amp;gt;.scriptx&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;.rfgzone_pc&amp;lt;/code&amp;gt; files for singleplayer DLC map&lt;br /&gt;
* &amp;lt;code&amp;gt;zonescript_terr01.vpp_pc&amp;lt;/code&amp;gt; - contains &amp;lt;code&amp;gt;.scriptx&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;.rfgzone_pc&amp;lt;/code&amp;gt; files for singleplayer map&lt;br /&gt;
* &amp;lt;code&amp;gt;xxx.bik&amp;lt;/code&amp;gt; - pre-rendered custscenes&lt;br /&gt;
&lt;br /&gt;
===Scriptx Functions===&lt;br /&gt;
&lt;br /&gt;
* [https://www.factionfiles.com/ff.php?action=scriptxfuncs .scriptx functions]&lt;br /&gt;
&lt;br /&gt;
===Primitive data types &amp;amp; limits===&lt;br /&gt;
&lt;br /&gt;
* Floats (floating decimal points): Max value &amp;lt;code&amp;gt;3.4028237&amp;lt;/code&amp;gt; and move the decimal place right 38 times. Examples: &amp;lt;code&amp;gt;1.0, 0.0&amp;lt;/code&amp;gt;&lt;br /&gt;
* Integer (whole number that could hold a zero, positive or negative value): Max value &amp;lt;code&amp;gt;2147483647&amp;lt;/code&amp;gt;&lt;br /&gt;
* Boolean (truth value with two constants objects True and False , basically a toggle to enable or disable something using &amp;quot;true&amp;quot; or &amp;quot;false&amp;quot;): Examples: &amp;lt;code&amp;gt;&amp;lt;Unlocks_Cheat&amp;gt;True&amp;lt;/Unlocks_Cheat&amp;gt;, &amp;lt;Unlocks_Cheat&amp;gt;False&amp;lt;/Unlocks_Cheat&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
* String (represents a sequence or characters/text): Example: &amp;lt;code&amp;gt;&amp;lt;string&amp;gt;OldCoot&amp;lt;/string&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===sounds_r.vpp_pc Info===&lt;br /&gt;
&lt;br /&gt;
* S16 = Signed 16 bit&lt;br /&gt;
* LE = Little endian&lt;br /&gt;
* 2CH = 2 channels (stereo)&lt;br /&gt;
&lt;br /&gt;
    * destruction.xwb_pc - unknown&lt;br /&gt;
    * dlc01_voc_d01offcam.xwb_pc.en_us.xwb_pc - unknown               &lt;br /&gt;
    * dlc01_voc_spe_d01dan.xwb_pc.en_us.xwb_pc - unknown              &lt;br /&gt;
    * dlc01_voc_spe_d01msm01.xwb_pc.en_us.xwb_pc - unknown            &lt;br /&gt;
    * dlc01_voc_spe_d01msm02.xwb_pc.en_us.xwb_pc - unknown            &lt;br /&gt;
    * dlc01_voc_spe_d01msm03.xwb_pc.en_us.xwb_pc - unknown            &lt;br /&gt;
    * dlc01_voc_spe_d01msm04.xwb_pc.en_us.xwb_pc - unknown            &lt;br /&gt;
    * dlc01_voc_spe_d01msm05.xwb_pc.en_us.xwb_pc - unknown            &lt;br /&gt;
    * dlc01_voc_spe_d01msm06.xwb_pc.en_us.xwb_pc - unknown            &lt;br /&gt;
    * dlc01_voc_spe_d01rfc.xwb_pc.en_us.xwb_pc - unknown              &lt;br /&gt;
    * dlc01_voc_spe_d01sam_pcm01.xwb_pc.en_us.xwb_pc - unknown        &lt;br /&gt;
    * dlc01_voc_spe_d01vasha_safe.xwb_pc.en_us.xwb_pc - unknown       &lt;br /&gt;
    * mov_foley.xwb_pc - unknown                                       &lt;br /&gt;
    * mov_jet_pack.xwb_pc - unknown                                    &lt;br /&gt;
    * mov_male.xwb_pc - unknown                                        &lt;br /&gt;
    * mov_npc_male.xwb_pc - unknown                                    &lt;br /&gt;
    * mp_backpacks.xwb_pc - S16, LE, 2CH. Intermittent static starting ~28sec                  &lt;br /&gt;
    * mp_wep.xwb_pc - S16, LE, 2CH. Static at start and end                                           &lt;br /&gt;
    * mus_briefings.xwb_pc - S16, LE, 2CH.      &lt;br /&gt;
    * mus_demomaster.xwb_pc - S16, LE, 2CH.      &lt;br /&gt;
    * mus_frontend.xwb_pc - S16, LE, 2CH.        &lt;br /&gt;
    * mus_multiplayer.xwb_pc - S16, LE, 2CH.     &lt;br /&gt;
    * mus_progression_01.xwb_pc - S16, LE, 2CH. Static at start, may be header &lt;br /&gt;
    * mus_progression_02.xwb_pc - S16, LE, 2CH.  &lt;br /&gt;
    * mus_progression_03.xwb_pc - S16, LE, 2CH.  &lt;br /&gt;
    * mus_sting.xwb_pc - S16, LE, 2CH. &lt;br /&gt;
    * obj_shared_ambient.xwb_pc - unknown&lt;br /&gt;
    * obj_shared_dth.xwb_pc - unknown     &lt;br /&gt;
    * obj_shared_exp.xwb_pc - unknown&lt;br /&gt;
    * obj_shared_impact.xwb_pc - unknown &lt;br /&gt;
    * scripted_raids.xwb_pc - unknown    &lt;br /&gt;
    * system.xwb_pc - S16, LE, 2CH. Mostly static, valid sound in middle            &lt;br /&gt;
    * system_mp.xwb_pc - unknown         &lt;br /&gt;
    * veh_civ_bus.xwb_pc - S16, LE, 2CH. Some static, some valid sound.       &lt;br /&gt;
    * veh_civ_car1.xwb_pc - S16, LE, 2CH. Some static, some valid sound.          &lt;br /&gt;
    * veh_civ_car2.xwb_pc - S16, LE, 2CH. Some static, some valid sound.          &lt;br /&gt;
    * veh_civ_car3.xwb_pc - S16, LE, 2CH. Some static, some valid sound.        &lt;br /&gt;
    * veh_civ_flat.xwb_pc - unknown    &lt;br /&gt;
    * veh_civ_flat2.xwb_pc - unknown&lt;br /&gt;
    * veh_civ_fuel.xwb_pc - S16, LE, 2CH. Some static, some valid sound.        &lt;br /&gt;
    * veh_civ_hauler.xwb_pc - S16, LE, 2CH. Some static, some valid sound.      &lt;br /&gt;
    * veh_civ_taxi.xwb_pc - S16, LE, 2CH. Some static, some valid sound.        &lt;br /&gt;
    * veh_civ_trash.xwb_pc - S16, LE, 2CH. Some static, some valid sound.       &lt;br /&gt;
    * veh_civ_walker.xwb_pc - S16, LE, 2CH. Some static, some valid sound.      &lt;br /&gt;
    * veh_edf_aax.xwb_pc - S16, LE, 2CH. Mostly static, some valid sound at end.        &lt;br /&gt;
    * veh_edf_abx.xwb_pc - S16, LE, 2CH. Mostly static, some valid sound at end.                 &lt;br /&gt;
    * veh_edf_apc.xwb_pc - S16, LE, 2CH. Some static, some valid sound.       &lt;br /&gt;
    * veh_edf_atank.xwb_pc - S16, LE, 2CH. Some static, some valid sound.     &lt;br /&gt;
    * veh_edf_htank.xwb_pc - S16, LE, 2CH. Some static, some valid sound.     &lt;br /&gt;
    * veh_edf_mtank.xwb_pc - S16, LE, 2CH. Some static, some valid sound.     &lt;br /&gt;
    * veh_edf_scout.xwb_pc - S16, LE, 2CH. Some static, some valid sound.     &lt;br /&gt;
    * veh_edf_staff.xwb_pc - S16, LE, 2CH. Some static, some valid sound.     &lt;br /&gt;
    * veh_edf_staffh2h.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_edf_supply.xwb_pc - S16, LE, 2CH. Some static, some valid sound.    &lt;br /&gt;
    * veh_mar_jetter.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_mar_raider.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_atv.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_bull.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_dtruck.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_etruck.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_jetter.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_pickup.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_rover.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_roverwk.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_supply.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_supplyrt.xwb_pc - unknown&lt;br /&gt;
    * veh_min_wlklg.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_wlkmd.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_shared.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * walla.xwb_pc - unknown&lt;br /&gt;
    * weather.xwb_pc - S16, LE, 2CH.&lt;br /&gt;
    * wep_rfg.xwb_pc -  S16, LE, 2CH. Mostly valid, some static&lt;br /&gt;
&lt;br /&gt;
===RfgUtil Guide===&lt;br /&gt;
&lt;br /&gt;
* Unpacking [Placeholder]&lt;br /&gt;
* Repacking [Placeholder]&lt;br /&gt;
* Command arguments [Placeholder]&lt;br /&gt;
* Scripts [Placeholder]&lt;br /&gt;
* Updating &amp;lt;code&amp;gt;.asm_pc&amp;lt;/code&amp;gt; files [Placeholder]&lt;br /&gt;
&lt;br /&gt;
===Misc Notes===&lt;br /&gt;
&lt;br /&gt;
* When repacking &amp;lt;code&amp;gt;.vpp_pc&amp;lt;/code&amp;gt; files don't compress and/or condense them if they weren't like that in the vanilla game, it will cause the game to crash. Eg: &amp;lt;code&amp;gt;items.vpp_pc&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;interface.vpp_pc&amp;lt;/code&amp;gt;, map files etc. See the table below.&lt;br /&gt;
* When repacking &amp;lt;code&amp;gt;.str2_pc&amp;lt;/code&amp;gt; files ensure they are compressed and condensed.&lt;br /&gt;
* &amp;lt;code&amp;gt;table.vpp_pc&amp;lt;/code&amp;gt; overwrites changes to &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files in &amp;lt;code&amp;gt;misc.vpp_pc&amp;lt;/code&amp;gt;. The work around for this with the legacy mod manager is to rename the file however this breaks multiplayer and reduces the stability of the game. You should edit the same &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files in both &amp;lt;code&amp;gt;misc.vpp_pc&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;table.vpp_pc&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Filename !! Alignment !! Compressed !! Condensed&lt;br /&gt;
|-&lt;br /&gt;
| ALL .str2      || 0      || Yes      || Yes&lt;br /&gt;
|-&lt;br /&gt;
| MOST .vpp_pc      || 2048      || No      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlc01_precache.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlcp01_misc.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| misc.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| mp_common.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| steam.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| terr01_precache.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| zonescript_dlc01.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| zonescript_terr01.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlc01_l1.vpp_pc      || 0      || No      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlcp01_voices_en_us.vpp_pc      || 0      || No      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlcp02_misc.vpp_pc      || 0      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlcp03_misc.vpp_pc      || 0?      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlcp01_anims.vpp_pc      || 16?      || Yes      || Yes&lt;br /&gt;
|-&lt;br /&gt;
| anims.vpp_pc      || 16      || Yes      || Yes&lt;br /&gt;
|-&lt;br /&gt;
| table.vpp_pc      || 64      || Yes      || Yes&lt;br /&gt;
|-&lt;br /&gt;
| skybox.vpp_pc      || 4096      || No      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlcp01_personas_en_us.vpp_pc      || 4096      || No      || No&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Red Faction: Guerrilla Tools===&lt;br /&gt;
&lt;br /&gt;
* [https://github.com/Moneyl/RfgUtil/releases RfgUtil] - Used for unpacking most file formats and updating &amp;lt;code&amp;gt;.asm_pc&amp;lt;/code&amp;gt; files&lt;br /&gt;
* [https://github.com/rfg-modding/Nanoforge/releases Nanoforge] - Map editor, texture editor, &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; editor and more&lt;br /&gt;
* [https://github.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch/raw/main/z_tools/mTools.zip mTools] - Drag and drop tool to convert &amp;lt;code&amp;gt;.asm_pc&amp;lt;/code&amp;gt; files to XML and vice versa&lt;br /&gt;
* [https://github.com/rsl-dev/RSL/releases RSL] - Script Loader&lt;br /&gt;
* [https://github.com/Moneyl/AsmTool AsmTool]- WIP Tool for modifying &amp;lt;code&amp;gt;.asm_pc&amp;lt;/code&amp;gt; files used by Red Faction Guerrilla. This is meant to replace hand editing them, which is very error prone and tedious&lt;br /&gt;
* [https://github.com/rfg-modding/SyncFaction/releases SyncFaction] - Tool for automatically installing the Terraform Patch replaces the legacy mod manager with bug fixes and new features&lt;br /&gt;
* [https://www.factionfiles.com/ff.php?action=file&amp;amp;id=5686 xdelta UI] - GUI for generating &amp;lt;code&amp;gt;.xdelta&amp;lt;/code&amp;gt; (binary) patches&lt;br /&gt;
* [http://www.ximple.cz/download.php XiMpLe XML Editor] - Lightweight GUI XML Editor that displays XML type files in a table grid views and shows what other &amp;lt;code&amp;gt;.xtbls&amp;lt;/code&amp;gt; it is referencing. Very useful for understanding and editing &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files.&lt;br /&gt;
* [https://github.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch/raw/main/tools/Volition_Table_File_Editor.zip Volition Table File Editor] - GUI for editing &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files&lt;br /&gt;
* [https://jsonformatter.org/xml-formatter XML Formatter] - Use this to format &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files so they are easier to read&lt;br /&gt;
* [https://www.w3schools.com/xml/xml_validator.asp XML Validator] - Use this to validate &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; edits, any mistakes you make will crash the game&lt;br /&gt;
* [https://onecompiler.com/lua/3ykpyrhhb LUA Validator] - Useful for validating RSL scripts for errors, note it's safe to ignore &amp;lt;code&amp;gt;attempt to index a nil value (global 'rfg')&amp;lt;/code&amp;gt;&lt;br /&gt;
* [https://github.com/rfg-modding/RfgToolsPlusPlus/releases/tag/ExperimentalChunkExtractor_v0.2.0 Building extractor] - Experimental building extractor (.cchk_pc &amp;amp; .gchk_pc files). It isn't able to extract all buildings and it doesn't extract the textures.&lt;br /&gt;
* [https://github.com/rfg-modding/RfgToolsPlusPlus/releases/tag/MiscMeshExtractor_V1.1.0 Misc mesh extractor] - Extractor miscellaneous mesh formats. For .cfmesh_pc, .cstch_pc, .cefct_pc, and .ccar_pc files. Requires the .NET 7 runtime to run. It doesn't extract the textures.&lt;br /&gt;
&lt;br /&gt;
===Useful Software===&lt;br /&gt;
&lt;br /&gt;
* [https://www.voidtools.com/ Voidtools Everything] - Locate files and folders by name instantly&lt;br /&gt;
* [https://www.mythicsoft.com/agentransack/ Agent Ransack] - Bulk search for keywords within unpacked files&lt;br /&gt;
* [https://notepad-plus-plus.org/downloads/ Notepad++] - Good text editor for manually editing &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files, set language as XML&lt;br /&gt;
&lt;br /&gt;
==Tutorials==&lt;br /&gt;
*[[Nanoforge xtbl editing]] - How to edit [[.xtbl]] files in Nanoforge.&lt;br /&gt;
*[[Nanoforge Texture Editing]] - How to edit textures using Nanoforge.&lt;br /&gt;
* XTBL Editing Guides [Placeholder]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Red Faction: Guerrilla]]&lt;br /&gt;
[[Category: RF:G Editing]]&lt;/div&gt;</summary>
		<author><name>Camo</name></author>
	</entry>
	<entry>
		<id>https://www.redfactionwiki.com/w/index.php?title=RF:G_Editing_Main_Page&amp;diff=14371</id>
		<title>RF:G Editing Main Page</title>
		<link rel="alternate" type="text/html" href="https://www.redfactionwiki.com/w/index.php?title=RF:G_Editing_Main_Page&amp;diff=14371"/>
		<updated>2024-03-08T17:41:22Z</updated>

		<summary type="html">&lt;p&gt;Camo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BubbleNav|RFG|no|no}}This will serve as a landing page for all resources related to [[Red Faction: Guerrilla]] editing for the '''Re-Mars-tered Edition'''.&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
===Community===&lt;br /&gt;
*[https://discord.gg/factionfiles Faction Files Community Discord] - Active Red Faction series community Discord with #map-mod-development channel for community development discussion&lt;br /&gt;
*[https://rfg-modding.github.io/SyncFaction/#/modding/intro SyncFaction Modding Intro] - Extensive writeup of all available mod formats and distribution methods. Includes mod examples!&lt;br /&gt;
===Downloads===&lt;br /&gt;
*[https://www.factionfiles.com/ff.php?action=files FactionFiles.com] - Custom mods, tools, patches, and reference material&lt;br /&gt;
*[https://www.nexusmods.com/redfactionguerilla/mods/ Nexus Mods] - Custom mods&lt;br /&gt;
*[https://www.nexusmods.com/redfactionguerrillaremarstered/mods/ Nexus Mods Re-Mars-tered] - Custom mods&lt;br /&gt;
&lt;br /&gt;
==Documentation==&lt;br /&gt;
*[[RF:G Map organization]]&lt;br /&gt;
*[[Nanoforge basics]]&lt;br /&gt;
*[https://github.com/Moneyl/RfgTools/blob/main/Documentation/RfgZonexFormat.md Zone file format docs] - Describes the zone format used by RFG in more detail&lt;br /&gt;
===Core Concepts===&lt;br /&gt;
*[[Red Faction: Guerrilla]]'s level editor is [[CLOE]], which is not publicly available.&lt;br /&gt;
&lt;br /&gt;
===Red Faction: Guerrilla File Formats===&lt;br /&gt;
* &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; - XML table files are used to store properties or attributes in Red Faction: Guerrilla. Overall, their function is similar to the &amp;lt;code&amp;gt;.tbl&amp;lt;/code&amp;gt; files of Red Faction and Red Faction II.&lt;br /&gt;
* &amp;lt;code&amp;gt;.scriptx&amp;lt;/code&amp;gt; - Internal XML scripting language file, commonly used for missions and activities&lt;br /&gt;
* &amp;lt;code&amp;gt;.dtodx&amp;lt;/code&amp;gt; - Weather/lighting file for maps that controls things like fog, tint, ambient colour, eye adaption, bloom, cloud color and speed&lt;br /&gt;
* &amp;lt;code&amp;gt;.gtodx&amp;lt;/code&amp;gt; - Skybox file for maps that controls things like the sun texture, moon positions and if the horizon mountain texture is enabled&lt;br /&gt;
* &amp;lt;code&amp;gt;.vpp_pc&amp;lt;/code&amp;gt; - Packfile&lt;br /&gt;
* &amp;lt;code&amp;gt;.rigx&amp;lt;/code&amp;gt; - Rig&lt;br /&gt;
* &amp;lt;code&amp;gt;.str2_pc&amp;lt;/code&amp;gt; - Texture Packfile&lt;br /&gt;
* &amp;lt;code&amp;gt;.rfgzone_pc&amp;lt;/code&amp;gt; - Map zone&lt;br /&gt;
* &amp;lt;code&amp;gt;.layer_pc&amp;lt;/code&amp;gt; - Map zone&lt;br /&gt;
* &amp;lt;code&amp;gt;.cpeg_pc, cvbm_pc&amp;lt;/code&amp;gt; - Texture cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gpeg_pc, gvbm_pc&amp;lt;/code&amp;gt; - Texture gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.asm_pc&amp;lt;/code&amp;gt; - Asset assembler file&lt;br /&gt;
* &amp;lt;code&amp;gt;.csmesh_pc&amp;lt;/code&amp;gt; - Static mesh cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gsmesh_pc&amp;lt;/code&amp;gt; - Static mesh gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.ccmesh_pc&amp;lt;/code&amp;gt; - Character mesh cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gcmesh_pc&amp;lt;/code&amp;gt; - Character mesh gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.ccar_pc&amp;lt;/code&amp;gt; - Vehicle mesh cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gcar_pc&amp;lt;/code&amp;gt; - Vehicle mesh gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.anim_pc&amp;lt;/code&amp;gt; - Animation&lt;br /&gt;
* &amp;lt;code&amp;gt;.cchk_pc&amp;lt;/code&amp;gt; - Destructible object cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gchk_pc&amp;lt;/code&amp;gt; - Destructible object gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.cefct_pc&amp;lt;/code&amp;gt; - Visual effect cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gefct_pc&amp;lt;/code&amp;gt; - Visual effect gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.cfmesh_pc&amp;lt;/code&amp;gt; - Foliage mesh&lt;br /&gt;
* &amp;lt;code&amp;gt;.cstch&amp;lt;/code&amp;gt; - Terrain clutter mesh cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gstch&amp;lt;/code&amp;gt; - Terrain clutter mesh gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.cterrain_pc&amp;lt;/code&amp;gt; - Terrain zone cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gterrain_pc&amp;lt;/code&amp;gt; - Terrain zone gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.ctmesh_pc&amp;lt;/code&amp;gt; - Terrain subzone cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gtmesh_pc&amp;lt;/code&amp;gt; - Terrain subzone gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.fsmib&amp;lt;/code&amp;gt; - Fullscreen map data&lt;br /&gt;
* &amp;lt;code&amp;gt;.fxo_kg&amp;lt;/code&amp;gt; - Shader&lt;br /&gt;
* &amp;lt;code&amp;gt;.le_strings&amp;lt;/code&amp;gt; - Steam localization strings&lt;br /&gt;
* &amp;lt;code&amp;gt;.rfglocatext&amp;lt;/code&amp;gt; - Localization strings&lt;br /&gt;
* &amp;lt;code&amp;gt;.mat_pc&amp;lt;/code&amp;gt; - Render material&lt;br /&gt;
* &amp;lt;code&amp;gt;.morph_pc&amp;lt;/code&amp;gt; - Animation Morph&lt;br /&gt;
* &amp;lt;code&amp;gt;.vint_doc&amp;lt;/code&amp;gt; - UI&lt;br /&gt;
* &amp;lt;code&amp;gt;.sim_pc&amp;lt;/code&amp;gt; - Cloth sim&lt;br /&gt;
* &amp;lt;code&amp;gt;.xgs_pc&amp;lt;/code&amp;gt; - Sound config&lt;br /&gt;
* &amp;lt;code&amp;gt;.xsb_pc&amp;lt;/code&amp;gt; - Soundbank&lt;br /&gt;
* &amp;lt;code&amp;gt;.xwb_pc&amp;lt;/code&amp;gt; - Wavebank&lt;br /&gt;
* &amp;lt;code&amp;gt;.aud_pc&amp;lt;/code&amp;gt; - Audio categories&lt;br /&gt;
* &amp;lt;code&amp;gt;.vf3_pc&amp;lt;/code&amp;gt; - Font&lt;br /&gt;
* &amp;lt;code&amp;gt;.vfdvp_pc&amp;lt;/code&amp;gt; - ?&lt;br /&gt;
* &amp;lt;code&amp;gt;.rfgvp_pc&amp;lt;/code&amp;gt; - ?&lt;br /&gt;
&lt;br /&gt;
===Red Faction: Guerrilla File Structure===&lt;br /&gt;
&lt;br /&gt;
\Red Faction Guerrilla Re-MARS-tered\data\&lt;br /&gt;
&lt;br /&gt;
The two most important files for modding most of RF:G are &amp;lt;code&amp;gt;misc.vpp_pc&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;table.vpp_pc&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;activities.vpp_pc&amp;lt;/code&amp;gt; - contains textures for singleplayer activities&lt;br /&gt;
* &amp;lt;code&amp;gt;anims.vpp_pc&amp;lt;/code&amp;gt; - contains animation files&lt;br /&gt;
* &amp;lt;code&amp;gt;chunks.vpp_pc&amp;lt;/code&amp;gt; - contains &amp;lt;code&amp;gt;.rfgchunkx&amp;lt;/code&amp;gt; files and seems to be related to the &amp;lt;code&amp;gt;preload_chunks.xtbl&amp;lt;/code&amp;gt; file, it's possible to add them to a map using the correct &amp;lt;code&amp;gt;dest_checksum&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;uid&amp;lt;/code&amp;gt; numbers. Game might also spawn &amp;lt;code&amp;gt;missing_chunk&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;missing_destroyable&amp;lt;/code&amp;gt; if a mesh fails to load.&lt;br /&gt;
* &amp;lt;code&amp;gt;cloth_sim.vpp_pc&amp;lt;/code&amp;gt; - contains cloth simulation files&lt;br /&gt;
* &amp;lt;code&amp;gt;decals.vpp_pc&amp;lt;/code&amp;gt; - contains decal textures&lt;br /&gt;
* &amp;lt;code&amp;gt;dlc01_l0.vpp_pc&amp;lt;/code&amp;gt; - singleplayer DLC map&lt;br /&gt;
* &amp;lt;code&amp;gt;dlc01_l1.vpp_pc&amp;lt;/code&amp;gt; - only contains a blank &amp;lt;code&amp;gt;asm_pc&amp;lt;/code&amp;gt; file&lt;br /&gt;
* &amp;lt;code&amp;gt;dlc01_precache.vpp_pc&amp;lt;/code&amp;gt; - similar to &amp;lt;code&amp;gt;mp_common.vpp_pc&amp;lt;/code&amp;gt; but for the singleplayer DLC map&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_activities.vpp_pc&amp;lt;/code&amp;gt; - contains textures for singleplayer DLC activities&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_anims.vpp_pc&amp;lt;/code&amp;gt; - contains animation files for singleplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_cloth_sim.vpp_pc&amp;lt;/code&amp;gt; - contains cloth simulation files for singleplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_effects.vpp_pc&amp;lt;/code&amp;gt; - contains visual effect files for singleplayer DLC, some are &amp;lt;code&amp;gt;.str2&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_humans.vpp_pc&amp;lt;/code&amp;gt; - contains textures and meshes for characters in singleplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_interface.vpp_pc&amp;lt;/code&amp;gt; - contains textures for loading screens &amp;amp; thumbnails in singleplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_items.vpp_pc&amp;lt;/code&amp;gt; - contains textures and meshes for weapons, character props and misc objects in singleplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlc01_misc.vpp_pc&amp;lt;/code&amp;gt; - contains &amp;lt;code&amp;gt;.rig_pc&amp;lt;/code&amp;gt; files, the &amp;lt;code&amp;gt;.fsmib&amp;lt;/code&amp;gt; file and two &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files for singleplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlc01_missions.vpp_pc&amp;lt;/code&amp;gt; - contains textures related to singleplayer DLC missions&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_personas_en_us.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_vehicles.vpp_pc&amp;lt;/code&amp;gt; - contains textures and meshes for singleplayer DLC vehicles&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_voices_en_us.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp02_interface.vpp_pc&amp;lt;/code&amp;gt; - contains textures for loading screens &amp;amp; thumbnails for multiplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp02_misc.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp03_interface.vpp_pc&amp;lt;/code&amp;gt; - contains textures for loading screens &amp;amp; thumbnails for wrecking crew DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp03_misc.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;effects.vpp_pc&amp;lt;/code&amp;gt; - contains visual effect files, some are &amp;lt;code&amp;gt;.str2&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;effects_mp.vpp_pc&amp;lt;/code&amp;gt; - contains multiplayer only visual effect files, some are &amp;lt;code&amp;gt;.str2&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;humans.vpp_pc&amp;lt;/code&amp;gt; - contains textures and meshes for characters in both singleplayer and multiplayer&lt;br /&gt;
* &amp;lt;code&amp;gt;interface.vpp_pc&amp;lt;/code&amp;gt; - contains textures for loading screens &amp;amp; thumbnails in both SP and MP and character portraits in multiplayer&lt;br /&gt;
* &amp;lt;code&amp;gt;items.vpp_pc&amp;lt;/code&amp;gt; - contains textures and meshes for weapons, character props and misc objects in both singleplayer &amp;amp; multiplayer&lt;br /&gt;
* &amp;lt;code&amp;gt;items_mp.vpp_pc&amp;lt;/code&amp;gt; - contains multiplayer only textures and meshes&lt;br /&gt;
* &amp;lt;code&amp;gt;misc.vpp_pc&amp;lt;/code&amp;gt; contains &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files and most other file types&lt;br /&gt;
* &amp;lt;code&amp;gt;missions.vpp_pc&amp;lt;/code&amp;gt; - contains textures for singleplayer missions&lt;br /&gt;
* &amp;lt;code&amp;gt;mp_common.vpp_pc&amp;lt;/code&amp;gt; - contains textures shared between multiplayer maps&lt;br /&gt;
* &amp;lt;code&amp;gt;mp_xxx.vpp_pc&amp;lt;/code&amp;gt; - multiplayer maps, excluding &amp;lt;code&amp;gt;mp_common.vpp_pc&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;mpdlc_xxx.vpp_pc&amp;lt;/code&amp;gt; - DLC multiplayer maps&lt;br /&gt;
* &amp;lt;code&amp;gt;personas_de_de.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;personas_en_us.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;personas_es_es.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;personas_fr_fr.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;personas_it_it.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;personas_ru_ru.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_00a.bik_xbox2&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_01a.bik_xbox2&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_02a.bik_xbox2&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_03a.bik_xbox2&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_03b.bik_xbox2&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_04a.bik_xbox2&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_05a.bik_xbox2&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_06a.bik_xbox2&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;skybox.vpp_pc&amp;lt;/code&amp;gt; - contains textures for the skybox like the clouds&lt;br /&gt;
* &amp;lt;code&amp;gt;sounds_r.vpp_pc&amp;lt;/code&amp;gt; - contains &amp;lt;code&amp;gt;.xmb_pc&amp;lt;/code&amp;gt; sound files&lt;br /&gt;
* &amp;lt;code&amp;gt;steam.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;table.vpp_pc&amp;lt;/code&amp;gt; - contains only &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files and will overwrite &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files in &amp;lt;code&amp;gt;misc.vpp_pc&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;terr01_l0.vpp_pc&amp;lt;/code&amp;gt; - singleplayer map&lt;br /&gt;
* &amp;lt;code&amp;gt;terr01_l1.vpp_pc&amp;lt;/code&amp;gt; - singleplayer map&lt;br /&gt;
* &amp;lt;code&amp;gt;terr01_precache.vpp_pc&amp;lt;/code&amp;gt; - similar to &amp;lt;code&amp;gt;mp_common.vpp_pc&amp;lt;/code&amp;gt; but for the singleplayer map&lt;br /&gt;
* &amp;lt;code&amp;gt;vehicles_r.vpp_pc&amp;lt;/code&amp;gt; - contains textures and meshes for singleplayer vehicles&lt;br /&gt;
* &amp;lt;code&amp;gt;voices_de_de.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;voices_en_us.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;voices_es_es.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;voices_fr_fr.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;voices_it_it.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;voices_ru_ru.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;wcxxx.vpp_c&amp;lt;/code&amp;gt; - wrecking crew maps&lt;br /&gt;
* &amp;lt;code&amp;gt;zonescript_dlc01.vpp_pc&amp;lt;/code&amp;gt; - contains &amp;lt;code&amp;gt;.scriptx&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;.rfgzone_pc&amp;lt;/code&amp;gt; files for singleplayer DLC map&lt;br /&gt;
* &amp;lt;code&amp;gt;zonescript_terr01.vpp_pc&amp;lt;/code&amp;gt; - contains &amp;lt;code&amp;gt;.scriptx&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;.rfgzone_pc&amp;lt;/code&amp;gt; files for singleplayer map&lt;br /&gt;
* &amp;lt;code&amp;gt;xxx.bik&amp;lt;/code&amp;gt; - pre-rendered custscenes&lt;br /&gt;
&lt;br /&gt;
===Scriptx Functions===&lt;br /&gt;
&lt;br /&gt;
* [https://www.factionfiles.com/ff.php?action=scriptxfuncs .scriptx functions]&lt;br /&gt;
&lt;br /&gt;
===Primitive data types &amp;amp; limits===&lt;br /&gt;
&lt;br /&gt;
* Floats (floating decimal points): Max value &amp;lt;code&amp;gt;3.4028237&amp;lt;/code&amp;gt; and move the decimal place right 38 times. Examples: &amp;lt;code&amp;gt;1.0, 0.0&amp;lt;/code&amp;gt;&lt;br /&gt;
* Integer (whole number that could hold a zero, positive or negative value): Max value &amp;lt;code&amp;gt;2147483647&amp;lt;/code&amp;gt;&lt;br /&gt;
* Boolean (truth value with two constants objects True and False , basically a toggle to enable or disable something using &amp;quot;true&amp;quot; or &amp;quot;false&amp;quot;): Examples: &amp;lt;code&amp;gt;&amp;lt;Unlocks_Cheat&amp;gt;True&amp;lt;/Unlocks_Cheat&amp;gt;, &amp;lt;Unlocks_Cheat&amp;gt;False&amp;lt;/Unlocks_Cheat&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
* String (represents a sequence or characters/text): Example: &amp;lt;code&amp;gt;&amp;lt;string&amp;gt;OldCoot&amp;lt;/string&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===sounds_r.vpp_pc Info===&lt;br /&gt;
&lt;br /&gt;
* S16 = Signed 16 bit&lt;br /&gt;
* LE = Little endian&lt;br /&gt;
* 2CH = 2 channels (stereo)&lt;br /&gt;
&lt;br /&gt;
    * destruction.xwb_pc - unknown&lt;br /&gt;
    * dlc01_voc_d01offcam.xwb_pc.en_us.xwb_pc - unknown               &lt;br /&gt;
    * dlc01_voc_spe_d01dan.xwb_pc.en_us.xwb_pc - unknown              &lt;br /&gt;
    * dlc01_voc_spe_d01msm01.xwb_pc.en_us.xwb_pc - unknown            &lt;br /&gt;
    * dlc01_voc_spe_d01msm02.xwb_pc.en_us.xwb_pc - unknown            &lt;br /&gt;
    * dlc01_voc_spe_d01msm03.xwb_pc.en_us.xwb_pc - unknown            &lt;br /&gt;
    * dlc01_voc_spe_d01msm04.xwb_pc.en_us.xwb_pc - unknown            &lt;br /&gt;
    * dlc01_voc_spe_d01msm05.xwb_pc.en_us.xwb_pc - unknown            &lt;br /&gt;
    * dlc01_voc_spe_d01msm06.xwb_pc.en_us.xwb_pc - unknown            &lt;br /&gt;
    * dlc01_voc_spe_d01rfc.xwb_pc.en_us.xwb_pc - unknown              &lt;br /&gt;
    * dlc01_voc_spe_d01sam_pcm01.xwb_pc.en_us.xwb_pc - unknown        &lt;br /&gt;
    * dlc01_voc_spe_d01vasha_safe.xwb_pc.en_us.xwb_pc - unknown       &lt;br /&gt;
    * mov_foley.xwb_pc - unknown                                       &lt;br /&gt;
    * mov_jet_pack.xwb_pc - unknown                                    &lt;br /&gt;
    * mov_male.xwb_pc - unknown                                        &lt;br /&gt;
    * mov_npc_male.xwb_pc - unknown                                    &lt;br /&gt;
    * mp_backpacks.xwb_pc - S16, LE, 2CH. Intermittent static starting ~28sec                  &lt;br /&gt;
    * mp_wep.xwb_pc - S16, LE, 2CH. Static at start and end                                           &lt;br /&gt;
    * mus_briefings.xwb_pc - S16, LE, 2CH.      &lt;br /&gt;
    * mus_demomaster.xwb_pc - S16, LE, 2CH.      &lt;br /&gt;
    * mus_frontend.xwb_pc - S16, LE, 2CH.        &lt;br /&gt;
    * mus_multiplayer.xwb_pc - S16, LE, 2CH.     &lt;br /&gt;
    * mus_progression_01.xwb_pc - S16, LE, 2CH. Static at start, may be header &lt;br /&gt;
    * mus_progression_02.xwb_pc - S16, LE, 2CH.  &lt;br /&gt;
    * mus_progression_03.xwb_pc - S16, LE, 2CH.  &lt;br /&gt;
    * mus_sting.xwb_pc - S16, LE, 2CH. &lt;br /&gt;
    * obj_shared_ambient.xwb_pc - unknown&lt;br /&gt;
    * obj_shared_dth.xwb_pc - unknown     &lt;br /&gt;
    * obj_shared_exp.xwb_pc - unknown&lt;br /&gt;
    * obj_shared_impact.xwb_pc - unknown &lt;br /&gt;
    * scripted_raids.xwb_pc - unknown    &lt;br /&gt;
    * system.xwb_pc - S16, LE, 2CH. Mostly static, valid sound in middle            &lt;br /&gt;
    * system_mp.xwb_pc - unknown         &lt;br /&gt;
    * veh_civ_bus.xwb_pc - S16, LE, 2CH. Some static, some valid sound.       &lt;br /&gt;
    * veh_civ_car1.xwb_pc - S16, LE, 2CH. Some static, some valid sound.          &lt;br /&gt;
    * veh_civ_car2.xwb_pc - S16, LE, 2CH. Some static, some valid sound.          &lt;br /&gt;
    * veh_civ_car3.xwb_pc - S16, LE, 2CH. Some static, some valid sound.        &lt;br /&gt;
    * veh_civ_flat.xwb_pc - unknown    &lt;br /&gt;
    * veh_civ_flat2.xwb_pc - unknown&lt;br /&gt;
    * veh_civ_fuel.xwb_pc - S16, LE, 2CH. Some static, some valid sound.        &lt;br /&gt;
    * veh_civ_hauler.xwb_pc - S16, LE, 2CH. Some static, some valid sound.      &lt;br /&gt;
    * veh_civ_taxi.xwb_pc - S16, LE, 2CH. Some static, some valid sound.        &lt;br /&gt;
    * veh_civ_trash.xwb_pc - S16, LE, 2CH. Some static, some valid sound.       &lt;br /&gt;
    * veh_civ_walker.xwb_pc - S16, LE, 2CH. Some static, some valid sound.      &lt;br /&gt;
    * veh_edf_aax.xwb_pc - S16, LE, 2CH. Mostly static, some valid sound at end.        &lt;br /&gt;
    * veh_edf_abx.xwb_pc - S16, LE, 2CH. Mostly static, some valid sound at end.                 &lt;br /&gt;
    * veh_edf_apc.xwb_pc - S16, LE, 2CH. Some static, some valid sound.       &lt;br /&gt;
    * veh_edf_atank.xwb_pc - S16, LE, 2CH. Some static, some valid sound.     &lt;br /&gt;
    * veh_edf_htank.xwb_pc - S16, LE, 2CH. Some static, some valid sound.     &lt;br /&gt;
    * veh_edf_mtank.xwb_pc - S16, LE, 2CH. Some static, some valid sound.     &lt;br /&gt;
    * veh_edf_scout.xwb_pc - S16, LE, 2CH. Some static, some valid sound.     &lt;br /&gt;
    * veh_edf_staff.xwb_pc - S16, LE, 2CH. Some static, some valid sound.     &lt;br /&gt;
    * veh_edf_staffh2h.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_edf_supply.xwb_pc - S16, LE, 2CH. Some static, some valid sound.    &lt;br /&gt;
    * veh_mar_jetter.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_mar_raider.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_atv.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_bull.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_dtruck.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_etruck.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_jetter.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_pickup.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_rover.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_roverwk.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_supply.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_supplyrt.xwb_pc - unknown&lt;br /&gt;
    * veh_min_wlklg.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_wlkmd.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_shared.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * walla.xwb_pc - unknown&lt;br /&gt;
    * weather.xwb_pc - S16, LE, 2CH.&lt;br /&gt;
    * wep_rfg.xwb_pc -  S16, LE, 2CH. Mostly valid, some static&lt;br /&gt;
&lt;br /&gt;
===RfgUtil Guide===&lt;br /&gt;
&lt;br /&gt;
* Unpacking [Placeholder]&lt;br /&gt;
* Repacking [Placeholder]&lt;br /&gt;
* Command arguments [Placeholder]&lt;br /&gt;
* Scripts [Placeholder]&lt;br /&gt;
* Updating &amp;lt;code&amp;gt;.asm_pc&amp;lt;/code&amp;gt; files [Placeholder]&lt;br /&gt;
&lt;br /&gt;
===Misc Notes===&lt;br /&gt;
&lt;br /&gt;
* When repacking &amp;lt;code&amp;gt;.vpp_pc&amp;lt;/code&amp;gt; files don't compress and/or condense them if they weren't like that in the vanilla game, it will cause the game to crash. Eg: &amp;lt;code&amp;gt;items.vpp_pc&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;interface.vpp_pc&amp;lt;/code&amp;gt;, map files etc. See the table below.&lt;br /&gt;
* When repacking &amp;lt;code&amp;gt;.str2_pc&amp;lt;/code&amp;gt; files ensure they are compressed and condensed.&lt;br /&gt;
* &amp;lt;code&amp;gt;table.vpp_pc&amp;lt;/code&amp;gt; overwrites changes to &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files in &amp;lt;code&amp;gt;misc.vpp_pc&amp;lt;/code&amp;gt;. The work around for this with the legacy mod manager is to rename the file however this breaks multiplayer and reduces the stability of the game. You should edit the same &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files in both &amp;lt;code&amp;gt;misc.vpp_pc&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;table.vpp_pc&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Filename !! Alignment !! Compressed !! Condensed&lt;br /&gt;
|-&lt;br /&gt;
| ALL .str2      || 0      || Yes      || Yes&lt;br /&gt;
|-&lt;br /&gt;
| MOST .vpp_pc      || 2048      || No      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlc01_precache.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlcp01_misc.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| misc.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| mp_common.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| steam.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| terr01_precache.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| zonescript_dlc01.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| zonescript_terr01.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlc01_l1.vpp_pc      || 0      || No      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlcp01_voices_en_us.vpp_pc      || 0      || No      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlcp02_misc.vpp_pc      || 0      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlcp03_misc.vpp_pc      || 0?      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlcp01_anims.vpp_pc      || 16?      || Yes      || Yes&lt;br /&gt;
|-&lt;br /&gt;
| anims.vpp_pc      || 16      || Yes      || Yes&lt;br /&gt;
|-&lt;br /&gt;
| table.vpp_pc      || 64      || Yes      || Yes&lt;br /&gt;
|-&lt;br /&gt;
| skybox.vpp_pc      || 4096      || No      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlcp01_personas_en_us.vpp_pc      || 4096      || No      || No&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Red Faction: Guerrilla Tools===&lt;br /&gt;
&lt;br /&gt;
* [https://github.com/Moneyl/RfgUtil/releases RfgUtil] - Used for unpacking most file formats and updating &amp;lt;code&amp;gt;.asm_pc&amp;lt;/code&amp;gt; files&lt;br /&gt;
* [https://github.com/rfg-modding/Nanoforge/releases Nanoforge] - Map editor, texture editor, &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; editor and more&lt;br /&gt;
* [https://github.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch/blob/main/z_tools/mTools.zip mTools] - Drag and drop tool to convert &amp;lt;code&amp;gt;.asm_pc&amp;lt;/code&amp;gt; files to XML and vice versa&lt;br /&gt;
* [https://github.com/rsl-dev/RSL/releases RSL] - Script Loader&lt;br /&gt;
* [https://github.com/Moneyl/AsmTool AsmTool]- WIP Tool for modifying &amp;lt;code&amp;gt;.asm_pc&amp;lt;/code&amp;gt; files used by Red Faction Guerrilla. This is meant to replace hand editing them, which is very error prone and tedious&lt;br /&gt;
* [https://github.com/rfg-modding/SyncFaction/releases SyncFaction] - Tool for automatically installing the Terraform Patch replaces the legacy mod manager with bug fixes and new features&lt;br /&gt;
* [https://www.factionfiles.com/ff.php?action=file&amp;amp;id=5686 xdelta UI] - GUI for generating &amp;lt;code&amp;gt;.xdelta&amp;lt;/code&amp;gt; (binary) patches&lt;br /&gt;
* [http://www.ximple.cz/download.php XiMpLe XML Editor] - Lightweight GUI XML Editor that displays XML type files in a table grid views and shows what other &amp;lt;code&amp;gt;.xtbls&amp;lt;/code&amp;gt; it is referencing. Very useful for understanding and editing &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files.&lt;br /&gt;
* [https://github.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch/raw/main/tools/Volition_Table_File_Editor.zip Volition Table File Editor] - GUI for editing &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files&lt;br /&gt;
* [https://jsonformatter.org/xml-formatter XML Formatter] - Use this to format &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files so they are easier to read&lt;br /&gt;
* [https://www.w3schools.com/xml/xml_validator.asp XML Validator] - Use this to validate &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; edits, any mistakes you make will crash the game&lt;br /&gt;
* [https://onecompiler.com/lua/3ykpyrhhb LUA Validator] - Useful for validating RSL scripts for errors, note it's safe to ignore &amp;lt;code&amp;gt;attempt to index a nil value (global 'rfg')&amp;lt;/code&amp;gt;&lt;br /&gt;
* [https://github.com/rfg-modding/RfgToolsPlusPlus/releases/tag/ExperimentalChunkExtractor_v0.2.0 Building extractor] - Experimental building extractor (.cchk_pc &amp;amp; .gchk_pc files). It isn't able to extract all buildings and it doesn't extract the textures.&lt;br /&gt;
* [https://github.com/rfg-modding/RfgToolsPlusPlus/releases/tag/MiscMeshExtractor_V1.1.0 Misc mesh extractor] - Extractor miscellaneous mesh formats. For .cfmesh_pc, .cstch_pc, .cefct_pc, and .ccar_pc files. Requires the .NET 7 runtime to run. It doesn't extract the textures.&lt;br /&gt;
&lt;br /&gt;
===Useful Software===&lt;br /&gt;
&lt;br /&gt;
* [https://www.voidtools.com/ Voidtools Everything] - Locate files and folders by name instantly&lt;br /&gt;
* [https://www.mythicsoft.com/agentransack/ Agent Ransack] - Bulk search for keywords within unpacked files&lt;br /&gt;
* [https://notepad-plus-plus.org/downloads/ Notepad++] - Good text editor for manually editing &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files, set language as XML&lt;br /&gt;
&lt;br /&gt;
==Tutorials==&lt;br /&gt;
*[[Nanoforge xtbl editing]] - How to edit [[.xtbl]] files in Nanoforge.&lt;br /&gt;
*[[Nanoforge Texture Editing]] - How to edit textures using Nanoforge.&lt;br /&gt;
* XTBL Editing Guides [Placeholder]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Red Faction: Guerrilla]]&lt;br /&gt;
[[Category: RF:G Editing]]&lt;/div&gt;</summary>
		<author><name>Camo</name></author>
	</entry>
	<entry>
		<id>https://www.redfactionwiki.com/w/index.php?title=RF:G_Editing_Main_Page&amp;diff=11361</id>
		<title>RF:G Editing Main Page</title>
		<link rel="alternate" type="text/html" href="https://www.redfactionwiki.com/w/index.php?title=RF:G_Editing_Main_Page&amp;diff=11361"/>
		<updated>2024-02-01T05:20:26Z</updated>

		<summary type="html">&lt;p&gt;Camo: /* Red Faction: Guerrilla File Formats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BubbleNav|RFG|no|no}}This will serve as a landing page for all resources related to [[Red Faction: Guerrilla]] editing for the '''Re-Mars-tered Edition'''.&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
===Community===&lt;br /&gt;
*[https://discord.gg/factionfiles Faction Files Community Discord] - Active Red Faction series community Discord with #map-mod-development channel for community development discussion&lt;br /&gt;
===Downloads===&lt;br /&gt;
*[https://www.factionfiles.com/ff.php?action=files FactionFiles.com] - Custom mods, tools, patches, and reference material&lt;br /&gt;
*[https://www.nexusmods.com/redfactionguerilla/mods/ Nexus Mods] - Custom mods&lt;br /&gt;
*[https://www.nexusmods.com/redfactionguerrillaremarstered/mods/ Nexus Mods Re-Mars-tered] - Custom mods&lt;br /&gt;
&lt;br /&gt;
==Documentation==&lt;br /&gt;
*[[RF:G Map organization]]&lt;br /&gt;
*[[Nanoforge basics]]&lt;br /&gt;
*[https://github.com/Moneyl/RfgTools/blob/main/Documentation/RfgZonexFormat.md Zone file format docs] - Describes the zone format used by RFG in more detail&lt;br /&gt;
===Core Concepts===&lt;br /&gt;
*[[Red Faction: Guerrilla]]'s level editor is [[CLOE]], which is not publicly available.&lt;br /&gt;
&lt;br /&gt;
===Red Faction: Guerrilla File Formats===&lt;br /&gt;
* &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; - XML table files are used to store properties or attributes in Red Faction: Guerrilla. Overall, their function is similar to the &amp;lt;code&amp;gt;.tbl&amp;lt;/code&amp;gt; files of Red Faction and Red Faction II.&lt;br /&gt;
* &amp;lt;code&amp;gt;.scriptx&amp;lt;/code&amp;gt; - Internal XML scripting language file, commonly used for missions and activities&lt;br /&gt;
* &amp;lt;code&amp;gt;.dtodx&amp;lt;/code&amp;gt; - Weather/lighting file for maps that controls things like fog, tint, ambient colour, eye adaption, bloom, cloud color and speed&lt;br /&gt;
* &amp;lt;code&amp;gt;.gtodx&amp;lt;/code&amp;gt; - Skybox file for maps that controls things like the sun texture, moon positions and if the horizon mountain texture is enabled&lt;br /&gt;
* &amp;lt;code&amp;gt;.vpp_pc&amp;lt;/code&amp;gt; - Packfile&lt;br /&gt;
* &amp;lt;code&amp;gt;.rigx&amp;lt;/code&amp;gt; - Rig&lt;br /&gt;
* &amp;lt;code&amp;gt;.str2_pc&amp;lt;/code&amp;gt; - Texture Packfile&lt;br /&gt;
* &amp;lt;code&amp;gt;.rfgzone_pc&amp;lt;/code&amp;gt; - Map zone&lt;br /&gt;
* &amp;lt;code&amp;gt;.layer_pc&amp;lt;/code&amp;gt; - Map zone&lt;br /&gt;
* &amp;lt;code&amp;gt;.cpeg_pc, cvbm_pc&amp;lt;/code&amp;gt; - Texture cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gpeg_pc, gvbm_pc&amp;lt;/code&amp;gt; - Texture gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.asm_pc&amp;lt;/code&amp;gt; - Asset assembler file&lt;br /&gt;
* &amp;lt;code&amp;gt;.csmesh_pc&amp;lt;/code&amp;gt; - Static mesh cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gsmesh_pc&amp;lt;/code&amp;gt; - Static mesh gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.ccmesh_pc&amp;lt;/code&amp;gt; - Character mesh cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gcmesh_pc&amp;lt;/code&amp;gt; - Character mesh gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.ccar_pc&amp;lt;/code&amp;gt; - Vehicle mesh cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gcar_pc&amp;lt;/code&amp;gt; - Vehicle mesh gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.anim_pc&amp;lt;/code&amp;gt; - Animation&lt;br /&gt;
* &amp;lt;code&amp;gt;.cchk_pc&amp;lt;/code&amp;gt; - Destructible object cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gchk_pc&amp;lt;/code&amp;gt; - Destructible object gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.cefct_pc&amp;lt;/code&amp;gt; - Visual effect cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gefct_pc&amp;lt;/code&amp;gt; - Visual effect gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.cfmesh_pc&amp;lt;/code&amp;gt; - Foliage mesh&lt;br /&gt;
* &amp;lt;code&amp;gt;.cstch&amp;lt;/code&amp;gt; - Terrain clutter mesh cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gstch&amp;lt;/code&amp;gt; - Terrain clutter mesh gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.cterrain_pc&amp;lt;/code&amp;gt; - Terrain zone cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gterrain_pc&amp;lt;/code&amp;gt; - Terrain zone gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.ctmesh_pc&amp;lt;/code&amp;gt; - Terrain subzone cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gtmesh_pc&amp;lt;/code&amp;gt; - Terrain subzone gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.fsmib&amp;lt;/code&amp;gt; - Fullscreen map data&lt;br /&gt;
* &amp;lt;code&amp;gt;.fxo_kg&amp;lt;/code&amp;gt; - Shader&lt;br /&gt;
* &amp;lt;code&amp;gt;.le_strings&amp;lt;/code&amp;gt; - Steam localization strings&lt;br /&gt;
* &amp;lt;code&amp;gt;.rfglocatext&amp;lt;/code&amp;gt; - Localization strings&lt;br /&gt;
* &amp;lt;code&amp;gt;.mat_pc&amp;lt;/code&amp;gt; - Render material&lt;br /&gt;
* &amp;lt;code&amp;gt;.morph_pc&amp;lt;/code&amp;gt; - Animation Morph&lt;br /&gt;
* &amp;lt;code&amp;gt;.vint_doc&amp;lt;/code&amp;gt; - UI&lt;br /&gt;
* &amp;lt;code&amp;gt;.sim_pc&amp;lt;/code&amp;gt; - Cloth sim&lt;br /&gt;
* &amp;lt;code&amp;gt;.xgs_pc&amp;lt;/code&amp;gt; - Sound config&lt;br /&gt;
* &amp;lt;code&amp;gt;.xsb_pc&amp;lt;/code&amp;gt; - Soundbank&lt;br /&gt;
* &amp;lt;code&amp;gt;.xwb_pc&amp;lt;/code&amp;gt; - Wavebank&lt;br /&gt;
* &amp;lt;code&amp;gt;.aud_pc&amp;lt;/code&amp;gt; - Audio categories&lt;br /&gt;
* &amp;lt;code&amp;gt;.vf3_pc&amp;lt;/code&amp;gt; - Font&lt;br /&gt;
* &amp;lt;code&amp;gt;.vfdvp_pc&amp;lt;/code&amp;gt; - ?&lt;br /&gt;
* &amp;lt;code&amp;gt;.rfgvp_pc&amp;lt;/code&amp;gt; - ?&lt;br /&gt;
&lt;br /&gt;
===Red Faction: Guerrilla File Structure===&lt;br /&gt;
&lt;br /&gt;
\Red Faction Guerrilla Re-MARS-tered\data\&lt;br /&gt;
&lt;br /&gt;
The two most important files for modding most of RF:G are &amp;lt;code&amp;gt;misc.vpp_pc&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;table.vpp_pc&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;activities.vpp_pc&amp;lt;/code&amp;gt; - contains textures for singleplayer activities&lt;br /&gt;
* &amp;lt;code&amp;gt;anims.vpp_pc&amp;lt;/code&amp;gt; - contains animation files&lt;br /&gt;
* &amp;lt;code&amp;gt;chunks.vpp_pc&amp;lt;/code&amp;gt; - contains &amp;lt;code&amp;gt;.rfgchunkx&amp;lt;/code&amp;gt; files and seems to be related to the &amp;lt;code&amp;gt;preload_chunks.xtbl&amp;lt;/code&amp;gt; file, it's possible to add them to a map using the correct &amp;lt;code&amp;gt;dest_checksum&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;uid&amp;lt;/code&amp;gt; numbers. Game might also spawn &amp;lt;code&amp;gt;missing_chunk&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;missing_destroyable&amp;lt;/code&amp;gt; if a mesh fails to load.&lt;br /&gt;
* &amp;lt;code&amp;gt;cloth_sim.vpp_pc&amp;lt;/code&amp;gt; - contains cloth simulation files&lt;br /&gt;
* &amp;lt;code&amp;gt;decals.vpp_pc&amp;lt;/code&amp;gt; - contains decal textures&lt;br /&gt;
* &amp;lt;code&amp;gt;dlc01_l0.vpp_pc&amp;lt;/code&amp;gt; - singleplayer DLC map&lt;br /&gt;
* &amp;lt;code&amp;gt;dlc01_l1.vpp_pc&amp;lt;/code&amp;gt; - only contains a blank &amp;lt;code&amp;gt;asm_pc&amp;lt;/code&amp;gt; file&lt;br /&gt;
* &amp;lt;code&amp;gt;dlc01_precache.vpp_pc&amp;lt;/code&amp;gt; - similar to &amp;lt;code&amp;gt;mp_common.vpp_pc&amp;lt;/code&amp;gt; but for the singleplayer DLC map&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_activities.vpp_pc&amp;lt;/code&amp;gt; - contains textures for singleplayer DLC activities&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_anims.vpp_pc&amp;lt;/code&amp;gt; - contains animation files for singleplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_cloth_sim.vpp_pc&amp;lt;/code&amp;gt; - contains cloth simulation files for singleplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_effects.vpp_pc&amp;lt;/code&amp;gt; - contains visual effect files for singleplayer DLC, some are &amp;lt;code&amp;gt;.str2&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_humans.vpp_pc&amp;lt;/code&amp;gt; - contains textures and meshes for characters in singleplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_interface.vpp_pc&amp;lt;/code&amp;gt; - contains textures for loading screens &amp;amp; thumbnails in singleplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_items.vpp_pc&amp;lt;/code&amp;gt; - contains textures and meshes for weapons, character props and misc objects in singleplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlc01_misc.vpp_pc&amp;lt;/code&amp;gt; - contains &amp;lt;code&amp;gt;.rig_pc&amp;lt;/code&amp;gt; files, the &amp;lt;code&amp;gt;.fsmib&amp;lt;/code&amp;gt; file and two &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files for singleplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlc01_missions.vpp_pc&amp;lt;/code&amp;gt; - contains textures related to singleplayer DLC missions&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_personas_en_us.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_vehicles.vpp_pc&amp;lt;/code&amp;gt; - contains textures and meshes for singleplayer DLC vehicles&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_voices_en_us.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp02_interface.vpp_pc&amp;lt;/code&amp;gt; - contains textures for loading screens &amp;amp; thumbnails for multiplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp02_misc.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp03_interface.vpp_pc&amp;lt;/code&amp;gt; - contains textures for loading screens &amp;amp; thumbnails for wrecking crew DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp03_misc.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;effects.vpp_pc&amp;lt;/code&amp;gt; - contains visual effect files, some are &amp;lt;code&amp;gt;.str2&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;effects_mp.vpp_pc&amp;lt;/code&amp;gt; - contains multiplayer only visual effect files, some are &amp;lt;code&amp;gt;.str2&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;humans.vpp_pc&amp;lt;/code&amp;gt; - contains textures and meshes for characters in both singleplayer and multiplayer&lt;br /&gt;
* &amp;lt;code&amp;gt;interface.vpp_pc&amp;lt;/code&amp;gt; - contains textures for loading screens &amp;amp; thumbnails in both SP and MP and character portraits in multiplayer&lt;br /&gt;
* &amp;lt;code&amp;gt;items.vpp_pc&amp;lt;/code&amp;gt; - contains textures and meshes for weapons, character props and misc objects in both singleplayer &amp;amp; multiplayer&lt;br /&gt;
* &amp;lt;code&amp;gt;items_mp.vpp_pc&amp;lt;/code&amp;gt; - contains multiplayer only textures and meshes&lt;br /&gt;
* &amp;lt;code&amp;gt;misc.vpp_pc&amp;lt;/code&amp;gt; contains &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files and most other file types&lt;br /&gt;
* &amp;lt;code&amp;gt;missions.vpp_pc&amp;lt;/code&amp;gt; - contains textures for singleplayer missions&lt;br /&gt;
* &amp;lt;code&amp;gt;mp_common.vpp_pc&amp;lt;/code&amp;gt; - contains textures shared between multiplayer maps&lt;br /&gt;
* &amp;lt;code&amp;gt;mp_xxx.vpp_pc&amp;lt;/code&amp;gt; - multiplayer maps, excluding &amp;lt;code&amp;gt;mp_common.vpp_pc&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;mpdlc_xxx.vpp_pc&amp;lt;/code&amp;gt; - DLC multiplayer maps&lt;br /&gt;
* &amp;lt;code&amp;gt;personas_de_de.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;personas_en_us.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;personas_es_es.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;personas_fr_fr.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;personas_it_it.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;personas_ru_ru.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_00a.bik_xbox2&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_01a.bik_xbox2&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_02a.bik_xbox2&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_03a.bik_xbox2&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_03b.bik_xbox2&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_04a.bik_xbox2&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_05a.bik_xbox2&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_06a.bik_xbox2&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;skybox.vpp_pc&amp;lt;/code&amp;gt; - contains textures for the skybox like the clouds&lt;br /&gt;
* &amp;lt;code&amp;gt;sounds_r.vpp_pc&amp;lt;/code&amp;gt; - contains &amp;lt;code&amp;gt;.xmb_pc&amp;lt;/code&amp;gt; sound files&lt;br /&gt;
* &amp;lt;code&amp;gt;steam.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;table.vpp_pc&amp;lt;/code&amp;gt; - contains only &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files and will overwrite &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files in &amp;lt;code&amp;gt;misc.vpp_pc&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;terr01_l0.vpp_pc&amp;lt;/code&amp;gt; - singleplayer map&lt;br /&gt;
* &amp;lt;code&amp;gt;terr01_l1.vpp_pc&amp;lt;/code&amp;gt; - singleplayer map&lt;br /&gt;
* &amp;lt;code&amp;gt;terr01_precache.vpp_pc&amp;lt;/code&amp;gt; - similar to &amp;lt;code&amp;gt;mp_common.vpp_pc&amp;lt;/code&amp;gt; but for the singleplayer map&lt;br /&gt;
* &amp;lt;code&amp;gt;vehicles_r.vpp_pc&amp;lt;/code&amp;gt; - contains textures and meshes for singleplayer vehicles&lt;br /&gt;
* &amp;lt;code&amp;gt;voices_de_de.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;voices_en_us.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;voices_es_es.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;voices_fr_fr.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;voices_it_it.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;voices_ru_ru.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;wcxxx.vpp_c&amp;lt;/code&amp;gt; - wrecking crew maps&lt;br /&gt;
* &amp;lt;code&amp;gt;zonescript_dlc01.vpp_pc&amp;lt;/code&amp;gt; - contains &amp;lt;code&amp;gt;.scriptx&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;.rfgzone_pc&amp;lt;/code&amp;gt; files for singleplayer DLC map&lt;br /&gt;
* &amp;lt;code&amp;gt;zonescript_terr01.vpp_pc&amp;lt;/code&amp;gt; - contains &amp;lt;code&amp;gt;.scriptx&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;.rfgzone_pc&amp;lt;/code&amp;gt; files for singleplayer map&lt;br /&gt;
* &amp;lt;code&amp;gt;xxx.bik&amp;lt;/code&amp;gt; - pre-rendered custscenes&lt;br /&gt;
&lt;br /&gt;
===Scriptx Functions===&lt;br /&gt;
&lt;br /&gt;
* [https://www.factionfiles.com/ff.php?action=scriptxfuncs .scriptx functions]&lt;br /&gt;
&lt;br /&gt;
===Primitive data types &amp;amp; limits===&lt;br /&gt;
&lt;br /&gt;
* Floats (floating decimal points): Max value &amp;lt;code&amp;gt;3.4028237&amp;lt;/code&amp;gt; and move the decimal place right 38 times. Examples: &amp;lt;code&amp;gt;1.0, 0.0&amp;lt;/code&amp;gt;&lt;br /&gt;
* Integer (whole number that could hold a zero, positive or negative value): Max value &amp;lt;code&amp;gt;2147483647&amp;lt;/code&amp;gt;&lt;br /&gt;
* Boolean (truth value with two constants objects True and False , basically a toggle to enable or disable something using &amp;quot;true&amp;quot; or &amp;quot;false&amp;quot;): Examples: &amp;lt;code&amp;gt;&amp;lt;Unlocks_Cheat&amp;gt;True&amp;lt;/Unlocks_Cheat&amp;gt;, &amp;lt;Unlocks_Cheat&amp;gt;False&amp;lt;/Unlocks_Cheat&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
* String (represents a sequence or characters/text): Example: &amp;lt;code&amp;gt;&amp;lt;string&amp;gt;OldCoot&amp;lt;/string&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===sounds_r.vpp_pc Info===&lt;br /&gt;
&lt;br /&gt;
* S16 = Signed 16 bit&lt;br /&gt;
* LE = Little endian&lt;br /&gt;
* 2CH = 2 channels (stereo)&lt;br /&gt;
&lt;br /&gt;
    * destruction.xwb_pc - unknown&lt;br /&gt;
    * dlc01_voc_d01offcam.xwb_pc.en_us.xwb_pc - unknown               &lt;br /&gt;
    * dlc01_voc_spe_d01dan.xwb_pc.en_us.xwb_pc - unknown              &lt;br /&gt;
    * dlc01_voc_spe_d01msm01.xwb_pc.en_us.xwb_pc - unknown            &lt;br /&gt;
    * dlc01_voc_spe_d01msm02.xwb_pc.en_us.xwb_pc - unknown            &lt;br /&gt;
    * dlc01_voc_spe_d01msm03.xwb_pc.en_us.xwb_pc - unknown            &lt;br /&gt;
    * dlc01_voc_spe_d01msm04.xwb_pc.en_us.xwb_pc - unknown            &lt;br /&gt;
    * dlc01_voc_spe_d01msm05.xwb_pc.en_us.xwb_pc - unknown            &lt;br /&gt;
    * dlc01_voc_spe_d01msm06.xwb_pc.en_us.xwb_pc - unknown            &lt;br /&gt;
    * dlc01_voc_spe_d01rfc.xwb_pc.en_us.xwb_pc - unknown              &lt;br /&gt;
    * dlc01_voc_spe_d01sam_pcm01.xwb_pc.en_us.xwb_pc - unknown        &lt;br /&gt;
    * dlc01_voc_spe_d01vasha_safe.xwb_pc.en_us.xwb_pc - unknown       &lt;br /&gt;
    * mov_foley.xwb_pc - unknown                                       &lt;br /&gt;
    * mov_jet_pack.xwb_pc - unknown                                    &lt;br /&gt;
    * mov_male.xwb_pc - unknown                                        &lt;br /&gt;
    * mov_npc_male.xwb_pc - unknown                                    &lt;br /&gt;
    * mp_backpacks.xwb_pc - S16, LE, 2CH. Intermittent static starting ~28sec                  &lt;br /&gt;
    * mp_wep.xwb_pc - S16, LE, 2CH. Static at start and end                                           &lt;br /&gt;
    * mus_briefings.xwb_pc - S16, LE, 2CH.      &lt;br /&gt;
    * mus_demomaster.xwb_pc - S16, LE, 2CH.      &lt;br /&gt;
    * mus_frontend.xwb_pc - S16, LE, 2CH.        &lt;br /&gt;
    * mus_multiplayer.xwb_pc - S16, LE, 2CH.     &lt;br /&gt;
    * mus_progression_01.xwb_pc - S16, LE, 2CH. Static at start, may be header &lt;br /&gt;
    * mus_progression_02.xwb_pc - S16, LE, 2CH.  &lt;br /&gt;
    * mus_progression_03.xwb_pc - S16, LE, 2CH.  &lt;br /&gt;
    * mus_sting.xwb_pc - S16, LE, 2CH. &lt;br /&gt;
    * obj_shared_ambient.xwb_pc - unknown&lt;br /&gt;
    * obj_shared_dth.xwb_pc - unknown     &lt;br /&gt;
    * obj_shared_exp.xwb_pc - unknown&lt;br /&gt;
    * obj_shared_impact.xwb_pc - unknown &lt;br /&gt;
    * scripted_raids.xwb_pc - unknown    &lt;br /&gt;
    * system.xwb_pc - S16, LE, 2CH. Mostly static, valid sound in middle            &lt;br /&gt;
    * system_mp.xwb_pc - unknown         &lt;br /&gt;
    * veh_civ_bus.xwb_pc - S16, LE, 2CH. Some static, some valid sound.       &lt;br /&gt;
    * veh_civ_car1.xwb_pc - S16, LE, 2CH. Some static, some valid sound.          &lt;br /&gt;
    * veh_civ_car2.xwb_pc - S16, LE, 2CH. Some static, some valid sound.          &lt;br /&gt;
    * veh_civ_car3.xwb_pc - S16, LE, 2CH. Some static, some valid sound.        &lt;br /&gt;
    * veh_civ_flat.xwb_pc - unknown    &lt;br /&gt;
    * veh_civ_flat2.xwb_pc - unknown&lt;br /&gt;
    * veh_civ_fuel.xwb_pc - S16, LE, 2CH. Some static, some valid sound.        &lt;br /&gt;
    * veh_civ_hauler.xwb_pc - S16, LE, 2CH. Some static, some valid sound.      &lt;br /&gt;
    * veh_civ_taxi.xwb_pc - S16, LE, 2CH. Some static, some valid sound.        &lt;br /&gt;
    * veh_civ_trash.xwb_pc - S16, LE, 2CH. Some static, some valid sound.       &lt;br /&gt;
    * veh_civ_walker.xwb_pc - S16, LE, 2CH. Some static, some valid sound.      &lt;br /&gt;
    * veh_edf_aax.xwb_pc - S16, LE, 2CH. Mostly static, some valid sound at end.        &lt;br /&gt;
    * veh_edf_abx.xwb_pc - S16, LE, 2CH. Mostly static, some valid sound at end.                 &lt;br /&gt;
    * veh_edf_apc.xwb_pc - S16, LE, 2CH. Some static, some valid sound.       &lt;br /&gt;
    * veh_edf_atank.xwb_pc - S16, LE, 2CH. Some static, some valid sound.     &lt;br /&gt;
    * veh_edf_htank.xwb_pc - S16, LE, 2CH. Some static, some valid sound.     &lt;br /&gt;
    * veh_edf_mtank.xwb_pc - S16, LE, 2CH. Some static, some valid sound.     &lt;br /&gt;
    * veh_edf_scout.xwb_pc - S16, LE, 2CH. Some static, some valid sound.     &lt;br /&gt;
    * veh_edf_staff.xwb_pc - S16, LE, 2CH. Some static, some valid sound.     &lt;br /&gt;
    * veh_edf_staffh2h.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_edf_supply.xwb_pc - S16, LE, 2CH. Some static, some valid sound.    &lt;br /&gt;
    * veh_mar_jetter.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_mar_raider.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_atv.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_bull.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_dtruck.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_etruck.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_jetter.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_pickup.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_rover.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_roverwk.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_supply.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_supplyrt.xwb_pc - unknown&lt;br /&gt;
    * veh_min_wlklg.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_wlkmd.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_shared.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * walla.xwb_pc - unknown&lt;br /&gt;
    * weather.xwb_pc - S16, LE, 2CH.&lt;br /&gt;
    * wep_rfg.xwb_pc -  S16, LE, 2CH. Mostly valid, some static&lt;br /&gt;
&lt;br /&gt;
===RfgUtil Guide===&lt;br /&gt;
&lt;br /&gt;
* Unpacking [Placeholder]&lt;br /&gt;
* Repacking [Placeholder]&lt;br /&gt;
* Command arguments [Placeholder]&lt;br /&gt;
* Scripts [Placeholder]&lt;br /&gt;
* Updating &amp;lt;code&amp;gt;.asm_pc&amp;lt;/code&amp;gt; files [Placeholder]&lt;br /&gt;
&lt;br /&gt;
===Misc Notes===&lt;br /&gt;
&lt;br /&gt;
* When repacking &amp;lt;code&amp;gt;.vpp_pc&amp;lt;/code&amp;gt; files don't compress and/or condense them if they weren't like that in the vanilla game, it will cause the game to crash. Eg: &amp;lt;code&amp;gt;items.vpp_pc&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;interface.vpp_pc&amp;lt;/code&amp;gt;, map files etc. See the table below.&lt;br /&gt;
* When repacking &amp;lt;code&amp;gt;.str2_pc&amp;lt;/code&amp;gt; files ensure they are compressed and condensed.&lt;br /&gt;
* &amp;lt;code&amp;gt;table.vpp_pc&amp;lt;/code&amp;gt; overwrites changes to &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files in &amp;lt;code&amp;gt;misc.vpp_pc&amp;lt;/code&amp;gt;. The work around for this with the legacy mod manager is to rename the file however this breaks multiplayer and reduces the stability of the game. You should edit the same &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files in both &amp;lt;code&amp;gt;misc.vpp_pc&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;table.vpp_pc&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Filename !! Alignment !! Compressed !! Condensed&lt;br /&gt;
|-&lt;br /&gt;
| ALL .str2      || 0      || Yes      || Yes&lt;br /&gt;
|-&lt;br /&gt;
| MOST .vpp_pc      || 2048      || No      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlc01_precache.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlcp01_misc.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| misc.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| mp_common.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| steam.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| terr01_precache.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| zonescript_dlc01.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| zonescript_terr01.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlc01_l1.vpp_pc      || 0      || No      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlcp01_voices_en_us.vpp_pc      || 0      || No      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlcp02_misc.vpp_pc      || 0      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlcp03_misc.vpp_pc      || 0?      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlcp01_anims.vpp_pc      || 16?      || Yes      || Yes&lt;br /&gt;
|-&lt;br /&gt;
| anims.vpp_pc      || 16      || Yes      || Yes&lt;br /&gt;
|-&lt;br /&gt;
| table.vpp_pc      || 64      || Yes      || Yes&lt;br /&gt;
|-&lt;br /&gt;
| skybox.vpp_pc      || 4096      || No      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlcp01_personas_en_us.vpp_pc      || 4096      || No      || No&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Red Faction: Guerrilla Tools===&lt;br /&gt;
&lt;br /&gt;
* [https://github.com/Moneyl/RfgUtil/releases RfgUtil] - Used for unpacking most file formats and updating &amp;lt;code&amp;gt;.asm_pc&amp;lt;/code&amp;gt; files&lt;br /&gt;
* [https://github.com/Moneyl/Nanoforge/releases Nanoforge C++] - Map editor, texture editor, &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; editor and more&lt;br /&gt;
* [https://github.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch/raw/main/tools/mTools.zip mTools] - Drag and drop tool to convert &amp;lt;code&amp;gt;.asm_pc&amp;lt;/code&amp;gt; files to XML and vice versa&lt;br /&gt;
* [https://github.com/rsl-dev/RSL/releases RSL] - Script Loader&lt;br /&gt;
* [https://github.com/Moneyl/AsmTool AsmTool]- WIP Tool for modifying &amp;lt;code&amp;gt;.asm_pc&amp;lt;/code&amp;gt; files used by Red Faction Guerrilla. This is meant to replace hand editing them, which is very error prone and tedious&lt;br /&gt;
* [https://github.com/rfg-modding/SyncFaction/releases SyncFaction] - Tool for automatically installing the Terraform Patch replaces the legacy mod manager with bug fixes and new features&lt;br /&gt;
* [https://www.factionfiles.com/ff.php?action=file&amp;amp;id=5686 xdelta UI] - GUI for generating &amp;lt;code&amp;gt;.xdelta&amp;lt;/code&amp;gt; (binary) patches&lt;br /&gt;
* [http://www.ximple.cz/download.php XiMpLe XML Editor] - Lightweight GUI XML Editor that displays XML type files in a table grid views and shows what other &amp;lt;code&amp;gt;.xtbls&amp;lt;/code&amp;gt; it is referencing. Very useful for understanding and editing &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files.&lt;br /&gt;
* [https://github.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch/raw/main/tools/Volition_Table_File_Editor.zip Volition Table File Editor] - GUI for editing &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files&lt;br /&gt;
* [https://jsonformatter.org/xml-formatter XML Formatter] - Use this to format &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files so they are easier to read&lt;br /&gt;
* [https://www.w3schools.com/xml/xml_validator.asp XML Validator] - Use this to validate &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; edits, any mistakes you make will crash the game&lt;br /&gt;
* [https://onecompiler.com/lua/3ykpyrhhb LUA Validator] - Useful for validating RSL scripts for errors, note it's safe to ignore &amp;lt;code&amp;gt;attempt to index a nil value (global 'rfg')&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Useful Software===&lt;br /&gt;
&lt;br /&gt;
* [https://www.voidtools.com/ Voidtools Everything] - Locate files and folders by name instantly&lt;br /&gt;
* [https://www.mythicsoft.com/agentransack/ Agent Ransack] - Bulk search for keywords within unpacked files&lt;br /&gt;
* [https://notepad-plus-plus.org/downloads/ Notepad++] - Good text editor for manually editing &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files, set language as XML&lt;br /&gt;
&lt;br /&gt;
==Tutorials==&lt;br /&gt;
*[[Nanoforge xtbl editing]] - How to edit [[.xtbl]] files in Nanoforge.&lt;br /&gt;
*[[Nanoforge Texture Editing]] - How to edit textures using Nanoforge.&lt;br /&gt;
* XTBL Editing Guides [Placeholder]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Red Faction: Guerrilla]]&lt;br /&gt;
[[Category: RF:G Editing]]&lt;/div&gt;</summary>
		<author><name>Camo</name></author>
	</entry>
	<entry>
		<id>https://www.redfactionwiki.com/w/index.php?title=RF:G_Editing_Main_Page&amp;diff=9055</id>
		<title>RF:G Editing Main Page</title>
		<link rel="alternate" type="text/html" href="https://www.redfactionwiki.com/w/index.php?title=RF:G_Editing_Main_Page&amp;diff=9055"/>
		<updated>2023-10-24T00:32:50Z</updated>

		<summary type="html">&lt;p&gt;Camo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RFGEditing}}&lt;br /&gt;
{{Under construction}}&lt;br /&gt;
&lt;br /&gt;
This will serve as a landing page for all resources related to [[Red Faction: Guerrilla]] editing for the '''Re-Mars-tered Edition'''.&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
===Community===&lt;br /&gt;
*[https://discord.gg/factionfiles Faction Files Community Discord] - Active Red Faction series community Discord with #map-mod-development channel for community development discussion&lt;br /&gt;
===Downloads===&lt;br /&gt;
*[https://www.factionfiles.com/ff.php?action=files FactionFiles.com] - Custom mods, tools, patches, and reference material&lt;br /&gt;
*[https://www.nexusmods.com/redfactionguerilla/mods/ Nexus Mods] - Custom mods&lt;br /&gt;
*[https://www.nexusmods.com/redfactionguerrillaremarstered/mods/ Nexus Mods Re-Mars-tered] - Custom mods&lt;br /&gt;
&lt;br /&gt;
==Documentation==&lt;br /&gt;
*[[RF:G Map organization]]&lt;br /&gt;
*[[Nanoforge basics]]&lt;br /&gt;
*[https://github.com/Moneyl/RfgTools/blob/main/Documentation/RfgZonexFormat.md Zone file format docs] - Describes the zone format used by RFG in more detail&lt;br /&gt;
===Core Concepts===&lt;br /&gt;
*[[Red Faction: Guerrilla]]'s level editor is [[CLOE]], which is not publicly available.&lt;br /&gt;
&lt;br /&gt;
===Red Faction: Guerrilla File Formats===&lt;br /&gt;
* &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; - XML table files are used to store properties or attributes in Red Faction: Guerrilla. Overall, their function is similar to the &amp;lt;code&amp;gt;.tbl&amp;lt;/code&amp;gt; files of Red Faction and Red Faction II.&lt;br /&gt;
* &amp;lt;code&amp;gt;.scriptx&amp;lt;/code&amp;gt; - Internal script engine file, commonly used for missions and activities&lt;br /&gt;
* &amp;lt;code&amp;gt;.dtodx&amp;lt;/code&amp;gt; - Weather/lighting file for maps that controls things like fog, tint, ambient colour, eye adaption, bloom, cloud color and speed&lt;br /&gt;
* &amp;lt;code&amp;gt;.gtodx&amp;lt;/code&amp;gt; - Skybox file for maps that controls things like the sun texture, moon positions and if the horizon mountain texture is enabled&lt;br /&gt;
* &amp;lt;code&amp;gt;.vpp_pc&amp;lt;/code&amp;gt; - Packfile&lt;br /&gt;
* &amp;lt;code&amp;gt;.rigx&amp;lt;/code&amp;gt; - Rig&lt;br /&gt;
* &amp;lt;code&amp;gt;.str2_pc&amp;lt;/code&amp;gt; - Texture Packfile&lt;br /&gt;
* &amp;lt;code&amp;gt;.rfgzone_pc&amp;lt;/code&amp;gt; - Map zone&lt;br /&gt;
* &amp;lt;code&amp;gt;.layer_pc&amp;lt;/code&amp;gt; - Map zone&lt;br /&gt;
* &amp;lt;code&amp;gt;.cpeg_pc, cvbm_pc&amp;lt;/code&amp;gt; - Texture cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gpeg_pc, gvbm_pc&amp;lt;/code&amp;gt; - Texture gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.asm_pc&amp;lt;/code&amp;gt; - Asset assembler file&lt;br /&gt;
* &amp;lt;code&amp;gt;.csmesh_pc&amp;lt;/code&amp;gt; - Static mesh cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gsmesh_pc&amp;lt;/code&amp;gt; - Static mesh gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.ccmesh_pc&amp;lt;/code&amp;gt; - Character mesh cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gcmesh_pc&amp;lt;/code&amp;gt; - Character mesh gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.ccar_pc&amp;lt;/code&amp;gt; - Vehicle mesh cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gcar_pc&amp;lt;/code&amp;gt; - Vehicle mesh gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.anim_pc&amp;lt;/code&amp;gt; - Animation&lt;br /&gt;
* &amp;lt;code&amp;gt;.cchk_pc&amp;lt;/code&amp;gt; - Destructible object cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gchk_pc&amp;lt;/code&amp;gt; - Destructible object gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.cefct_pc&amp;lt;/code&amp;gt; - Visual effect cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gefct_pc&amp;lt;/code&amp;gt; - Visual effect gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.cfmesh_pc&amp;lt;/code&amp;gt; - Foliage mesh&lt;br /&gt;
* &amp;lt;code&amp;gt;.cstch&amp;lt;/code&amp;gt; - Terrain clutter mesh cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gstch&amp;lt;/code&amp;gt; - Terrain clutter mesh gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.cterrain_pc&amp;lt;/code&amp;gt; - Terrain zone cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gterrain_pc&amp;lt;/code&amp;gt; - Terrain zone gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.ctmesh_pc&amp;lt;/code&amp;gt; - Terrain subzone cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gtmesh_pc&amp;lt;/code&amp;gt; - Terrain subzone gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.fsmib&amp;lt;/code&amp;gt; - Fullscreen map data&lt;br /&gt;
* &amp;lt;code&amp;gt;.fxo_kg&amp;lt;/code&amp;gt; - Shader&lt;br /&gt;
* &amp;lt;code&amp;gt;.le_strings&amp;lt;/code&amp;gt; - Steam localization strings&lt;br /&gt;
* &amp;lt;code&amp;gt;.rfglocatext&amp;lt;/code&amp;gt; - Localization strings&lt;br /&gt;
* &amp;lt;code&amp;gt;.mat_pc&amp;lt;/code&amp;gt; - Render material&lt;br /&gt;
* &amp;lt;code&amp;gt;.morph_pc&amp;lt;/code&amp;gt; - Animation Morph&lt;br /&gt;
* &amp;lt;code&amp;gt;.vint_doc&amp;lt;/code&amp;gt; - UI&lt;br /&gt;
* &amp;lt;code&amp;gt;.sim_pc&amp;lt;/code&amp;gt; - Cloth sim&lt;br /&gt;
* &amp;lt;code&amp;gt;.xgs_pc&amp;lt;/code&amp;gt; - Sound config&lt;br /&gt;
* &amp;lt;code&amp;gt;.xsb_pc&amp;lt;/code&amp;gt; - Soundbank&lt;br /&gt;
* &amp;lt;code&amp;gt;.xwb_pc&amp;lt;/code&amp;gt; - Wavebank&lt;br /&gt;
* &amp;lt;code&amp;gt;.aud_pc&amp;lt;/code&amp;gt; - Audio categories&lt;br /&gt;
* &amp;lt;code&amp;gt;.vf3_pc&amp;lt;/code&amp;gt; - Font&lt;br /&gt;
* &amp;lt;code&amp;gt;.vfdvp_pc&amp;lt;/code&amp;gt; - ?&lt;br /&gt;
* &amp;lt;code&amp;gt;.rfgvp_pc&amp;lt;/code&amp;gt; - ?&lt;br /&gt;
&lt;br /&gt;
===Red Faction: Guerrilla File Structure===&lt;br /&gt;
&lt;br /&gt;
\Red Faction Guerrilla Re-MARS-tered\data\&lt;br /&gt;
&lt;br /&gt;
The two most important files for modding most of RF:G are &amp;lt;code&amp;gt;misc.vpp_pc&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;table.vpp_pc&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;activities.vpp_pc&amp;lt;/code&amp;gt; - contains textures for singleplayer activities&lt;br /&gt;
* &amp;lt;code&amp;gt;anims.vpp_pc&amp;lt;/code&amp;gt; - contains animation files&lt;br /&gt;
* &amp;lt;code&amp;gt;chunks.vpp_pc&amp;lt;/code&amp;gt; - contains &amp;lt;code&amp;gt;.rfgchunkx&amp;lt;/code&amp;gt; files and seems to be related to the &amp;lt;code&amp;gt;preload_chunks.xtbl&amp;lt;/code&amp;gt; file, it's possible to add them to a map using the correct &amp;lt;code&amp;gt;dest_checksum&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;uid&amp;lt;/code&amp;gt; numbers. Game might also spawn &amp;lt;code&amp;gt;missing_chunk&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;missing_destroyable&amp;lt;/code&amp;gt; if a mesh fails to load.&lt;br /&gt;
* &amp;lt;code&amp;gt;cloth_sim.vpp_pc&amp;lt;/code&amp;gt; - contains cloth simulation files&lt;br /&gt;
* &amp;lt;code&amp;gt;decals.vpp_pc&amp;lt;/code&amp;gt; - contains decal textures&lt;br /&gt;
* &amp;lt;code&amp;gt;dlc01_l0.vpp_pc&amp;lt;/code&amp;gt; - singleplayer DLC map&lt;br /&gt;
* &amp;lt;code&amp;gt;dlc01_l1.vpp_pc&amp;lt;/code&amp;gt; - only contains a blank &amp;lt;code&amp;gt;asm_pc&amp;lt;/code&amp;gt; file&lt;br /&gt;
* &amp;lt;code&amp;gt;dlc01_precache.vpp_pc&amp;lt;/code&amp;gt; - similar to &amp;lt;code&amp;gt;mp_common.vpp_pc&amp;lt;/code&amp;gt; but for the singleplayer DLC map&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_activities.vpp_pc&amp;lt;/code&amp;gt; - contains textures for singleplayer DLC activities&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_anims.vpp_pc&amp;lt;/code&amp;gt; - contains animation files for singleplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_cloth_sim.vpp_pc&amp;lt;/code&amp;gt; - contains cloth simulation files for singleplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_effects.vpp_pc&amp;lt;/code&amp;gt; - contains visual effect files for singleplayer DLC, some are &amp;lt;code&amp;gt;.str2&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_humans.vpp_pc&amp;lt;/code&amp;gt; - contains textures and meshes for characters in singleplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_interface.vpp_pc&amp;lt;/code&amp;gt; - contains textures for loading screens &amp;amp; thumbnails in singleplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_items.vpp_pc&amp;lt;/code&amp;gt; - contains textures and meshes for weapons, character props and misc objects in singleplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlc01_misc.vpp_pc&amp;lt;/code&amp;gt; - contains &amp;lt;code&amp;gt;.rig_pc&amp;lt;/code&amp;gt; files, the &amp;lt;code&amp;gt;.fsmib&amp;lt;/code&amp;gt; file and two &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files for singleplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlc01_missions.vpp_pc&amp;lt;/code&amp;gt; - contains textures related to singleplayer DLC missions&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_personas_en_us.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_vehicles.vpp_pc&amp;lt;/code&amp;gt; - contains textures and meshes for singleplayer DLC vehicles&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_voices_en_us.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp02_interface.vpp_pc&amp;lt;/code&amp;gt; - contains textures for loading screens &amp;amp; thumbnails for multiplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp02_misc.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp03_interface.vpp_pc&amp;lt;/code&amp;gt; - contains textures for loading screens &amp;amp; thumbnails for wrecking crew DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp03_misc.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;effects.vpp_pc&amp;lt;/code&amp;gt; - contains visual effect files, some are &amp;lt;code&amp;gt;.str2&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;effects_mp.vpp_pc&amp;lt;/code&amp;gt; - contains multiplayer only visual effect files, some are &amp;lt;code&amp;gt;.str2&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;humans.vpp_pc&amp;lt;/code&amp;gt; - contains textures and meshes for characters in both singleplayer and multiplayer&lt;br /&gt;
* &amp;lt;code&amp;gt;interface.vpp_pc&amp;lt;/code&amp;gt; - contains textures for loading screens &amp;amp; thumbnails in both SP and MP and character portraits in multiplayer&lt;br /&gt;
* &amp;lt;code&amp;gt;items.vpp_pc&amp;lt;/code&amp;gt; - contains textures and meshes for weapons, character props and misc objects in both singleplayer &amp;amp; multiplayer&lt;br /&gt;
* &amp;lt;code&amp;gt;items_mp.vpp_pc&amp;lt;/code&amp;gt; - contains multiplayer only textures and meshes&lt;br /&gt;
* &amp;lt;code&amp;gt;misc.vpp_pc&amp;lt;/code&amp;gt; contains &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files and most other file types&lt;br /&gt;
* &amp;lt;code&amp;gt;missions.vpp_pc&amp;lt;/code&amp;gt; - contains textures for singleplayer missions&lt;br /&gt;
* &amp;lt;code&amp;gt;mp_common.vpp_pc&amp;lt;/code&amp;gt; - contains textures shared between multiplayer maps&lt;br /&gt;
* &amp;lt;code&amp;gt;mp_xxx.vpp_pc&amp;lt;/code&amp;gt; - multiplayer maps, excluding &amp;lt;code&amp;gt;mp_common.vpp_pc&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;mpdlc_xxx.vpp_pc&amp;lt;/code&amp;gt; - DLC multiplayer maps&lt;br /&gt;
* &amp;lt;code&amp;gt;personas_de_de.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;personas_en_us.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;personas_es_es.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;personas_fr_fr.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;personas_it_it.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;personas_ru_ru.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_00a.bik_xbox2&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_01a.bik_xbox2&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_02a.bik_xbox2&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_03a.bik_xbox2&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_03b.bik_xbox2&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_04a.bik_xbox2&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_05a.bik_xbox2&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_06a.bik_xbox2&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;skybox.vpp_pc&amp;lt;/code&amp;gt; - contains textures for the skybox like the clouds&lt;br /&gt;
* &amp;lt;code&amp;gt;sounds_r.vpp_pc&amp;lt;/code&amp;gt; - contains &amp;lt;code&amp;gt;.xmb_pc&amp;lt;/code&amp;gt; sound files&lt;br /&gt;
* &amp;lt;code&amp;gt;steam.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;table.vpp_pc&amp;lt;/code&amp;gt; - contains only &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files and will overwrite &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files in &amp;lt;code&amp;gt;misc.vpp_pc&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;terr01_l0.vpp_pc&amp;lt;/code&amp;gt; - singleplayer map&lt;br /&gt;
* &amp;lt;code&amp;gt;terr01_l1.vpp_pc&amp;lt;/code&amp;gt; - singleplayer map&lt;br /&gt;
* &amp;lt;code&amp;gt;terr01_precache.vpp_pc&amp;lt;/code&amp;gt; - similar to &amp;lt;code&amp;gt;mp_common.vpp_pc&amp;lt;/code&amp;gt; but for the singleplayer map&lt;br /&gt;
* &amp;lt;code&amp;gt;vehicles_r.vpp_pc&amp;lt;/code&amp;gt; - contains textures and meshes for singleplayer vehicles&lt;br /&gt;
* &amp;lt;code&amp;gt;voices_de_de.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;voices_en_us.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;voices_es_es.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;voices_fr_fr.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;voices_it_it.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;voices_ru_ru.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;wcxxx.vpp_c&amp;lt;/code&amp;gt; - wrecking crew maps&lt;br /&gt;
* &amp;lt;code&amp;gt;zonescript_dlc01.vpp_pc&amp;lt;/code&amp;gt; - contains &amp;lt;code&amp;gt;.scriptx&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;.rfgzone_pc&amp;lt;/code&amp;gt; files for singleplayer DLC map&lt;br /&gt;
* &amp;lt;code&amp;gt;zonescript_terr01.vpp_pc&amp;lt;/code&amp;gt; - contains &amp;lt;code&amp;gt;.scriptx&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;.rfgzone_pc&amp;lt;/code&amp;gt; files for singleplayer map&lt;br /&gt;
* &amp;lt;code&amp;gt;xxx.bik&amp;lt;/code&amp;gt; - pre-rendered custscenes&lt;br /&gt;
&lt;br /&gt;
===Scriptx Functions===&lt;br /&gt;
&lt;br /&gt;
* [https://www.factionfiles.com/ff.php?action=scriptxfuncs .scriptx functions]&lt;br /&gt;
&lt;br /&gt;
===Primitive data types &amp;amp; limits===&lt;br /&gt;
&lt;br /&gt;
* Floats (floating decimal points): Max value &amp;lt;code&amp;gt;3.4028237&amp;lt;/code&amp;gt; and move the decimal place right 38 times. Examples: &amp;lt;code&amp;gt;1.0, 0.0&amp;lt;/code&amp;gt;&lt;br /&gt;
* Integer (whole number that could hold a zero, positive or negative value): Max value &amp;lt;code&amp;gt;2147483647&amp;lt;/code&amp;gt;&lt;br /&gt;
* Boolean (truth value with two constants objects True and False , basically a toggle to enable or disable something using &amp;quot;true&amp;quot; or &amp;quot;false&amp;quot;): Examples: &amp;lt;code&amp;gt;&amp;lt;Unlocks_Cheat&amp;gt;True&amp;lt;/Unlocks_Cheat&amp;gt;, &amp;lt;Unlocks_Cheat&amp;gt;False&amp;lt;/Unlocks_Cheat&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
* String (represents a sequence or characters/text): Example: &amp;lt;code&amp;gt;&amp;lt;string&amp;gt;OldCoot&amp;lt;/string&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===sounds_r.vpp_pc Info===&lt;br /&gt;
&lt;br /&gt;
* S16 = Signed 16 bit&lt;br /&gt;
* LE = Little endian&lt;br /&gt;
* 2CH = 2 channels (stereo)&lt;br /&gt;
&lt;br /&gt;
    * destruction.xwb_pc - unknown&lt;br /&gt;
    * dlc01_voc_d01offcam.xwb_pc.en_us.xwb_pc - unknown               &lt;br /&gt;
    * dlc01_voc_spe_d01dan.xwb_pc.en_us.xwb_pc - unknown              &lt;br /&gt;
    * dlc01_voc_spe_d01msm01.xwb_pc.en_us.xwb_pc - unknown            &lt;br /&gt;
    * dlc01_voc_spe_d01msm02.xwb_pc.en_us.xwb_pc - unknown            &lt;br /&gt;
    * dlc01_voc_spe_d01msm03.xwb_pc.en_us.xwb_pc - unknown            &lt;br /&gt;
    * dlc01_voc_spe_d01msm04.xwb_pc.en_us.xwb_pc - unknown            &lt;br /&gt;
    * dlc01_voc_spe_d01msm05.xwb_pc.en_us.xwb_pc - unknown            &lt;br /&gt;
    * dlc01_voc_spe_d01msm06.xwb_pc.en_us.xwb_pc - unknown            &lt;br /&gt;
    * dlc01_voc_spe_d01rfc.xwb_pc.en_us.xwb_pc - unknown              &lt;br /&gt;
    * dlc01_voc_spe_d01sam_pcm01.xwb_pc.en_us.xwb_pc - unknown        &lt;br /&gt;
    * dlc01_voc_spe_d01vasha_safe.xwb_pc.en_us.xwb_pc - unknown       &lt;br /&gt;
    * mov_foley.xwb_pc - unknown                                       &lt;br /&gt;
    * mov_jet_pack.xwb_pc - unknown                                    &lt;br /&gt;
    * mov_male.xwb_pc - unknown                                        &lt;br /&gt;
    * mov_npc_male.xwb_pc - unknown                                    &lt;br /&gt;
    * mp_backpacks.xwb_pc - S16, LE, 2CH. Intermittent static starting ~28sec                  &lt;br /&gt;
    * mp_wep.xwb_pc - S16, LE, 2CH. Static at start and end                                           &lt;br /&gt;
    * mus_briefings.xwb_pc - S16, LE, 2CH.      &lt;br /&gt;
    * mus_demomaster.xwb_pc - S16, LE, 2CH.      &lt;br /&gt;
    * mus_frontend.xwb_pc - S16, LE, 2CH.        &lt;br /&gt;
    * mus_multiplayer.xwb_pc - S16, LE, 2CH.     &lt;br /&gt;
    * mus_progression_01.xwb_pc - S16, LE, 2CH. Static at start, may be header &lt;br /&gt;
    * mus_progression_02.xwb_pc - S16, LE, 2CH.  &lt;br /&gt;
    * mus_progression_03.xwb_pc - S16, LE, 2CH.  &lt;br /&gt;
    * mus_sting.xwb_pc - S16, LE, 2CH. &lt;br /&gt;
    * obj_shared_ambient.xwb_pc - unknown&lt;br /&gt;
    * obj_shared_dth.xwb_pc - unknown     &lt;br /&gt;
    * obj_shared_exp.xwb_pc - unknown&lt;br /&gt;
    * obj_shared_impact.xwb_pc - unknown &lt;br /&gt;
    * scripted_raids.xwb_pc - unknown    &lt;br /&gt;
    * system.xwb_pc - S16, LE, 2CH. Mostly static, valid sound in middle            &lt;br /&gt;
    * system_mp.xwb_pc - unknown         &lt;br /&gt;
    * veh_civ_bus.xwb_pc - S16, LE, 2CH. Some static, some valid sound.       &lt;br /&gt;
    * veh_civ_car1.xwb_pc - S16, LE, 2CH. Some static, some valid sound.          &lt;br /&gt;
    * veh_civ_car2.xwb_pc - S16, LE, 2CH. Some static, some valid sound.          &lt;br /&gt;
    * veh_civ_car3.xwb_pc - S16, LE, 2CH. Some static, some valid sound.        &lt;br /&gt;
    * veh_civ_flat.xwb_pc - unknown    &lt;br /&gt;
    * veh_civ_flat2.xwb_pc - unknown&lt;br /&gt;
    * veh_civ_fuel.xwb_pc - S16, LE, 2CH. Some static, some valid sound.        &lt;br /&gt;
    * veh_civ_hauler.xwb_pc - S16, LE, 2CH. Some static, some valid sound.      &lt;br /&gt;
    * veh_civ_taxi.xwb_pc - S16, LE, 2CH. Some static, some valid sound.        &lt;br /&gt;
    * veh_civ_trash.xwb_pc - S16, LE, 2CH. Some static, some valid sound.       &lt;br /&gt;
    * veh_civ_walker.xwb_pc - S16, LE, 2CH. Some static, some valid sound.      &lt;br /&gt;
    * veh_edf_aax.xwb_pc - S16, LE, 2CH. Mostly static, some valid sound at end.        &lt;br /&gt;
    * veh_edf_abx.xwb_pc - S16, LE, 2CH. Mostly static, some valid sound at end.                 &lt;br /&gt;
    * veh_edf_apc.xwb_pc - S16, LE, 2CH. Some static, some valid sound.       &lt;br /&gt;
    * veh_edf_atank.xwb_pc - S16, LE, 2CH. Some static, some valid sound.     &lt;br /&gt;
    * veh_edf_htank.xwb_pc - S16, LE, 2CH. Some static, some valid sound.     &lt;br /&gt;
    * veh_edf_mtank.xwb_pc - S16, LE, 2CH. Some static, some valid sound.     &lt;br /&gt;
    * veh_edf_scout.xwb_pc - S16, LE, 2CH. Some static, some valid sound.     &lt;br /&gt;
    * veh_edf_staff.xwb_pc - S16, LE, 2CH. Some static, some valid sound.     &lt;br /&gt;
    * veh_edf_staffh2h.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_edf_supply.xwb_pc - S16, LE, 2CH. Some static, some valid sound.    &lt;br /&gt;
    * veh_mar_jetter.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_mar_raider.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_atv.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_bull.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_dtruck.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_etruck.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_jetter.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_pickup.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_rover.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_roverwk.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_supply.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_supplyrt.xwb_pc - unknown&lt;br /&gt;
    * veh_min_wlklg.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_wlkmd.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_shared.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * walla.xwb_pc - unknown&lt;br /&gt;
    * weather.xwb_pc - S16, LE, 2CH.&lt;br /&gt;
    * wep_rfg.xwb_pc -  S16, LE, 2CH. Mostly valid, some static&lt;br /&gt;
&lt;br /&gt;
===RfgUtil Guide===&lt;br /&gt;
&lt;br /&gt;
* Unpacking [Placeholder]&lt;br /&gt;
* Repacking [Placeholder]&lt;br /&gt;
* Command arguments [Placeholder]&lt;br /&gt;
* Scripts [Placeholder]&lt;br /&gt;
* Updating &amp;lt;code&amp;gt;.asm_pc&amp;lt;/code&amp;gt; files [Placeholder]&lt;br /&gt;
&lt;br /&gt;
===Misc Notes===&lt;br /&gt;
&lt;br /&gt;
* When repacking &amp;lt;code&amp;gt;.vpp_pc&amp;lt;/code&amp;gt; files don't compress and/or condense them if they weren't like that in the vanilla game, it will cause the game to crash. Eg: &amp;lt;code&amp;gt;items.vpp_pc&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;interface.vpp_pc&amp;lt;/code&amp;gt;, map files etc. See the table below.&lt;br /&gt;
* When repacking &amp;lt;code&amp;gt;.str2_pc&amp;lt;/code&amp;gt; files ensure they are compressed and condensed.&lt;br /&gt;
* &amp;lt;code&amp;gt;table.vpp_pc&amp;lt;/code&amp;gt; overwrites changes to &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files in &amp;lt;code&amp;gt;misc.vpp_pc&amp;lt;/code&amp;gt;. The work around for this with the legacy mod manager is to rename the file however this breaks multiplayer and reduces the stability of the game. You should edit the same &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files in both &amp;lt;code&amp;gt;misc.vpp_pc&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;table.vpp_pc&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Filename !! Alignment !! Compressed !! Condensed&lt;br /&gt;
|-&lt;br /&gt;
| ALL .str2      || 0      || Yes      || Yes&lt;br /&gt;
|-&lt;br /&gt;
| MOST .vpp_pc      || 2048      || No      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlc01_precache.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlcp01_misc.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| misc.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| mp_common.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| steam.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| terr01_precache.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| zonescript_dlc01.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| zonescript_terr01.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlc01_l1.vpp_pc      || 0      || No      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlcp01_voices_en_us.vpp_pc      || 0      || No      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlcp02_misc.vpp_pc      || 0      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlcp03_misc.vpp_pc      || 0?      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlcp01_anims.vpp_pc      || 16?      || Yes      || Yes&lt;br /&gt;
|-&lt;br /&gt;
| anims.vpp_pc      || 16      || Yes      || Yes&lt;br /&gt;
|-&lt;br /&gt;
| table.vpp_pc      || 64      || Yes      || Yes&lt;br /&gt;
|-&lt;br /&gt;
| skybox.vpp_pc      || 4096      || No      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlcp01_personas_en_us.vpp_pc      || 4096      || No      || No&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Red Faction: Guerrilla Tools===&lt;br /&gt;
&lt;br /&gt;
* [https://github.com/Moneyl/RfgUtil/releases RfgUtil] - Used for unpacking most file formats and updating &amp;lt;code&amp;gt;.asm_pc&amp;lt;/code&amp;gt; files&lt;br /&gt;
* [https://github.com/Moneyl/Nanoforge/releases Nanoforge C++] - Map editor, texture editor, &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; editor and more&lt;br /&gt;
* [https://github.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch/raw/main/tools/mTools.zip mTools] - Drag and drop tool to convert &amp;lt;code&amp;gt;.asm_pc&amp;lt;/code&amp;gt; files to XML and vice versa&lt;br /&gt;
* [https://github.com/rsl-dev/RSL/releases RSL] - Script Loader&lt;br /&gt;
* [https://github.com/Moneyl/AsmTool AsmTool]- WIP Tool for modifying &amp;lt;code&amp;gt;.asm_pc&amp;lt;/code&amp;gt; files used by Red Faction Guerrilla. This is meant to replace hand editing them, which is very error prone and tedious&lt;br /&gt;
* [https://github.com/rfg-modding/SyncFaction/releases SyncFaction] - Tool for automatically installing the Terraform Patch replaces the legacy mod manager with bug fixes and new features&lt;br /&gt;
* [https://www.factionfiles.com/ff.php?action=file&amp;amp;id=5686 xdelta UI] - GUI for generating &amp;lt;code&amp;gt;.xdelta&amp;lt;/code&amp;gt; (binary) patches&lt;br /&gt;
* [http://www.ximple.cz/download.php XiMpLe XML Editor] - Lightweight GUI XML Editor that displays XML type files in a table grid views and shows what other &amp;lt;code&amp;gt;.xtbls&amp;lt;/code&amp;gt; it is referencing. Very useful for understanding and editing &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files.&lt;br /&gt;
* [https://github.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch/raw/main/tools/Volition_Table_File_Editor.zip Volition Table File Editor] - GUI for editing &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files&lt;br /&gt;
* [https://jsonformatter.org/xml-formatter XML Formatter] - Use this to format &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files so they are easier to read&lt;br /&gt;
* [https://www.w3schools.com/xml/xml_validator.asp XML Validator] - Use this to validate &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; edits, any mistakes you make will crash the game&lt;br /&gt;
* [https://onecompiler.com/lua/3ykpyrhhb LUA Validator] - Useful for validating RSL scripts for errors, note it's safe to ignore &amp;lt;code&amp;gt;attempt to index a nil value (global 'rfg')&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Useful Software===&lt;br /&gt;
&lt;br /&gt;
* [https://www.voidtools.com/ Voidtools Everything] - Locate files and folders by name instantly&lt;br /&gt;
* [https://www.mythicsoft.com/agentransack/ Agent Ransack] - Bulk search for keywords within unpacked files&lt;br /&gt;
* [https://notepad-plus-plus.org/downloads/ Notepad++] - Good text editor for manually editing &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files, set language as XML&lt;br /&gt;
&lt;br /&gt;
==Tutorials==&lt;br /&gt;
*[[Nanoforge xtbl editing]] - How to edit [[.xtbl]] files in Nanoforge.&lt;br /&gt;
*[[Nanoforge Texture Editing]] - How to edit textures using Nanoforge.&lt;br /&gt;
* XTBL Editing Guides [Placeholder]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Red Faction: Guerrilla]]&lt;br /&gt;
[[Category: RF:G Editing]]&lt;/div&gt;</summary>
		<author><name>Camo</name></author>
	</entry>
	<entry>
		<id>https://www.redfactionwiki.com/w/index.php?title=RF:G_Intro&amp;diff=9054</id>
		<title>RF:G Intro</title>
		<link rel="alternate" type="text/html" href="https://www.redfactionwiki.com/w/index.php?title=RF:G_Intro&amp;diff=9054"/>
		<updated>2023-10-24T00:22:56Z</updated>

		<summary type="html">&lt;p&gt;Camo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Is multiplayer alive?==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;'''Yes, it is!'''&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
We have regular parties once a week. Things to know if you want to join:&lt;br /&gt;
&lt;br /&gt;
== Short HOWTO ==&lt;br /&gt;
&lt;br /&gt;
* You need RFG Re-mars-tered. GOG or Steam, clean install without mods&lt;br /&gt;
* Use [https://github.com/rfg-modding/SyncFaction/releases SyncFaction] to update your game with community patches. It takes some time, also you will need '''40GiB''' of free space&lt;br /&gt;
* Meanwhile, join [https://discord.gg/factionfiles FactionFiles Discord]. Check out '''server events''' for upcoming RFG Game Night, also visit &amp;lt;code&amp;gt;#role-selection&amp;lt;/code&amp;gt; channel&lt;br /&gt;
&lt;br /&gt;
That's it, you're all set! 💥&lt;br /&gt;
&lt;br /&gt;
== More detailed guide ==&lt;br /&gt;
&lt;br /&gt;
Same steps but with more info and explanations&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-aaa&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-aaa&amp;quot;&amp;gt;&amp;lt;code&amp;gt;[Click to expand]&amp;lt;/code&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Community Patch ===&lt;br /&gt;
&lt;br /&gt;
You’ll need to install community-made patches to play. Download size is several gigabytes so please take some time to prepare.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;You will need at least '''40GiB''' of free storage space&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Use [https://github.com/rfg-modding/SyncFaction/releases SyncFaction app]. It is made to keep players updated and simplify process as much as possible. Download and place .exe in game folder. Run it and let it do the thing.&lt;br /&gt;
&lt;br /&gt;
Why do we need patches and a launcher app?&lt;br /&gt;
&lt;br /&gt;
* [https://github.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch Terraform Patch] adds new maps, weapons, rebalance, fixes game crashes and bugs (you can find kilometer-long changelog in description). It also serves as a base for future modding by restructuring some resources&lt;br /&gt;
* [https://github.com/rfg-modding/Reconstructor Reconstructor] is a script loader and a game engine patcher. It fixes some crashes, bugs like hardcoded memory limits, and enables scripting in mods&lt;br /&gt;
* RFG is not modding-friendly game. Players will crash if their game files are not the same, that’s why we need something to keep everyone updated&lt;br /&gt;
* There is no simple way to auto-download new maps as in other games. Currently they are part of the patch and we release updates to add more&lt;br /&gt;
* Multiplayer is currently broken in GOG version of the game, we fixed that&lt;br /&gt;
* Want to use mods AND play multiplayer? Roll back to unpatched version of the game? SyncFaction lets you switch between versions in 1 click, see [https://rfg-modding.github.io/SyncFaction/#/usage Usage]&lt;br /&gt;
&lt;br /&gt;
=== FactionFiles Discord ===&lt;br /&gt;
&lt;br /&gt;
Join [https://discord.gg/factionfiles Red Faction Community Discord (FactionFiles)]&lt;br /&gt;
&lt;br /&gt;
* In &amp;lt;code&amp;gt;#role-selection&amp;lt;/code&amp;gt; channel select role &amp;lt;code&amp;gt;RF:G Players (PC)&amp;lt;/code&amp;gt;. This way you’ll be notified when somebody gathers people for multiplayer!&lt;br /&gt;
* See server events (above channel list). Subscribe to &amp;lt;code&amp;gt;RF: Guerrilla Game Night&amp;lt;/code&amp;gt; - you’ll get a notification when it starts&lt;br /&gt;
&lt;br /&gt;
[[File:RfgIntro-events.png|700px]]&lt;br /&gt;
&lt;br /&gt;
Feel free to ask for advice in &amp;lt;code&amp;gt;#rfg-matchmaking&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;#redfactionguerrilla&amp;lt;/code&amp;gt; channels. Also you can hang out with us in one of the voice channels during game night!&lt;br /&gt;
&lt;br /&gt;
We used to have 2 weekly events: one in American timezone, another for Europe. If current time isn’t good for you, let’s schedule a new event!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
__notoc__&lt;br /&gt;
&lt;br /&gt;
[[File:RfgIntro-bright future.png|frameless|right|600px|]]&lt;/div&gt;</summary>
		<author><name>Camo</name></author>
	</entry>
	<entry>
		<id>https://www.redfactionwiki.com/w/index.php?title=RF:G_Intro&amp;diff=9053</id>
		<title>RF:G Intro</title>
		<link rel="alternate" type="text/html" href="https://www.redfactionwiki.com/w/index.php?title=RF:G_Intro&amp;diff=9053"/>
		<updated>2023-10-24T00:22:30Z</updated>

		<summary type="html">&lt;p&gt;Camo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Is multiplayer alive?==&lt;br /&gt;
[[File:RfgIntro-bright future.png|frameless|left|600px|]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;'''Yes, it is!'''&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
We have regular parties once a week. Things to know if you want to join:&lt;br /&gt;
&lt;br /&gt;
== Short HOWTO ==&lt;br /&gt;
&lt;br /&gt;
* You need RFG Re-mars-tered. GOG or Steam, clean install without mods&lt;br /&gt;
* Use [https://github.com/rfg-modding/SyncFaction/releases SyncFaction] to update your game with community patches. It takes some time, also you will need '''40GiB''' of free space&lt;br /&gt;
* Meanwhile, join [https://discord.gg/factionfiles FactionFiles Discord]. Check out '''server events''' for upcoming RFG Game Night, also visit &amp;lt;code&amp;gt;#role-selection&amp;lt;/code&amp;gt; channel&lt;br /&gt;
&lt;br /&gt;
That's it, you're all set! 💥&lt;br /&gt;
&lt;br /&gt;
== More detailed guide ==&lt;br /&gt;
&lt;br /&gt;
Same steps but with more info and explanations&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-aaa&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-aaa&amp;quot;&amp;gt;&amp;lt;code&amp;gt;[Click to expand]&amp;lt;/code&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Community Patch ===&lt;br /&gt;
&lt;br /&gt;
You’ll need to install community-made patches to play. Download size is several gigabytes so please take some time to prepare.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;You will need at least '''40GiB''' of free storage space&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Use [https://github.com/rfg-modding/SyncFaction/releases SyncFaction app]. It is made to keep players updated and simplify process as much as possible. Download and place .exe in game folder. Run it and let it do the thing.&lt;br /&gt;
&lt;br /&gt;
Why do we need patches and a launcher app?&lt;br /&gt;
&lt;br /&gt;
* [https://github.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch Terraform Patch] adds new maps, weapons, rebalance, fixes game crashes and bugs (you can find kilometer-long changelog in description). It also serves as a base for future modding by restructuring some resources&lt;br /&gt;
* [https://github.com/rfg-modding/Reconstructor Reconstructor] is a script loader and a game engine patcher. It fixes some crashes, bugs like hardcoded memory limits, and enables scripting in mods&lt;br /&gt;
* RFG is not modding-friendly game. Players will crash if their game files are not the same, that’s why we need something to keep everyone updated&lt;br /&gt;
* There is no simple way to auto-download new maps as in other games. Currently they are part of the patch and we release updates to add more&lt;br /&gt;
* Multiplayer is currently broken in GOG version of the game, we fixed that&lt;br /&gt;
* Want to use mods AND play multiplayer? Roll back to unpatched version of the game? SyncFaction lets you switch between versions in 1 click, see [https://rfg-modding.github.io/SyncFaction/#/usage Usage]&lt;br /&gt;
&lt;br /&gt;
=== FactionFiles Discord ===&lt;br /&gt;
&lt;br /&gt;
Join [https://discord.gg/factionfiles Red Faction Community Discord (FactionFiles)]&lt;br /&gt;
&lt;br /&gt;
* In &amp;lt;code&amp;gt;#role-selection&amp;lt;/code&amp;gt; channel select role &amp;lt;code&amp;gt;RF:G Players (PC)&amp;lt;/code&amp;gt;. This way you’ll be notified when somebody gathers people for multiplayer!&lt;br /&gt;
* See server events (above channel list). Subscribe to &amp;lt;code&amp;gt;RF: Guerrilla Game Night&amp;lt;/code&amp;gt; - you’ll get a notification when it starts&lt;br /&gt;
&lt;br /&gt;
[[File:RfgIntro-events.png|700px]]&lt;br /&gt;
&lt;br /&gt;
Feel free to ask for advice in &amp;lt;code&amp;gt;#rfg-matchmaking&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;#redfactionguerrilla&amp;lt;/code&amp;gt; channels. Also you can hang out with us in one of the voice channels during game night!&lt;br /&gt;
&lt;br /&gt;
We used to have 2 weekly events: one in American timezone, another for Europe. If current time isn’t good for you, let’s schedule a new event!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
__notoc__&lt;/div&gt;</summary>
		<author><name>Camo</name></author>
	</entry>
	<entry>
		<id>https://www.redfactionwiki.com/w/index.php?title=RF:G_Intro&amp;diff=9052</id>
		<title>RF:G Intro</title>
		<link rel="alternate" type="text/html" href="https://www.redfactionwiki.com/w/index.php?title=RF:G_Intro&amp;diff=9052"/>
		<updated>2023-10-24T00:19:23Z</updated>

		<summary type="html">&lt;p&gt;Camo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Is multiplayer alive?==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;'''Yes, it is!'''&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
We have regular parties once a week. Things to know if you want to join:&lt;br /&gt;
&lt;br /&gt;
== Short HOWTO ==&lt;br /&gt;
&lt;br /&gt;
* You need RFG Re-mars-tered. GOG or Steam, clean install without mods&lt;br /&gt;
* Use [https://github.com/rfg-modding/SyncFaction/releases SyncFaction] to update your game with community patches. It takes some time, also you will need '''40GiB''' of free space&lt;br /&gt;
* Meanwhile, join [https://discord.gg/factionfiles FactionFiles Discord]. Check out '''server events''' for upcoming RFG Game Night, also visit &amp;lt;code&amp;gt;#role-selection&amp;lt;/code&amp;gt; channel&lt;br /&gt;
&lt;br /&gt;
That's it, you're all set! 💥&lt;br /&gt;
&lt;br /&gt;
== More detailed guide ==&lt;br /&gt;
&lt;br /&gt;
Same steps but with more info and explanations&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-aaa&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-aaa&amp;quot;&amp;gt;&amp;lt;code&amp;gt;[Click to expand]&amp;lt;/code&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Community Patch ===&lt;br /&gt;
&lt;br /&gt;
You’ll need to install community-made patches to play. Download size is several gigabytes so please take some time to prepare.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;You will need at least '''40GiB''' of free storage space&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Use [https://github.com/rfg-modding/SyncFaction/releases SyncFaction app]. It is made to keep players updated and simplify process as much as possible. Download and place .exe in game folder. Run it and let it do the thing.&lt;br /&gt;
&lt;br /&gt;
Why do we need patches and a launcher app?&lt;br /&gt;
&lt;br /&gt;
* [https://github.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch Terraform Patch] adds new maps, weapons, rebalance, fixes game crashes and bugs (you can find kilometer-long changelog in description). It also serves as a base for future modding by restructuring some resources&lt;br /&gt;
* [https://github.com/rfg-modding/Reconstructor Reconstructor] is a script loader and a game engine patcher. It fixes some crashes, bugs like hardcoded memory limits, and enables scripting in mods&lt;br /&gt;
* RFG is not modding-friendly game. Players will crash if their game files are not the same, that’s why we need something to keep everyone updated&lt;br /&gt;
* There is no simple way to auto-download new maps as in other games. Currently they are part of the patch and we release updates to add more&lt;br /&gt;
* Multiplayer is currently broken in GOG version of the game, we fixed that&lt;br /&gt;
* Want to use mods AND play multiplayer? Roll back to unpatched version of the game? SyncFaction lets you switch between versions in 1 click, see [https://rfg-modding.github.io/SyncFaction/#/usage Usage]&lt;br /&gt;
&lt;br /&gt;
=== FactionFiles Discord ===&lt;br /&gt;
&lt;br /&gt;
Join [https://discord.gg/factionfiles Red Faction Community Discord (FactionFiles)]&lt;br /&gt;
&lt;br /&gt;
* In &amp;lt;code&amp;gt;#role-selection&amp;lt;/code&amp;gt; channel select role &amp;lt;code&amp;gt;RF:G Players (PC)&amp;lt;/code&amp;gt;. This way you’ll be notified when somebody gathers people for multiplayer!&lt;br /&gt;
* See server events (above channel list). Subscribe to &amp;lt;code&amp;gt;RF: Guerrilla Game Night&amp;lt;/code&amp;gt; - you’ll get a notification when it starts&lt;br /&gt;
&lt;br /&gt;
[[File:RfgIntro-events.png|700px]]&lt;br /&gt;
&lt;br /&gt;
Feel free to ask for advice in &amp;lt;code&amp;gt;#rfg-matchmaking&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;#redfactionguerrilla&amp;lt;/code&amp;gt; channels. Also you can hang out with us in one of the voice channels during game night!&lt;br /&gt;
&lt;br /&gt;
We used to have 2 weekly events: one in American timezone, another for Europe. If current time isn’t good for you, let’s schedule a new event!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
__notoc__&lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
[[File:RfgIntro-bright future.png|frameless|right|600px|]]&lt;/div&gt;</summary>
		<author><name>Camo</name></author>
	</entry>
	<entry>
		<id>https://www.redfactionwiki.com/w/index.php?title=RF:G_Intro&amp;diff=9051</id>
		<title>RF:G Intro</title>
		<link rel="alternate" type="text/html" href="https://www.redfactionwiki.com/w/index.php?title=RF:G_Intro&amp;diff=9051"/>
		<updated>2023-10-24T00:18:19Z</updated>

		<summary type="html">&lt;p&gt;Camo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Is multiplayer alive?==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;'''Yes, it is!'''&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
We have regular parties once a week. Things to know if you want to join:&lt;br /&gt;
&lt;br /&gt;
== Short HOWTO ==&lt;br /&gt;
&lt;br /&gt;
* You need RFG Re-mars-tered. GOG or Steam, clean install without mods&lt;br /&gt;
* Use [https://github.com/rfg-modding/SyncFaction/releases SyncFaction] to update your game with community patches. It takes some time, also you will need '''40GiB''' of free space&lt;br /&gt;
* Meanwhile, join [https://discord.gg/factionfiles FactionFiles Discord]. Check out '''server events''' for upcoming RFG Game Night, also visit &amp;lt;code&amp;gt;#role-selection&amp;lt;/code&amp;gt; channel&lt;br /&gt;
&lt;br /&gt;
That's it, you're all set! 💥&lt;br /&gt;
&lt;br /&gt;
== More detailed guide ==&lt;br /&gt;
&lt;br /&gt;
Same steps but with more info and explanations&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-aaa&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-aaa&amp;quot;&amp;gt;&amp;lt;code&amp;gt;[Click to expand]&amp;lt;/code&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Community Patch ===&lt;br /&gt;
&lt;br /&gt;
You’ll need to install community-made patches to play. Download size is several gigabytes so please take some time to prepare.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;You will need at least '''40GiB''' of free storage space&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Use [https://github.com/rfg-modding/SyncFaction/releases SyncFaction app]. It is made to keep players updated and simplify process as much as possible. Download and place .exe in game folder. Run it and let it do the thing.&lt;br /&gt;
&lt;br /&gt;
Why do we need patches and a launcher app?&lt;br /&gt;
&lt;br /&gt;
* [https://github.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch Terraform Patch] adds new maps, weapons, rebalance, fixes game crashes and bugs (you can find kilometer-long changelog in description). It also serves as a base for future modding by restructuring some resources&lt;br /&gt;
* [https://github.com/rfg-modding/Reconstructor Reconstructor] is a script loader and a game engine patcher. It fixes some crashes, bugs like hardcoded memory limits, and enables scripting in mods&lt;br /&gt;
* RFG is not modding-friendly game. Players will crash if their game files are not the same, that’s why we need something to keep everyone updated&lt;br /&gt;
* There is no simple way to auto-download new maps as in other games. Currently they are part of the patch and we release updates to add more&lt;br /&gt;
* Multiplayer is currently broken in GOG version of the game, we fixed that&lt;br /&gt;
* Want to use mods AND play multiplayer? Roll back to unpatched version of the game? SyncFaction lets you switch between versions in 1 click, see [https://rfg-modding.github.io/SyncFaction/#/usage Usage]&lt;br /&gt;
&lt;br /&gt;
=== FactionFiles Discord ===&lt;br /&gt;
&lt;br /&gt;
Join [https://discord.gg/factionfiles Red Faction Community Discord (FactionFiles)]&lt;br /&gt;
&lt;br /&gt;
* In &amp;lt;code&amp;gt;#role-selection&amp;lt;/code&amp;gt; channel select role &amp;lt;code&amp;gt;RF:G Players (PC)&amp;lt;/code&amp;gt;. This way you’ll be notified when somebody gathers people for multiplayer!&lt;br /&gt;
* See server events (above channel list). Subscribe to &amp;lt;code&amp;gt;RF: Guerrilla Game Night&amp;lt;/code&amp;gt; - you’ll get a notification when it starts&lt;br /&gt;
&lt;br /&gt;
[[File:RfgIntro-events.png|700px]]&lt;br /&gt;
&lt;br /&gt;
Feel free to ask for advice in &amp;lt;code&amp;gt;#rfg-matchmaking&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;#redfactionguerrilla&amp;lt;/code&amp;gt; channels. Also you can hang out with us in one of the voice channels during game night!&lt;br /&gt;
&lt;br /&gt;
We used to have 2 weekly events: one in American timezone, another for Europe. If current time isn’t good for you, let’s schedule a new event!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
__notoc__&lt;/div&gt;</summary>
		<author><name>Camo</name></author>
	</entry>
	<entry>
		<id>https://www.redfactionwiki.com/w/index.php?title=RF:G_Intro&amp;diff=9050</id>
		<title>RF:G Intro</title>
		<link rel="alternate" type="text/html" href="https://www.redfactionwiki.com/w/index.php?title=RF:G_Intro&amp;diff=9050"/>
		<updated>2023-10-24T00:17:07Z</updated>

		<summary type="html">&lt;p&gt;Camo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Is multiplayer alive?}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;'''Yes, it is!'''&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
We have regular parties once a week. Things to know if you want to join:&lt;br /&gt;
&lt;br /&gt;
== Short HOWTO ==&lt;br /&gt;
&lt;br /&gt;
* You need RFG Re-mars-tered. GOG or Steam, clean install without mods&lt;br /&gt;
* Use [https://github.com/rfg-modding/SyncFaction/releases SyncFaction] to update your game with community patches. It takes some time, also you will need '''40GiB''' of free space&lt;br /&gt;
* Meanwhile, join [https://discord.gg/factionfiles FactionFiles Discord]. Check out '''server events''' for upcoming RFG Game Night, also visit &amp;lt;code&amp;gt;#role-selection&amp;lt;/code&amp;gt; channel&lt;br /&gt;
&lt;br /&gt;
That's it, you're all set! 💥&lt;br /&gt;
&lt;br /&gt;
== More detailed guide ==&lt;br /&gt;
&lt;br /&gt;
Same steps but with more info and explanations&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-aaa&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-aaa&amp;quot;&amp;gt;&amp;lt;code&amp;gt;[Click to expand]&amp;lt;/code&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Community Patch ===&lt;br /&gt;
&lt;br /&gt;
You’ll need to install community-made patches to play. Download size is several gigabytes so please take some time to prepare.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;You will need at least '''40GiB''' of free storage space&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Use [https://github.com/rfg-modding/SyncFaction/releases SyncFaction app]. It is made to keep players updated and simplify process as much as possible. Download and place .exe in game folder. Run it and let it do the thing.&lt;br /&gt;
&lt;br /&gt;
Why do we need patches and a launcher app?&lt;br /&gt;
&lt;br /&gt;
* [https://github.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch Terraform Patch] adds new maps, weapons, rebalance, fixes game crashes and bugs (you can find kilometer-long changelog in description). It also serves as a base for future modding by restructuring some resources&lt;br /&gt;
* [https://github.com/rfg-modding/Reconstructor Reconstructor] is a script loader and a game engine patcher. It fixes some crashes, bugs like hardcoded memory limits, and enables scripting in mods&lt;br /&gt;
* RFG is not modding-friendly game. Players will crash if their game files are not the same, that’s why we need something to keep everyone updated&lt;br /&gt;
* There is no simple way to auto-download new maps as in other games. Currently they are part of the patch and we release updates to add more&lt;br /&gt;
* Multiplayer is currently broken in GOG version of the game, we fixed that&lt;br /&gt;
* Want to use mods AND play multiplayer? Roll back to unpatched version of the game? SyncFaction lets you switch between versions in 1 click, see [https://rfg-modding.github.io/SyncFaction/#/usage Usage]&lt;br /&gt;
&lt;br /&gt;
=== FactionFiles Discord ===&lt;br /&gt;
&lt;br /&gt;
Join [https://discord.gg/factionfiles Red Faction Community Discord (FactionFiles)]&lt;br /&gt;
&lt;br /&gt;
* In &amp;lt;code&amp;gt;#role-selection&amp;lt;/code&amp;gt; channel select role &amp;lt;code&amp;gt;RF:G Players (PC)&amp;lt;/code&amp;gt;. This way you’ll be notified when somebody gathers people for multiplayer!&lt;br /&gt;
* See server events (above channel list). Subscribe to &amp;lt;code&amp;gt;RF: Guerrilla Game Night&amp;lt;/code&amp;gt; - you’ll get a notification when it starts&lt;br /&gt;
&lt;br /&gt;
[[File:RfgIntro-events.png|700px]]&lt;br /&gt;
&lt;br /&gt;
Feel free to ask for advice in &amp;lt;code&amp;gt;#rfg-matchmaking&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;#redfactionguerrilla&amp;lt;/code&amp;gt; channels. Also you can hang out with us in one of the voice channels during game night!&lt;br /&gt;
&lt;br /&gt;
We used to have 2 weekly events: one in American timezone, another for Europe. If current time isn’t good for you, let’s schedule a new event!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
__notoc__&lt;/div&gt;</summary>
		<author><name>Camo</name></author>
	</entry>
	<entry>
		<id>https://www.redfactionwiki.com/w/index.php?title=RF:G_Intro&amp;diff=9049</id>
		<title>RF:G Intro</title>
		<link rel="alternate" type="text/html" href="https://www.redfactionwiki.com/w/index.php?title=RF:G_Intro&amp;diff=9049"/>
		<updated>2023-10-24T00:15:47Z</updated>

		<summary type="html">&lt;p&gt;Camo: /* Introduction for new players */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:RfgIntro-bright future.png|frameless|right|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Is multiplayer alive?==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;'''Yes, it is!'''&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
We have regular parties once a week. Things to know if you want to join:&lt;br /&gt;
&lt;br /&gt;
== Short HOWTO ==&lt;br /&gt;
&lt;br /&gt;
* You need RFG Re-mars-tered. GOG or Steam, clean install without mods&lt;br /&gt;
* Use [https://github.com/rfg-modding/SyncFaction/releases SyncFaction] to update your game with community patches. It takes some time, also you will need '''40GiB''' of free space&lt;br /&gt;
* Meanwhile, join [https://discord.gg/factionfiles FactionFiles Discord]. Check out '''server events''' for upcoming RFG Game Night, also visit &amp;lt;code&amp;gt;#role-selection&amp;lt;/code&amp;gt; channel&lt;br /&gt;
&lt;br /&gt;
That's it, you're all set! 💥&lt;br /&gt;
&lt;br /&gt;
== More detailed guide ==&lt;br /&gt;
&lt;br /&gt;
Same steps but with more info and explanations&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-aaa&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-aaa&amp;quot;&amp;gt;&amp;lt;code&amp;gt;[Click to expand]&amp;lt;/code&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Community Patch ===&lt;br /&gt;
&lt;br /&gt;
You’ll need to install community-made patches to play. Download size is several gigabytes so please take some time to prepare.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;You will need at least '''40GiB''' of free storage space&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Use [https://github.com/rfg-modding/SyncFaction/releases SyncFaction app]. It is made to keep players updated and simplify process as much as possible. Download and place .exe in game folder. Run it and let it do the thing.&lt;br /&gt;
&lt;br /&gt;
Why do we need patches and a launcher app?&lt;br /&gt;
&lt;br /&gt;
* [https://github.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch Terraform Patch] adds new maps, weapons, rebalance, fixes game crashes and bugs (you can find kilometer-long changelog in description). It also serves as a base for future modding by restructuring some resources&lt;br /&gt;
* [https://github.com/rfg-modding/Reconstructor Reconstructor] is a script loader and a game engine patcher. It fixes some crashes, bugs like hardcoded memory limits, and enables scripting in mods&lt;br /&gt;
* RFG is not modding-friendly game. Players will crash if their game files are not the same, that’s why we need something to keep everyone updated&lt;br /&gt;
* There is no simple way to auto-download new maps as in other games. Currently they are part of the patch and we release updates to add more&lt;br /&gt;
* Multiplayer is currently broken in GOG version of the game, we fixed that&lt;br /&gt;
* Want to use mods AND play multiplayer? Roll back to unpatched version of the game? SyncFaction lets you switch between versions in 1 click, see [https://rfg-modding.github.io/SyncFaction/#/usage Usage]&lt;br /&gt;
&lt;br /&gt;
=== FactionFiles Discord ===&lt;br /&gt;
&lt;br /&gt;
Join [https://discord.gg/factionfiles Red Faction Community Discord (FactionFiles)]&lt;br /&gt;
&lt;br /&gt;
* In &amp;lt;code&amp;gt;#role-selection&amp;lt;/code&amp;gt; channel select role &amp;lt;code&amp;gt;RF:G Players (PC)&amp;lt;/code&amp;gt;. This way you’ll be notified when somebody gathers people for multiplayer!&lt;br /&gt;
* See server events (above channel list). Subscribe to &amp;lt;code&amp;gt;RF: Guerrilla Game Night&amp;lt;/code&amp;gt; - you’ll get a notification when it starts&lt;br /&gt;
&lt;br /&gt;
[[File:RfgIntro-events.png|700px]]&lt;br /&gt;
&lt;br /&gt;
Feel free to ask for advice in &amp;lt;code&amp;gt;#rfg-matchmaking&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;#redfactionguerrilla&amp;lt;/code&amp;gt; channels. Also you can hang out with us in one of the voice channels during game night!&lt;br /&gt;
&lt;br /&gt;
We used to have 2 weekly events: one in American timezone, another for Europe. If current time isn’t good for you, let’s schedule a new event!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
__notoc__&lt;/div&gt;</summary>
		<author><name>Camo</name></author>
	</entry>
	<entry>
		<id>https://www.redfactionwiki.com/w/index.php?title=RF:G_Editing_Main_Page&amp;diff=9016</id>
		<title>RF:G Editing Main Page</title>
		<link rel="alternate" type="text/html" href="https://www.redfactionwiki.com/w/index.php?title=RF:G_Editing_Main_Page&amp;diff=9016"/>
		<updated>2023-09-04T23:53:12Z</updated>

		<summary type="html">&lt;p&gt;Camo: Updated SF version and removed link to legacy mod manager&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RFGEditing}}&lt;br /&gt;
{{Under construction}}&lt;br /&gt;
&lt;br /&gt;
This will serve as a landing page for all resources related to [[Red Faction: Guerrilla]] editing for the '''Re-Mars-tered Edition'''.&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
===Community===&lt;br /&gt;
*[https://discord.gg/factionfiles Faction Files Community Discord] - Active Red Faction series community Discord with #map-mod-development channel for community development discussion&lt;br /&gt;
===Downloads===&lt;br /&gt;
*[https://www.factionfiles.com/ff.php?action=files FactionFiles.com] - Custom mods, tools, patches, and reference material&lt;br /&gt;
*[https://www.nexusmods.com/redfactionguerilla/mods/ Nexus Mods] - Custom mods&lt;br /&gt;
*[https://www.nexusmods.com/redfactionguerrillaremarstered/mods/ Nexus Mods Re-Mars-tered] - Custom mods&lt;br /&gt;
&lt;br /&gt;
==Documentation==&lt;br /&gt;
*[[RF:G Map organization]]&lt;br /&gt;
*[[Nanoforge basics]]&lt;br /&gt;
*[https://github.com/Moneyl/RfgTools/blob/main/Documentation/RfgZonexFormat.md Zone file format docs] - Describes the zone format used by RFG in more detail&lt;br /&gt;
===Core Concepts===&lt;br /&gt;
*[[Red Faction: Guerrilla]]'s level editor is [[CLOE]], which is not publicly available.&lt;br /&gt;
&lt;br /&gt;
===Red Faction: Guerrilla File Formats===&lt;br /&gt;
* &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; - XML table files are used to store properties or attributes in Red Faction: Guerrilla. Overall, their function is similar to the &amp;lt;code&amp;gt;.tbl&amp;lt;/code&amp;gt; files of Red Faction and Red Faction II.&lt;br /&gt;
* &amp;lt;code&amp;gt;.scriptx&amp;lt;/code&amp;gt; - Internal script engine file, commonly used for missions and activities&lt;br /&gt;
* &amp;lt;code&amp;gt;.dtodx&amp;lt;/code&amp;gt; - Weather/lighting file for maps that controls things like fog, tint, ambient colour, eye adaption, bloom, cloud color and speed&lt;br /&gt;
* &amp;lt;code&amp;gt;.gtodx&amp;lt;/code&amp;gt; - Skybox file for maps that controls things like the sun texture, moon positions and if the horizon mountain texture is enabled&lt;br /&gt;
* &amp;lt;code&amp;gt;.vpp_pc&amp;lt;/code&amp;gt; - Packfile&lt;br /&gt;
* &amp;lt;code&amp;gt;.rigx&amp;lt;/code&amp;gt; - Rig&lt;br /&gt;
* &amp;lt;code&amp;gt;.str2_pc&amp;lt;/code&amp;gt; - Texture Packfile&lt;br /&gt;
* &amp;lt;code&amp;gt;.rfgzone_pc&amp;lt;/code&amp;gt; - Map zone&lt;br /&gt;
* &amp;lt;code&amp;gt;.layer_pc&amp;lt;/code&amp;gt; - Map zone&lt;br /&gt;
* &amp;lt;code&amp;gt;.cpeg_pc, cvbm_pc&amp;lt;/code&amp;gt; - Texture cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gpeg_pc, gvbm_pc&amp;lt;/code&amp;gt; - Texture gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.asm_pc&amp;lt;/code&amp;gt; - Streaming index&lt;br /&gt;
* &amp;lt;code&amp;gt;.csmesh_pc&amp;lt;/code&amp;gt; - Static mesh cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gsmesh_pc&amp;lt;/code&amp;gt; - Static mesh gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.ccmesh_pc&amp;lt;/code&amp;gt; - Character mesh cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gcmesh_pc&amp;lt;/code&amp;gt; - Character mesh gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.ccar_pc&amp;lt;/code&amp;gt; - Vehicle mesh cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gcar_pc&amp;lt;/code&amp;gt; - Vehicle mesh gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.anim_pc&amp;lt;/code&amp;gt; - Animation&lt;br /&gt;
* &amp;lt;code&amp;gt;.cchk_pc&amp;lt;/code&amp;gt; - Destructible object cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gchk_pc&amp;lt;/code&amp;gt; - Destructible object gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.cefct_pc&amp;lt;/code&amp;gt; - Visual effect cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gefct_pc&amp;lt;/code&amp;gt; - Visual effect gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.cfmesh_pc&amp;lt;/code&amp;gt; - Foliage mesh&lt;br /&gt;
* &amp;lt;code&amp;gt;.cstch&amp;lt;/code&amp;gt; - Terrain clutter mesh cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gstch&amp;lt;/code&amp;gt; - Terrain clutter mesh gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.cterrain_pc&amp;lt;/code&amp;gt; - Terrain zone cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gterrain_pc&amp;lt;/code&amp;gt; - Terrain zone gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.ctmesh_pc&amp;lt;/code&amp;gt; - Terrain subzone cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gtmesh_pc&amp;lt;/code&amp;gt; - Terrain subzone gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.fsmib&amp;lt;/code&amp;gt; - Fullscreen map data&lt;br /&gt;
* &amp;lt;code&amp;gt;.fxo_kg&amp;lt;/code&amp;gt; - Shader&lt;br /&gt;
* &amp;lt;code&amp;gt;.le_strings&amp;lt;/code&amp;gt; - Steam localization strings&lt;br /&gt;
* &amp;lt;code&amp;gt;.rfglocatext&amp;lt;/code&amp;gt; - Localization strings&lt;br /&gt;
* &amp;lt;code&amp;gt;.mat_pc&amp;lt;/code&amp;gt; - Render material&lt;br /&gt;
* &amp;lt;code&amp;gt;.morph_pc&amp;lt;/code&amp;gt; - Animation Morph&lt;br /&gt;
* &amp;lt;code&amp;gt;.vint_doc&amp;lt;/code&amp;gt; - UI&lt;br /&gt;
* &amp;lt;code&amp;gt;.sim_pc&amp;lt;/code&amp;gt; - Cloth sim&lt;br /&gt;
* &amp;lt;code&amp;gt;.xgs_pc&amp;lt;/code&amp;gt; - Sound config&lt;br /&gt;
* &amp;lt;code&amp;gt;.xsb_pc&amp;lt;/code&amp;gt; - Soundbank&lt;br /&gt;
* &amp;lt;code&amp;gt;.xwb_pc&amp;lt;/code&amp;gt; - Wavebank&lt;br /&gt;
* &amp;lt;code&amp;gt;.aud_pc&amp;lt;/code&amp;gt; - Audio categories&lt;br /&gt;
* &amp;lt;code&amp;gt;.vf3_pc&amp;lt;/code&amp;gt; - Font&lt;br /&gt;
* &amp;lt;code&amp;gt;.vfdvp_pc&amp;lt;/code&amp;gt; - ?&lt;br /&gt;
* &amp;lt;code&amp;gt;.rfgvp_pc&amp;lt;/code&amp;gt; - ?&lt;br /&gt;
&lt;br /&gt;
===Red Faction: Guerrilla File Structure===&lt;br /&gt;
&lt;br /&gt;
\Red Faction Guerrilla Re-MARS-tered\data\&lt;br /&gt;
&lt;br /&gt;
The two most important files for modding most of RF:G are &amp;lt;code&amp;gt;misc.vpp_pc&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;table.vpp_pc&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;activities.vpp_pc&amp;lt;/code&amp;gt; - contains textures for singleplayer activities&lt;br /&gt;
* &amp;lt;code&amp;gt;anims.vpp_pc&amp;lt;/code&amp;gt; - contains animation files&lt;br /&gt;
* &amp;lt;code&amp;gt;chunks.vpp_pc&amp;lt;/code&amp;gt; - contains &amp;lt;code&amp;gt;.rfgchunkx&amp;lt;/code&amp;gt; files and seems to be related to the &amp;lt;code&amp;gt;preload_chunks.xtbl&amp;lt;/code&amp;gt; file, it's possible to add them to a map using the correct &amp;lt;code&amp;gt;dest_checksum&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;uid&amp;lt;/code&amp;gt; numbers. Game might also spawn &amp;lt;code&amp;gt;missing_chunk&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;missing_destroyable&amp;lt;/code&amp;gt; if a mesh fails to load.&lt;br /&gt;
* &amp;lt;code&amp;gt;cloth_sim.vpp_pc&amp;lt;/code&amp;gt; - contains cloth simulation files&lt;br /&gt;
* &amp;lt;code&amp;gt;decals.vpp_pc&amp;lt;/code&amp;gt; - contains decal textures&lt;br /&gt;
* &amp;lt;code&amp;gt;dlc01_l0.vpp_pc&amp;lt;/code&amp;gt; - singleplayer DLC map&lt;br /&gt;
* &amp;lt;code&amp;gt;dlc01_l1.vpp_pc&amp;lt;/code&amp;gt; - only contains a blank &amp;lt;code&amp;gt;asm_pc&amp;lt;/code&amp;gt; file&lt;br /&gt;
* &amp;lt;code&amp;gt;dlc01_precache.vpp_pc&amp;lt;/code&amp;gt; - similar to &amp;lt;code&amp;gt;mp_common.vpp_pc&amp;lt;/code&amp;gt; but for the singleplayer DLC map&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_activities.vpp_pc&amp;lt;/code&amp;gt; - contains textures for singleplayer DLC activities&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_anims.vpp_pc&amp;lt;/code&amp;gt; - contains animation files for singleplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_cloth_sim.vpp_pc&amp;lt;/code&amp;gt; - contains cloth simulation files for singleplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_effects.vpp_pc&amp;lt;/code&amp;gt; - contains visual effect files for singleplayer DLC, some are &amp;lt;code&amp;gt;.str2&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_humans.vpp_pc&amp;lt;/code&amp;gt; - contains textures and meshes for characters in singleplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_interface.vpp_pc&amp;lt;/code&amp;gt; - contains textures for loading screens &amp;amp; thumbnails in singleplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_items.vpp_pc&amp;lt;/code&amp;gt; - contains textures and meshes for weapons, character props and misc objects in singleplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlc01_misc.vpp_pc&amp;lt;/code&amp;gt; - contains &amp;lt;code&amp;gt;.rig_pc&amp;lt;/code&amp;gt; files, the &amp;lt;code&amp;gt;.fsmib&amp;lt;/code&amp;gt; file and two &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files for singleplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlc01_missions.vpp_pc&amp;lt;/code&amp;gt; - contains textures related to singleplayer DLC missions&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_personas_en_us.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_vehicles.vpp_pc&amp;lt;/code&amp;gt; - contains textures and meshes for singleplayer DLC vehicles&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_voices_en_us.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp02_interface.vpp_pc&amp;lt;/code&amp;gt; - contains textures for loading screens &amp;amp; thumbnails for multiplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp02_misc.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp03_interface.vpp_pc&amp;lt;/code&amp;gt; - contains textures for loading screens &amp;amp; thumbnails for wrecking crew DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp03_misc.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;effects.vpp_pc&amp;lt;/code&amp;gt; - contains visual effect files, some are &amp;lt;code&amp;gt;.str2&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;effects_mp.vpp_pc&amp;lt;/code&amp;gt; - contains multiplayer only visual effect files, some are &amp;lt;code&amp;gt;.str2&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;humans.vpp_pc&amp;lt;/code&amp;gt; - contains textures and meshes for characters in both singleplayer and multiplayer&lt;br /&gt;
* &amp;lt;code&amp;gt;interface.vpp_pc&amp;lt;/code&amp;gt; - contains textures for loading screens &amp;amp; thumbnails in both SP and MP and character portraits in multiplayer&lt;br /&gt;
* &amp;lt;code&amp;gt;items.vpp_pc&amp;lt;/code&amp;gt; - contains textures and meshes for weapons, character props and misc objects in both singleplayer &amp;amp; multiplayer&lt;br /&gt;
* &amp;lt;code&amp;gt;items_mp.vpp_pc&amp;lt;/code&amp;gt; - contains multiplayer only textures and meshes&lt;br /&gt;
* &amp;lt;code&amp;gt;misc.vpp_pc&amp;lt;/code&amp;gt; contains &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files and most other file types&lt;br /&gt;
* &amp;lt;code&amp;gt;missions.vpp_pc&amp;lt;/code&amp;gt; - contains textures for singleplayer missions&lt;br /&gt;
* &amp;lt;code&amp;gt;mp_common.vpp_pc&amp;lt;/code&amp;gt; - contains textures shared between multiplayer maps&lt;br /&gt;
* &amp;lt;code&amp;gt;mp_xxx.vpp_pc&amp;lt;/code&amp;gt; - multiplayer maps, excluding &amp;lt;code&amp;gt;mp_common.vpp_pc&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;mpdlc_xxx.vpp_pc&amp;lt;/code&amp;gt; - DLC multiplayer maps&lt;br /&gt;
* &amp;lt;code&amp;gt;personas_de_de.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;personas_en_us.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;personas_es_es.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;personas_fr_fr.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;personas_it_it.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;personas_ru_ru.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_00a.bik_xbox2&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_01a.bik_xbox2&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_02a.bik_xbox2&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_03a.bik_xbox2&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_03b.bik_xbox2&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_04a.bik_xbox2&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_05a.bik_xbox2&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_06a.bik_xbox2&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;skybox.vpp_pc&amp;lt;/code&amp;gt; - contains textures for the skybox like the clouds&lt;br /&gt;
* &amp;lt;code&amp;gt;sounds_r.vpp_pc&amp;lt;/code&amp;gt; - contains &amp;lt;code&amp;gt;.xmb_pc&amp;lt;/code&amp;gt; sound files&lt;br /&gt;
* &amp;lt;code&amp;gt;steam.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;table.vpp_pc&amp;lt;/code&amp;gt; - contains only &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files and will overwrite &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files in &amp;lt;code&amp;gt;misc.vpp_pc&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;terr01_l0.vpp_pc&amp;lt;/code&amp;gt; - singleplayer map&lt;br /&gt;
* &amp;lt;code&amp;gt;terr01_l1.vpp_pc&amp;lt;/code&amp;gt; - singleplayer map&lt;br /&gt;
* &amp;lt;code&amp;gt;terr01_precache.vpp_pc&amp;lt;/code&amp;gt; - similar to &amp;lt;code&amp;gt;mp_common.vpp_pc&amp;lt;/code&amp;gt; but for the singleplayer map&lt;br /&gt;
* &amp;lt;code&amp;gt;vehicles_r.vpp_pc&amp;lt;/code&amp;gt; - contains textures and meshes for singleplayer vehicles&lt;br /&gt;
* &amp;lt;code&amp;gt;voices_de_de.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;voices_en_us.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;voices_es_es.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;voices_fr_fr.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;voices_it_it.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;voices_ru_ru.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;wcxxx.vpp_c&amp;lt;/code&amp;gt; - wrecking crew maps&lt;br /&gt;
* &amp;lt;code&amp;gt;zonescript_dlc01.vpp_pc&amp;lt;/code&amp;gt; - contains &amp;lt;code&amp;gt;.scriptx&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;.rfgzone_pc&amp;lt;/code&amp;gt; files for singleplayer DLC map&lt;br /&gt;
* &amp;lt;code&amp;gt;zonescript_terr01.vpp_pc&amp;lt;/code&amp;gt; - contains &amp;lt;code&amp;gt;.scriptx&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;.rfgzone_pc&amp;lt;/code&amp;gt; files for singleplayer map&lt;br /&gt;
* &amp;lt;code&amp;gt;xxx.bik&amp;lt;/code&amp;gt; - pre-rendered custscenes&lt;br /&gt;
&lt;br /&gt;
===Scriptx Functions===&lt;br /&gt;
&lt;br /&gt;
* [https://www.factionfiles.com/ff.php?action=scriptxfuncs .scriptx functions]&lt;br /&gt;
&lt;br /&gt;
===Primitive data types &amp;amp; limits===&lt;br /&gt;
&lt;br /&gt;
* Floats (floating decimal points): Max value &amp;lt;code&amp;gt;3.4028237&amp;lt;/code&amp;gt; and move the decimal place right 38 times. Examples: &amp;lt;code&amp;gt;1.0, 0.0&amp;lt;/code&amp;gt;&lt;br /&gt;
* Integer (whole number that could hold a zero, positive or negative value): Max value &amp;lt;code&amp;gt;2147483647&amp;lt;/code&amp;gt;&lt;br /&gt;
* Boolean (truth value with two constants objects True and False , basically a toggle to enable or disable something using &amp;quot;true&amp;quot; or &amp;quot;false&amp;quot;): Examples: &amp;lt;code&amp;gt;&amp;lt;Unlocks_Cheat&amp;gt;True&amp;lt;/Unlocks_Cheat&amp;gt;, &amp;lt;Unlocks_Cheat&amp;gt;False&amp;lt;/Unlocks_Cheat&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
* String (represents a sequence or characters/text): Example: &amp;lt;code&amp;gt;&amp;lt;string&amp;gt;OldCoot&amp;lt;/string&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===sounds_r.vpp_pc Info===&lt;br /&gt;
&lt;br /&gt;
* S16 = Signed 16 bit&lt;br /&gt;
* LE = Little endian&lt;br /&gt;
* 2CH = 2 channels (stereo)&lt;br /&gt;
&lt;br /&gt;
    * destruction.xwb_pc - unknown&lt;br /&gt;
    * dlc01_voc_d01offcam.xwb_pc.en_us.xwb_pc - unknown               &lt;br /&gt;
    * dlc01_voc_spe_d01dan.xwb_pc.en_us.xwb_pc - unknown              &lt;br /&gt;
    * dlc01_voc_spe_d01msm01.xwb_pc.en_us.xwb_pc - unknown            &lt;br /&gt;
    * dlc01_voc_spe_d01msm02.xwb_pc.en_us.xwb_pc - unknown            &lt;br /&gt;
    * dlc01_voc_spe_d01msm03.xwb_pc.en_us.xwb_pc - unknown            &lt;br /&gt;
    * dlc01_voc_spe_d01msm04.xwb_pc.en_us.xwb_pc - unknown            &lt;br /&gt;
    * dlc01_voc_spe_d01msm05.xwb_pc.en_us.xwb_pc - unknown            &lt;br /&gt;
    * dlc01_voc_spe_d01msm06.xwb_pc.en_us.xwb_pc - unknown            &lt;br /&gt;
    * dlc01_voc_spe_d01rfc.xwb_pc.en_us.xwb_pc - unknown              &lt;br /&gt;
    * dlc01_voc_spe_d01sam_pcm01.xwb_pc.en_us.xwb_pc - unknown        &lt;br /&gt;
    * dlc01_voc_spe_d01vasha_safe.xwb_pc.en_us.xwb_pc - unknown       &lt;br /&gt;
    * mov_foley.xwb_pc - unknown                                       &lt;br /&gt;
    * mov_jet_pack.xwb_pc - unknown                                    &lt;br /&gt;
    * mov_male.xwb_pc - unknown                                        &lt;br /&gt;
    * mov_npc_male.xwb_pc - unknown                                    &lt;br /&gt;
    * mp_backpacks.xwb_pc - S16, LE, 2CH. Intermittent static starting ~28sec                  &lt;br /&gt;
    * mp_wep.xwb_pc - S16, LE, 2CH. Static at start and end                                           &lt;br /&gt;
    * mus_briefings.xwb_pc - S16, LE, 2CH.      &lt;br /&gt;
    * mus_demomaster.xwb_pc - S16, LE, 2CH.      &lt;br /&gt;
    * mus_frontend.xwb_pc - S16, LE, 2CH.        &lt;br /&gt;
    * mus_multiplayer.xwb_pc - S16, LE, 2CH.     &lt;br /&gt;
    * mus_progression_01.xwb_pc - S16, LE, 2CH. Static at start, may be header &lt;br /&gt;
    * mus_progression_02.xwb_pc - S16, LE, 2CH.  &lt;br /&gt;
    * mus_progression_03.xwb_pc - S16, LE, 2CH.  &lt;br /&gt;
    * mus_sting.xwb_pc - S16, LE, 2CH. &lt;br /&gt;
    * obj_shared_ambient.xwb_pc - unknown&lt;br /&gt;
    * obj_shared_dth.xwb_pc - unknown     &lt;br /&gt;
    * obj_shared_exp.xwb_pc - unknown&lt;br /&gt;
    * obj_shared_impact.xwb_pc - unknown &lt;br /&gt;
    * scripted_raids.xwb_pc - unknown    &lt;br /&gt;
    * system.xwb_pc - S16, LE, 2CH. Mostly static, valid sound in middle            &lt;br /&gt;
    * system_mp.xwb_pc - unknown         &lt;br /&gt;
    * veh_civ_bus.xwb_pc - S16, LE, 2CH. Some static, some valid sound.       &lt;br /&gt;
    * veh_civ_car1.xwb_pc - S16, LE, 2CH. Some static, some valid sound.          &lt;br /&gt;
    * veh_civ_car2.xwb_pc - S16, LE, 2CH. Some static, some valid sound.          &lt;br /&gt;
    * veh_civ_car3.xwb_pc - S16, LE, 2CH. Some static, some valid sound.        &lt;br /&gt;
    * veh_civ_flat.xwb_pc - unknown    &lt;br /&gt;
    * veh_civ_flat2.xwb_pc - unknown&lt;br /&gt;
    * veh_civ_fuel.xwb_pc - S16, LE, 2CH. Some static, some valid sound.        &lt;br /&gt;
    * veh_civ_hauler.xwb_pc - S16, LE, 2CH. Some static, some valid sound.      &lt;br /&gt;
    * veh_civ_taxi.xwb_pc - S16, LE, 2CH. Some static, some valid sound.        &lt;br /&gt;
    * veh_civ_trash.xwb_pc - S16, LE, 2CH. Some static, some valid sound.       &lt;br /&gt;
    * veh_civ_walker.xwb_pc - S16, LE, 2CH. Some static, some valid sound.      &lt;br /&gt;
    * veh_edf_aax.xwb_pc - S16, LE, 2CH. Mostly static, some valid sound at end.        &lt;br /&gt;
    * veh_edf_abx.xwb_pc - S16, LE, 2CH. Mostly static, some valid sound at end.                 &lt;br /&gt;
    * veh_edf_apc.xwb_pc - S16, LE, 2CH. Some static, some valid sound.       &lt;br /&gt;
    * veh_edf_atank.xwb_pc - S16, LE, 2CH. Some static, some valid sound.     &lt;br /&gt;
    * veh_edf_htank.xwb_pc - S16, LE, 2CH. Some static, some valid sound.     &lt;br /&gt;
    * veh_edf_mtank.xwb_pc - S16, LE, 2CH. Some static, some valid sound.     &lt;br /&gt;
    * veh_edf_scout.xwb_pc - S16, LE, 2CH. Some static, some valid sound.     &lt;br /&gt;
    * veh_edf_staff.xwb_pc - S16, LE, 2CH. Some static, some valid sound.     &lt;br /&gt;
    * veh_edf_staffh2h.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_edf_supply.xwb_pc - S16, LE, 2CH. Some static, some valid sound.    &lt;br /&gt;
    * veh_mar_jetter.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_mar_raider.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_atv.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_bull.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_dtruck.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_etruck.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_jetter.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_pickup.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_rover.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_roverwk.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_supply.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_supplyrt.xwb_pc - unknown&lt;br /&gt;
    * veh_min_wlklg.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_wlkmd.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_shared.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * walla.xwb_pc - unknown&lt;br /&gt;
    * weather.xwb_pc - S16, LE, 2CH.&lt;br /&gt;
    * wep_rfg.xwb_pc -  S16, LE, 2CH. Mostly valid, some static&lt;br /&gt;
&lt;br /&gt;
===RfgUtil Guide===&lt;br /&gt;
&lt;br /&gt;
* Unpacking [Placeholder]&lt;br /&gt;
* Repacking [Placeholder]&lt;br /&gt;
* Command arguments [Placeholder]&lt;br /&gt;
* Scripts [Placeholder]&lt;br /&gt;
* Updating &amp;lt;code&amp;gt;.asm_pc&amp;lt;/code&amp;gt; files [Placeholder]&lt;br /&gt;
&lt;br /&gt;
===Misc Notes===&lt;br /&gt;
&lt;br /&gt;
* When repacking &amp;lt;code&amp;gt;.vpp_pc&amp;lt;/code&amp;gt; files don't compress and/or condense them if they weren't like that in the vanilla game, it will cause the game to crash. Eg: &amp;lt;code&amp;gt;items.vpp_pc&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;interface.vpp_pc&amp;lt;/code&amp;gt;, map files etc. See the table below.&lt;br /&gt;
* When repacking &amp;lt;code&amp;gt;.str2_pc&amp;lt;/code&amp;gt; files ensure they are compressed and condensed.&lt;br /&gt;
* &amp;lt;code&amp;gt;table.vpp_pc&amp;lt;/code&amp;gt; overwrites changes to &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files in &amp;lt;code&amp;gt;misc.vpp_pc&amp;lt;/code&amp;gt;. The work around for this with the legacy mod manager is to rename the file however this breaks multiplayer and reduces the stability of the game. You should edit the same &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files in both &amp;lt;code&amp;gt;misc.vpp_pc&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;table.vpp_pc&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Filename !! Alignment !! Compressed !! Condensed&lt;br /&gt;
|-&lt;br /&gt;
| ALL .str2      || 0      || Yes      || Yes&lt;br /&gt;
|-&lt;br /&gt;
| MOST .vpp_pc      || 2048      || No      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlc01_precache.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlcp01_misc.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| misc.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| mp_common.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| steam.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| terr01_precache.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| zonescript_dlc01.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| zonescript_terr01.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlc01_l1.vpp_pc      || 0      || No      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlcp01_voices_en_us.vpp_pc      || 0      || No      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlcp02_misc.vpp_pc      || 0      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlcp03_misc.vpp_pc      || 0?      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlcp01_anims.vpp_pc      || 16?      || Yes      || Yes&lt;br /&gt;
|-&lt;br /&gt;
| anims.vpp_pc      || 16      || Yes      || Yes&lt;br /&gt;
|-&lt;br /&gt;
| table.vpp_pc      || 64      || Yes      || Yes&lt;br /&gt;
|-&lt;br /&gt;
| skybox.vpp_pc      || 4096      || No      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlcp01_personas_en_us.vpp_pc      || 4096      || No      || No&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Red Faction: Guerrilla Tools===&lt;br /&gt;
&lt;br /&gt;
* [https://github.com/Moneyl/RfgUtil/releases RfgUtil] - Used for unpacking most file formats and updating &amp;lt;code&amp;gt;.asm_pc&amp;lt;/code&amp;gt; files&lt;br /&gt;
* [https://github.com/Moneyl/Nanoforge/releases Nanoforge C++] - Map editor, texture editor, &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; editor and more&lt;br /&gt;
* [https://github.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch/raw/main/tools/mTools.zip mTools] - Drag and drop tool to convert &amp;lt;code&amp;gt;.asm_pc&amp;lt;/code&amp;gt; files to XML and vice versa&lt;br /&gt;
* [https://github.com/rsl-dev/RSL/releases RSL] - Script Loader&lt;br /&gt;
* [https://github.com/Moneyl/AsmTool AsmTool]- WIP Tool for modifying &amp;lt;code&amp;gt;.asm_pc&amp;lt;/code&amp;gt; files used by Red Faction Guerrilla. This is meant to replace hand editing them, which is very error prone and tedious&lt;br /&gt;
* [https://github.com/rfg-modding/SyncFaction/releases SyncFaction] - Tool for automatically installing the Terraform Patch replaces the legacy mod manager with bug fixes and new features&lt;br /&gt;
* [https://www.factionfiles.com/ff.php?action=file&amp;amp;id=5686 xdelta UI] - GUI for generating &amp;lt;code&amp;gt;.xdelta&amp;lt;/code&amp;gt; (binary) patches&lt;br /&gt;
* [http://www.ximple.cz/download.php XiMpLe XML Editor] - Lightweight GUI XML Editor that displays XML type files in a table grid views and shows what other &amp;lt;code&amp;gt;.xtbls&amp;lt;/code&amp;gt; it is referencing. Very useful for understanding and editing &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files.&lt;br /&gt;
* [https://github.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch/raw/main/tools/Volition_Table_File_Editor.zip Volition Table File Editor] - GUI for editing &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files&lt;br /&gt;
* [https://jsonformatter.org/xml-formatter XML Formatter] - Use this to format &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files so they are easier to read&lt;br /&gt;
* [https://www.w3schools.com/xml/xml_validator.asp XML Validator] - Use this to validate &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; edits, any mistakes you make will crash the game&lt;br /&gt;
* [https://onecompiler.com/lua/3ykpyrhhb LUA Validator] - Useful for validating RSL scripts for errors, note it's safe to ignore &amp;lt;code&amp;gt;attempt to index a nil value (global 'rfg')&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Useful Software===&lt;br /&gt;
&lt;br /&gt;
* [https://www.voidtools.com/ Voidtools Everything] - Locate files and folders by name instantly&lt;br /&gt;
* [https://www.mythicsoft.com/agentransack/ Agent Ransack] - Bulk search for keywords within unpacked files&lt;br /&gt;
* [https://notepad-plus-plus.org/downloads/ Notepad++] - Good text editor for manually editing &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files, set language as XML&lt;br /&gt;
&lt;br /&gt;
==Tutorials==&lt;br /&gt;
*[[Nanoforge xtbl editing]] - How to edit [[.xtbl]] files in Nanoforge.&lt;br /&gt;
*[[Nanoforge Texture Editing]] - How to edit textures using Nanoforge.&lt;br /&gt;
* XTBL Editing Guides [Placeholder]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Red Faction: Guerrilla]]&lt;br /&gt;
[[Category: RF:G Editing]]&lt;/div&gt;</summary>
		<author><name>Camo</name></author>
	</entry>
	<entry>
		<id>https://www.redfactionwiki.com/w/index.php?title=RF:G_Game_Night_News&amp;diff=8979</id>
		<title>RF:G Game Night News</title>
		<link rel="alternate" type="text/html" href="https://www.redfactionwiki.com/w/index.php?title=RF:G_Game_Night_News&amp;diff=8979"/>
		<updated>2023-06-25T11:59:52Z</updated>

		<summary type="html">&lt;p&gt;Camo: /* News */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Under construction}}&lt;br /&gt;
&lt;br /&gt;
== News ==&lt;br /&gt;
&lt;br /&gt;
* RF:GR Terraform Patch: Warehouse Custom Map ALPHA TEST was recently released on the 25th of June, 2023. Please update before game night!&lt;br /&gt;
* SyncFaction v9 was recently released on the 14th of March, 2023. Please update before game night!&lt;br /&gt;
&lt;br /&gt;
== Multiplayer Server Status ==&lt;br /&gt;
&lt;br /&gt;
* Steam version: Fix already included in latest update from Steam.&lt;br /&gt;
* GOG version: You will need to manually replace &amp;lt;code&amp;gt;sw_api.dll&amp;lt;/code&amp;gt; in the &amp;lt;code&amp;gt;Red Faction Guerrilla Re-Mars-tered&amp;lt;/code&amp;gt; folder with the one from here: https://github.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch/raw/main/z_debug/mp_fix/gog/sw_api.dll&lt;br /&gt;
&lt;br /&gt;
== Installing Terraform Patch ==&lt;br /&gt;
&lt;br /&gt;
# Download https://github.com/Rast1234/SyncFaction/releases/download/v9/SyncFaction.exe&lt;br /&gt;
# Open SyncFaction.&lt;br /&gt;
# The first time you run it SyncFaction will take some time verifying your game files are vanilla, if you encounter any errors please delete the &amp;lt;code&amp;gt;.syncfaction&amp;lt;/code&amp;gt; folder in &amp;lt;code&amp;gt;data&amp;lt;/code&amp;gt; and verify your game in Steam. You can quickly find your game folder by right clicking RF:G in your Steam library, selecting properties, clicking Local files and finally Browse. Verify integrity of game files is also found here.&lt;br /&gt;
# After SyncFaction is done verifying you will see a button at the bottom middle &amp;lt;code&amp;gt;Update to latest Community Patch&amp;lt;/code&amp;gt;, click it &amp;amp; SyncFaction will automatically download and install the patch; you will see the progress tracked in the log.&lt;br /&gt;
# When it has successfully installed the patch you will see this wiki page instead of the log along with &amp;lt;code&amp;gt;Run Game&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Apply&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;Refresh&amp;lt;/code&amp;gt; buttons, you don't need to do anything else and can close SyncFaction now.&lt;br /&gt;
&lt;br /&gt;
== Updating Terraform Patch ==&lt;br /&gt;
&lt;br /&gt;
* If you've played game nights before, get latest SF version and let it do the update: https://github.com/Rast1234/SyncFaction/releases/download/v9/SyncFaction.exe&lt;br /&gt;
* No need to waste time verifying game with Steam!&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
&lt;br /&gt;
* Make sure you're on the latest SF version and update: https://github.com/Rast1234/SyncFaction/releases/download/v9/SyncFaction.exe&lt;br /&gt;
* If you suspect your game is corrupted, please delete the &amp;lt;code&amp;gt;.syncfaction&amp;lt;/code&amp;gt; folder in &amp;lt;code&amp;gt;data&amp;lt;/code&amp;gt; and verify your game.&lt;br /&gt;
* Sometimes after installing the required .NET version you will need to restart your computer for SF to work.&lt;br /&gt;
* '''DON'T''' install any mods or maps on top of the patch or you'll corrupt your game!&lt;br /&gt;
* '''DON'T''' use RSL1 for the Steam version of the game, it won't allow you into multiplayer due to cheating concerns.&lt;br /&gt;
* If you have both the Steam &amp;amp; GOG versions installed, lots of drives or SF is having issues finding your game install try putting &amp;lt;code&amp;gt;SyncFaction.exe&amp;lt;/code&amp;gt; with &amp;lt;code&amp;gt;rfg.exe&amp;lt;/code&amp;gt; in the respective game versions folder.&lt;br /&gt;
* If your anti virus detects &amp;lt;code&amp;gt;SyncFaction.exe&amp;lt;/code&amp;gt; as malware you can be assured it's a false positive, it's open source on github and developed by a trusted member of the community. You can safely make an exception in your anti virus software.&lt;br /&gt;
* If SyncFaction has trouble downloading the patch and shows an error starting with &amp;lt;code&amp;gt;System.Net.Http.HttpRequestException&amp;lt;/code&amp;gt; it's probably being blocked by your firewall.&lt;br /&gt;
* If your game crashes on startup it's possible you incorrectly replaced &amp;lt;code&amp;gt;sw_api.dll&amp;lt;/code&amp;gt; for the Steam version when that is only needed for the GOG version, try restoring it to the Steam version: https://github.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch/raw/main/z_debug/mp_fix/steam/sw_api.dll&lt;br /&gt;
* If you're unable to move your character, pause the game and then unpause.&lt;br /&gt;
* If you're unable to connect to a lobby, go back to the main menu then back into multiplayer. If it still doesn't work you will need to restart your game, the host of the lobby can also try starting a new lobby if it still doesn't work.&lt;br /&gt;
* If your GPU only has 1gb of VRAM try turning down all graphics settings down to minimum.&lt;br /&gt;
* '''NUCLEAR''' option if other troubleshooting steps above fail or your game is frequently crashing: delete the entire &amp;lt;code&amp;gt;data&amp;lt;/code&amp;gt; folder and verify game in Steam. If using GOG completely uninstall the game and install from scratch and then use the latest SF version to re-install the Terraform Patch.&lt;br /&gt;
* This app release is not tested thoroughly so please be patient &amp;amp; report any bugs to rast1234.&lt;br /&gt;
&lt;br /&gt;
=== Saving Space ===&lt;br /&gt;
&lt;br /&gt;
* After you've updated to the current latest version of the patch it's safe to delete the &amp;lt;code&amp;gt;\data\.syncfaction\mod_xxx&amp;lt;/code&amp;gt; folders.&lt;br /&gt;
* This is because previous patch versions are cached there and not needed since last update is not incremental.&lt;br /&gt;
&lt;br /&gt;
=== Confirming Patch Installed Correctly === &lt;br /&gt;
&lt;br /&gt;
* On the first loading screen before the main menu you should see &amp;lt;code&amp;gt;Terraform Patch v1.075 ALPHA&amp;lt;/code&amp;gt; at the bottom right. Example: https://raw.githubusercontent.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch/main/misc.vpp_pc/E_TEXTURE_CHANGES/SOURCE/ui_loading_init.png?raw=true&lt;br /&gt;
* When creating a custom match the default options should have fleetfoot selected as the starting backpack.&lt;br /&gt;
* You should see DLC Wrecking Crew &amp;amp; custom maps when going through map selection such as Storage, Abandoned, Nordic Bonus, Ruins, Imperial etc.&lt;br /&gt;
* You should see DLC Weapons when going through weapons such as the Subverter, Spiker, Misslepod etc.&lt;br /&gt;
* You should see new characters in the multiplayer customization screen such as Jenkins, Sam, Voice of Mars etc.&lt;br /&gt;
&lt;br /&gt;
=== Networking Issues === &lt;br /&gt;
&lt;br /&gt;
* As the game relies on THQN servers and it seems NAT punching isn't always reliable some connection issues like not being able to join certain player &amp;amp; players not being able to join you may require manual configuration of your network to resolve.&lt;br /&gt;
* Ensure &amp;lt;code&amp;gt;rfg.exe&amp;lt;/code&amp;gt; isn't blocked by the Windows Firewall for both &amp;lt;code&amp;gt;Inbound&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;Outbound&amp;lt;/code&amp;gt; connections. You can make new rules to &amp;lt;code&amp;gt;Allow the connection&amp;lt;/code&amp;gt; for both &amp;lt;code&amp;gt;Inbound&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;Outbound&amp;lt;/code&amp;gt; by searching for &amp;lt;code&amp;gt;Windows Defender Firewall with Advanced Security&amp;lt;/code&amp;gt;. See the guide below for more advanced instructions.&lt;br /&gt;
* Ensure all the games ports are forwarded in your routers firewall: you will need to setup a Static IP on your computer and forward the following ports in your router: &amp;lt;code&amp;gt;TCP: 80&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;UDP: 88&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;TCP/UDP: 443&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;TCP/UDP: 3074&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;UDP: 3478&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;UDP: 4379-4380&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;TCP/UDP: 23022&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;TCP/UDP: 38888&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;TCP/UDP 27000-27100&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;TCP/UDP: 61111&amp;lt;/code&amp;gt;. Consult your routers manual on how to do this and see the guide below for detailed instructions on setting up a Static IP.&lt;br /&gt;
* You can also setup DMZ for your Static IP but this is less secure. Consult your routers manual on how to do this.&lt;br /&gt;
* It's possible your ISP is blocking ports, you can try using their app if they provide one or calling them and asking them to unblock all ports.&lt;br /&gt;
* It's possible issues may be caused by a bad router/modem.&lt;br /&gt;
* [https://www.howtogeek.com/19249/how-to-assign-a-static-ip-address-in-xp-vista-or-windows-7/ How to Assign a Static IP Address in Windows 10 or 11]&lt;br /&gt;
* [https://www.howtogeek.com/112564/how-to-create-advanced-firewall-rules-in-the-windows-firewall/ How to Create Advanced Firewall Rules in the Windows Firewall]&lt;br /&gt;
&lt;br /&gt;
=== Configs &amp;amp; Save Data Corruption ===&lt;br /&gt;
&lt;br /&gt;
* It's unknown if this is required but it might be worth a try if you've followed all previous troubleshooting steps and you're still having issues with your game.&lt;br /&gt;
* Delete &amp;lt;code&amp;gt;config.ini&amp;lt;/code&amp;gt; in &amp;lt;code&amp;gt;%APPDATA%\kaiko\rfg\&amp;lt;/code&amp;gt;. This will reset all your settings to default and you will have to reconfigure them the next time you start your game.&lt;br /&gt;
* Steam save: &amp;lt;code&amp;gt;&amp;lt;Steam-folder&amp;gt;\userdata\&amp;lt;user-id&amp;gt;\667720\remote\&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;&amp;lt;Steam-folder&amp;gt;\userdata\&amp;lt;user-id&amp;gt;\667720\remote\autocloud\save&amp;lt;/code&amp;gt;. Backup &amp;lt;code&amp;gt;keen_savegame_0_0.sav&amp;lt;/code&amp;gt; and delete it. Warning: this will reset both your singleplayer and multiplayer progress.&lt;br /&gt;
* GOG save: &amp;lt;code&amp;gt;%LOCALAPPDATA%\GOG.com\Galaxy\Applications\51153410217180642\Storage\Shared\Files\autocloud\save\&amp;lt;/code&amp;gt;. Backup &amp;lt;code&amp;gt;keen_savegame_0_0.sav&amp;lt;/code&amp;gt; and delete it. Warning: this will reset both your singleplayer and multiplayer progress.&lt;br /&gt;
* Note: It's possible to transfer the Steam save to GOG or vice versa so you can try that also.&lt;br /&gt;
&lt;br /&gt;
=== Improving Game Stability ===&lt;br /&gt;
&lt;br /&gt;
# Right click &amp;lt;code&amp;gt;rfg.exe&amp;lt;/code&amp;gt; in your game folder.&lt;br /&gt;
# Select &amp;lt;code&amp;gt;Properties&amp;lt;/code&amp;gt; in the context menu.&lt;br /&gt;
# Select the &amp;lt;code&amp;gt;Compatibility&amp;lt;/code&amp;gt; tab.&lt;br /&gt;
# Tick &amp;lt;code&amp;gt;Disable fullscreen optimizations&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Click &amp;lt;code&amp;gt;Change high DPI settings&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Tick &amp;lt;code&amp;gt;Override high DPI scaling Behavior. Scaling performed by: Application&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Click ok to both windows.&lt;br /&gt;
# If on Windows 11 follow the below additional steps.&lt;br /&gt;
# Open the &amp;lt;code&amp;gt;Settings&amp;lt;/code&amp;gt; app.&lt;br /&gt;
# Navigate to System &amp;gt; Display &amp;gt; Graphics &amp;gt; Add an app &amp;gt; Desktop app &amp;gt; Find &amp;lt;code&amp;gt;rfg.exe&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Once it's added, search for rfg and click &amp;lt;code&amp;gt;Options&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Tick &amp;lt;code&amp;gt;Don't use optimizations for windowed games&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Make sure you select exclusive fullscreen inside the games option menu.&lt;br /&gt;
[[File:GameStabilityFix.jpeg|frameless|512px]]&lt;br /&gt;
&lt;br /&gt;
=== Microstuttering Fix ===&lt;br /&gt;
&lt;br /&gt;
* Disable '''VSYNC''' in the games option menu.&lt;br /&gt;
* Force '''VSYNC''' in your graphics card control panel. &lt;br /&gt;
* Cap the framerate to your refresh rate in your graphics card control panel.&lt;br /&gt;
* Make sure you select exclusive fullscreen inside the games option menu.&lt;br /&gt;
&lt;br /&gt;
== Terraform Patch Info ==&lt;br /&gt;
&lt;br /&gt;
* Changelog: https://raw.githubusercontent.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch/main/changelog.txt&lt;br /&gt;
* Known Issues: https://github.com/users/CamoRF/projects/3/views/1&lt;br /&gt;
* Github: https://github.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch&lt;br /&gt;
* This patch is an alpha version so you may encounter bugs, please ping Camo in the rfg-modding channel to report any issues.&lt;br /&gt;
&lt;br /&gt;
== Recommended Competitive Game Settings ==&lt;br /&gt;
&lt;br /&gt;
* Note: settings are always personal preference but this should serve as a decent starting guide if you want to play more competitively.&lt;br /&gt;
* The default keybindings for RF:G are unusual compared to other shooters, most members in the community recommend the following settings:&lt;br /&gt;
* All options are found under &amp;lt;code&amp;gt;Main Menu&amp;lt;/code&amp;gt; --&amp;gt; &amp;lt;code&amp;gt;Options&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Controls &amp;amp; Keybindings&lt;br /&gt;
 * Zoom: Right Click&lt;br /&gt;
 * Melee Attack: F&lt;br /&gt;
 * Melee Attack 2: Side Mouse Button if your mouse has one&lt;br /&gt;
 * Shoulder Switch: Side Mouse Button if your mouse has one&lt;br /&gt;
 * Zoom: Hold&lt;br /&gt;
 * Crouch: Toggle&lt;br /&gt;
&lt;br /&gt;
* Audio Options (These will allow you to hear enemy movement more clearly)&lt;br /&gt;
 * Ambience: 50%&lt;br /&gt;
 * Music: 0%&lt;br /&gt;
 * Voice: 50%&lt;br /&gt;
 * SFX: 100%&lt;br /&gt;
&lt;br /&gt;
* Graphics Options&lt;br /&gt;
 * FOV: 85&lt;br /&gt;
 * Depth of Field: Disabled&lt;br /&gt;
 * Motion Blur: Disabled&lt;br /&gt;
&lt;br /&gt;
* Game Options&lt;br /&gt;
 * Camera Shake: Disabled&lt;br /&gt;
&lt;br /&gt;
== Run game ==&lt;br /&gt;
&lt;br /&gt;
All maps are included in the Terraform Patch and you don't need to install anything else. Join the [https://discord.gg/factionfiles FactionFiles Discord] and subscribe to RF:G Game Night event!&lt;/div&gt;</summary>
		<author><name>Camo</name></author>
	</entry>
	<entry>
		<id>https://www.redfactionwiki.com/w/index.php?title=Nanoforge_basics&amp;diff=8978</id>
		<title>Nanoforge basics</title>
		<link rel="alternate" type="text/html" href="https://www.redfactionwiki.com/w/index.php?title=Nanoforge_basics&amp;diff=8978"/>
		<updated>2023-06-25T03:29:34Z</updated>

		<summary type="html">&lt;p&gt;Camo: /* Spectator Cameras */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RFGEditing}}&lt;br /&gt;
{{Under construction}}&lt;br /&gt;
&lt;br /&gt;
This page goes over how to install Nanoforge and it's basic features. This article only goes over the basics of each feature. See the other guides for more detailed explanations.&lt;br /&gt;
&lt;br /&gt;
==Installation==&lt;br /&gt;
===Download===&lt;br /&gt;
Nanoforge releases are posted on [https://github.com/Moneyl/Nanoforge/releases github]. Multiple releases will be listed. You should always download the most recent release. To download it, look for the &amp;lt;code&amp;gt;▸Assets&amp;lt;/code&amp;gt; button(1), click it, and download the first zip file listed under it(2).&lt;br /&gt;
&lt;br /&gt;
[[File:NanoforgeDownloadStepsAnnotated.png|frameless|768px]]&lt;br /&gt;
&lt;br /&gt;
===Install===&lt;br /&gt;
*Unpack the zip file you downloaded anywhere and run Nanoforge.exe&lt;br /&gt;
*You should now see the start screen. On the left side it has the data path and the recent projects list. On the right it has the changelog. Nanoforge with attempt to auto detect your RFG install. If it says that your data path is invalid click the &amp;lt;code&amp;gt;Browse...&amp;lt;/code&amp;gt; button and select your RFG data folder.&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
This section gives a quick rundown of each of Nanoforge's features.&lt;br /&gt;
&lt;br /&gt;
===Projects===&lt;br /&gt;
Nanoforge uses projects to track edits made to game files. The idea is to use a single project per mod. You only need to create a project if you're editing files. You don't need one to view and export files. To create a new project click &amp;lt;code&amp;gt;New project&amp;lt;/code&amp;gt; in the start page or &amp;lt;code&amp;gt;File &amp;gt; New project...&amp;lt;/code&amp;gt; on the main menu bar. Fill out all the info on the popup and click &amp;lt;code&amp;gt;Create&amp;lt;/code&amp;gt;. Below are each of the fields to fill in:&lt;br /&gt;
*Name: The name of the project. Used to name the project file and as the name in any modinfo.xml files it generates.&lt;br /&gt;
*Path: Path to the folder that the project should be created in.&lt;br /&gt;
*Description: (Optional) Description of what the mod is. Used in the description field of modinfo.xml.&lt;br /&gt;
*Author: (Optional) Author(s) of the mod. Used in the author filed of modinfo.xml.&lt;br /&gt;
*Create project folder: If unchecked then the project files are placed directly in the folder chosen for path. If checked a folder with the entered name will be created in that folder.&lt;br /&gt;
&lt;br /&gt;
===File explorer===&lt;br /&gt;
The file explorer lets you view the contents of vpp_pc and str2_pc files without extracting them manually. You can double click supported file formats like textures to open them. If you single click a vpp_pc or str2_pc file it will expand to show it's contents. Extra info about the file will be shown in the properties panel for some files when single clicking them.&lt;br /&gt;
&lt;br /&gt;
[[File:Nanoforge ProjectCreationExample3.png|frameless|256px]]&lt;br /&gt;
&lt;br /&gt;
====Search====&lt;br /&gt;
You can use the search bar to limit which files are shown in the file explorer. By default it will only show files with names that contain the search term. You can also use some special characters to specialize your search behavior:&lt;br /&gt;
*Start your search with *: Will only show files with names that end with whatever comes after *&lt;br /&gt;
*End your search with *: Will only show files with names that start with whatever comes before *&lt;br /&gt;
&lt;br /&gt;
If you prefer regex you can check the regex search option. Note that the regex search option is much slower than the default one.&lt;br /&gt;
&lt;br /&gt;
===Properties panel===&lt;br /&gt;
The properties panel sometimes will show additional info about files selected in the file explorer. It also may be used by other UI panels to show additional info. For example, it can list object properties when viewing territories (see map viewing section below).&lt;br /&gt;
&lt;br /&gt;
[[File:Nanoforge_PropertiesPanel2.png|frameless|256px]]&lt;br /&gt;
&lt;br /&gt;
===Textures===&lt;br /&gt;
You can open texture files by double clicking them in the file explorer. Textures are split into two files. Either a cpeg_pc and gpeg_pc file pair or a cvbm_pc and gvbm_pc file pair. You can double click any of these to open a texture. A single RFG texture file can contain multiple textures, which we'll refer to as subtextures. Info about the selected subtexture will be shown below the subtexture list.&lt;br /&gt;
&lt;br /&gt;
[[File:Nanoforge_TextureDocument.png|frameless|768px]]&lt;br /&gt;
&lt;br /&gt;
Above is an example of what you might see if you open a texture file. On the sidebar to the left there a few things, in order:&lt;br /&gt;
*The subtexture list. Click on one to see more info about it below.&lt;br /&gt;
*Texture info. This is info about the selected subtexture.&lt;br /&gt;
*Header info. This is general info about the cpeg/cvbm file.&lt;br /&gt;
&lt;br /&gt;
====Exporting textures====&lt;br /&gt;
Textures can be exported to files you can edit with common image editors like Paint.NET, GIMP, or Photoshop. Currently textures can only be exported as .dds files. You can export single subtextures by right clicking one of them and clicking &amp;lt;code&amp;gt;Export...&amp;lt;/code&amp;gt;. You can export all subtextures at once with the &amp;lt;code&amp;gt;Export all...&amp;lt;/code&amp;gt; button.&lt;br /&gt;
&lt;br /&gt;
====Editing textures====&lt;br /&gt;
Textures can be edited by imported textures you've edited externally. Currently it can only import .dds files. You do this by right clicking a subtexture, clicking &amp;lt;code&amp;gt;Replace...&amp;lt;/code&amp;gt; and selecting the file you want to replace the subtexture with. Once you do this it's critical that you press the &amp;lt;code&amp;gt;Save&amp;lt;/code&amp;gt; button above the subtexture list to save your edit. This edit will be automatically saved to your current project when you click &amp;lt;code&amp;gt;Save&amp;lt;/code&amp;gt;. See [[Nanoforge Texture Editing]] for more info.&lt;br /&gt;
&lt;br /&gt;
===Meshes===&lt;br /&gt;
Nanoforge supports viewing and exporting .csmesh_pc (static mesh) and .ccmesh_pc (character mesh) files. Just like textures, meshes consist of two files. Every csmesh_pc file is paired with a gsmesh_pc file, and every ccmesh_pc file is paired with a gcmesh_pc file. You can click any of them to open a mesh. When you open a mesh you'll first see a blank space. Meshes are loaded on a background thread so it may take a few seconds for the mesh to be loaded and for it's textures to show up. Before its textures are found or if the textures cant be found you might see textures from previously loaded meshes applied to the mesh.&lt;br /&gt;
&lt;br /&gt;
[[File:Nanoforge_MeshDocument.png|frameless|512px]]&lt;br /&gt;
&lt;br /&gt;
Above is what you might see if you open a mesh file. There's a few parts of the UI to note, in order:&lt;br /&gt;
* The camera button. This lets you control camera settings like speed and location. You can move the camera by holding down the right mouse button and using WASD to move around. If this doesn't work try left clicking on the mesh 3D view. Only the most recently selected mesh reacts to camera controls so if you have several open it'll only move one camera.&lt;br /&gt;
* The scene button. This has some rendering settings for the mesh such as scale and lighting color/intensity.&lt;br /&gt;
* The info button. This shows some additional info about the mesh such as vertex format, and the LOD slider for meshes with multiple levels of detail.&lt;br /&gt;
* The export button. This lets you export the mesh and it's textures to a .obj file, which can be imported into tools like blender.&lt;br /&gt;
* The status bar. This shows the loading status and percentage. It will show &amp;lt;code&amp;gt;Done! ✓&amp;lt;/code&amp;gt; once loading is complete.&lt;br /&gt;
&lt;br /&gt;
====Exporting meshes====&lt;br /&gt;
To export a mesh:&lt;br /&gt;
* Wait for it to finish loading. The status bar will show &amp;lt;code&amp;gt;Done! ✓&amp;lt;/code&amp;gt; and 100%.&lt;br /&gt;
* Click the export button. Top left of the document, button furthest to the right.&lt;br /&gt;
* Select a folder to export the mesh and it's textures to and click &amp;lt;code&amp;gt;Export&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
A single gltf file and the meshes textures will be exported. Each lod level is labelled in the gltf under their own subnode. Currently these gltf files don't look right as is when imported into Blender. This is because GLTF uses a different rendering model than RFG. Typically meshes have a diffuse, specular, and normal texture. Their names end with _d, _s, and _n respectively. You'll need to make the following changes to the textures in the Blender shading tab:&lt;br /&gt;
* Diffuse -&amp;gt; Set color space to linear, attach texture color to &amp;quot;Base Color&amp;quot; on the BSDF&lt;br /&gt;
* Specular -&amp;gt; Set color space to linear, attach texture color to &amp;quot;Specular&amp;quot; on the BSDF&lt;br /&gt;
* Normal -&amp;gt; Set color space to SRGB, attach texture color to &amp;quot;Normal&amp;quot; on the BSDF&lt;br /&gt;
&lt;br /&gt;
In the near future an extension will be made to automatically patch the shader graph.&lt;br /&gt;
&lt;br /&gt;
====Camera movement====&lt;br /&gt;
To move the camera hold down the right mouse button over the 3D view and use WASD to move around. Holding down shift while moving will cause the camera to move faster. Pressing Q and E will move the camera directly up and directly down respectively.&lt;br /&gt;
&lt;br /&gt;
===Mod packaging===&lt;br /&gt;
Once you're done editing textures you can use Nanoforge to repack the editing files and generate a modinfo.xml for you. To do this, simply click &amp;lt;code&amp;gt;File &amp;gt; Package mod&amp;lt;/code&amp;gt; on the main menu bar. Once it's done go to the &amp;quot;Output&amp;quot; folder inside your project folder to see the modinfo.xml and any files that it relies on. These are ready for use with the re-mars-tered mod manager.&lt;br /&gt;
&lt;br /&gt;
===Map view===&lt;br /&gt;
Nanoforge has partial support for viewing maps like the main campaign map. We'll be referring to them as territories as that's how RFG groups together many zones. See [[RF:G Map organization]] for more details on how RFG maps are structured. To open a territory via &amp;lt;code&amp;gt;Tools &amp;gt; Open territory&amp;lt;/code&amp;gt; on the main menu bar. Terr01 is the main campaign map territory. A new document should appear when you open a new territory. Camera movement is the same as the mesh viewer. See [[#Camera_movement|camera movement]]. Terrain is loaded in the background so you'll see separate blocks of terrain pop into view as they load. Bounding boxes are drawn for zone objects. With a territory open you should see new information on the zone panel and the zone objects panel. You can dock panels by clicking and dragging on their titles. It's recommended that you dock the zone object list below the zone list so you can see both at once.&lt;br /&gt;
&lt;br /&gt;
Below is an annotated image of information you can view about territories plus descriptions for each annotation.&lt;br /&gt;
&lt;br /&gt;
[[File:Nanoforge_W3p0erDiTj.jpg|frameless|1024px]]&lt;br /&gt;
&lt;br /&gt;
* First, in the top left is the zone list. Territories are made up of one or more zones which in turn have many zone objects. Click a zone to see its object in the zone objects panel (bottom left). By default the zone with the most objects is selected. In this case that's &amp;lt;code&amp;gt;04_06&amp;lt;/code&amp;gt;. Note that each zone corresponds to a rfgzone_pc file. So, for example, &amp;lt;code&amp;gt;04_06&amp;lt;/code&amp;gt; is really terr01_04_06.rfgzone_pc.&lt;br /&gt;
* Next, bottom left is the zone objects list. This lists the objects inside the selected zone. Click an object to see its properties in the properties panel. Some objects have child objects, denoted by having a triangle in front of their name which you can click to expand them. You can filter objects by type inside the filters header. By default some very common objects like navpoints are hidden.&lt;br /&gt;
* Finally, in the top right is the properties panel. This shows the properties of the selected zone object.&lt;br /&gt;
&lt;br /&gt;
==Object Flags==&lt;br /&gt;
* Flag 0 (Persistent): Unknown, any objects with this flag have a separate copy stored in a second &amp;lt;code&amp;gt;rfgzone_pc&amp;lt;/code&amp;gt; file with its name prefixed with &amp;lt;code&amp;gt;p__.&amp;lt;/code&amp;gt; So, for example, Crescent has two &amp;lt;code&amp;gt;rfgzone_pc&amp;lt;/code&amp;gt; files. &amp;lt;code&amp;gt;mp_crescent.rfgzone_pc&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;p_mp_crescent.rfgzone_pc&amp;lt;/code&amp;gt;. The objects with the persistent flag are stored in both zone files, while objects without that flag are only stored in &amp;lt;code&amp;gt;mp_crescent.rfgzone_pc&amp;lt;/code&amp;gt;. It's consistently used on player spawns, on most siege objectives and on most &amp;lt;code&amp;gt;rfg_movers&amp;lt;/code&amp;gt; on Siege maps. It's recommended you don't enable or disable this flag on maps if you're using the Terraform Patch as it contains fixes for missing objects that incorrectly used this flag or were missing it; doing so will cause objects to vanish.&lt;br /&gt;
* Flag 1: Unknown&lt;br /&gt;
* Flag 2: Unknown &lt;br /&gt;
* Flag 3: Unknown; might be related to how the game saves/loads map data from save files (requires more investigation)&lt;br /&gt;
* Flag 4: Unknown; seems to always get converted to the runtime flag &amp;lt;code&amp;gt;streaming_fixed&amp;lt;/code&amp;gt;, most &amp;lt;code&amp;gt;rfg_movers&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;general_movers&amp;lt;/code&amp;gt; have this flag. If you're using the Terraform Patch it's recommended you don't disable this flag as it applies it to all objects since it was used most of the time and objects missing it were assumed to be an error by Volition. (They also made mistakes with the gamemode and persistent flags)&lt;br /&gt;
* Flag 5: Unknown; seems to get converted to the runtime flag &amp;lt;code&amp;gt;force_full_save&amp;lt;/code&amp;gt;&lt;br /&gt;
* Flag 6: Unknown&lt;br /&gt;
* Flag 7: Unknown&lt;br /&gt;
* Flag 8: Spawns in Anarchy&lt;br /&gt;
* Flag 9: Spawns in Team Anarchy&lt;br /&gt;
* Flag 10: Spawns in CTF&lt;br /&gt;
* Flag 11: Spawns in Siege&lt;br /&gt;
* Flag 12: Spawns in Damage Control&lt;br /&gt;
* Flag 13: Spawns in Bagman&lt;br /&gt;
* Flag 14: Spawns in Team Bagman&lt;br /&gt;
* Flag 15: Spawns in Demolition&lt;br /&gt;
&lt;br /&gt;
==Chunk Flags==&lt;br /&gt;
* Applies to &amp;lt;code&amp;gt;rfg_movers&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;general_movers&amp;lt;/code&amp;gt;.&lt;br /&gt;
* When editing their properties in the inspector it's possible to change the &amp;lt;code&amp;gt;chunk_flags&amp;lt;/code&amp;gt;.&lt;br /&gt;
* You can also use &amp;lt;code&amp;gt;gameplay_properties.xtbl&amp;lt;/code&amp;gt; to apply these flags and change &amp;lt;code&amp;gt;gameplay_props&amp;lt;/code&amp;gt;. If you're using the Terraform Patch a new &amp;lt;code&amp;gt;gameplay_prop&amp;lt;/code&amp;gt; named &amp;lt;code&amp;gt;Invulnerable&amp;lt;/code&amp;gt; is added which also can be used to make objects indestructible.&lt;br /&gt;
* Eg: &amp;lt;code&amp;gt;dynamic_link invulnerable&amp;lt;/code&amp;gt; will make the object indestructible. Full list of flags below:&lt;br /&gt;
* child_gives_control: Unknown.&lt;br /&gt;
* building: Unknown.&lt;br /&gt;
* dynamic_link: Unknown.&lt;br /&gt;
* world_anchor: Unknown.&lt;br /&gt;
* no_cover: Might be where EDF can't take cover behind objects.&lt;br /&gt;
* propaganda: EDF propaganda billboards you destroy for the achievement in singleplayer have this flag in &amp;lt;code&amp;gt;gameplay_properties.xtbl&amp;lt;/code&amp;gt;. Probably used so the game knows to track the players progress and reduce EDF control of the sector.&lt;br /&gt;
* kiosk: &amp;lt;code&amp;gt;tech_kiosk_EDF_A&amp;lt;/code&amp;gt; has this flag in &amp;lt;code&amp;gt;gameplay_properties.xtbl&amp;lt;/code&amp;gt;. Probably used so the game knows its a special object that plays propaganda videos.&lt;br /&gt;
* touch_terrain: Unknown, no &amp;lt;code&amp;gt;gameplay_properties.xtbl&amp;lt;/code&amp;gt; entries use this flag and it's missing from the table description.&lt;br /&gt;
* supply_crate: EDF crates you destroy for the achievement in singleplayer have this flag in &amp;lt;code&amp;gt;gameplay_properties.xtbl&amp;lt;/code&amp;gt;. Probably used so the game knows to track the players progress.&lt;br /&gt;
* mining: Ores you mine for salvage and the achievement in singleplayer have this flag in &amp;lt;code&amp;gt;gameplay_properties.xtbl&amp;lt;/code&amp;gt;. Probably used so the game knows to track the players progress.&lt;br /&gt;
* one_of_many: Unknown, &amp;lt;code&amp;gt;windmill_0708&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;0102smokestack_86&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;0102smokestack_86_child&amp;lt;/code&amp;gt; have this flag in &amp;lt;code&amp;gt;gameplay_properties.xtbl&amp;lt;/code&amp;gt;. Might be related to one of the side activities where you have to destroy multiple targets.&lt;br /&gt;
* plume_on_death: Unknown.&lt;br /&gt;
* invulnerable: Makes an object indestructible.&lt;br /&gt;
* inherit_damaga_pct: Unknown.&lt;br /&gt;
* regrow_on_stream: Unknown.&lt;br /&gt;
* casts_drop_shadow: Object will cast drop shadows.&lt;br /&gt;
* disable_collapse_effect: Unknown.&lt;br /&gt;
* force_dynamic: Unknown.&lt;br /&gt;
* show_on_map: Most objects in &amp;lt;code&amp;gt;gameplay_properties.xtbl&amp;lt;/code&amp;gt;. Most likely means the object will show on the minimap in singleplayer.&lt;br /&gt;
* regenerate: Unknown.&lt;br /&gt;
* casts_shadow: Object will cast a shadow map.&lt;br /&gt;
&lt;br /&gt;
==Object Info==&lt;br /&gt;
* &amp;lt;code&amp;gt;obj_zone&amp;lt;/code&amp;gt; = Defines the wind speed, terrain file name &amp;amp; &amp;lt;code&amp;gt;spawn_resource_data&amp;lt;/code&amp;gt;. If you move its location the terrain will no longer have collision.&lt;br /&gt;
* &amp;lt;code&amp;gt;MPST&amp;lt;/code&amp;gt; = Multiplayer siege target.&lt;br /&gt;
* &amp;lt;code&amp;gt;MPDCT&amp;lt;/code&amp;gt; = Multiplayer damage control target.&lt;br /&gt;
* &amp;lt;code&amp;gt;shape_cutter&amp;lt;/code&amp;gt; = Causes object to start off with initial damage, used on damage control targets or maps like crash site, ruins &amp;amp; remnant where they put a hole in the wall.&lt;br /&gt;
* &amp;lt;code&amp;gt;spawn_node&amp;lt;/code&amp;gt; = Camera view at start of match and end of game. If a map doesn't have a least one of these it will crash.&lt;br /&gt;
* &amp;lt;code&amp;gt;spectator_camera&amp;lt;/code&amp;gt; = Camera view exclusively for players using the spectator mode, recommended to just ignore adding them and use &amp;lt;code&amp;gt;spawn_nodes&amp;lt;/code&amp;gt; instead.&lt;br /&gt;
* &amp;lt;code&amp;gt;trigger_region&amp;lt;/code&amp;gt; = Killbox that can be set to a mine or cliff.&lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_mover&amp;lt;/code&amp;gt; = Buildings, backpack racks &amp;amp; more.&lt;br /&gt;
* &amp;lt;code&amp;gt;general_mover&amp;lt;/code&amp;gt; = Explosive barrels and the &amp;lt;code&amp;gt;backpack_effect_attach.cchk_pc&amp;lt;/code&amp;gt; objects for example.&lt;br /&gt;
* &amp;lt;code&amp;gt;player_start&amp;lt;/code&amp;gt; = Spawn point, can be set to Neutral, EDF or Guerilla.&lt;br /&gt;
* &amp;lt;code&amp;gt;item&amp;lt;/code&amp;gt; = In multiplayer the bag for bagman is set to &amp;lt;code&amp;gt;item_type&amp;lt;/code&amp;gt; &amp;quot;multi_object_bagman_flag&amp;quot; and references &amp;lt;code&amp;gt;items_3d.xtbl&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;weapon&amp;lt;/code&amp;gt; = Weapon spawn, &amp;lt;code&amp;gt;weapon_type&amp;lt;/code&amp;gt; determines which weapon will spawn and references &amp;lt;code&amp;gt;weapons.xtbl&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;object_effect&amp;lt;/code&amp;gt; = Visual effect, eg the fire on Nordic Bonus.&lt;br /&gt;
* &amp;lt;code&amp;gt;multi_object_marker&amp;lt;/code&amp;gt; = Multiple uses, in multiplayer the &amp;lt;code&amp;gt;marker_type&amp;lt;/code&amp;gt; can be set to &amp;lt;code&amp;gt;Backpack rack&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Spawn node&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Flag capture zone&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;King of the Hill target&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Siege target&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;Spectator camera&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;cover_node&amp;lt;/code&amp;gt; =&lt;br /&gt;
* &amp;lt;code&amp;gt;navpoint&amp;lt;/code&amp;gt; = Probably where NPCs can navigate, similar to navmeshes in other games.&lt;br /&gt;
* &amp;lt;code&amp;gt;object_action_node&amp;lt;/code&amp;gt; = &lt;br /&gt;
* &amp;lt;code&amp;gt;object_squad_spawn_node&amp;lt;/code&amp;gt; = Probably where squads spawn and references various &amp;lt;code&amp;gt;squads.xtbl&amp;lt;/code&amp;gt; files.&lt;br /&gt;
* &amp;lt;code&amp;gt;object_path_road&amp;lt;/code&amp;gt; = Probably where NPCs can drive vehicles.&lt;br /&gt;
* &amp;lt;code&amp;gt;object_guard_node&amp;lt;/code&amp;gt; =&lt;br /&gt;
* &amp;lt;code&amp;gt;object_vehicle_spawn_node&amp;lt;/code&amp;gt; = Probably where vehicles can spawn like walkers found around the SP map.&lt;br /&gt;
* &amp;lt;code&amp;gt;object_bounding_box&amp;lt;/code&amp;gt; = Seems to be only be used in singleplayer, unknown why.&lt;br /&gt;
* &amp;lt;code&amp;gt;object_activity_spawn&amp;lt;/code&amp;gt; = Probably where you can start a side activity like demolition master for example.&lt;br /&gt;
* &amp;lt;code&amp;gt;object_house_arrest_node&amp;lt;/code&amp;gt; = Related to the house arrest side activity.&lt;br /&gt;
* &amp;lt;code&amp;gt;object_patrol&amp;lt;/code&amp;gt; = Probably where EDF patrol.&lt;br /&gt;
* &amp;lt;code&amp;gt;object_dummy&amp;lt;/code&amp;gt; =&lt;br /&gt;
* &amp;lt;code&amp;gt;object_mission_start_node&amp;lt;/code&amp;gt; = Probably where you can start a main mission.&lt;br /&gt;
* &amp;lt;code&amp;gt;object_restricted_area&amp;lt;/code&amp;gt; = Probably where the EDF will attack on sight and you will get an alert level in SP.&lt;br /&gt;
* &amp;lt;code&amp;gt;backpack_effect_attach.cchk_pc&amp;lt;/code&amp;gt; = Seems to be for attaching the backpack to the player when they spawn, DO NOT TOUCH IT ALL OR THE MAP WILL CRASH WHEN SPAWNING.&lt;br /&gt;
&lt;br /&gt;
==Object Properties==&lt;br /&gt;
* &amp;lt;code&amp;gt;gameplay_props&amp;lt;/code&amp;gt; references &amp;lt;code&amp;gt;gameplay_properties.xtbl&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;backpack_type&amp;lt;/code&amp;gt; references &amp;lt;code&amp;gt;mp_backpacks.xtbl&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;weapon_type&amp;lt;/code&amp;gt; references &amp;lt;code&amp;gt;weapons.xtbl&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;item_type&amp;lt;/code&amp;gt; references &amp;lt;code&amp;gt;items_3d.xtbl&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;spawn_resource_data&amp;lt;/code&amp;gt; references &amp;lt;code&amp;gt;spawn_resource.xtbl&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;ambient_spawn&amp;lt;/code&amp;gt; references &amp;lt;code&amp;gt;ambient_spawn_info.xtbl&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;dlc01_ambient_spawn_info.xtbl&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;visual&amp;lt;/code&amp;gt; references &amp;lt;code&amp;gt;effects.xtbl&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;sound&amp;lt;/code&amp;gt; references &amp;lt;code&amp;gt;foley.xtbl&amp;lt;/code&amp;gt; (not included in the game for some reason) however there is &amp;lt;code&amp;gt;dlc01_foley.xtbl&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Spawn Points==&lt;br /&gt;
* &amp;lt;code&amp;gt;mp_team&amp;lt;/code&amp;gt; can be set to &amp;lt;code&amp;gt;Neutral&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;EDF&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;Guerilla&amp;lt;/code&amp;gt;.&lt;br /&gt;
* When making a CTF map and you don't want players spawning at the opposing base ensure you disable the Flag &amp;lt;code&amp;gt;Spawn in CTF&amp;lt;/code&amp;gt; for any Neutral spawn points.&lt;br /&gt;
* Unknown if the &amp;lt;code&amp;gt;respawn&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;initial_spawn&amp;lt;/code&amp;gt; booleans do anything in multiplayer.&lt;br /&gt;
* &amp;lt;code&amp;gt;indoor&amp;lt;/code&amp;gt; boolean is probably left over from Saints Row since all of RF:G is technically outdoors and no spawn points use this boolean.&lt;br /&gt;
* &amp;lt;code&amp;gt;checkpoint_respawn&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;activity_respawn&amp;lt;/code&amp;gt; are only used in singleplayer.&lt;br /&gt;
* Foward X axis (blue line) determines player spawn direction.&lt;br /&gt;
&lt;br /&gt;
==Spawn Nodes==&lt;br /&gt;
* Camera views at the start of match or when a player dies and is spectating.&lt;br /&gt;
* Foward X axis (blue line) determines player camera direction &amp;amp; view.&lt;br /&gt;
* If a map doesn't have at least one &amp;lt;code&amp;gt;Spawn node&amp;lt;/code&amp;gt; it will crash when loading.&lt;br /&gt;
&lt;br /&gt;
==Spectator Cameras==&lt;br /&gt;
* Believed to be similar to a &amp;lt;code&amp;gt;Spawn node&amp;lt;/code&amp;gt; but used exclusively by players using the spectator option in matchmaking. Recommended to just ignore adding these since the community only plays custom games and adding &amp;lt;code&amp;gt;Spawn nodes&amp;lt;/code&amp;gt; to your map will serve the same purpose.&lt;br /&gt;
* Foward X axis (blue line) determines player camera direction &amp;amp; view.&lt;br /&gt;
&lt;br /&gt;
==Mover Types==&lt;br /&gt;
* Applies to &amp;lt;code&amp;gt;rfg_movers&amp;lt;/code&amp;gt;&lt;br /&gt;
* When editing their properties it's possible to change the &amp;lt;code&amp;gt;mtype&amp;lt;/code&amp;gt; field to the corresponding numbers&lt;br /&gt;
* Fixed = 0 (default)&lt;br /&gt;
* Normal = 1 (unknown)&lt;br /&gt;
* Lite = 2 (unknown)&lt;br /&gt;
* Ultra Lite = 3 (unknown)&lt;br /&gt;
* World Only = 4 (no collision but you can still destroy it with a hammer for example)&lt;br /&gt;
* No Collision = 5 (no collision)&lt;br /&gt;
&lt;br /&gt;
==Damage Control Targets==&lt;br /&gt;
# Deep clone &amp;lt;code&amp;gt;MPDCT_MAPNAME_XXX&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Move &amp;lt;/code&amp;gt;MPDCT_MAPNAME_XXX&amp;lt;/code&amp;gt; to the location of your choosing.&lt;br /&gt;
# In object properties for the parent change &amp;lt;code&amp;gt;display_name&amp;lt;/code&amp;gt; to whatever you want your new damage control objective to be called.&lt;br /&gt;
# If you're making a map that doesn't already have a damage control target you can open it in another tab and use the deep clone feature. If you're using the Terraform Patch the majority of Wrecking Crew maps will already have the asset along with all Siege maps.&lt;br /&gt;
# It's also possible to have only &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; target &amp;amp; more than &amp;lt;code&amp;gt;3&amp;lt;/code&amp;gt;. The limit before the game will crash is a total of &amp;lt;code&amp;gt;6&amp;lt;/code&amp;gt; targets when tested solo. The limit might be lower when played with other people but needs to be tested more.&lt;br /&gt;
# It's also possible that using the same &amp;lt;code&amp;gt;display_name&amp;lt;/code&amp;gt; name for each target can introduce instability.&lt;br /&gt;
# The only valid value for the &amp;lt;code&amp;gt;mp_team&amp;lt;/code&amp;gt; property is &amp;lt;code&amp;gt;Neutral&amp;lt;/code&amp;gt;. If you change the team to &amp;lt;code&amp;gt;EDF&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;Guerilla&amp;lt;/code&amp;gt; and disable the &amp;lt;code&amp;gt;shape_cutter&amp;lt;/code&amp;gt; child so the target starts off intact it will belong to that team but not score any points until it's destroyed and repaired.&lt;br /&gt;
# You can disable the &amp;lt;code&amp;gt;shape_cutter&amp;lt;/code&amp;gt; child so the target starts off intact instead of destroyed like it is by default.&lt;br /&gt;
# Any object can be used for a target if you add the &amp;lt;code&amp;gt;multi_object_marker&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;shape_cutter&amp;lt;/code&amp;gt; and offset them correctly from the parent. See Stratosphere if using the Terraform Patch for how to do this; shipping containers are the targets added on that map in the patch.&lt;br /&gt;
&lt;br /&gt;
==Siege Targets==&lt;br /&gt;
# Open a siege map in one tab, open a regular map with the same objects in another tab.&lt;br /&gt;
# Deep clone the siege target to the regular map.&lt;br /&gt;
# Move the added siege target to the exact same location as the existing matching object on the regular map.&lt;br /&gt;
# Disable all the gamemode flags for the added siege target except for &amp;quot;Spawn in Siege&amp;quot; including its children.&lt;br /&gt;
# Delete all the children of the siege targets (usually spawns that will be outside the map since they were deep cloned from the siege map), after they are all deleted make sure to &amp;quot;orphan children&amp;quot; of the child to ensure it doesn't have ghost children. &lt;br /&gt;
# Disable the &amp;lt;code&amp;gt;Spawn in siege&amp;lt;/code&amp;gt; flag on the matching original map object.&lt;br /&gt;
# You need to update &amp;lt;code&amp;gt;mp_levels.xtbl&amp;lt;/code&amp;gt; so the map is selectable in siege.&lt;br /&gt;
# Ensure the siege target and its child have the persistent flag.&lt;br /&gt;
# The &amp;lt;code&amp;gt;priority&amp;lt;/code&amp;gt; property for the &amp;lt;code&amp;gt;Siege target&amp;lt;/code&amp;gt; child determines which siege objects are unlocked to destroy, eg if you set it to &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; it would be the first target the attackers can destroy, you can have multiple targets unlocked by using the same number and if you wanted to have targets unlocked one at a time you would use &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;3&amp;lt;/code&amp;gt; and so on. If you use a value of &amp;lt;code&amp;gt;4294967295&amp;lt;/code&amp;gt; they are also unlocked at the same time.&lt;br /&gt;
# You must use an existing string in the game for the &amp;lt;code&amp;gt;display_name&amp;lt;/code&amp;gt; property on the child or the map will crash.&lt;br /&gt;
# If you mess up the offset of the child the map will crash.&lt;br /&gt;
&lt;br /&gt;
==Backpack Racks==&lt;br /&gt;
* Make sure you deep clone them when adding new racks, the child &amp;lt;code&amp;gt;Backpack rack&amp;lt;/code&amp;gt; is required for it to work properly.&lt;br /&gt;
* Ensure that when moving the rack to a new location you only move the parent (the child will follow and be offset correctly), they will be named &amp;lt;code&amp;gt;Jetpack&amp;lt;/code&amp;gt; for example if you're using the Terraform Patch.&lt;br /&gt;
* When editing the child &amp;lt;code&amp;gt;backpack_type&amp;lt;/code&amp;gt; determines which backpack will spawn, most are the same as their in game names with the exception of Firepower &amp;lt;code&amp;gt;Commando&amp;lt;/code&amp;gt; &amp;amp; Concussion &amp;lt;code&amp;gt;Shockwave&amp;lt;/code&amp;gt;. These names are from &amp;lt;code&amp;gt;mp_backpacks.xtbl&amp;lt;/code&amp;gt;.&lt;br /&gt;
* When editing the child you can change the number of backpacks on a rack, edit &amp;lt;code&amp;gt;num_backpacks&amp;lt;/code&amp;gt; and change it from a value ranging from &amp;lt;code&amp;gt;0-3&amp;lt;/code&amp;gt;, although &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; would mean the rack is empty and useless.&lt;br /&gt;
* When editing the child it's possible to make it team exclusive, this means only the EDF or Red Faction can pickup backpacks from that rack during team game modes. Edit &amp;lt;code&amp;gt;mp_team&amp;lt;/code&amp;gt; and enter either &amp;lt;code&amp;gt;EDF&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;Guerilla&amp;lt;/code&amp;gt;. In game that rack will have a green glow around it if your team can use it.&lt;br /&gt;
* The &amp;lt;code&amp;gt;random_backpacks&amp;lt;/code&amp;gt; boolean in the object properties for the &amp;lt;code&amp;gt;Backpack rack&amp;lt;/code&amp;gt; child doesn't seem to do anything.&lt;br /&gt;
* It's possible to make Backpack Racks destructable by changing &amp;lt;code&amp;gt;gameplay_props&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;Default&amp;lt;/code&amp;gt;. During team game modes teams can fight for control by destroying racks and repairing them so only their team can use them. Racks you're able to use will glow green and racks you can't will glow red if you're using the Terraform Patch.&lt;br /&gt;
* The maximum number of Backpack Racks you can have on a map before it causes issues is &amp;lt;code&amp;gt;25&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Capture the Flag targets==&lt;br /&gt;
* The EDF and Red Faction have their own unique flag stand placed near their team spawns on regular multiplayer maps.&lt;br /&gt;
* Make sure you use deep cloning and only move the parent when placing or moving them so the child is offset correctly.&lt;br /&gt;
* Objects are called &amp;lt;code&amp;gt;edf_flag_stand.cchk_pc&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;guerrilla_flag_stand.cchk_pc&amp;lt;/code&amp;gt;.&lt;br /&gt;
* If you attempt to add more than two stands to a map, the extras will not work as capture points and only the asset will appear.&lt;br /&gt;
* &amp;lt;code&amp;gt;Neutral&amp;lt;/code&amp;gt; is not a valid value for &amp;lt;code&amp;gt;mp_team&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Bagman Objective Spawn==&lt;br /&gt;
* Object is an &amp;lt;code&amp;gt;item&amp;lt;/code&amp;gt; type referencing &amp;lt;code&amp;gt;items.3d_xtbl&amp;lt;/code&amp;gt;.&lt;br /&gt;
* Ignore the varying bounding box sizes when positioning the bag spawn, the XYZ axis position is what matters (the red, blue &amp;amp; green lines).&lt;br /&gt;
* The &amp;lt;code&amp;gt;respawn&amp;lt;/code&amp;gt; boolean doesn't do what you expect, the bag will still return to the original spawn point regardless if it's enabled or not.&lt;br /&gt;
* You can't place more than one bag on a map normally, only one will spawn. However you can have different bag locations in Bagman and Team Bagman by using the gamemode flags.&lt;br /&gt;
&lt;br /&gt;
==Weapon Spawns==&lt;br /&gt;
* You should clone other weapons to add new ones, if you make them from scratch and don't get the bounding box correct for certain weapons it can cause duplicate weapon spawns in some cases.&lt;br /&gt;
* &amp;lt;code&amp;gt;weapon_type&amp;lt;/code&amp;gt; determines which weapon will spawn and references &amp;lt;code&amp;gt;weapons.xtbl&amp;lt;/code&amp;gt;.&lt;br /&gt;
* The &amp;lt;code&amp;gt;preplaced&amp;lt;/code&amp;gt; boolean needs more testing but you can disable weapons in certain game modes by disabling the game mode flags anyway.&lt;br /&gt;
* The &amp;lt;code&amp;gt;respawns&amp;lt;/code&amp;gt; boolean will cause the weapon to not re-spawn again during a match after it has been picked up for the first time.&lt;br /&gt;
* Ensure the bounding box is slightly above the ground/floor when positioning weapons.&lt;br /&gt;
&lt;br /&gt;
==Trigger Regions==&lt;br /&gt;
* In multiplayer &amp;amp; singleplayer these are used to prevent the player from going out of bounds.&lt;br /&gt;
* &amp;lt;code&amp;gt;region_kill_type&amp;lt;/code&amp;gt; can be set to a &amp;lt;code&amp;gt;cliff&amp;lt;/code&amp;gt; or a &amp;lt;code&amp;gt;mine&amp;lt;/code&amp;gt;. A cliff will cause the player to fall to their death, while a mine will explode and kill the player; this is also reflected in the killfeed message in multiplayer.&lt;br /&gt;
* In singleplayer the &amp;lt;code&amp;gt;trigger_flags&amp;lt;/code&amp;gt; can be changed so the trigger isn't enabled during missions and/or activities. Eg. &amp;lt;code&amp;gt;not_in_mission&amp;lt;/code&amp;gt; will disable it during a main mission, &amp;lt;code&amp;gt;not_in_activity&amp;lt;/code&amp;gt; would disable it during a side activity and &amp;lt;code&amp;gt;not_in_mission not_in_activity&amp;lt;/code&amp;gt; would disable it during both.&lt;br /&gt;
* The &amp;lt;code&amp;gt;enabled&amp;lt;/code&amp;gt; boolean allows mappers to enable/disable the region.&lt;br /&gt;
* The &amp;lt;code&amp;gt;trigger_shape&amp;lt;/code&amp;gt; can be set to a &amp;lt;code&amp;gt;box&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;sphere&amp;lt;/code&amp;gt;. However Nanoforge cannot render spherical bounding boxes yet.&lt;br /&gt;
* &amp;lt;code&amp;gt;outer_radius&amp;lt;/code&amp;gt; might control the size of the region, but this is untested.&lt;br /&gt;
&lt;br /&gt;
==Object Effects==&lt;br /&gt;
* Plays an effect such as smoke, fire, explosion, sparks, etc. Also can play sounds if the effect has one in &amp;lt;code&amp;gt;effects.xtbl&amp;lt;/code&amp;gt; and the sound string is used.&lt;br /&gt;
* &amp;lt;code&amp;gt;sound_alr&amp;lt;/code&amp;gt; = Unknown. &lt;br /&gt;
* &amp;lt;code&amp;gt;sound&amp;lt;/code&amp;gt; = The name of the sound in &amp;lt;code&amp;gt;effects.xtbl&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;visual&amp;lt;/code&amp;gt; = The name of the effect in &amp;lt;code&amp;gt;effects.xtbl&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;looping&amp;lt;/code&amp;gt; = Controls if the effect will play once or continuously.&lt;br /&gt;
&lt;br /&gt;
==Shape Cutters==&lt;br /&gt;
* Used to damage or cut holes into destructible objects ahead of time.&lt;br /&gt;
* &amp;lt;code&amp;gt;outer_radius&amp;lt;/code&amp;gt; might control the size of the cutter, but this is untested.&lt;br /&gt;
&lt;br /&gt;
==Maps with names different from their in-game names==&lt;br /&gt;
* wc1 - Complex&lt;br /&gt;
* wc2 - Watchtower&lt;br /&gt;
* wc3 - Scrapheap&lt;br /&gt;
* wc4 - Vista&lt;br /&gt;
* wc5 - Fortress&lt;br /&gt;
* wc6 - Factory&lt;br /&gt;
* wc7 - Gulch&lt;br /&gt;
* wc8 - Cascade&lt;br /&gt;
* wc9 - Transmission&lt;br /&gt;
* wc10 - Pipeline&lt;br /&gt;
* wcdlc1 - Ruins&lt;br /&gt;
* wcdlc2 - Repercussion&lt;br /&gt;
* wcdlc3 - Imperial&lt;br /&gt;
* wcdlc4 - Expansion&lt;br /&gt;
* wcdlc5 - Frost&lt;br /&gt;
* wcdlc6 - Abandoned&lt;br /&gt;
* wcdlc7 - Stratosphere &lt;br /&gt;
* wcdlc8 - Invasion&lt;br /&gt;
* wcdlc9 - Nordic Bonus&lt;br /&gt;
* mpcx_crossover - Doubletime&lt;br /&gt;
* mpcx_assembly - Outpost &lt;br /&gt;
* mpdlc_landbridge - Equilibrium&lt;br /&gt;
* mpdlc_islands - Haven&lt;br /&gt;
* mpdlc_minibase - Complex&lt;br /&gt;
* mpdlc_overhang - Gradient&lt;br /&gt;
* mpdlc_ruins - Remnant&lt;br /&gt;
&lt;br /&gt;
==Maps with similar terrain==&lt;br /&gt;
* Crash Site/Complex/Nordic Bonus&lt;br /&gt;
* Rift/Factory&lt;br /&gt;
* Remnant/Ruins&lt;br /&gt;
* Broadside/Invasion&lt;br /&gt;
* Wasteland/Gulch&lt;br /&gt;
* Outpost/Framework&lt;br /&gt;
* Radial/Transmission&lt;br /&gt;
* Sand Pit/Division/Watchtower&lt;br /&gt;
* Tutorial Area/Pipeline&lt;br /&gt;
* Pinnacle/Fortress&lt;br /&gt;
&lt;br /&gt;
==Misc Notes==&lt;br /&gt;
* Deep clone objects if you want to keep the children of an object and use regular clone if you just want to clone the parent. Only move the parent when deep cloning and the children will follow and be offset correctly.&lt;br /&gt;
* If you see anything that looks like XML inside &amp;lt;code&amp;gt;layer_pc&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;rfgzone_pc&amp;lt;/code&amp;gt; files you can ignore that as we're 99% sure it's junk from their file packer reusing memory without zeroing it out.&lt;br /&gt;
*[https://github.com/Moneyl/RfgTools/blob/main/Documentation/RfgZonexFormat.md Zone file format docs] - Describes the zone format used by RFG in more detail.&lt;br /&gt;
&lt;br /&gt;
===Localization strings===&lt;br /&gt;
While Nanoforge is only in English at the moment it can view localized strings used by RFG. RFG uses placeholder strings in many xtbls which are replaced with their localization at runtime. These are shown automatically in the xtbl editor. You can also view a list of all localized strings via &amp;lt;code&amp;gt;Tools &amp;gt; Localization &amp;gt; View localized strings&amp;lt;/code&amp;gt;. You can search by placeholder by checking &amp;quot;Search by identifier&amp;quot;. You must fully enter the identifier without typos for this to work since it's comparing it to a hash of the identifier stored in the games localization files.&lt;br /&gt;
&lt;br /&gt;
[[File:Nanoforge_LocalizedStringList0.png|frameless|768px]]&lt;br /&gt;
&lt;br /&gt;
===Scriptx viewer===&lt;br /&gt;
RFG uses an xml based scripting system called scriptx for some mission logic. The viewer is an attempt at making it easier to read scriptx files which can be difficult to understand. It's a low priority feature so it likely won't see changes for a while but was enabled in case it's useful to people editing scriptx files. You still need to edit them by hand but it can help make it clearer what a script is doing. You can access it via &amp;lt;code&amp;gt;View &amp;gt; Scriptx Viewer (WIP)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
[[File:Nanoforge_ScriptxViewer0.png|frameless|768px]]&lt;/div&gt;</summary>
		<author><name>Camo</name></author>
	</entry>
	<entry>
		<id>https://www.redfactionwiki.com/w/index.php?title=RF:G_Game_Night_News&amp;diff=8977</id>
		<title>RF:G Game Night News</title>
		<link rel="alternate" type="text/html" href="https://www.redfactionwiki.com/w/index.php?title=RF:G_Game_Night_News&amp;diff=8977"/>
		<updated>2023-06-24T12:12:17Z</updated>

		<summary type="html">&lt;p&gt;Camo: /* Troubleshooting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Under construction}}&lt;br /&gt;
&lt;br /&gt;
== News ==&lt;br /&gt;
&lt;br /&gt;
* Terraform Patch v1.07.5 was recently released on the 8th of June, 2023. Please update before game night!&lt;br /&gt;
* SyncFaction v9 was recently released on the 14th of March, 2023. Please update before game night!&lt;br /&gt;
&lt;br /&gt;
== Multiplayer Server Status ==&lt;br /&gt;
&lt;br /&gt;
* Steam version: Fix already included in latest update from Steam.&lt;br /&gt;
* GOG version: You will need to manually replace &amp;lt;code&amp;gt;sw_api.dll&amp;lt;/code&amp;gt; in the &amp;lt;code&amp;gt;Red Faction Guerrilla Re-Mars-tered&amp;lt;/code&amp;gt; folder with the one from here: https://github.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch/raw/main/z_debug/mp_fix/gog/sw_api.dll&lt;br /&gt;
&lt;br /&gt;
== Installing Terraform Patch ==&lt;br /&gt;
&lt;br /&gt;
# Download https://github.com/Rast1234/SyncFaction/releases/download/v9/SyncFaction.exe&lt;br /&gt;
# Open SyncFaction.&lt;br /&gt;
# The first time you run it SyncFaction will take some time verifying your game files are vanilla, if you encounter any errors please delete the &amp;lt;code&amp;gt;.syncfaction&amp;lt;/code&amp;gt; folder in &amp;lt;code&amp;gt;data&amp;lt;/code&amp;gt; and verify your game in Steam. You can quickly find your game folder by right clicking RF:G in your Steam library, selecting properties, clicking Local files and finally Browse. Verify integrity of game files is also found here.&lt;br /&gt;
# After SyncFaction is done verifying you will see a button at the bottom middle &amp;lt;code&amp;gt;Update to latest Community Patch&amp;lt;/code&amp;gt;, click it &amp;amp; SyncFaction will automatically download and install the patch; you will see the progress tracked in the log.&lt;br /&gt;
# When it has successfully installed the patch you will see this wiki page instead of the log along with &amp;lt;code&amp;gt;Run Game&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Apply&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;Refresh&amp;lt;/code&amp;gt; buttons, you don't need to do anything else and can close SyncFaction now.&lt;br /&gt;
&lt;br /&gt;
== Updating Terraform Patch ==&lt;br /&gt;
&lt;br /&gt;
* If you've played game nights before, get latest SF version and let it do the update: https://github.com/Rast1234/SyncFaction/releases/download/v9/SyncFaction.exe&lt;br /&gt;
* No need to waste time verifying game with Steam!&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
&lt;br /&gt;
* Make sure you're on the latest SF version and update: https://github.com/Rast1234/SyncFaction/releases/download/v9/SyncFaction.exe&lt;br /&gt;
* If you suspect your game is corrupted, please delete the &amp;lt;code&amp;gt;.syncfaction&amp;lt;/code&amp;gt; folder in &amp;lt;code&amp;gt;data&amp;lt;/code&amp;gt; and verify your game.&lt;br /&gt;
* Sometimes after installing the required .NET version you will need to restart your computer for SF to work.&lt;br /&gt;
* '''DON'T''' install any mods or maps on top of the patch or you'll corrupt your game!&lt;br /&gt;
* '''DON'T''' use RSL1 for the Steam version of the game, it won't allow you into multiplayer due to cheating concerns.&lt;br /&gt;
* If you have both the Steam &amp;amp; GOG versions installed, lots of drives or SF is having issues finding your game install try putting &amp;lt;code&amp;gt;SyncFaction.exe&amp;lt;/code&amp;gt; with &amp;lt;code&amp;gt;rfg.exe&amp;lt;/code&amp;gt; in the respective game versions folder.&lt;br /&gt;
* If your anti virus detects &amp;lt;code&amp;gt;SyncFaction.exe&amp;lt;/code&amp;gt; as malware you can be assured it's a false positive, it's open source on github and developed by a trusted member of the community. You can safely make an exception in your anti virus software.&lt;br /&gt;
* If SyncFaction has trouble downloading the patch and shows an error starting with &amp;lt;code&amp;gt;System.Net.Http.HttpRequestException&amp;lt;/code&amp;gt; it's probably being blocked by your firewall.&lt;br /&gt;
* If your game crashes on startup it's possible you incorrectly replaced &amp;lt;code&amp;gt;sw_api.dll&amp;lt;/code&amp;gt; for the Steam version when that is only needed for the GOG version, try restoring it to the Steam version: https://github.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch/raw/main/z_debug/mp_fix/steam/sw_api.dll&lt;br /&gt;
* If you're unable to move your character, pause the game and then unpause.&lt;br /&gt;
* If you're unable to connect to a lobby, go back to the main menu then back into multiplayer. If it still doesn't work you will need to restart your game, the host of the lobby can also try starting a new lobby if it still doesn't work.&lt;br /&gt;
* If your GPU only has 1gb of VRAM try turning down all graphics settings down to minimum.&lt;br /&gt;
* '''NUCLEAR''' option if other troubleshooting steps above fail or your game is frequently crashing: delete the entire &amp;lt;code&amp;gt;data&amp;lt;/code&amp;gt; folder and verify game in Steam. If using GOG completely uninstall the game and install from scratch and then use the latest SF version to re-install the Terraform Patch.&lt;br /&gt;
* This app release is not tested thoroughly so please be patient &amp;amp; report any bugs to rast1234.&lt;br /&gt;
&lt;br /&gt;
=== Saving Space ===&lt;br /&gt;
&lt;br /&gt;
* After you've updated to the current latest version of the patch it's safe to delete the &amp;lt;code&amp;gt;\data\.syncfaction\mod_xxx&amp;lt;/code&amp;gt; folders.&lt;br /&gt;
* This is because previous patch versions are cached there and not needed since last update is not incremental.&lt;br /&gt;
&lt;br /&gt;
=== Confirming Patch Installed Correctly === &lt;br /&gt;
&lt;br /&gt;
* On the first loading screen before the main menu you should see &amp;lt;code&amp;gt;Terraform Patch v1.075 ALPHA&amp;lt;/code&amp;gt; at the bottom right. Example: https://raw.githubusercontent.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch/main/misc.vpp_pc/E_TEXTURE_CHANGES/SOURCE/ui_loading_init.png?raw=true&lt;br /&gt;
* When creating a custom match the default options should have fleetfoot selected as the starting backpack.&lt;br /&gt;
* You should see DLC Wrecking Crew &amp;amp; custom maps when going through map selection such as Storage, Abandoned, Nordic Bonus, Ruins, Imperial etc.&lt;br /&gt;
* You should see DLC Weapons when going through weapons such as the Subverter, Spiker, Misslepod etc.&lt;br /&gt;
* You should see new characters in the multiplayer customization screen such as Jenkins, Sam, Voice of Mars etc.&lt;br /&gt;
&lt;br /&gt;
=== Networking Issues === &lt;br /&gt;
&lt;br /&gt;
* As the game relies on THQN servers and it seems NAT punching isn't always reliable some connection issues like not being able to join certain player &amp;amp; players not being able to join you may require manual configuration of your network to resolve.&lt;br /&gt;
* Ensure &amp;lt;code&amp;gt;rfg.exe&amp;lt;/code&amp;gt; isn't blocked by the Windows Firewall for both &amp;lt;code&amp;gt;Inbound&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;Outbound&amp;lt;/code&amp;gt; connections. You can make new rules to &amp;lt;code&amp;gt;Allow the connection&amp;lt;/code&amp;gt; for both &amp;lt;code&amp;gt;Inbound&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;Outbound&amp;lt;/code&amp;gt; by searching for &amp;lt;code&amp;gt;Windows Defender Firewall with Advanced Security&amp;lt;/code&amp;gt;. See the guide below for more advanced instructions.&lt;br /&gt;
* Ensure all the games ports are forwarded in your routers firewall: you will need to setup a Static IP on your computer and forward the following ports in your router: &amp;lt;code&amp;gt;TCP: 80&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;UDP: 88&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;TCP/UDP: 443&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;TCP/UDP: 3074&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;UDP: 3478&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;UDP: 4379-4380&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;TCP/UDP: 23022&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;TCP/UDP: 38888&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;TCP/UDP 27000-27100&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;TCP/UDP: 61111&amp;lt;/code&amp;gt;. Consult your routers manual on how to do this and see the guide below for detailed instructions on setting up a Static IP.&lt;br /&gt;
* You can also setup DMZ for your Static IP but this is less secure. Consult your routers manual on how to do this.&lt;br /&gt;
* It's possible your ISP is blocking ports, you can try using their app if they provide one or calling them and asking them to unblock all ports.&lt;br /&gt;
* It's possible issues may be caused by a bad router/modem.&lt;br /&gt;
* [https://www.howtogeek.com/19249/how-to-assign-a-static-ip-address-in-xp-vista-or-windows-7/ How to Assign a Static IP Address in Windows 10 or 11]&lt;br /&gt;
* [https://www.howtogeek.com/112564/how-to-create-advanced-firewall-rules-in-the-windows-firewall/ How to Create Advanced Firewall Rules in the Windows Firewall]&lt;br /&gt;
&lt;br /&gt;
=== Configs &amp;amp; Save Data Corruption ===&lt;br /&gt;
&lt;br /&gt;
* It's unknown if this is required but it might be worth a try if you've followed all previous troubleshooting steps and you're still having issues with your game.&lt;br /&gt;
* Delete &amp;lt;code&amp;gt;config.ini&amp;lt;/code&amp;gt; in &amp;lt;code&amp;gt;%APPDATA%\kaiko\rfg\&amp;lt;/code&amp;gt;. This will reset all your settings to default and you will have to reconfigure them the next time you start your game.&lt;br /&gt;
* Steam save: &amp;lt;code&amp;gt;&amp;lt;Steam-folder&amp;gt;\userdata\&amp;lt;user-id&amp;gt;\667720\remote\&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;&amp;lt;Steam-folder&amp;gt;\userdata\&amp;lt;user-id&amp;gt;\667720\remote\autocloud\save&amp;lt;/code&amp;gt;. Backup &amp;lt;code&amp;gt;keen_savegame_0_0.sav&amp;lt;/code&amp;gt; and delete it. Warning: this will reset both your singleplayer and multiplayer progress.&lt;br /&gt;
* GOG save: &amp;lt;code&amp;gt;%LOCALAPPDATA%\GOG.com\Galaxy\Applications\51153410217180642\Storage\Shared\Files\autocloud\save\&amp;lt;/code&amp;gt;. Backup &amp;lt;code&amp;gt;keen_savegame_0_0.sav&amp;lt;/code&amp;gt; and delete it. Warning: this will reset both your singleplayer and multiplayer progress.&lt;br /&gt;
* Note: It's possible to transfer the Steam save to GOG or vice versa so you can try that also.&lt;br /&gt;
&lt;br /&gt;
=== Improving Game Stability ===&lt;br /&gt;
&lt;br /&gt;
# Right click &amp;lt;code&amp;gt;rfg.exe&amp;lt;/code&amp;gt; in your game folder.&lt;br /&gt;
# Select &amp;lt;code&amp;gt;Properties&amp;lt;/code&amp;gt; in the context menu.&lt;br /&gt;
# Select the &amp;lt;code&amp;gt;Compatibility&amp;lt;/code&amp;gt; tab.&lt;br /&gt;
# Tick &amp;lt;code&amp;gt;Disable fullscreen optimizations&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Click &amp;lt;code&amp;gt;Change high DPI settings&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Tick &amp;lt;code&amp;gt;Override high DPI scaling Behavior. Scaling performed by: Application&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Click ok to both windows.&lt;br /&gt;
# If on Windows 11 follow the below additional steps.&lt;br /&gt;
# Open the &amp;lt;code&amp;gt;Settings&amp;lt;/code&amp;gt; app.&lt;br /&gt;
# Navigate to System &amp;gt; Display &amp;gt; Graphics &amp;gt; Add an app &amp;gt; Desktop app &amp;gt; Find &amp;lt;code&amp;gt;rfg.exe&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Once it's added, search for rfg and click &amp;lt;code&amp;gt;Options&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Tick &amp;lt;code&amp;gt;Don't use optimizations for windowed games&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Make sure you select exclusive fullscreen inside the games option menu.&lt;br /&gt;
[[File:GameStabilityFix.jpeg|frameless|512px]]&lt;br /&gt;
&lt;br /&gt;
=== Microstuttering Fix ===&lt;br /&gt;
&lt;br /&gt;
* Disable '''VSYNC''' in the games option menu.&lt;br /&gt;
* Force '''VSYNC''' in your graphics card control panel. &lt;br /&gt;
* Cap the framerate to your refresh rate in your graphics card control panel.&lt;br /&gt;
* Make sure you select exclusive fullscreen inside the games option menu.&lt;br /&gt;
&lt;br /&gt;
== Terraform Patch Info ==&lt;br /&gt;
&lt;br /&gt;
* Changelog: https://raw.githubusercontent.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch/main/changelog.txt&lt;br /&gt;
* Known Issues: https://github.com/users/CamoRF/projects/3/views/1&lt;br /&gt;
* Github: https://github.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch&lt;br /&gt;
* This patch is an alpha version so you may encounter bugs, please ping Camo in the rfg-modding channel to report any issues.&lt;br /&gt;
&lt;br /&gt;
== Recommended Competitive Game Settings ==&lt;br /&gt;
&lt;br /&gt;
* Note: settings are always personal preference but this should serve as a decent starting guide if you want to play more competitively.&lt;br /&gt;
* The default keybindings for RF:G are unusual compared to other shooters, most members in the community recommend the following settings:&lt;br /&gt;
* All options are found under &amp;lt;code&amp;gt;Main Menu&amp;lt;/code&amp;gt; --&amp;gt; &amp;lt;code&amp;gt;Options&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Controls &amp;amp; Keybindings&lt;br /&gt;
 * Zoom: Right Click&lt;br /&gt;
 * Melee Attack: F&lt;br /&gt;
 * Melee Attack 2: Side Mouse Button if your mouse has one&lt;br /&gt;
 * Shoulder Switch: Side Mouse Button if your mouse has one&lt;br /&gt;
 * Zoom: Hold&lt;br /&gt;
 * Crouch: Toggle&lt;br /&gt;
&lt;br /&gt;
* Audio Options (These will allow you to hear enemy movement more clearly)&lt;br /&gt;
 * Ambience: 50%&lt;br /&gt;
 * Music: 0%&lt;br /&gt;
 * Voice: 50%&lt;br /&gt;
 * SFX: 100%&lt;br /&gt;
&lt;br /&gt;
* Graphics Options&lt;br /&gt;
 * FOV: 85&lt;br /&gt;
 * Depth of Field: Disabled&lt;br /&gt;
 * Motion Blur: Disabled&lt;br /&gt;
&lt;br /&gt;
* Game Options&lt;br /&gt;
 * Camera Shake: Disabled&lt;br /&gt;
&lt;br /&gt;
== Run game ==&lt;br /&gt;
&lt;br /&gt;
All maps are included in the Terraform Patch and you don't need to install anything else. Join the [https://discord.gg/factionfiles FactionFiles Discord] and subscribe to RF:G Game Night event!&lt;/div&gt;</summary>
		<author><name>Camo</name></author>
	</entry>
	<entry>
		<id>https://www.redfactionwiki.com/w/index.php?title=RF:G_Game_Night_News&amp;diff=8976</id>
		<title>RF:G Game Night News</title>
		<link rel="alternate" type="text/html" href="https://www.redfactionwiki.com/w/index.php?title=RF:G_Game_Night_News&amp;diff=8976"/>
		<updated>2023-06-24T12:11:10Z</updated>

		<summary type="html">&lt;p&gt;Camo: /* Networking Issues */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Under construction}}&lt;br /&gt;
&lt;br /&gt;
== News ==&lt;br /&gt;
&lt;br /&gt;
* Terraform Patch v1.07.5 was recently released on the 8th of June, 2023. Please update before game night!&lt;br /&gt;
* SyncFaction v9 was recently released on the 14th of March, 2023. Please update before game night!&lt;br /&gt;
&lt;br /&gt;
== Multiplayer Server Status ==&lt;br /&gt;
&lt;br /&gt;
* Steam version: Fix already included in latest update from Steam.&lt;br /&gt;
* GOG version: You will need to manually replace &amp;lt;code&amp;gt;sw_api.dll&amp;lt;/code&amp;gt; in the &amp;lt;code&amp;gt;Red Faction Guerrilla Re-Mars-tered&amp;lt;/code&amp;gt; folder with the one from here: https://github.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch/raw/main/z_debug/mp_fix/gog/sw_api.dll&lt;br /&gt;
&lt;br /&gt;
== Installing Terraform Patch ==&lt;br /&gt;
&lt;br /&gt;
# Download https://github.com/Rast1234/SyncFaction/releases/download/v9/SyncFaction.exe&lt;br /&gt;
# Open SyncFaction.&lt;br /&gt;
# The first time you run it SyncFaction will take some time verifying your game files are vanilla, if you encounter any errors please delete the &amp;lt;code&amp;gt;.syncfaction&amp;lt;/code&amp;gt; folder in &amp;lt;code&amp;gt;data&amp;lt;/code&amp;gt; and verify your game in Steam. You can quickly find your game folder by right clicking RF:G in your Steam library, selecting properties, clicking Local files and finally Browse. Verify integrity of game files is also found here.&lt;br /&gt;
# After SyncFaction is done verifying you will see a button at the bottom middle &amp;lt;code&amp;gt;Update to latest Community Patch&amp;lt;/code&amp;gt;, click it &amp;amp; SyncFaction will automatically download and install the patch; you will see the progress tracked in the log.&lt;br /&gt;
# When it has successfully installed the patch you will see this wiki page instead of the log along with &amp;lt;code&amp;gt;Run Game&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Apply&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;Refresh&amp;lt;/code&amp;gt; buttons, you don't need to do anything else and can close SyncFaction now.&lt;br /&gt;
&lt;br /&gt;
== Updating Terraform Patch ==&lt;br /&gt;
&lt;br /&gt;
* If you've played game nights before, get latest SF version and let it do the update: https://github.com/Rast1234/SyncFaction/releases/download/v9/SyncFaction.exe&lt;br /&gt;
* No need to waste time verifying game with Steam!&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
&lt;br /&gt;
* Make sure you're on the latest SF version and update: https://github.com/Rast1234/SyncFaction/releases/download/v9/SyncFaction.exe&lt;br /&gt;
* If you suspect your game is corrupted, please delete the &amp;lt;code&amp;gt;.syncfaction&amp;lt;/code&amp;gt; folder in &amp;lt;code&amp;gt;data&amp;lt;/code&amp;gt; and verify your game.&lt;br /&gt;
* Sometimes after installing the required .NET version you will need to restart your computer for SF to work.&lt;br /&gt;
* '''DON'T''' install any mods or maps on top of the patch or you'll corrupt your game!&lt;br /&gt;
* '''DON'T''' use RSL1 for the Steam version of the game, it won't allow you into multiplayer due to cheating concerns.&lt;br /&gt;
* If you have both the Steam &amp;amp; GOG versions installed, lots of drives or SF is having issues finding your game install try putting &amp;lt;code&amp;gt;SyncFaction.exe&amp;lt;/code&amp;gt; with &amp;lt;code&amp;gt;rfg.exe&amp;lt;/code&amp;gt; in the respective game versions folder.&lt;br /&gt;
* If your anti virus detects &amp;lt;code&amp;gt;SyncFaction.exe&amp;lt;/code&amp;gt; as malware you can be assured it's a false positive, it's open source on github and developed by a trusted member of the community. You can safely make an exception in your anti virus software.&lt;br /&gt;
* If SyncFaction has trouble downloading the patch and shows an error starting with &amp;lt;code&amp;gt;System.Net.Http.HttpRequestException&amp;lt;/code&amp;gt; it's probably being blocked by your firewall.&lt;br /&gt;
* If your game crashes on startup it's possible you incorrectly replaced &amp;lt;code&amp;gt;sw_api.dll&amp;lt;/code&amp;gt; for the Steam version when that is only needed for the GOG version, try restoring it to the Steam version: https://github.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch/raw/main/z_debug/mp_fix/steam/sw_api.dll&lt;br /&gt;
* If you're unable to move your character, pause the game and then unpause.&lt;br /&gt;
* If your GPU only has 1gb of VRAM try turning down all graphics settings down to minimum.&lt;br /&gt;
* '''NUCLEAR''' option if other troubleshooting steps above fail or your game is frequently crashing: delete the entire &amp;lt;code&amp;gt;data&amp;lt;/code&amp;gt; folder and verify game in Steam. If using GOG completely uninstall the game and install from scratch and then use the latest SF version to re-install the Terraform Patch.&lt;br /&gt;
* This app release is not tested thoroughly so please be patient &amp;amp; report any bugs to rast1234.&lt;br /&gt;
&lt;br /&gt;
=== Saving Space ===&lt;br /&gt;
&lt;br /&gt;
* After you've updated to the current latest version of the patch it's safe to delete the &amp;lt;code&amp;gt;\data\.syncfaction\mod_xxx&amp;lt;/code&amp;gt; folders.&lt;br /&gt;
* This is because previous patch versions are cached there and not needed since last update is not incremental.&lt;br /&gt;
&lt;br /&gt;
=== Confirming Patch Installed Correctly === &lt;br /&gt;
&lt;br /&gt;
* On the first loading screen before the main menu you should see &amp;lt;code&amp;gt;Terraform Patch v1.075 ALPHA&amp;lt;/code&amp;gt; at the bottom right. Example: https://raw.githubusercontent.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch/main/misc.vpp_pc/E_TEXTURE_CHANGES/SOURCE/ui_loading_init.png?raw=true&lt;br /&gt;
* When creating a custom match the default options should have fleetfoot selected as the starting backpack.&lt;br /&gt;
* You should see DLC Wrecking Crew &amp;amp; custom maps when going through map selection such as Storage, Abandoned, Nordic Bonus, Ruins, Imperial etc.&lt;br /&gt;
* You should see DLC Weapons when going through weapons such as the Subverter, Spiker, Misslepod etc.&lt;br /&gt;
* You should see new characters in the multiplayer customization screen such as Jenkins, Sam, Voice of Mars etc.&lt;br /&gt;
&lt;br /&gt;
=== Networking Issues === &lt;br /&gt;
&lt;br /&gt;
* As the game relies on THQN servers and it seems NAT punching isn't always reliable some connection issues like not being able to join certain player &amp;amp; players not being able to join you may require manual configuration of your network to resolve.&lt;br /&gt;
* Ensure &amp;lt;code&amp;gt;rfg.exe&amp;lt;/code&amp;gt; isn't blocked by the Windows Firewall for both &amp;lt;code&amp;gt;Inbound&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;Outbound&amp;lt;/code&amp;gt; connections. You can make new rules to &amp;lt;code&amp;gt;Allow the connection&amp;lt;/code&amp;gt; for both &amp;lt;code&amp;gt;Inbound&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;Outbound&amp;lt;/code&amp;gt; by searching for &amp;lt;code&amp;gt;Windows Defender Firewall with Advanced Security&amp;lt;/code&amp;gt;. See the guide below for more advanced instructions.&lt;br /&gt;
* Ensure all the games ports are forwarded in your routers firewall: you will need to setup a Static IP on your computer and forward the following ports in your router: &amp;lt;code&amp;gt;TCP: 80&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;UDP: 88&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;TCP/UDP: 443&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;TCP/UDP: 3074&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;UDP: 3478&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;UDP: 4379-4380&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;TCP/UDP: 23022&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;TCP/UDP: 38888&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;TCP/UDP 27000-27100&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;TCP/UDP: 61111&amp;lt;/code&amp;gt;. Consult your routers manual on how to do this and see the guide below for detailed instructions on setting up a Static IP.&lt;br /&gt;
* You can also setup DMZ for your Static IP but this is less secure. Consult your routers manual on how to do this.&lt;br /&gt;
* It's possible your ISP is blocking ports, you can try using their app if they provide one or calling them and asking them to unblock all ports.&lt;br /&gt;
* It's possible issues may be caused by a bad router/modem.&lt;br /&gt;
* [https://www.howtogeek.com/19249/how-to-assign-a-static-ip-address-in-xp-vista-or-windows-7/ How to Assign a Static IP Address in Windows 10 or 11]&lt;br /&gt;
* [https://www.howtogeek.com/112564/how-to-create-advanced-firewall-rules-in-the-windows-firewall/ How to Create Advanced Firewall Rules in the Windows Firewall]&lt;br /&gt;
&lt;br /&gt;
=== Configs &amp;amp; Save Data Corruption ===&lt;br /&gt;
&lt;br /&gt;
* It's unknown if this is required but it might be worth a try if you've followed all previous troubleshooting steps and you're still having issues with your game.&lt;br /&gt;
* Delete &amp;lt;code&amp;gt;config.ini&amp;lt;/code&amp;gt; in &amp;lt;code&amp;gt;%APPDATA%\kaiko\rfg\&amp;lt;/code&amp;gt;. This will reset all your settings to default and you will have to reconfigure them the next time you start your game.&lt;br /&gt;
* Steam save: &amp;lt;code&amp;gt;&amp;lt;Steam-folder&amp;gt;\userdata\&amp;lt;user-id&amp;gt;\667720\remote\&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;&amp;lt;Steam-folder&amp;gt;\userdata\&amp;lt;user-id&amp;gt;\667720\remote\autocloud\save&amp;lt;/code&amp;gt;. Backup &amp;lt;code&amp;gt;keen_savegame_0_0.sav&amp;lt;/code&amp;gt; and delete it. Warning: this will reset both your singleplayer and multiplayer progress.&lt;br /&gt;
* GOG save: &amp;lt;code&amp;gt;%LOCALAPPDATA%\GOG.com\Galaxy\Applications\51153410217180642\Storage\Shared\Files\autocloud\save\&amp;lt;/code&amp;gt;. Backup &amp;lt;code&amp;gt;keen_savegame_0_0.sav&amp;lt;/code&amp;gt; and delete it. Warning: this will reset both your singleplayer and multiplayer progress.&lt;br /&gt;
* Note: It's possible to transfer the Steam save to GOG or vice versa so you can try that also.&lt;br /&gt;
&lt;br /&gt;
=== Improving Game Stability ===&lt;br /&gt;
&lt;br /&gt;
# Right click &amp;lt;code&amp;gt;rfg.exe&amp;lt;/code&amp;gt; in your game folder.&lt;br /&gt;
# Select &amp;lt;code&amp;gt;Properties&amp;lt;/code&amp;gt; in the context menu.&lt;br /&gt;
# Select the &amp;lt;code&amp;gt;Compatibility&amp;lt;/code&amp;gt; tab.&lt;br /&gt;
# Tick &amp;lt;code&amp;gt;Disable fullscreen optimizations&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Click &amp;lt;code&amp;gt;Change high DPI settings&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Tick &amp;lt;code&amp;gt;Override high DPI scaling Behavior. Scaling performed by: Application&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Click ok to both windows.&lt;br /&gt;
# If on Windows 11 follow the below additional steps.&lt;br /&gt;
# Open the &amp;lt;code&amp;gt;Settings&amp;lt;/code&amp;gt; app.&lt;br /&gt;
# Navigate to System &amp;gt; Display &amp;gt; Graphics &amp;gt; Add an app &amp;gt; Desktop app &amp;gt; Find &amp;lt;code&amp;gt;rfg.exe&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Once it's added, search for rfg and click &amp;lt;code&amp;gt;Options&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Tick &amp;lt;code&amp;gt;Don't use optimizations for windowed games&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Make sure you select exclusive fullscreen inside the games option menu.&lt;br /&gt;
[[File:GameStabilityFix.jpeg|frameless|512px]]&lt;br /&gt;
&lt;br /&gt;
=== Microstuttering Fix ===&lt;br /&gt;
&lt;br /&gt;
* Disable '''VSYNC''' in the games option menu.&lt;br /&gt;
* Force '''VSYNC''' in your graphics card control panel. &lt;br /&gt;
* Cap the framerate to your refresh rate in your graphics card control panel.&lt;br /&gt;
* Make sure you select exclusive fullscreen inside the games option menu.&lt;br /&gt;
&lt;br /&gt;
== Terraform Patch Info ==&lt;br /&gt;
&lt;br /&gt;
* Changelog: https://raw.githubusercontent.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch/main/changelog.txt&lt;br /&gt;
* Known Issues: https://github.com/users/CamoRF/projects/3/views/1&lt;br /&gt;
* Github: https://github.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch&lt;br /&gt;
* This patch is an alpha version so you may encounter bugs, please ping Camo in the rfg-modding channel to report any issues.&lt;br /&gt;
&lt;br /&gt;
== Recommended Competitive Game Settings ==&lt;br /&gt;
&lt;br /&gt;
* Note: settings are always personal preference but this should serve as a decent starting guide if you want to play more competitively.&lt;br /&gt;
* The default keybindings for RF:G are unusual compared to other shooters, most members in the community recommend the following settings:&lt;br /&gt;
* All options are found under &amp;lt;code&amp;gt;Main Menu&amp;lt;/code&amp;gt; --&amp;gt; &amp;lt;code&amp;gt;Options&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Controls &amp;amp; Keybindings&lt;br /&gt;
 * Zoom: Right Click&lt;br /&gt;
 * Melee Attack: F&lt;br /&gt;
 * Melee Attack 2: Side Mouse Button if your mouse has one&lt;br /&gt;
 * Shoulder Switch: Side Mouse Button if your mouse has one&lt;br /&gt;
 * Zoom: Hold&lt;br /&gt;
 * Crouch: Toggle&lt;br /&gt;
&lt;br /&gt;
* Audio Options (These will allow you to hear enemy movement more clearly)&lt;br /&gt;
 * Ambience: 50%&lt;br /&gt;
 * Music: 0%&lt;br /&gt;
 * Voice: 50%&lt;br /&gt;
 * SFX: 100%&lt;br /&gt;
&lt;br /&gt;
* Graphics Options&lt;br /&gt;
 * FOV: 85&lt;br /&gt;
 * Depth of Field: Disabled&lt;br /&gt;
 * Motion Blur: Disabled&lt;br /&gt;
&lt;br /&gt;
* Game Options&lt;br /&gt;
 * Camera Shake: Disabled&lt;br /&gt;
&lt;br /&gt;
== Run game ==&lt;br /&gt;
&lt;br /&gt;
All maps are included in the Terraform Patch and you don't need to install anything else. Join the [https://discord.gg/factionfiles FactionFiles Discord] and subscribe to RF:G Game Night event!&lt;/div&gt;</summary>
		<author><name>Camo</name></author>
	</entry>
	<entry>
		<id>https://www.redfactionwiki.com/w/index.php?title=Red_Faction_Quick_Start_Guide&amp;diff=8975</id>
		<title>Red Faction Quick Start Guide</title>
		<link rel="alternate" type="text/html" href="https://www.redfactionwiki.com/w/index.php?title=Red_Faction_Quick_Start_Guide&amp;diff=8975"/>
		<updated>2023-06-24T12:00:21Z</updated>

		<summary type="html">&lt;p&gt;Camo: Changed size of image - Camo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Red Faction Quick Start Guide!&lt;br /&gt;
&lt;br /&gt;
==Quick Links==&lt;br /&gt;
*[https://discord.gg/fRrUzuV RFChat.com] - Invite link to join the '''Red Faction Community Discord''': where the community lives, and the place to ask questions, receive assistance, or find players.&lt;br /&gt;
*[[Dash Faction Installation Guide]] - Installation guide for the '''de facto standard Red Faction client''': [[RF Clients#Dash Faction|Dash Faction]].&lt;br /&gt;
*[[Red Faction FAQ]] - '''FAQ page''' providing answers to common questions and solutions to common issues.&lt;br /&gt;
*[https://factionfiles.com FactionFiles.com] - FactionFiles community file host, offering thousands of '''custom maps and mods'''.&lt;br /&gt;
*[[Red Faction Console Commands]] - Complete listing of all available '''console commands''' in Red Faction.&lt;br /&gt;
*[[Red Faction Command Line Parameters]] - Complete listing of all available '''command line parameters''' in Red Faction.&lt;br /&gt;
*[[RF1 Editing Main Page]] - Comprehensive community knowledgebase on custom level creation via the [[RED|Red Faction Level Editor]], and modification development.&lt;br /&gt;
*[[Red Faction Multiplayer Guide]] - Overview of the most important aspects of RF multiplayer.&lt;br /&gt;
*[[Red Faction Campaign]] - Overview of all the levels in the RF stock single player campaign.&lt;br /&gt;
&lt;br /&gt;
==Essentials==&lt;br /&gt;
*Recommended game version/client: '''Dash Faction''' &lt;br /&gt;
**Dash Faction is the de facto standard Red Faction client for all purposes. It resolves countless bugs with the game, fixes virtually all compatibility issues with modern computers, and adds many very useful features. Furthermore, the [[Red Faction Campaign]], as well as many custom levels and mods, simply won't function properly without Dash Faction. There is no downside to using Dash Faction, and it is '''highly''' recommended you install it if you wish to play or host servers for Red Faction. Dash Faction is open source and actively developed by rafalh. &lt;br /&gt;
**You can read more about Dash Faction here: [[RF Client Versions#Dash Faction|Dash Faction]]&lt;br /&gt;
**You can find instructions on how to download and install Dash Faction here: [[Dash Faction Installation Guide]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Join the community! '''Red Faction Community Discord'''&lt;br /&gt;
**The community is approachable, and very welcoming to both new and old school players alike. If you like Red Faction, you'll fit right in. &lt;br /&gt;
**Join by clicking: [https://discord.gg/fRrUzuV RFChat.com]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Settings==&lt;br /&gt;
===In-Game Settings===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:RFOptionsMain1.jpg|Click Options in the main menu to access available options&lt;br /&gt;
File:RFOptionsGame1.jpg|Available Game options&lt;br /&gt;
File:RFOptionsVideo1.jpg|Available Video options&lt;br /&gt;
File:RFOptionsAudio1.jpg|Available Audio options&lt;br /&gt;
File:RFOptionsControls1.jpg|Available Controls options&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*'''Game Options'''&lt;br /&gt;
**'''Difficulty Level''' - Set difficulty for single player. Affects damage taken from enemy weapon fire, amount of ammo/health/armor obtained from pickups, and duration of countdown timers. Also configurable in-game via the '''difficulty''' [[Red Faction Console Commands#Dash Faction|console command]]. (in Dash Faction)&lt;br /&gt;
**'''Show 1st Person Weapon''' - Toggle visibility of first person weapon models.&lt;br /&gt;
**'''Autoswitch Weapons''' - Toggle autoswitch for non-explosive weapons (as per priority specified in Autoswitch Priority).&lt;br /&gt;
**'''Autoswitch Explosives''' - Toggle autoswitch for explosive weapons (as per priority specified in Autoswitch Priority).&lt;br /&gt;
**'''Autoswitch Priority''' - Priority for weapon autoswitch (if turned on, see above). When you pick up a new weapon, if autoswitch is turned on and the new weapon is higher in the priority list, switch to the new weapon. '''Move up''' and '''Move down''' move the selected weapon in the priority list.&lt;br /&gt;
*'''Video Options'''&lt;br /&gt;
**'''Detail Level''' - Set video options preset. Available options are Low, Medium, High, and Custom. Automatically changes to Custom if you edit any settings manually.&lt;br /&gt;
**'''Shadows''' - Toggle visibility of circle shadows under enemy player models.&lt;br /&gt;
**'''Decals''' - Toggle visibility of bullet and blast decals on geometry.&lt;br /&gt;
**'''Dynamic lighting''' - Toggle visibility of dynamic lighting (ie. muzzle flashes; light emitted from projectiles; glows coming from players with [[Damage Amplifier]], [[Invulnerability]], and CTF flags)&lt;br /&gt;
**'''Texture resolution''' - Set texture resolution. Available options are Low, Medium, and High. High renders textures at their native resolution, medium scales them down by a factor of 2, low scales them down by a factor of 4.&lt;br /&gt;
**'''Character detail''' - Set model detail level. Despite label, this option sets detail level for all models, not just characters. Available options are Low, Medium, and High.&lt;br /&gt;
**'''Filtering''' - Set filtering level. Available options are bilinear and trilinear. Also configurable in-game via the '''trilinear_filtering''' [[Red Faction Console Commands#Dash Faction|console command]]. (in Dash Faction)&lt;br /&gt;
**'''Gamma/brightness''' - Sets gamma for the game window.&lt;br /&gt;
*'''Sound Options'''&lt;br /&gt;
**'''Sound Effects Volume''' - Set volume for any sounds that are not considered music or messages.&lt;br /&gt;
**'''Music Volume''' - Set volume for all music tracks in game. Note that in come custom multiplayer maps, music is configured to use '''Sound Effects Volume''' instead.&lt;br /&gt;
**'''Messages Volume''' - Set volume for HUD radio messages (from [[Eos]], [[Hendrix]], [[Capek]], etc.)&lt;br /&gt;
*'''Controls Options'''&lt;br /&gt;
**'''Mouse Sensitivity''' - Set sensitivity modifier for mouse input. Also configurable in-game via the '''ms''' [[Red Faction Console Commands#Dash Faction|console command]]. (in Dash Faction)&lt;br /&gt;
**'''Mouse Y-Invert''' - Invert Y axis for mouse input.&lt;br /&gt;
**'''Binds''' - Set available binds. Double click on a bind to set it, or select it and click '''Change Binding'''. &lt;br /&gt;
**'''Default''' - Reset all available binds to their default settings.&lt;br /&gt;
&lt;br /&gt;
===Dash Faction Options===&lt;br /&gt;
[[File:Dash Settings Presets.png|right|thumb|1000px|Dash Faction options presets. Game executable, Adapter &amp;amp; Resolution have been blanked out, since those three fields will be different for each player.]]&lt;br /&gt;
*Access the '''Dash Faction''' Options panel by clicking the &amp;quot;Options&amp;quot; button in the Dash Faction Launcher before launching the game.&lt;br /&gt;
*Common presets are displayed to the right. The individual options are explained below, but feel free to just replicate either the Best Graphics or Best Performance presets to the right.&lt;br /&gt;
**'''Game executable''' - Path to your Red Faction game executable. This is normally configured during Dash Faction installation, and you should only need to change it if you've moved your Red Faction installation directory. You can change it by clicking ''Browse...''&lt;br /&gt;
**'''Graphics'''&lt;br /&gt;
***'''Resolution''' - Set the resolution of the game client. Presets are available by clicking the dropdown arrow, but you can also manually type in a custom resolution if you wish. (ie. 3840x2160 for 4k displays) Dash Faction will automatically adjust the HUD for whichever resolution you pick. It's generally recommended to set this to match your desktop resolution.&lt;br /&gt;
***'''Color Depth''' - Color depth of the game. In virtually all cases, you should set this to 32 bits. 16 bits causes issues on some systems, and Dash Faction will not let you set it to 16 bits if it is expected to cause issues on your system.&lt;br /&gt;
***'''Adapter''' - Select your graphics adapter. It's unlikely you'll ever need to adjust this option.&lt;br /&gt;
***'''Window Mode''' - Select ''Full Screen'', ''Windowed'', or ''Stretched'' (no border windowed). It's generally recommended to keep this at Full Screen for best performance, but windowed and stretched are also fully functional if you'd rather play in one of those modes.&lt;br /&gt;
***'''Rendering Cache''' - Recommended to set to 32MB.&lt;br /&gt;
***'''Anti-Aliasing''' - Smooths out sharp edges at the cost of performance. For best performance, keep this off. For better graphical quality, turn it on. '''NOTE:''' Older Dash Faction versions experienced severe framerate drops while recording the game via OBS after enabling this option. Those issues should be fully resolved as of Dash Faction 1.6.1.&lt;br /&gt;
***'''FPS Limit''' - Set the maximum framerate you wish your game to run at. Usually best to keep at 240, but configurable between 10 - 240. Also configurable in-game via the '''maxfps''' [[Red Faction Console Commands#Dash Faction|console command]].&lt;br /&gt;
***'''Vsync''' - Wait for vertical sync. Reduces tearing, but caps your framerate at your monitor refresh rate (ie. 60Hz, 144Hz, etc.) and may cause input lag. Unless tearing is noticeable and unbearable for you, it's recommended to keep this off.&lt;br /&gt;
***'''Fast animations''' - Performance option that skips rendering every second frame in animations, making them appear more &amp;quot;choppy&amp;quot;. The performance improvement on most modern systems is negligible, but technically having this option on is a performance improvement. If you have a slower system, you may notice a significant performance improvement by turning this option on.&lt;br /&gt;
***'''High model details''' - Expands the distance required for model level of detail (LOD) transitions by a factor of 10. Once enabled, this can be controlled in-game via the '''lod_distance_scale''' [[Red Faction Console Commands#Dash Faction|console command]]. '''NOTE:''' As of Dash Faction 1.6.1, this option replaces the previous &amp;quot;Disable LOD models&amp;quot; option, which fully disabled LOD transitions for meshes, meaning models were always displayed at the maximum detail level regardless of distance.&lt;br /&gt;
***'''Anisotropic Filtering''' - Turns on Anisotropic Filtering in the game. This is a complex concept, so rather than describe it here, I'll direct you to [https://en.wikipedia.org/wiki/Anisotropic_filtering Wikipedia's article on it] if you wish to read about how it works. For Red Faction, just know that it improves graphical quality at the cost of potential performance impact.&lt;br /&gt;
***'''High Scanner Resolution''' - Increases the resolution of the [[Rail Driver]] thermal scanner, so thermal signatures of players and vehicles look nicer.&lt;br /&gt;
***'''High Monitor Resolution''' - Increases the resolution of camera images displayed on security monitors (single player only). &lt;br /&gt;
***'''True Color Textures''' - If ticked, textures render with proper native color depth. Default behaviour (unticked) is classic RF behaviour - all textures are converted to 16 bit when rendered in-game.&lt;br /&gt;
***'''Big HUD''' - Render larger HUD elements. Highly recommended when running the game at high resolutions (ie. anything above 1024x768). Also configurable in-game via the '''bighud''' [[Red Faction Console Commands#Dash Faction|console command]].&lt;br /&gt;
**'''Multiplayer'''&lt;br /&gt;
***'''Multiplayer Tracker''' - Tracker to query for a server list when going to the multiplayer &amp;quot;Join Game&amp;quot; screen for clients. For servers, this sets the tracker your server will be listed on. Defaults to ''rfgt.factionfiles.com'', which is the default community multiplayer tracker. Recommended to keep at this value, and hitting the '''Reset''' button will reset it to this.&lt;br /&gt;
***'''Force Port''' - If checkbox is ticked and port number is specified, run the server or game client on the specified UDP port. If unticked, game client will run at a randomized high port, and dedicated server will run on UDP port 7755 (unless specified via [[Red Faction Command Line Parameters#Dash Faction|command line]] when launching the server).&lt;br /&gt;
***'''Rate''' - Maximum transfer rate for network communication (in bits per second). Highly recommended to set this to a very high value (eg. 200000)&lt;br /&gt;
**'''Miscellaneous'''&lt;br /&gt;
***'''Use DirectInput''' - Use DirectInput for mouse input, rather than classic RF input. Improves accuracy of mouse input. You can read more about DirectInput on [https://en.wikipedia.org/wiki/DirectInput Wikipedia].&lt;br /&gt;
***'''EAX Sound''' - Enables DirectSound3D in all cases, and enables EAX sound effects where present in levels. You can read more about EAX on [https://en.wikipedia.org/wiki/Environmental_Audio_Extensions Wikipedia].&lt;br /&gt;
***'''Keep launcher open''' - Tick this box to keep the Dash Faction launcher open after launching the game. Default behaviour (unticked) is to close the launcher when launching the game.&lt;br /&gt;
***'''Allow overriding game files by packages in user_maps''' - Allows you to replace default game assets (ie. sounds, models, textures, etc.) with customized assets. In a case where an asset file contained within a [[.vpp]] packfile in ''user_maps/multi'' or ''user_maps/single'' has the same filename as a core game asset file, if this box is ticked, the game will prefer the file from ''user_maps''. Note that you ''cannot'' use this functionality to load customized [[.tbl]] files - those must be modified via [[Mod#Conversion_Mods|conversion mods]]. This option is required to be on for [[Mod#Client-Side_Mods|clientside mods]] to function. Default behaviour (unticked) is to not allow such mods. You can read more about how to use clientside mods in the guide: [[Installing Clientside Mods (RF1)]]&lt;br /&gt;
***'''Run game at reduced speed when window doesn't have focus''' - Tick this box to run the game at a drastically reduced framerate when minimized or out of focus. Improves system performance while the game is running in the background.&lt;br /&gt;
***'''Game language''' - Choose game interface/subtitle language from stock supported languages. Available options are English, French, German, and Auto. Auto selects the game language automatically based on the presence of game files specific to certain regions.&lt;br /&gt;
***'''Fast Start''' - Always skip playing THQ/Volition logo animations when launching the game.&lt;br /&gt;
***'''FPS counter''' - Display framerate counter in the top right hand corner of the screen.&lt;br /&gt;
***'''Linear pitch''' - Tick this box to enable linear pitch camera movement. Default behaviour (unticked) applies RF classic acceleration to camera pitch. Without linear pitch enabled, mouse sensitivity is reduced gradually when aiming up and down.&lt;br /&gt;
***'''Scoreboard animations''' - Tick this box to enable animations when the multiplayer scoreboard is shown/hidden (&amp;quot;Multiplayer Stats&amp;quot; control, default bind is TAB).&lt;br /&gt;
***'''Level Sounds''' - Default behaviour (ticked) plays sound effects in maps. Untick this option to disable map sound effects (like ambient sounds, etc.). The in-game '''levelsounds''' [[Red Faction Console Commands#Dash Faction|console command]] allows percentile volume configuration of level sounds, rather than simply the true/false choice available in the Options panel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Red Faction]]&lt;/div&gt;</summary>
		<author><name>Camo</name></author>
	</entry>
	<entry>
		<id>https://www.redfactionwiki.com/w/index.php?title=Red_Faction_Quick_Start_Guide&amp;diff=8974</id>
		<title>Red Faction Quick Start Guide</title>
		<link rel="alternate" type="text/html" href="https://www.redfactionwiki.com/w/index.php?title=Red_Faction_Quick_Start_Guide&amp;diff=8974"/>
		<updated>2023-06-24T11:56:30Z</updated>

		<summary type="html">&lt;p&gt;Camo: Updated Dash Faction setting presets with latest launcher - Camo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Red Faction Quick Start Guide!&lt;br /&gt;
&lt;br /&gt;
==Quick Links==&lt;br /&gt;
*[https://discord.gg/fRrUzuV RFChat.com] - Invite link to join the '''Red Faction Community Discord''': where the community lives, and the place to ask questions, receive assistance, or find players.&lt;br /&gt;
*[[Dash Faction Installation Guide]] - Installation guide for the '''de facto standard Red Faction client''': [[RF Clients#Dash Faction|Dash Faction]].&lt;br /&gt;
*[[Red Faction FAQ]] - '''FAQ page''' providing answers to common questions and solutions to common issues.&lt;br /&gt;
*[https://factionfiles.com FactionFiles.com] - FactionFiles community file host, offering thousands of '''custom maps and mods'''.&lt;br /&gt;
*[[Red Faction Console Commands]] - Complete listing of all available '''console commands''' in Red Faction.&lt;br /&gt;
*[[Red Faction Command Line Parameters]] - Complete listing of all available '''command line parameters''' in Red Faction.&lt;br /&gt;
*[[RF1 Editing Main Page]] - Comprehensive community knowledgebase on custom level creation via the [[RED|Red Faction Level Editor]], and modification development.&lt;br /&gt;
*[[Red Faction Multiplayer Guide]] - Overview of the most important aspects of RF multiplayer.&lt;br /&gt;
*[[Red Faction Campaign]] - Overview of all the levels in the RF stock single player campaign.&lt;br /&gt;
&lt;br /&gt;
==Essentials==&lt;br /&gt;
*Recommended game version/client: '''Dash Faction''' &lt;br /&gt;
**Dash Faction is the de facto standard Red Faction client for all purposes. It resolves countless bugs with the game, fixes virtually all compatibility issues with modern computers, and adds many very useful features. Furthermore, the [[Red Faction Campaign]], as well as many custom levels and mods, simply won't function properly without Dash Faction. There is no downside to using Dash Faction, and it is '''highly''' recommended you install it if you wish to play or host servers for Red Faction. Dash Faction is open source and actively developed by rafalh. &lt;br /&gt;
**You can read more about Dash Faction here: [[RF Client Versions#Dash Faction|Dash Faction]]&lt;br /&gt;
**You can find instructions on how to download and install Dash Faction here: [[Dash Faction Installation Guide]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Join the community! '''Red Faction Community Discord'''&lt;br /&gt;
**The community is approachable, and very welcoming to both new and old school players alike. If you like Red Faction, you'll fit right in. &lt;br /&gt;
**Join by clicking: [https://discord.gg/fRrUzuV RFChat.com]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Settings==&lt;br /&gt;
===In-Game Settings===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:RFOptionsMain1.jpg|Click Options in the main menu to access available options&lt;br /&gt;
File:RFOptionsGame1.jpg|Available Game options&lt;br /&gt;
File:RFOptionsVideo1.jpg|Available Video options&lt;br /&gt;
File:RFOptionsAudio1.jpg|Available Audio options&lt;br /&gt;
File:RFOptionsControls1.jpg|Available Controls options&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*'''Game Options'''&lt;br /&gt;
**'''Difficulty Level''' - Set difficulty for single player. Affects damage taken from enemy weapon fire, amount of ammo/health/armor obtained from pickups, and duration of countdown timers. Also configurable in-game via the '''difficulty''' [[Red Faction Console Commands#Dash Faction|console command]]. (in Dash Faction)&lt;br /&gt;
**'''Show 1st Person Weapon''' - Toggle visibility of first person weapon models.&lt;br /&gt;
**'''Autoswitch Weapons''' - Toggle autoswitch for non-explosive weapons (as per priority specified in Autoswitch Priority).&lt;br /&gt;
**'''Autoswitch Explosives''' - Toggle autoswitch for explosive weapons (as per priority specified in Autoswitch Priority).&lt;br /&gt;
**'''Autoswitch Priority''' - Priority for weapon autoswitch (if turned on, see above). When you pick up a new weapon, if autoswitch is turned on and the new weapon is higher in the priority list, switch to the new weapon. '''Move up''' and '''Move down''' move the selected weapon in the priority list.&lt;br /&gt;
*'''Video Options'''&lt;br /&gt;
**'''Detail Level''' - Set video options preset. Available options are Low, Medium, High, and Custom. Automatically changes to Custom if you edit any settings manually.&lt;br /&gt;
**'''Shadows''' - Toggle visibility of circle shadows under enemy player models.&lt;br /&gt;
**'''Decals''' - Toggle visibility of bullet and blast decals on geometry.&lt;br /&gt;
**'''Dynamic lighting''' - Toggle visibility of dynamic lighting (ie. muzzle flashes; light emitted from projectiles; glows coming from players with [[Damage Amplifier]], [[Invulnerability]], and CTF flags)&lt;br /&gt;
**'''Texture resolution''' - Set texture resolution. Available options are Low, Medium, and High. High renders textures at their native resolution, medium scales them down by a factor of 2, low scales them down by a factor of 4.&lt;br /&gt;
**'''Character detail''' - Set model detail level. Despite label, this option sets detail level for all models, not just characters. Available options are Low, Medium, and High.&lt;br /&gt;
**'''Filtering''' - Set filtering level. Available options are bilinear and trilinear. Also configurable in-game via the '''trilinear_filtering''' [[Red Faction Console Commands#Dash Faction|console command]]. (in Dash Faction)&lt;br /&gt;
**'''Gamma/brightness''' - Sets gamma for the game window.&lt;br /&gt;
*'''Sound Options'''&lt;br /&gt;
**'''Sound Effects Volume''' - Set volume for any sounds that are not considered music or messages.&lt;br /&gt;
**'''Music Volume''' - Set volume for all music tracks in game. Note that in come custom multiplayer maps, music is configured to use '''Sound Effects Volume''' instead.&lt;br /&gt;
**'''Messages Volume''' - Set volume for HUD radio messages (from [[Eos]], [[Hendrix]], [[Capek]], etc.)&lt;br /&gt;
*'''Controls Options'''&lt;br /&gt;
**'''Mouse Sensitivity''' - Set sensitivity modifier for mouse input. Also configurable in-game via the '''ms''' [[Red Faction Console Commands#Dash Faction|console command]]. (in Dash Faction)&lt;br /&gt;
**'''Mouse Y-Invert''' - Invert Y axis for mouse input.&lt;br /&gt;
**'''Binds''' - Set available binds. Double click on a bind to set it, or select it and click '''Change Binding'''. &lt;br /&gt;
**'''Default''' - Reset all available binds to their default settings.&lt;br /&gt;
&lt;br /&gt;
===Dash Faction Options===&lt;br /&gt;
[[File:Dash Settings Presets.png|right|thumb|550px|Dash Faction options presets. Game executable, Adapter &amp;amp; Resolution have been blanked out, since those three fields will be different for each player.]]&lt;br /&gt;
*Access the '''Dash Faction''' Options panel by clicking the &amp;quot;Options&amp;quot; button in the Dash Faction Launcher before launching the game.&lt;br /&gt;
*Common presets are displayed to the right. The individual options are explained below, but feel free to just replicate either the Best Graphics or Best Performance presets to the right.&lt;br /&gt;
**'''Game executable''' - Path to your Red Faction game executable. This is normally configured during Dash Faction installation, and you should only need to change it if you've moved your Red Faction installation directory. You can change it by clicking ''Browse...''&lt;br /&gt;
**'''Graphics'''&lt;br /&gt;
***'''Resolution''' - Set the resolution of the game client. Presets are available by clicking the dropdown arrow, but you can also manually type in a custom resolution if you wish. (ie. 3840x2160 for 4k displays) Dash Faction will automatically adjust the HUD for whichever resolution you pick. It's generally recommended to set this to match your desktop resolution.&lt;br /&gt;
***'''Color Depth''' - Color depth of the game. In virtually all cases, you should set this to 32 bits. 16 bits causes issues on some systems, and Dash Faction will not let you set it to 16 bits if it is expected to cause issues on your system.&lt;br /&gt;
***'''Adapter''' - Select your graphics adapter. It's unlikely you'll ever need to adjust this option.&lt;br /&gt;
***'''Window Mode''' - Select ''Full Screen'', ''Windowed'', or ''Stretched'' (no border windowed). It's generally recommended to keep this at Full Screen for best performance, but windowed and stretched are also fully functional if you'd rather play in one of those modes.&lt;br /&gt;
***'''Rendering Cache''' - Recommended to set to 32MB.&lt;br /&gt;
***'''Anti-Aliasing''' - Smooths out sharp edges at the cost of performance. For best performance, keep this off. For better graphical quality, turn it on. '''NOTE:''' Older Dash Faction versions experienced severe framerate drops while recording the game via OBS after enabling this option. Those issues should be fully resolved as of Dash Faction 1.6.1.&lt;br /&gt;
***'''FPS Limit''' - Set the maximum framerate you wish your game to run at. Usually best to keep at 240, but configurable between 10 - 240. Also configurable in-game via the '''maxfps''' [[Red Faction Console Commands#Dash Faction|console command]].&lt;br /&gt;
***'''Vsync''' - Wait for vertical sync. Reduces tearing, but caps your framerate at your monitor refresh rate (ie. 60Hz, 144Hz, etc.) and may cause input lag. Unless tearing is noticeable and unbearable for you, it's recommended to keep this off.&lt;br /&gt;
***'''Fast animations''' - Performance option that skips rendering every second frame in animations, making them appear more &amp;quot;choppy&amp;quot;. The performance improvement on most modern systems is negligible, but technically having this option on is a performance improvement. If you have a slower system, you may notice a significant performance improvement by turning this option on.&lt;br /&gt;
***'''High model details''' - Expands the distance required for model level of detail (LOD) transitions by a factor of 10. Once enabled, this can be controlled in-game via the '''lod_distance_scale''' [[Red Faction Console Commands#Dash Faction|console command]]. '''NOTE:''' As of Dash Faction 1.6.1, this option replaces the previous &amp;quot;Disable LOD models&amp;quot; option, which fully disabled LOD transitions for meshes, meaning models were always displayed at the maximum detail level regardless of distance.&lt;br /&gt;
***'''Anisotropic Filtering''' - Turns on Anisotropic Filtering in the game. This is a complex concept, so rather than describe it here, I'll direct you to [https://en.wikipedia.org/wiki/Anisotropic_filtering Wikipedia's article on it] if you wish to read about how it works. For Red Faction, just know that it improves graphical quality at the cost of potential performance impact.&lt;br /&gt;
***'''High Scanner Resolution''' - Increases the resolution of the [[Rail Driver]] thermal scanner, so thermal signatures of players and vehicles look nicer.&lt;br /&gt;
***'''High Monitor Resolution''' - Increases the resolution of camera images displayed on security monitors (single player only). &lt;br /&gt;
***'''True Color Textures''' - If ticked, textures render with proper native color depth. Default behaviour (unticked) is classic RF behaviour - all textures are converted to 16 bit when rendered in-game.&lt;br /&gt;
***'''Big HUD''' - Render larger HUD elements. Highly recommended when running the game at high resolutions (ie. anything above 1024x768). Also configurable in-game via the '''bighud''' [[Red Faction Console Commands#Dash Faction|console command]].&lt;br /&gt;
**'''Multiplayer'''&lt;br /&gt;
***'''Multiplayer Tracker''' - Tracker to query for a server list when going to the multiplayer &amp;quot;Join Game&amp;quot; screen for clients. For servers, this sets the tracker your server will be listed on. Defaults to ''rfgt.factionfiles.com'', which is the default community multiplayer tracker. Recommended to keep at this value, and hitting the '''Reset''' button will reset it to this.&lt;br /&gt;
***'''Force Port''' - If checkbox is ticked and port number is specified, run the server or game client on the specified UDP port. If unticked, game client will run at a randomized high port, and dedicated server will run on UDP port 7755 (unless specified via [[Red Faction Command Line Parameters#Dash Faction|command line]] when launching the server).&lt;br /&gt;
***'''Rate''' - Maximum transfer rate for network communication (in bits per second). Highly recommended to set this to a very high value (eg. 200000)&lt;br /&gt;
**'''Miscellaneous'''&lt;br /&gt;
***'''Use DirectInput''' - Use DirectInput for mouse input, rather than classic RF input. Improves accuracy of mouse input. You can read more about DirectInput on [https://en.wikipedia.org/wiki/DirectInput Wikipedia].&lt;br /&gt;
***'''EAX Sound''' - Enables DirectSound3D in all cases, and enables EAX sound effects where present in levels. You can read more about EAX on [https://en.wikipedia.org/wiki/Environmental_Audio_Extensions Wikipedia].&lt;br /&gt;
***'''Keep launcher open''' - Tick this box to keep the Dash Faction launcher open after launching the game. Default behaviour (unticked) is to close the launcher when launching the game.&lt;br /&gt;
***'''Allow overriding game files by packages in user_maps''' - Allows you to replace default game assets (ie. sounds, models, textures, etc.) with customized assets. In a case where an asset file contained within a [[.vpp]] packfile in ''user_maps/multi'' or ''user_maps/single'' has the same filename as a core game asset file, if this box is ticked, the game will prefer the file from ''user_maps''. Note that you ''cannot'' use this functionality to load customized [[.tbl]] files - those must be modified via [[Mod#Conversion_Mods|conversion mods]]. This option is required to be on for [[Mod#Client-Side_Mods|clientside mods]] to function. Default behaviour (unticked) is to not allow such mods. You can read more about how to use clientside mods in the guide: [[Installing Clientside Mods (RF1)]]&lt;br /&gt;
***'''Run game at reduced speed when window doesn't have focus''' - Tick this box to run the game at a drastically reduced framerate when minimized or out of focus. Improves system performance while the game is running in the background.&lt;br /&gt;
***'''Game language''' - Choose game interface/subtitle language from stock supported languages. Available options are English, French, German, and Auto. Auto selects the game language automatically based on the presence of game files specific to certain regions.&lt;br /&gt;
***'''Fast Start''' - Always skip playing THQ/Volition logo animations when launching the game.&lt;br /&gt;
***'''FPS counter''' - Display framerate counter in the top right hand corner of the screen.&lt;br /&gt;
***'''Linear pitch''' - Tick this box to enable linear pitch camera movement. Default behaviour (unticked) applies RF classic acceleration to camera pitch. Without linear pitch enabled, mouse sensitivity is reduced gradually when aiming up and down.&lt;br /&gt;
***'''Scoreboard animations''' - Tick this box to enable animations when the multiplayer scoreboard is shown/hidden (&amp;quot;Multiplayer Stats&amp;quot; control, default bind is TAB).&lt;br /&gt;
***'''Level Sounds''' - Default behaviour (ticked) plays sound effects in maps. Untick this option to disable map sound effects (like ambient sounds, etc.). The in-game '''levelsounds''' [[Red Faction Console Commands#Dash Faction|console command]] allows percentile volume configuration of level sounds, rather than simply the true/false choice available in the Options panel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Red Faction]]&lt;/div&gt;</summary>
		<author><name>Camo</name></author>
	</entry>
	<entry>
		<id>https://www.redfactionwiki.com/w/index.php?title=File:Dash_Settings_Presets.png&amp;diff=8973</id>
		<title>File:Dash Settings Presets.png</title>
		<link rel="alternate" type="text/html" href="https://www.redfactionwiki.com/w/index.php?title=File:Dash_Settings_Presets.png&amp;diff=8973"/>
		<updated>2023-06-24T11:55:16Z</updated>

		<summary type="html">&lt;p&gt;Camo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Camo</name></author>
	</entry>
	<entry>
		<id>https://www.redfactionwiki.com/w/index.php?title=RF:G_Editing_Main_Page&amp;diff=8972</id>
		<title>RF:G Editing Main Page</title>
		<link rel="alternate" type="text/html" href="https://www.redfactionwiki.com/w/index.php?title=RF:G_Editing_Main_Page&amp;diff=8972"/>
		<updated>2023-06-24T04:30:31Z</updated>

		<summary type="html">&lt;p&gt;Camo: /* Misc Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RFGEditing}}&lt;br /&gt;
{{Under construction}}&lt;br /&gt;
&lt;br /&gt;
This will serve as a landing page for all resources related to [[Red Faction: Guerrilla]] editing for the '''Re-Mars-tered Edition'''.&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
===Community===&lt;br /&gt;
*[https://discord.gg/factionfiles Faction Files Community Discord] - Active Red Faction series community Discord with #map-mod-development channel for community development discussion&lt;br /&gt;
===Downloads===&lt;br /&gt;
*[https://www.factionfiles.com/ff.php?action=files FactionFiles.com] - Custom mods, tools, patches, and reference material&lt;br /&gt;
*[https://www.nexusmods.com/redfactionguerilla/mods/ Nexus Mods] - Custom mods&lt;br /&gt;
*[https://www.nexusmods.com/redfactionguerrillaremarstered/mods/ Nexus Mods Re-Mars-tered] - Custom mods&lt;br /&gt;
&lt;br /&gt;
==Documentation==&lt;br /&gt;
*[[RF:G Map organization]]&lt;br /&gt;
*[[Nanoforge basics]]&lt;br /&gt;
*[https://github.com/Moneyl/RfgTools/blob/main/Documentation/RfgZonexFormat.md Zone file format docs] - Describes the zone format used by RFG in more detail&lt;br /&gt;
===Core Concepts===&lt;br /&gt;
*[[Red Faction: Guerrilla]]'s level editor is [[CLOE]], which is not publicly available.&lt;br /&gt;
&lt;br /&gt;
===Red Faction: Guerrilla File Formats===&lt;br /&gt;
* &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; - XML table files are used to store properties or attributes in Red Faction: Guerrilla. Overall, their function is similar to the &amp;lt;code&amp;gt;.tbl&amp;lt;/code&amp;gt; files of Red Faction and Red Faction II.&lt;br /&gt;
* &amp;lt;code&amp;gt;.scriptx&amp;lt;/code&amp;gt; - Internal script engine file, commonly used for missions and activities&lt;br /&gt;
* &amp;lt;code&amp;gt;.dtodx&amp;lt;/code&amp;gt; - Weather/lighting file for maps that controls things like fog, tint, ambient colour, eye adaption, bloom, cloud color and speed&lt;br /&gt;
* &amp;lt;code&amp;gt;.gtodx&amp;lt;/code&amp;gt; - Skybox file for maps that controls things like the sun texture, moon positions and if the horizon mountain texture is enabled&lt;br /&gt;
* &amp;lt;code&amp;gt;.vpp_pc&amp;lt;/code&amp;gt; - Packfile&lt;br /&gt;
* &amp;lt;code&amp;gt;.rigx&amp;lt;/code&amp;gt; - Rig&lt;br /&gt;
* &amp;lt;code&amp;gt;.str2_pc&amp;lt;/code&amp;gt; - Texture Packfile&lt;br /&gt;
* &amp;lt;code&amp;gt;.rfgzone_pc&amp;lt;/code&amp;gt; - Map zone&lt;br /&gt;
* &amp;lt;code&amp;gt;.layer_pc&amp;lt;/code&amp;gt; - Map zone&lt;br /&gt;
* &amp;lt;code&amp;gt;.cpeg_pc, cvbm_pc&amp;lt;/code&amp;gt; - Texture cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gpeg_pc, gvbm_pc&amp;lt;/code&amp;gt; - Texture gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.asm_pc&amp;lt;/code&amp;gt; - Streaming index&lt;br /&gt;
* &amp;lt;code&amp;gt;.csmesh_pc&amp;lt;/code&amp;gt; - Static mesh cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gsmesh_pc&amp;lt;/code&amp;gt; - Static mesh gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.ccmesh_pc&amp;lt;/code&amp;gt; - Character mesh cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gcmesh_pc&amp;lt;/code&amp;gt; - Character mesh gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.ccar_pc&amp;lt;/code&amp;gt; - Vehicle mesh cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gcar_pc&amp;lt;/code&amp;gt; - Vehicle mesh gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.anim_pc&amp;lt;/code&amp;gt; - Animation&lt;br /&gt;
* &amp;lt;code&amp;gt;.cchk_pc&amp;lt;/code&amp;gt; - Destructible object cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gchk_pc&amp;lt;/code&amp;gt; - Destructible object gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.cefct_pc&amp;lt;/code&amp;gt; - Visual effect cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gefct_pc&amp;lt;/code&amp;gt; - Visual effect gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.cfmesh_pc&amp;lt;/code&amp;gt; - Foliage mesh&lt;br /&gt;
* &amp;lt;code&amp;gt;.cstch&amp;lt;/code&amp;gt; - Terrain clutter mesh cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gstch&amp;lt;/code&amp;gt; - Terrain clutter mesh gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.cterrain_pc&amp;lt;/code&amp;gt; - Terrain zone cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gterrain_pc&amp;lt;/code&amp;gt; - Terrain zone gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.ctmesh_pc&amp;lt;/code&amp;gt; - Terrain subzone cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gtmesh_pc&amp;lt;/code&amp;gt; - Terrain subzone gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.fsmib&amp;lt;/code&amp;gt; - Fullscreen map data&lt;br /&gt;
* &amp;lt;code&amp;gt;.fxo_kg&amp;lt;/code&amp;gt; - Shader&lt;br /&gt;
* &amp;lt;code&amp;gt;.le_strings&amp;lt;/code&amp;gt; - Steam localization strings&lt;br /&gt;
* &amp;lt;code&amp;gt;.rfglocatext&amp;lt;/code&amp;gt; - Localization strings&lt;br /&gt;
* &amp;lt;code&amp;gt;.mat_pc&amp;lt;/code&amp;gt; - Render material&lt;br /&gt;
* &amp;lt;code&amp;gt;.morph_pc&amp;lt;/code&amp;gt; - Animation Morph&lt;br /&gt;
* &amp;lt;code&amp;gt;.vint_doc&amp;lt;/code&amp;gt; - UI&lt;br /&gt;
* &amp;lt;code&amp;gt;.sim_pc&amp;lt;/code&amp;gt; - Cloth sim&lt;br /&gt;
* &amp;lt;code&amp;gt;.xgs_pc&amp;lt;/code&amp;gt; - Sound config&lt;br /&gt;
* &amp;lt;code&amp;gt;.xsb_pc&amp;lt;/code&amp;gt; - Soundbank&lt;br /&gt;
* &amp;lt;code&amp;gt;.xwb_pc&amp;lt;/code&amp;gt; - Wavebank&lt;br /&gt;
* &amp;lt;code&amp;gt;.aud_pc&amp;lt;/code&amp;gt; - Audio categories&lt;br /&gt;
* &amp;lt;code&amp;gt;.vf3_pc&amp;lt;/code&amp;gt; - Font&lt;br /&gt;
* &amp;lt;code&amp;gt;.vfdvp_pc&amp;lt;/code&amp;gt; - ?&lt;br /&gt;
* &amp;lt;code&amp;gt;.rfgvp_pc&amp;lt;/code&amp;gt; - ?&lt;br /&gt;
&lt;br /&gt;
===Red Faction: Guerrilla File Structure===&lt;br /&gt;
&lt;br /&gt;
\Red Faction Guerrilla Re-MARS-tered\data\&lt;br /&gt;
&lt;br /&gt;
The two most important files for modding most of RF:G are &amp;lt;code&amp;gt;misc.vpp_pc&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;table.vpp_pc&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;activities.vpp_pc&amp;lt;/code&amp;gt; - contains textures for singleplayer activities&lt;br /&gt;
* &amp;lt;code&amp;gt;anims.vpp_pc&amp;lt;/code&amp;gt; - contains animation files&lt;br /&gt;
* &amp;lt;code&amp;gt;chunks.vpp_pc&amp;lt;/code&amp;gt; - contains &amp;lt;code&amp;gt;.rfgchunkx&amp;lt;/code&amp;gt; files and seems to be related to the &amp;lt;code&amp;gt;preload_chunks.xtbl&amp;lt;/code&amp;gt; file, it's possible to add them to a map using the correct &amp;lt;code&amp;gt;dest_checksum&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;uid&amp;lt;/code&amp;gt; numbers. Game might also spawn &amp;lt;code&amp;gt;missing_chunk&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;missing_destroyable&amp;lt;/code&amp;gt; if a mesh fails to load.&lt;br /&gt;
* &amp;lt;code&amp;gt;cloth_sim.vpp_pc&amp;lt;/code&amp;gt; - contains cloth simulation files&lt;br /&gt;
* &amp;lt;code&amp;gt;decals.vpp_pc&amp;lt;/code&amp;gt; - contains decal textures&lt;br /&gt;
* &amp;lt;code&amp;gt;dlc01_l0.vpp_pc&amp;lt;/code&amp;gt; - singleplayer DLC map&lt;br /&gt;
* &amp;lt;code&amp;gt;dlc01_l1.vpp_pc&amp;lt;/code&amp;gt; - only contains a blank &amp;lt;code&amp;gt;asm_pc&amp;lt;/code&amp;gt; file&lt;br /&gt;
* &amp;lt;code&amp;gt;dlc01_precache.vpp_pc&amp;lt;/code&amp;gt; - similar to &amp;lt;code&amp;gt;mp_common.vpp_pc&amp;lt;/code&amp;gt; but for the singleplayer DLC map&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_activities.vpp_pc&amp;lt;/code&amp;gt; - contains textures for singleplayer DLC activities&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_anims.vpp_pc&amp;lt;/code&amp;gt; - contains animation files for singleplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_cloth_sim.vpp_pc&amp;lt;/code&amp;gt; - contains cloth simulation files for singleplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_effects.vpp_pc&amp;lt;/code&amp;gt; - contains visual effect files for singleplayer DLC, some are &amp;lt;code&amp;gt;.str2&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_humans.vpp_pc&amp;lt;/code&amp;gt; - contains textures and meshes for characters in singleplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_interface.vpp_pc&amp;lt;/code&amp;gt; - contains textures for loading screens &amp;amp; thumbnails in singleplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_items.vpp_pc&amp;lt;/code&amp;gt; - contains textures and meshes for weapons, character props and misc objects in singleplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlc01_misc.vpp_pc&amp;lt;/code&amp;gt; - contains &amp;lt;code&amp;gt;.rig_pc&amp;lt;/code&amp;gt; files, the &amp;lt;code&amp;gt;.fsmib&amp;lt;/code&amp;gt; file and two &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files for singleplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlc01_missions.vpp_pc&amp;lt;/code&amp;gt; - contains textures related to singleplayer DLC missions&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_personas_en_us.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_vehicles.vpp_pc&amp;lt;/code&amp;gt; - contains textures and meshes for singleplayer DLC vehicles&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_voices_en_us.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp02_interface.vpp_pc&amp;lt;/code&amp;gt; - contains textures for loading screens &amp;amp; thumbnails for multiplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp02_misc.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp03_interface.vpp_pc&amp;lt;/code&amp;gt; - contains textures for loading screens &amp;amp; thumbnails for wrecking crew DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp03_misc.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;effects.vpp_pc&amp;lt;/code&amp;gt; - contains visual effect files, some are &amp;lt;code&amp;gt;.str2&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;effects_mp.vpp_pc&amp;lt;/code&amp;gt; - contains multiplayer only visual effect files, some are &amp;lt;code&amp;gt;.str2&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;humans.vpp_pc&amp;lt;/code&amp;gt; - contains textures and meshes for characters in both singleplayer and multiplayer&lt;br /&gt;
* &amp;lt;code&amp;gt;interface.vpp_pc&amp;lt;/code&amp;gt; - contains textures for loading screens &amp;amp; thumbnails in both SP and MP and character portraits in multiplayer&lt;br /&gt;
* &amp;lt;code&amp;gt;items.vpp_pc&amp;lt;/code&amp;gt; - contains textures and meshes for weapons, character props and misc objects in both singleplayer &amp;amp; multiplayer&lt;br /&gt;
* &amp;lt;code&amp;gt;items_mp.vpp_pc&amp;lt;/code&amp;gt; - contains multiplayer only textures and meshes&lt;br /&gt;
* &amp;lt;code&amp;gt;misc.vpp_pc&amp;lt;/code&amp;gt; contains &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files and most other file types&lt;br /&gt;
* &amp;lt;code&amp;gt;missions.vpp_pc&amp;lt;/code&amp;gt; - contains textures for singleplayer missions&lt;br /&gt;
* &amp;lt;code&amp;gt;mp_common.vpp_pc&amp;lt;/code&amp;gt; - contains textures shared between multiplayer maps&lt;br /&gt;
* &amp;lt;code&amp;gt;mp_xxx.vpp_pc&amp;lt;/code&amp;gt; - multiplayer maps, excluding &amp;lt;code&amp;gt;mp_common.vpp_pc&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;mpdlc_xxx.vpp_pc&amp;lt;/code&amp;gt; - DLC multiplayer maps&lt;br /&gt;
* &amp;lt;code&amp;gt;personas_de_de.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;personas_en_us.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;personas_es_es.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;personas_fr_fr.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;personas_it_it.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;personas_ru_ru.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_00a.bik_xbox2&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_01a.bik_xbox2&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_02a.bik_xbox2&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_03a.bik_xbox2&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_03b.bik_xbox2&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_04a.bik_xbox2&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_05a.bik_xbox2&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_06a.bik_xbox2&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;skybox.vpp_pc&amp;lt;/code&amp;gt; - contains textures for the skybox like the clouds&lt;br /&gt;
* &amp;lt;code&amp;gt;sounds_r.vpp_pc&amp;lt;/code&amp;gt; - contains &amp;lt;code&amp;gt;.xmb_pc&amp;lt;/code&amp;gt; sound files&lt;br /&gt;
* &amp;lt;code&amp;gt;steam.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;table.vpp_pc&amp;lt;/code&amp;gt; - contains only &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files and will overwrite &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files in &amp;lt;code&amp;gt;misc.vpp_pc&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;terr01_l0.vpp_pc&amp;lt;/code&amp;gt; - singleplayer map&lt;br /&gt;
* &amp;lt;code&amp;gt;terr01_l1.vpp_pc&amp;lt;/code&amp;gt; - singleplayer map&lt;br /&gt;
* &amp;lt;code&amp;gt;terr01_precache.vpp_pc&amp;lt;/code&amp;gt; - similar to &amp;lt;code&amp;gt;mp_common.vpp_pc&amp;lt;/code&amp;gt; but for the singleplayer map&lt;br /&gt;
* &amp;lt;code&amp;gt;vehicles_r.vpp_pc&amp;lt;/code&amp;gt; - contains textures and meshes for singleplayer vehicles&lt;br /&gt;
* &amp;lt;code&amp;gt;voices_de_de.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;voices_en_us.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;voices_es_es.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;voices_fr_fr.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;voices_it_it.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;voices_ru_ru.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;wcxxx.vpp_c&amp;lt;/code&amp;gt; - wrecking crew maps&lt;br /&gt;
* &amp;lt;code&amp;gt;zonescript_dlc01.vpp_pc&amp;lt;/code&amp;gt; - contains &amp;lt;code&amp;gt;.scriptx&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;.rfgzone_pc&amp;lt;/code&amp;gt; files for singleplayer DLC map&lt;br /&gt;
* &amp;lt;code&amp;gt;zonescript_terr01.vpp_pc&amp;lt;/code&amp;gt; - contains &amp;lt;code&amp;gt;.scriptx&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;.rfgzone_pc&amp;lt;/code&amp;gt; files for singleplayer map&lt;br /&gt;
* &amp;lt;code&amp;gt;xxx.bik&amp;lt;/code&amp;gt; - pre-rendered custscenes&lt;br /&gt;
&lt;br /&gt;
===Scriptx Functions===&lt;br /&gt;
&lt;br /&gt;
* [https://www.factionfiles.com/ff.php?action=scriptxfuncs .scriptx functions]&lt;br /&gt;
&lt;br /&gt;
===Primitive data types &amp;amp; limits===&lt;br /&gt;
&lt;br /&gt;
* Floats (floating decimal points): Max value &amp;lt;code&amp;gt;3.4028237&amp;lt;/code&amp;gt; and move the decimal place right 38 times. Examples: &amp;lt;code&amp;gt;1.0, 0.0&amp;lt;/code&amp;gt;&lt;br /&gt;
* Integer (whole number that could hold a zero, positive or negative value): Max value &amp;lt;code&amp;gt;2147483647&amp;lt;/code&amp;gt;&lt;br /&gt;
* Boolean (truth value with two constants objects True and False , basically a toggle to enable or disable something using &amp;quot;true&amp;quot; or &amp;quot;false&amp;quot;): Examples: &amp;lt;code&amp;gt;&amp;lt;Unlocks_Cheat&amp;gt;True&amp;lt;/Unlocks_Cheat&amp;gt;, &amp;lt;Unlocks_Cheat&amp;gt;False&amp;lt;/Unlocks_Cheat&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
* String (represents a sequence or characters/text): Example: &amp;lt;code&amp;gt;&amp;lt;string&amp;gt;OldCoot&amp;lt;/string&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===sounds_r.vpp_pc Info===&lt;br /&gt;
&lt;br /&gt;
* S16 = Signed 16 bit&lt;br /&gt;
* LE = Little endian&lt;br /&gt;
* 2CH = 2 channels (stereo)&lt;br /&gt;
&lt;br /&gt;
    * destruction.xwb_pc - unknown&lt;br /&gt;
    * dlc01_voc_d01offcam.xwb_pc.en_us.xwb_pc - unknown               &lt;br /&gt;
    * dlc01_voc_spe_d01dan.xwb_pc.en_us.xwb_pc - unknown              &lt;br /&gt;
    * dlc01_voc_spe_d01msm01.xwb_pc.en_us.xwb_pc - unknown            &lt;br /&gt;
    * dlc01_voc_spe_d01msm02.xwb_pc.en_us.xwb_pc - unknown            &lt;br /&gt;
    * dlc01_voc_spe_d01msm03.xwb_pc.en_us.xwb_pc - unknown            &lt;br /&gt;
    * dlc01_voc_spe_d01msm04.xwb_pc.en_us.xwb_pc - unknown            &lt;br /&gt;
    * dlc01_voc_spe_d01msm05.xwb_pc.en_us.xwb_pc - unknown            &lt;br /&gt;
    * dlc01_voc_spe_d01msm06.xwb_pc.en_us.xwb_pc - unknown            &lt;br /&gt;
    * dlc01_voc_spe_d01rfc.xwb_pc.en_us.xwb_pc - unknown              &lt;br /&gt;
    * dlc01_voc_spe_d01sam_pcm01.xwb_pc.en_us.xwb_pc - unknown        &lt;br /&gt;
    * dlc01_voc_spe_d01vasha_safe.xwb_pc.en_us.xwb_pc - unknown       &lt;br /&gt;
    * mov_foley.xwb_pc - unknown                                       &lt;br /&gt;
    * mov_jet_pack.xwb_pc - unknown                                    &lt;br /&gt;
    * mov_male.xwb_pc - unknown                                        &lt;br /&gt;
    * mov_npc_male.xwb_pc - unknown                                    &lt;br /&gt;
    * mp_backpacks.xwb_pc - S16, LE, 2CH. Intermittent static starting ~28sec                  &lt;br /&gt;
    * mp_wep.xwb_pc - S16, LE, 2CH. Static at start and end                                           &lt;br /&gt;
    * mus_briefings.xwb_pc - S16, LE, 2CH.      &lt;br /&gt;
    * mus_demomaster.xwb_pc - S16, LE, 2CH.      &lt;br /&gt;
    * mus_frontend.xwb_pc - S16, LE, 2CH.        &lt;br /&gt;
    * mus_multiplayer.xwb_pc - S16, LE, 2CH.     &lt;br /&gt;
    * mus_progression_01.xwb_pc - S16, LE, 2CH. Static at start, may be header &lt;br /&gt;
    * mus_progression_02.xwb_pc - S16, LE, 2CH.  &lt;br /&gt;
    * mus_progression_03.xwb_pc - S16, LE, 2CH.  &lt;br /&gt;
    * mus_sting.xwb_pc - S16, LE, 2CH. &lt;br /&gt;
    * obj_shared_ambient.xwb_pc - unknown&lt;br /&gt;
    * obj_shared_dth.xwb_pc - unknown     &lt;br /&gt;
    * obj_shared_exp.xwb_pc - unknown&lt;br /&gt;
    * obj_shared_impact.xwb_pc - unknown &lt;br /&gt;
    * scripted_raids.xwb_pc - unknown    &lt;br /&gt;
    * system.xwb_pc - S16, LE, 2CH. Mostly static, valid sound in middle            &lt;br /&gt;
    * system_mp.xwb_pc - unknown         &lt;br /&gt;
    * veh_civ_bus.xwb_pc - S16, LE, 2CH. Some static, some valid sound.       &lt;br /&gt;
    * veh_civ_car1.xwb_pc - S16, LE, 2CH. Some static, some valid sound.          &lt;br /&gt;
    * veh_civ_car2.xwb_pc - S16, LE, 2CH. Some static, some valid sound.          &lt;br /&gt;
    * veh_civ_car3.xwb_pc - S16, LE, 2CH. Some static, some valid sound.        &lt;br /&gt;
    * veh_civ_flat.xwb_pc - unknown    &lt;br /&gt;
    * veh_civ_flat2.xwb_pc - unknown&lt;br /&gt;
    * veh_civ_fuel.xwb_pc - S16, LE, 2CH. Some static, some valid sound.        &lt;br /&gt;
    * veh_civ_hauler.xwb_pc - S16, LE, 2CH. Some static, some valid sound.      &lt;br /&gt;
    * veh_civ_taxi.xwb_pc - S16, LE, 2CH. Some static, some valid sound.        &lt;br /&gt;
    * veh_civ_trash.xwb_pc - S16, LE, 2CH. Some static, some valid sound.       &lt;br /&gt;
    * veh_civ_walker.xwb_pc - S16, LE, 2CH. Some static, some valid sound.      &lt;br /&gt;
    * veh_edf_aax.xwb_pc - S16, LE, 2CH. Mostly static, some valid sound at end.        &lt;br /&gt;
    * veh_edf_abx.xwb_pc - S16, LE, 2CH. Mostly static, some valid sound at end.                 &lt;br /&gt;
    * veh_edf_apc.xwb_pc - S16, LE, 2CH. Some static, some valid sound.       &lt;br /&gt;
    * veh_edf_atank.xwb_pc - S16, LE, 2CH. Some static, some valid sound.     &lt;br /&gt;
    * veh_edf_htank.xwb_pc - S16, LE, 2CH. Some static, some valid sound.     &lt;br /&gt;
    * veh_edf_mtank.xwb_pc - S16, LE, 2CH. Some static, some valid sound.     &lt;br /&gt;
    * veh_edf_scout.xwb_pc - S16, LE, 2CH. Some static, some valid sound.     &lt;br /&gt;
    * veh_edf_staff.xwb_pc - S16, LE, 2CH. Some static, some valid sound.     &lt;br /&gt;
    * veh_edf_staffh2h.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_edf_supply.xwb_pc - S16, LE, 2CH. Some static, some valid sound.    &lt;br /&gt;
    * veh_mar_jetter.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_mar_raider.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_atv.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_bull.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_dtruck.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_etruck.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_jetter.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_pickup.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_rover.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_roverwk.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_supply.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_supplyrt.xwb_pc - unknown&lt;br /&gt;
    * veh_min_wlklg.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_wlkmd.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_shared.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * walla.xwb_pc - unknown&lt;br /&gt;
    * weather.xwb_pc - S16, LE, 2CH.&lt;br /&gt;
    * wep_rfg.xwb_pc -  S16, LE, 2CH. Mostly valid, some static&lt;br /&gt;
&lt;br /&gt;
===RfgUtil Guide===&lt;br /&gt;
&lt;br /&gt;
* Unpacking [Placeholder]&lt;br /&gt;
* Repacking [Placeholder]&lt;br /&gt;
* Command arguments [Placeholder]&lt;br /&gt;
* Scripts [Placeholder]&lt;br /&gt;
* Updating &amp;lt;code&amp;gt;.asm_pc&amp;lt;/code&amp;gt; files [Placeholder]&lt;br /&gt;
&lt;br /&gt;
===Misc Notes===&lt;br /&gt;
&lt;br /&gt;
* When repacking &amp;lt;code&amp;gt;.vpp_pc&amp;lt;/code&amp;gt; files don't compress and/or condense them if they weren't like that in the vanilla game, it will cause the game to crash. Eg: &amp;lt;code&amp;gt;items.vpp_pc&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;interface.vpp_pc&amp;lt;/code&amp;gt;, map files etc. See the table below.&lt;br /&gt;
* When repacking &amp;lt;code&amp;gt;.str2_pc&amp;lt;/code&amp;gt; files ensure they are compressed and condensed.&lt;br /&gt;
* &amp;lt;code&amp;gt;table.vpp_pc&amp;lt;/code&amp;gt; overwrites changes to &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files in &amp;lt;code&amp;gt;misc.vpp_pc&amp;lt;/code&amp;gt;. The work around for this with the legacy mod manager is to rename the file however this breaks multiplayer and reduces the stability of the game. You should edit the same &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files in both &amp;lt;code&amp;gt;misc.vpp_pc&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;table.vpp_pc&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Filename !! Alignment !! Compressed !! Condensed&lt;br /&gt;
|-&lt;br /&gt;
| ALL .str2      || 0      || Yes      || Yes&lt;br /&gt;
|-&lt;br /&gt;
| MOST .vpp_pc      || 2048      || No      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlc01_precache.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlcp01_misc.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| misc.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| mp_common.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| steam.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| terr01_precache.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| zonescript_dlc01.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| zonescript_terr01.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlc01_l1.vpp_pc      || 0      || No      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlcp01_voices_en_us.vpp_pc      || 0      || No      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlcp02_misc.vpp_pc      || 0      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlcp03_misc.vpp_pc      || 0?      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlcp01_anims.vpp_pc      || 16?      || Yes      || Yes&lt;br /&gt;
|-&lt;br /&gt;
| anims.vpp_pc      || 16      || Yes      || Yes&lt;br /&gt;
|-&lt;br /&gt;
| table.vpp_pc      || 64      || Yes      || Yes&lt;br /&gt;
|-&lt;br /&gt;
| skybox.vpp_pc      || 4096      || No      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlcp01_personas_en_us.vpp_pc      || 4096      || No      || No&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Red Faction: Guerrilla Tools===&lt;br /&gt;
&lt;br /&gt;
* [https://github.com/Moneyl/RfgUtil/releases RfgUtil] - Used for unpacking most file formats and updating &amp;lt;code&amp;gt;.asm_pc&amp;lt;/code&amp;gt; files&lt;br /&gt;
* [https://github.com/Moneyl/Nanoforge/releases Nanoforge C++] - Map editor, texture editor, &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; editor and more&lt;br /&gt;
* [https://github.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch/raw/main/tools/mTools.zip mTools] - Drag and drop tool to convert &amp;lt;code&amp;gt;.asm_pc&amp;lt;/code&amp;gt; files to XML and vice versa&lt;br /&gt;
* [https://github.com/rsl-dev/RSL/releases RSL] - Script Loader&lt;br /&gt;
* [https://github.com/Moneyl/AsmTool AsmTool]- WIP Tool for modifying &amp;lt;code&amp;gt;.asm_pc&amp;lt;/code&amp;gt; files used by Red Faction Guerrilla. This is meant to replace hand editing them, which is very error prone and tedious&lt;br /&gt;
* [https://github.com/Rast1234/SyncFaction/releases/download/v9/SyncFaction.exe SyncFaction] - WIP tool for automatically installing the Terraform Patch and eventually replacing the old mod manager&lt;br /&gt;
* [https://www.factionfiles.com/ff.php?action=file&amp;amp;id=5686 xdelta UI] - GUI for generating &amp;lt;code&amp;gt;.xdelta&amp;lt;/code&amp;gt; (binary) patches&lt;br /&gt;
* [http://www.ximple.cz/download.php XiMpLe XML Editor] - Lightweight GUI XML Editor that displays XML type files in a table grid views and shows what other &amp;lt;code&amp;gt;.xtbls&amp;lt;/code&amp;gt; it is referencing. Very useful for understanding and editing &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files.&lt;br /&gt;
* [https://github.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch/raw/main/tools/Volition_Table_File_Editor.zip Volition Table File Editor] - GUI for editing &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files&lt;br /&gt;
* [https://jsonformatter.org/xml-formatter XML Formatter] - Use this to format &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files so they are easier to read&lt;br /&gt;
* [https://www.w3schools.com/xml/xml_validator.asp XML Validator] - Use this to validate &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; edits, any mistakes you make will crash the game&lt;br /&gt;
* [https://www.factionfiles.com/ff.php?action=file&amp;amp;id=5995 Mod Manager Re-mars-tered v1.03] - Legacy mod manager&lt;br /&gt;
* [https://onecompiler.com/lua/3ykpyrhhb LUA Validator] - Useful for validating RSL scripts for errors, note it's safe to ignore &amp;lt;code&amp;gt;attempt to index a nil value (global 'rfg')&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Useful Software===&lt;br /&gt;
&lt;br /&gt;
* [https://www.voidtools.com/ Voidtools Everything] - Locate files and folders by name instantly&lt;br /&gt;
* [https://www.mythicsoft.com/agentransack/ Agent Ransack] - Bulk search for keywords within unpacked files&lt;br /&gt;
* [https://notepad-plus-plus.org/downloads/ Notepad++] - Good text editor for manually editing &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files, set language as XML&lt;br /&gt;
&lt;br /&gt;
==Tutorials==&lt;br /&gt;
*[[Nanoforge xtbl editing]] - How to edit [[.xtbl]] files in Nanoforge.&lt;br /&gt;
*[[Nanoforge Texture Editing]] - How to edit textures using Nanoforge.&lt;br /&gt;
* XTBL Editing Guides [Placeholder]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Red Faction: Guerrilla]]&lt;br /&gt;
[[Category: RF:G Editing]]&lt;/div&gt;</summary>
		<author><name>Camo</name></author>
	</entry>
	<entry>
		<id>https://www.redfactionwiki.com/w/index.php?title=RF:G_Editing_Main_Page&amp;diff=8971</id>
		<title>RF:G Editing Main Page</title>
		<link rel="alternate" type="text/html" href="https://www.redfactionwiki.com/w/index.php?title=RF:G_Editing_Main_Page&amp;diff=8971"/>
		<updated>2023-06-24T04:17:00Z</updated>

		<summary type="html">&lt;p&gt;Camo: /* Misc Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RFGEditing}}&lt;br /&gt;
{{Under construction}}&lt;br /&gt;
&lt;br /&gt;
This will serve as a landing page for all resources related to [[Red Faction: Guerrilla]] editing for the '''Re-Mars-tered Edition'''.&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
===Community===&lt;br /&gt;
*[https://discord.gg/factionfiles Faction Files Community Discord] - Active Red Faction series community Discord with #map-mod-development channel for community development discussion&lt;br /&gt;
===Downloads===&lt;br /&gt;
*[https://www.factionfiles.com/ff.php?action=files FactionFiles.com] - Custom mods, tools, patches, and reference material&lt;br /&gt;
*[https://www.nexusmods.com/redfactionguerilla/mods/ Nexus Mods] - Custom mods&lt;br /&gt;
*[https://www.nexusmods.com/redfactionguerrillaremarstered/mods/ Nexus Mods Re-Mars-tered] - Custom mods&lt;br /&gt;
&lt;br /&gt;
==Documentation==&lt;br /&gt;
*[[RF:G Map organization]]&lt;br /&gt;
*[[Nanoforge basics]]&lt;br /&gt;
*[https://github.com/Moneyl/RfgTools/blob/main/Documentation/RfgZonexFormat.md Zone file format docs] - Describes the zone format used by RFG in more detail&lt;br /&gt;
===Core Concepts===&lt;br /&gt;
*[[Red Faction: Guerrilla]]'s level editor is [[CLOE]], which is not publicly available.&lt;br /&gt;
&lt;br /&gt;
===Red Faction: Guerrilla File Formats===&lt;br /&gt;
* &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; - XML table files are used to store properties or attributes in Red Faction: Guerrilla. Overall, their function is similar to the &amp;lt;code&amp;gt;.tbl&amp;lt;/code&amp;gt; files of Red Faction and Red Faction II.&lt;br /&gt;
* &amp;lt;code&amp;gt;.scriptx&amp;lt;/code&amp;gt; - Internal script engine file, commonly used for missions and activities&lt;br /&gt;
* &amp;lt;code&amp;gt;.dtodx&amp;lt;/code&amp;gt; - Weather/lighting file for maps that controls things like fog, tint, ambient colour, eye adaption, bloom, cloud color and speed&lt;br /&gt;
* &amp;lt;code&amp;gt;.gtodx&amp;lt;/code&amp;gt; - Skybox file for maps that controls things like the sun texture, moon positions and if the horizon mountain texture is enabled&lt;br /&gt;
* &amp;lt;code&amp;gt;.vpp_pc&amp;lt;/code&amp;gt; - Packfile&lt;br /&gt;
* &amp;lt;code&amp;gt;.rigx&amp;lt;/code&amp;gt; - Rig&lt;br /&gt;
* &amp;lt;code&amp;gt;.str2_pc&amp;lt;/code&amp;gt; - Texture Packfile&lt;br /&gt;
* &amp;lt;code&amp;gt;.rfgzone_pc&amp;lt;/code&amp;gt; - Map zone&lt;br /&gt;
* &amp;lt;code&amp;gt;.layer_pc&amp;lt;/code&amp;gt; - Map zone&lt;br /&gt;
* &amp;lt;code&amp;gt;.cpeg_pc, cvbm_pc&amp;lt;/code&amp;gt; - Texture cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gpeg_pc, gvbm_pc&amp;lt;/code&amp;gt; - Texture gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.asm_pc&amp;lt;/code&amp;gt; - Streaming index&lt;br /&gt;
* &amp;lt;code&amp;gt;.csmesh_pc&amp;lt;/code&amp;gt; - Static mesh cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gsmesh_pc&amp;lt;/code&amp;gt; - Static mesh gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.ccmesh_pc&amp;lt;/code&amp;gt; - Character mesh cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gcmesh_pc&amp;lt;/code&amp;gt; - Character mesh gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.ccar_pc&amp;lt;/code&amp;gt; - Vehicle mesh cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gcar_pc&amp;lt;/code&amp;gt; - Vehicle mesh gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.anim_pc&amp;lt;/code&amp;gt; - Animation&lt;br /&gt;
* &amp;lt;code&amp;gt;.cchk_pc&amp;lt;/code&amp;gt; - Destructible object cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gchk_pc&amp;lt;/code&amp;gt; - Destructible object gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.cefct_pc&amp;lt;/code&amp;gt; - Visual effect cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gefct_pc&amp;lt;/code&amp;gt; - Visual effect gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.cfmesh_pc&amp;lt;/code&amp;gt; - Foliage mesh&lt;br /&gt;
* &amp;lt;code&amp;gt;.cstch&amp;lt;/code&amp;gt; - Terrain clutter mesh cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gstch&amp;lt;/code&amp;gt; - Terrain clutter mesh gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.cterrain_pc&amp;lt;/code&amp;gt; - Terrain zone cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gterrain_pc&amp;lt;/code&amp;gt; - Terrain zone gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.ctmesh_pc&amp;lt;/code&amp;gt; - Terrain subzone cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gtmesh_pc&amp;lt;/code&amp;gt; - Terrain subzone gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.fsmib&amp;lt;/code&amp;gt; - Fullscreen map data&lt;br /&gt;
* &amp;lt;code&amp;gt;.fxo_kg&amp;lt;/code&amp;gt; - Shader&lt;br /&gt;
* &amp;lt;code&amp;gt;.le_strings&amp;lt;/code&amp;gt; - Steam localization strings&lt;br /&gt;
* &amp;lt;code&amp;gt;.rfglocatext&amp;lt;/code&amp;gt; - Localization strings&lt;br /&gt;
* &amp;lt;code&amp;gt;.mat_pc&amp;lt;/code&amp;gt; - Render material&lt;br /&gt;
* &amp;lt;code&amp;gt;.morph_pc&amp;lt;/code&amp;gt; - Animation Morph&lt;br /&gt;
* &amp;lt;code&amp;gt;.vint_doc&amp;lt;/code&amp;gt; - UI&lt;br /&gt;
* &amp;lt;code&amp;gt;.sim_pc&amp;lt;/code&amp;gt; - Cloth sim&lt;br /&gt;
* &amp;lt;code&amp;gt;.xgs_pc&amp;lt;/code&amp;gt; - Sound config&lt;br /&gt;
* &amp;lt;code&amp;gt;.xsb_pc&amp;lt;/code&amp;gt; - Soundbank&lt;br /&gt;
* &amp;lt;code&amp;gt;.xwb_pc&amp;lt;/code&amp;gt; - Wavebank&lt;br /&gt;
* &amp;lt;code&amp;gt;.aud_pc&amp;lt;/code&amp;gt; - Audio categories&lt;br /&gt;
* &amp;lt;code&amp;gt;.vf3_pc&amp;lt;/code&amp;gt; - Font&lt;br /&gt;
* &amp;lt;code&amp;gt;.vfdvp_pc&amp;lt;/code&amp;gt; - ?&lt;br /&gt;
* &amp;lt;code&amp;gt;.rfgvp_pc&amp;lt;/code&amp;gt; - ?&lt;br /&gt;
&lt;br /&gt;
===Red Faction: Guerrilla File Structure===&lt;br /&gt;
&lt;br /&gt;
\Red Faction Guerrilla Re-MARS-tered\data\&lt;br /&gt;
&lt;br /&gt;
The two most important files for modding most of RF:G are &amp;lt;code&amp;gt;misc.vpp_pc&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;table.vpp_pc&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;activities.vpp_pc&amp;lt;/code&amp;gt; - contains textures for singleplayer activities&lt;br /&gt;
* &amp;lt;code&amp;gt;anims.vpp_pc&amp;lt;/code&amp;gt; - contains animation files&lt;br /&gt;
* &amp;lt;code&amp;gt;chunks.vpp_pc&amp;lt;/code&amp;gt; - contains &amp;lt;code&amp;gt;.rfgchunkx&amp;lt;/code&amp;gt; files and seems to be related to the &amp;lt;code&amp;gt;preload_chunks.xtbl&amp;lt;/code&amp;gt; file, it's possible to add them to a map using the correct &amp;lt;code&amp;gt;dest_checksum&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;uid&amp;lt;/code&amp;gt; numbers. Game might also spawn &amp;lt;code&amp;gt;missing_chunk&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;missing_destroyable&amp;lt;/code&amp;gt; if a mesh fails to load.&lt;br /&gt;
* &amp;lt;code&amp;gt;cloth_sim.vpp_pc&amp;lt;/code&amp;gt; - contains cloth simulation files&lt;br /&gt;
* &amp;lt;code&amp;gt;decals.vpp_pc&amp;lt;/code&amp;gt; - contains decal textures&lt;br /&gt;
* &amp;lt;code&amp;gt;dlc01_l0.vpp_pc&amp;lt;/code&amp;gt; - singleplayer DLC map&lt;br /&gt;
* &amp;lt;code&amp;gt;dlc01_l1.vpp_pc&amp;lt;/code&amp;gt; - only contains a blank &amp;lt;code&amp;gt;asm_pc&amp;lt;/code&amp;gt; file&lt;br /&gt;
* &amp;lt;code&amp;gt;dlc01_precache.vpp_pc&amp;lt;/code&amp;gt; - similar to &amp;lt;code&amp;gt;mp_common.vpp_pc&amp;lt;/code&amp;gt; but for the singleplayer DLC map&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_activities.vpp_pc&amp;lt;/code&amp;gt; - contains textures for singleplayer DLC activities&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_anims.vpp_pc&amp;lt;/code&amp;gt; - contains animation files for singleplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_cloth_sim.vpp_pc&amp;lt;/code&amp;gt; - contains cloth simulation files for singleplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_effects.vpp_pc&amp;lt;/code&amp;gt; - contains visual effect files for singleplayer DLC, some are &amp;lt;code&amp;gt;.str2&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_humans.vpp_pc&amp;lt;/code&amp;gt; - contains textures and meshes for characters in singleplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_interface.vpp_pc&amp;lt;/code&amp;gt; - contains textures for loading screens &amp;amp; thumbnails in singleplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_items.vpp_pc&amp;lt;/code&amp;gt; - contains textures and meshes for weapons, character props and misc objects in singleplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlc01_misc.vpp_pc&amp;lt;/code&amp;gt; - contains &amp;lt;code&amp;gt;.rig_pc&amp;lt;/code&amp;gt; files, the &amp;lt;code&amp;gt;.fsmib&amp;lt;/code&amp;gt; file and two &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files for singleplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlc01_missions.vpp_pc&amp;lt;/code&amp;gt; - contains textures related to singleplayer DLC missions&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_personas_en_us.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_vehicles.vpp_pc&amp;lt;/code&amp;gt; - contains textures and meshes for singleplayer DLC vehicles&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_voices_en_us.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp02_interface.vpp_pc&amp;lt;/code&amp;gt; - contains textures for loading screens &amp;amp; thumbnails for multiplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp02_misc.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp03_interface.vpp_pc&amp;lt;/code&amp;gt; - contains textures for loading screens &amp;amp; thumbnails for wrecking crew DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp03_misc.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;effects.vpp_pc&amp;lt;/code&amp;gt; - contains visual effect files, some are &amp;lt;code&amp;gt;.str2&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;effects_mp.vpp_pc&amp;lt;/code&amp;gt; - contains multiplayer only visual effect files, some are &amp;lt;code&amp;gt;.str2&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;humans.vpp_pc&amp;lt;/code&amp;gt; - contains textures and meshes for characters in both singleplayer and multiplayer&lt;br /&gt;
* &amp;lt;code&amp;gt;interface.vpp_pc&amp;lt;/code&amp;gt; - contains textures for loading screens &amp;amp; thumbnails in both SP and MP and character portraits in multiplayer&lt;br /&gt;
* &amp;lt;code&amp;gt;items.vpp_pc&amp;lt;/code&amp;gt; - contains textures and meshes for weapons, character props and misc objects in both singleplayer &amp;amp; multiplayer&lt;br /&gt;
* &amp;lt;code&amp;gt;items_mp.vpp_pc&amp;lt;/code&amp;gt; - contains multiplayer only textures and meshes&lt;br /&gt;
* &amp;lt;code&amp;gt;misc.vpp_pc&amp;lt;/code&amp;gt; contains &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files and most other file types&lt;br /&gt;
* &amp;lt;code&amp;gt;missions.vpp_pc&amp;lt;/code&amp;gt; - contains textures for singleplayer missions&lt;br /&gt;
* &amp;lt;code&amp;gt;mp_common.vpp_pc&amp;lt;/code&amp;gt; - contains textures shared between multiplayer maps&lt;br /&gt;
* &amp;lt;code&amp;gt;mp_xxx.vpp_pc&amp;lt;/code&amp;gt; - multiplayer maps, excluding &amp;lt;code&amp;gt;mp_common.vpp_pc&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;mpdlc_xxx.vpp_pc&amp;lt;/code&amp;gt; - DLC multiplayer maps&lt;br /&gt;
* &amp;lt;code&amp;gt;personas_de_de.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;personas_en_us.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;personas_es_es.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;personas_fr_fr.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;personas_it_it.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;personas_ru_ru.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_00a.bik_xbox2&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_01a.bik_xbox2&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_02a.bik_xbox2&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_03a.bik_xbox2&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_03b.bik_xbox2&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_04a.bik_xbox2&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_05a.bik_xbox2&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_06a.bik_xbox2&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;skybox.vpp_pc&amp;lt;/code&amp;gt; - contains textures for the skybox like the clouds&lt;br /&gt;
* &amp;lt;code&amp;gt;sounds_r.vpp_pc&amp;lt;/code&amp;gt; - contains &amp;lt;code&amp;gt;.xmb_pc&amp;lt;/code&amp;gt; sound files&lt;br /&gt;
* &amp;lt;code&amp;gt;steam.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;table.vpp_pc&amp;lt;/code&amp;gt; - contains only &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files and will overwrite &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files in &amp;lt;code&amp;gt;misc.vpp_pc&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;terr01_l0.vpp_pc&amp;lt;/code&amp;gt; - singleplayer map&lt;br /&gt;
* &amp;lt;code&amp;gt;terr01_l1.vpp_pc&amp;lt;/code&amp;gt; - singleplayer map&lt;br /&gt;
* &amp;lt;code&amp;gt;terr01_precache.vpp_pc&amp;lt;/code&amp;gt; - similar to &amp;lt;code&amp;gt;mp_common.vpp_pc&amp;lt;/code&amp;gt; but for the singleplayer map&lt;br /&gt;
* &amp;lt;code&amp;gt;vehicles_r.vpp_pc&amp;lt;/code&amp;gt; - contains textures and meshes for singleplayer vehicles&lt;br /&gt;
* &amp;lt;code&amp;gt;voices_de_de.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;voices_en_us.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;voices_es_es.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;voices_fr_fr.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;voices_it_it.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;voices_ru_ru.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;wcxxx.vpp_c&amp;lt;/code&amp;gt; - wrecking crew maps&lt;br /&gt;
* &amp;lt;code&amp;gt;zonescript_dlc01.vpp_pc&amp;lt;/code&amp;gt; - contains &amp;lt;code&amp;gt;.scriptx&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;.rfgzone_pc&amp;lt;/code&amp;gt; files for singleplayer DLC map&lt;br /&gt;
* &amp;lt;code&amp;gt;zonescript_terr01.vpp_pc&amp;lt;/code&amp;gt; - contains &amp;lt;code&amp;gt;.scriptx&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;.rfgzone_pc&amp;lt;/code&amp;gt; files for singleplayer map&lt;br /&gt;
* &amp;lt;code&amp;gt;xxx.bik&amp;lt;/code&amp;gt; - pre-rendered custscenes&lt;br /&gt;
&lt;br /&gt;
===Scriptx Functions===&lt;br /&gt;
&lt;br /&gt;
* [https://www.factionfiles.com/ff.php?action=scriptxfuncs .scriptx functions]&lt;br /&gt;
&lt;br /&gt;
===Primitive data types &amp;amp; limits===&lt;br /&gt;
&lt;br /&gt;
* Floats (floating decimal points): Max value &amp;lt;code&amp;gt;3.4028237&amp;lt;/code&amp;gt; and move the decimal place right 38 times. Examples: &amp;lt;code&amp;gt;1.0, 0.0&amp;lt;/code&amp;gt;&lt;br /&gt;
* Integer (whole number that could hold a zero, positive or negative value): Max value &amp;lt;code&amp;gt;2147483647&amp;lt;/code&amp;gt;&lt;br /&gt;
* Boolean (truth value with two constants objects True and False , basically a toggle to enable or disable something using &amp;quot;true&amp;quot; or &amp;quot;false&amp;quot;): Examples: &amp;lt;code&amp;gt;&amp;lt;Unlocks_Cheat&amp;gt;True&amp;lt;/Unlocks_Cheat&amp;gt;, &amp;lt;Unlocks_Cheat&amp;gt;False&amp;lt;/Unlocks_Cheat&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
* String (represents a sequence or characters/text): Example: &amp;lt;code&amp;gt;&amp;lt;string&amp;gt;OldCoot&amp;lt;/string&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===sounds_r.vpp_pc Info===&lt;br /&gt;
&lt;br /&gt;
* S16 = Signed 16 bit&lt;br /&gt;
* LE = Little endian&lt;br /&gt;
* 2CH = 2 channels (stereo)&lt;br /&gt;
&lt;br /&gt;
    * destruction.xwb_pc - unknown&lt;br /&gt;
    * dlc01_voc_d01offcam.xwb_pc.en_us.xwb_pc - unknown               &lt;br /&gt;
    * dlc01_voc_spe_d01dan.xwb_pc.en_us.xwb_pc - unknown              &lt;br /&gt;
    * dlc01_voc_spe_d01msm01.xwb_pc.en_us.xwb_pc - unknown            &lt;br /&gt;
    * dlc01_voc_spe_d01msm02.xwb_pc.en_us.xwb_pc - unknown            &lt;br /&gt;
    * dlc01_voc_spe_d01msm03.xwb_pc.en_us.xwb_pc - unknown            &lt;br /&gt;
    * dlc01_voc_spe_d01msm04.xwb_pc.en_us.xwb_pc - unknown            &lt;br /&gt;
    * dlc01_voc_spe_d01msm05.xwb_pc.en_us.xwb_pc - unknown            &lt;br /&gt;
    * dlc01_voc_spe_d01msm06.xwb_pc.en_us.xwb_pc - unknown            &lt;br /&gt;
    * dlc01_voc_spe_d01rfc.xwb_pc.en_us.xwb_pc - unknown              &lt;br /&gt;
    * dlc01_voc_spe_d01sam_pcm01.xwb_pc.en_us.xwb_pc - unknown        &lt;br /&gt;
    * dlc01_voc_spe_d01vasha_safe.xwb_pc.en_us.xwb_pc - unknown       &lt;br /&gt;
    * mov_foley.xwb_pc - unknown                                       &lt;br /&gt;
    * mov_jet_pack.xwb_pc - unknown                                    &lt;br /&gt;
    * mov_male.xwb_pc - unknown                                        &lt;br /&gt;
    * mov_npc_male.xwb_pc - unknown                                    &lt;br /&gt;
    * mp_backpacks.xwb_pc - S16, LE, 2CH. Intermittent static starting ~28sec                  &lt;br /&gt;
    * mp_wep.xwb_pc - S16, LE, 2CH. Static at start and end                                           &lt;br /&gt;
    * mus_briefings.xwb_pc - S16, LE, 2CH.      &lt;br /&gt;
    * mus_demomaster.xwb_pc - S16, LE, 2CH.      &lt;br /&gt;
    * mus_frontend.xwb_pc - S16, LE, 2CH.        &lt;br /&gt;
    * mus_multiplayer.xwb_pc - S16, LE, 2CH.     &lt;br /&gt;
    * mus_progression_01.xwb_pc - S16, LE, 2CH. Static at start, may be header &lt;br /&gt;
    * mus_progression_02.xwb_pc - S16, LE, 2CH.  &lt;br /&gt;
    * mus_progression_03.xwb_pc - S16, LE, 2CH.  &lt;br /&gt;
    * mus_sting.xwb_pc - S16, LE, 2CH. &lt;br /&gt;
    * obj_shared_ambient.xwb_pc - unknown&lt;br /&gt;
    * obj_shared_dth.xwb_pc - unknown     &lt;br /&gt;
    * obj_shared_exp.xwb_pc - unknown&lt;br /&gt;
    * obj_shared_impact.xwb_pc - unknown &lt;br /&gt;
    * scripted_raids.xwb_pc - unknown    &lt;br /&gt;
    * system.xwb_pc - S16, LE, 2CH. Mostly static, valid sound in middle            &lt;br /&gt;
    * system_mp.xwb_pc - unknown         &lt;br /&gt;
    * veh_civ_bus.xwb_pc - S16, LE, 2CH. Some static, some valid sound.       &lt;br /&gt;
    * veh_civ_car1.xwb_pc - S16, LE, 2CH. Some static, some valid sound.          &lt;br /&gt;
    * veh_civ_car2.xwb_pc - S16, LE, 2CH. Some static, some valid sound.          &lt;br /&gt;
    * veh_civ_car3.xwb_pc - S16, LE, 2CH. Some static, some valid sound.        &lt;br /&gt;
    * veh_civ_flat.xwb_pc - unknown    &lt;br /&gt;
    * veh_civ_flat2.xwb_pc - unknown&lt;br /&gt;
    * veh_civ_fuel.xwb_pc - S16, LE, 2CH. Some static, some valid sound.        &lt;br /&gt;
    * veh_civ_hauler.xwb_pc - S16, LE, 2CH. Some static, some valid sound.      &lt;br /&gt;
    * veh_civ_taxi.xwb_pc - S16, LE, 2CH. Some static, some valid sound.        &lt;br /&gt;
    * veh_civ_trash.xwb_pc - S16, LE, 2CH. Some static, some valid sound.       &lt;br /&gt;
    * veh_civ_walker.xwb_pc - S16, LE, 2CH. Some static, some valid sound.      &lt;br /&gt;
    * veh_edf_aax.xwb_pc - S16, LE, 2CH. Mostly static, some valid sound at end.        &lt;br /&gt;
    * veh_edf_abx.xwb_pc - S16, LE, 2CH. Mostly static, some valid sound at end.                 &lt;br /&gt;
    * veh_edf_apc.xwb_pc - S16, LE, 2CH. Some static, some valid sound.       &lt;br /&gt;
    * veh_edf_atank.xwb_pc - S16, LE, 2CH. Some static, some valid sound.     &lt;br /&gt;
    * veh_edf_htank.xwb_pc - S16, LE, 2CH. Some static, some valid sound.     &lt;br /&gt;
    * veh_edf_mtank.xwb_pc - S16, LE, 2CH. Some static, some valid sound.     &lt;br /&gt;
    * veh_edf_scout.xwb_pc - S16, LE, 2CH. Some static, some valid sound.     &lt;br /&gt;
    * veh_edf_staff.xwb_pc - S16, LE, 2CH. Some static, some valid sound.     &lt;br /&gt;
    * veh_edf_staffh2h.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_edf_supply.xwb_pc - S16, LE, 2CH. Some static, some valid sound.    &lt;br /&gt;
    * veh_mar_jetter.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_mar_raider.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_atv.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_bull.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_dtruck.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_etruck.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_jetter.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_pickup.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_rover.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_roverwk.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_supply.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_supplyrt.xwb_pc - unknown&lt;br /&gt;
    * veh_min_wlklg.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_wlkmd.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_shared.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * walla.xwb_pc - unknown&lt;br /&gt;
    * weather.xwb_pc - S16, LE, 2CH.&lt;br /&gt;
    * wep_rfg.xwb_pc -  S16, LE, 2CH. Mostly valid, some static&lt;br /&gt;
&lt;br /&gt;
===RfgUtil Guide===&lt;br /&gt;
&lt;br /&gt;
* Unpacking [Placeholder]&lt;br /&gt;
* Repacking [Placeholder]&lt;br /&gt;
* Command arguments [Placeholder]&lt;br /&gt;
* Scripts [Placeholder]&lt;br /&gt;
* Updating &amp;lt;code&amp;gt;.asm_pc&amp;lt;/code&amp;gt; files [Placeholder]&lt;br /&gt;
&lt;br /&gt;
===Misc Notes===&lt;br /&gt;
&lt;br /&gt;
* When repacking &amp;lt;code&amp;gt;.vpp_pc&amp;lt;/code&amp;gt; files don't compress and/or condense them if they weren't like that in the vanilla game, it will cause the game to crash. Eg: &amp;lt;code&amp;gt;items.vpp_pc&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;interface.vpp_pc&amp;lt;/code&amp;gt;, map files etc. See the table below.&lt;br /&gt;
* When repacking &amp;lt;code&amp;gt;.str2_pc&amp;lt;/code&amp;gt; files ensure they are compressed and condensed.&lt;br /&gt;
* &amp;lt;code&amp;gt;table.vpp_pc&amp;lt;/code&amp;gt; overwrites changes to &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files in &amp;lt;code&amp;gt;misc.vpp_pc&amp;lt;/code&amp;gt;. The work around for this with the legacy mod manager is to rename the file however this breaks multiplayer and reduces the stability of the game. You should edit the same &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files in both &amp;lt;code&amp;gt;misc.vpp_pc&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;table.vpp_pc&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Filename !! Alignment !! Compressed !! Condensed&lt;br /&gt;
|-&lt;br /&gt;
| ALL .str2      || 0      || Yes      || Yes&lt;br /&gt;
|-&lt;br /&gt;
| MOST .vpp_pc      || 2048      || No      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlc01_precache.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlcp01_misc.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| misc.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| mp_common.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| steam.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| terr01_precache.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| zonescript_dlc01.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| zonescript_terr01.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlc01_l1.vpp_pc      || 0      || No      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlcp01_voices_en_us.vpp_pc      || 0      || No      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlcp02_misc.vpp_pc      || 0      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlcp01_anims.vpp_pc      || 16?      || Yes      || Yes&lt;br /&gt;
|-&lt;br /&gt;
| anims.vpp_pc      || 16      || Yes      || Yes&lt;br /&gt;
|-&lt;br /&gt;
| anims.vpp_pc      || 16      || Yes      || Yes&lt;br /&gt;
|-&lt;br /&gt;
| table.vpp_pc      || 64      || Yes      || Yes&lt;br /&gt;
|-&lt;br /&gt;
| skybox.vpp_pc      || 4096      || No      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlcp01_personas_en_us.vpp_pc      || 4096      || No      || No&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Red Faction: Guerrilla Tools===&lt;br /&gt;
&lt;br /&gt;
* [https://github.com/Moneyl/RfgUtil/releases RfgUtil] - Used for unpacking most file formats and updating &amp;lt;code&amp;gt;.asm_pc&amp;lt;/code&amp;gt; files&lt;br /&gt;
* [https://github.com/Moneyl/Nanoforge/releases Nanoforge C++] - Map editor, texture editor, &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; editor and more&lt;br /&gt;
* [https://github.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch/raw/main/tools/mTools.zip mTools] - Drag and drop tool to convert &amp;lt;code&amp;gt;.asm_pc&amp;lt;/code&amp;gt; files to XML and vice versa&lt;br /&gt;
* [https://github.com/rsl-dev/RSL/releases RSL] - Script Loader&lt;br /&gt;
* [https://github.com/Moneyl/AsmTool AsmTool]- WIP Tool for modifying &amp;lt;code&amp;gt;.asm_pc&amp;lt;/code&amp;gt; files used by Red Faction Guerrilla. This is meant to replace hand editing them, which is very error prone and tedious&lt;br /&gt;
* [https://github.com/Rast1234/SyncFaction/releases/download/v9/SyncFaction.exe SyncFaction] - WIP tool for automatically installing the Terraform Patch and eventually replacing the old mod manager&lt;br /&gt;
* [https://www.factionfiles.com/ff.php?action=file&amp;amp;id=5686 xdelta UI] - GUI for generating &amp;lt;code&amp;gt;.xdelta&amp;lt;/code&amp;gt; (binary) patches&lt;br /&gt;
* [http://www.ximple.cz/download.php XiMpLe XML Editor] - Lightweight GUI XML Editor that displays XML type files in a table grid views and shows what other &amp;lt;code&amp;gt;.xtbls&amp;lt;/code&amp;gt; it is referencing. Very useful for understanding and editing &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files.&lt;br /&gt;
* [https://github.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch/raw/main/tools/Volition_Table_File_Editor.zip Volition Table File Editor] - GUI for editing &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files&lt;br /&gt;
* [https://jsonformatter.org/xml-formatter XML Formatter] - Use this to format &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files so they are easier to read&lt;br /&gt;
* [https://www.w3schools.com/xml/xml_validator.asp XML Validator] - Use this to validate &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; edits, any mistakes you make will crash the game&lt;br /&gt;
* [https://www.factionfiles.com/ff.php?action=file&amp;amp;id=5995 Mod Manager Re-mars-tered v1.03] - Legacy mod manager&lt;br /&gt;
* [https://onecompiler.com/lua/3ykpyrhhb LUA Validator] - Useful for validating RSL scripts for errors, note it's safe to ignore &amp;lt;code&amp;gt;attempt to index a nil value (global 'rfg')&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Useful Software===&lt;br /&gt;
&lt;br /&gt;
* [https://www.voidtools.com/ Voidtools Everything] - Locate files and folders by name instantly&lt;br /&gt;
* [https://www.mythicsoft.com/agentransack/ Agent Ransack] - Bulk search for keywords within unpacked files&lt;br /&gt;
* [https://notepad-plus-plus.org/downloads/ Notepad++] - Good text editor for manually editing &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files, set language as XML&lt;br /&gt;
&lt;br /&gt;
==Tutorials==&lt;br /&gt;
*[[Nanoforge xtbl editing]] - How to edit [[.xtbl]] files in Nanoforge.&lt;br /&gt;
*[[Nanoforge Texture Editing]] - How to edit textures using Nanoforge.&lt;br /&gt;
* XTBL Editing Guides [Placeholder]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Red Faction: Guerrilla]]&lt;br /&gt;
[[Category: RF:G Editing]]&lt;/div&gt;</summary>
		<author><name>Camo</name></author>
	</entry>
	<entry>
		<id>https://www.redfactionwiki.com/w/index.php?title=RF:G_Editing_Main_Page&amp;diff=8970</id>
		<title>RF:G Editing Main Page</title>
		<link rel="alternate" type="text/html" href="https://www.redfactionwiki.com/w/index.php?title=RF:G_Editing_Main_Page&amp;diff=8970"/>
		<updated>2023-06-24T02:52:51Z</updated>

		<summary type="html">&lt;p&gt;Camo: /* Misc Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RFGEditing}}&lt;br /&gt;
{{Under construction}}&lt;br /&gt;
&lt;br /&gt;
This will serve as a landing page for all resources related to [[Red Faction: Guerrilla]] editing for the '''Re-Mars-tered Edition'''.&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
===Community===&lt;br /&gt;
*[https://discord.gg/factionfiles Faction Files Community Discord] - Active Red Faction series community Discord with #map-mod-development channel for community development discussion&lt;br /&gt;
===Downloads===&lt;br /&gt;
*[https://www.factionfiles.com/ff.php?action=files FactionFiles.com] - Custom mods, tools, patches, and reference material&lt;br /&gt;
*[https://www.nexusmods.com/redfactionguerilla/mods/ Nexus Mods] - Custom mods&lt;br /&gt;
*[https://www.nexusmods.com/redfactionguerrillaremarstered/mods/ Nexus Mods Re-Mars-tered] - Custom mods&lt;br /&gt;
&lt;br /&gt;
==Documentation==&lt;br /&gt;
*[[RF:G Map organization]]&lt;br /&gt;
*[[Nanoforge basics]]&lt;br /&gt;
*[https://github.com/Moneyl/RfgTools/blob/main/Documentation/RfgZonexFormat.md Zone file format docs] - Describes the zone format used by RFG in more detail&lt;br /&gt;
===Core Concepts===&lt;br /&gt;
*[[Red Faction: Guerrilla]]'s level editor is [[CLOE]], which is not publicly available.&lt;br /&gt;
&lt;br /&gt;
===Red Faction: Guerrilla File Formats===&lt;br /&gt;
* &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; - XML table files are used to store properties or attributes in Red Faction: Guerrilla. Overall, their function is similar to the &amp;lt;code&amp;gt;.tbl&amp;lt;/code&amp;gt; files of Red Faction and Red Faction II.&lt;br /&gt;
* &amp;lt;code&amp;gt;.scriptx&amp;lt;/code&amp;gt; - Internal script engine file, commonly used for missions and activities&lt;br /&gt;
* &amp;lt;code&amp;gt;.dtodx&amp;lt;/code&amp;gt; - Weather/lighting file for maps that controls things like fog, tint, ambient colour, eye adaption, bloom, cloud color and speed&lt;br /&gt;
* &amp;lt;code&amp;gt;.gtodx&amp;lt;/code&amp;gt; - Skybox file for maps that controls things like the sun texture, moon positions and if the horizon mountain texture is enabled&lt;br /&gt;
* &amp;lt;code&amp;gt;.vpp_pc&amp;lt;/code&amp;gt; - Packfile&lt;br /&gt;
* &amp;lt;code&amp;gt;.rigx&amp;lt;/code&amp;gt; - Rig&lt;br /&gt;
* &amp;lt;code&amp;gt;.str2_pc&amp;lt;/code&amp;gt; - Texture Packfile&lt;br /&gt;
* &amp;lt;code&amp;gt;.rfgzone_pc&amp;lt;/code&amp;gt; - Map zone&lt;br /&gt;
* &amp;lt;code&amp;gt;.layer_pc&amp;lt;/code&amp;gt; - Map zone&lt;br /&gt;
* &amp;lt;code&amp;gt;.cpeg_pc, cvbm_pc&amp;lt;/code&amp;gt; - Texture cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gpeg_pc, gvbm_pc&amp;lt;/code&amp;gt; - Texture gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.asm_pc&amp;lt;/code&amp;gt; - Streaming index&lt;br /&gt;
* &amp;lt;code&amp;gt;.csmesh_pc&amp;lt;/code&amp;gt; - Static mesh cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gsmesh_pc&amp;lt;/code&amp;gt; - Static mesh gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.ccmesh_pc&amp;lt;/code&amp;gt; - Character mesh cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gcmesh_pc&amp;lt;/code&amp;gt; - Character mesh gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.ccar_pc&amp;lt;/code&amp;gt; - Vehicle mesh cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gcar_pc&amp;lt;/code&amp;gt; - Vehicle mesh gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.anim_pc&amp;lt;/code&amp;gt; - Animation&lt;br /&gt;
* &amp;lt;code&amp;gt;.cchk_pc&amp;lt;/code&amp;gt; - Destructible object cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gchk_pc&amp;lt;/code&amp;gt; - Destructible object gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.cefct_pc&amp;lt;/code&amp;gt; - Visual effect cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gefct_pc&amp;lt;/code&amp;gt; - Visual effect gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.cfmesh_pc&amp;lt;/code&amp;gt; - Foliage mesh&lt;br /&gt;
* &amp;lt;code&amp;gt;.cstch&amp;lt;/code&amp;gt; - Terrain clutter mesh cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gstch&amp;lt;/code&amp;gt; - Terrain clutter mesh gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.cterrain_pc&amp;lt;/code&amp;gt; - Terrain zone cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gterrain_pc&amp;lt;/code&amp;gt; - Terrain zone gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.ctmesh_pc&amp;lt;/code&amp;gt; - Terrain subzone cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gtmesh_pc&amp;lt;/code&amp;gt; - Terrain subzone gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.fsmib&amp;lt;/code&amp;gt; - Fullscreen map data&lt;br /&gt;
* &amp;lt;code&amp;gt;.fxo_kg&amp;lt;/code&amp;gt; - Shader&lt;br /&gt;
* &amp;lt;code&amp;gt;.le_strings&amp;lt;/code&amp;gt; - Steam localization strings&lt;br /&gt;
* &amp;lt;code&amp;gt;.rfglocatext&amp;lt;/code&amp;gt; - Localization strings&lt;br /&gt;
* &amp;lt;code&amp;gt;.mat_pc&amp;lt;/code&amp;gt; - Render material&lt;br /&gt;
* &amp;lt;code&amp;gt;.morph_pc&amp;lt;/code&amp;gt; - Animation Morph&lt;br /&gt;
* &amp;lt;code&amp;gt;.vint_doc&amp;lt;/code&amp;gt; - UI&lt;br /&gt;
* &amp;lt;code&amp;gt;.sim_pc&amp;lt;/code&amp;gt; - Cloth sim&lt;br /&gt;
* &amp;lt;code&amp;gt;.xgs_pc&amp;lt;/code&amp;gt; - Sound config&lt;br /&gt;
* &amp;lt;code&amp;gt;.xsb_pc&amp;lt;/code&amp;gt; - Soundbank&lt;br /&gt;
* &amp;lt;code&amp;gt;.xwb_pc&amp;lt;/code&amp;gt; - Wavebank&lt;br /&gt;
* &amp;lt;code&amp;gt;.aud_pc&amp;lt;/code&amp;gt; - Audio categories&lt;br /&gt;
* &amp;lt;code&amp;gt;.vf3_pc&amp;lt;/code&amp;gt; - Font&lt;br /&gt;
* &amp;lt;code&amp;gt;.vfdvp_pc&amp;lt;/code&amp;gt; - ?&lt;br /&gt;
* &amp;lt;code&amp;gt;.rfgvp_pc&amp;lt;/code&amp;gt; - ?&lt;br /&gt;
&lt;br /&gt;
===Red Faction: Guerrilla File Structure===&lt;br /&gt;
&lt;br /&gt;
\Red Faction Guerrilla Re-MARS-tered\data\&lt;br /&gt;
&lt;br /&gt;
The two most important files for modding most of RF:G are &amp;lt;code&amp;gt;misc.vpp_pc&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;table.vpp_pc&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;activities.vpp_pc&amp;lt;/code&amp;gt; - contains textures for singleplayer activities&lt;br /&gt;
* &amp;lt;code&amp;gt;anims.vpp_pc&amp;lt;/code&amp;gt; - contains animation files&lt;br /&gt;
* &amp;lt;code&amp;gt;chunks.vpp_pc&amp;lt;/code&amp;gt; - contains &amp;lt;code&amp;gt;.rfgchunkx&amp;lt;/code&amp;gt; files and seems to be related to the &amp;lt;code&amp;gt;preload_chunks.xtbl&amp;lt;/code&amp;gt; file, it's possible to add them to a map using the correct &amp;lt;code&amp;gt;dest_checksum&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;uid&amp;lt;/code&amp;gt; numbers. Game might also spawn &amp;lt;code&amp;gt;missing_chunk&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;missing_destroyable&amp;lt;/code&amp;gt; if a mesh fails to load.&lt;br /&gt;
* &amp;lt;code&amp;gt;cloth_sim.vpp_pc&amp;lt;/code&amp;gt; - contains cloth simulation files&lt;br /&gt;
* &amp;lt;code&amp;gt;decals.vpp_pc&amp;lt;/code&amp;gt; - contains decal textures&lt;br /&gt;
* &amp;lt;code&amp;gt;dlc01_l0.vpp_pc&amp;lt;/code&amp;gt; - singleplayer DLC map&lt;br /&gt;
* &amp;lt;code&amp;gt;dlc01_l1.vpp_pc&amp;lt;/code&amp;gt; - only contains a blank &amp;lt;code&amp;gt;asm_pc&amp;lt;/code&amp;gt; file&lt;br /&gt;
* &amp;lt;code&amp;gt;dlc01_precache.vpp_pc&amp;lt;/code&amp;gt; - similar to &amp;lt;code&amp;gt;mp_common.vpp_pc&amp;lt;/code&amp;gt; but for the singleplayer DLC map&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_activities.vpp_pc&amp;lt;/code&amp;gt; - contains textures for singleplayer DLC activities&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_anims.vpp_pc&amp;lt;/code&amp;gt; - contains animation files for singleplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_cloth_sim.vpp_pc&amp;lt;/code&amp;gt; - contains cloth simulation files for singleplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_effects.vpp_pc&amp;lt;/code&amp;gt; - contains visual effect files for singleplayer DLC, some are &amp;lt;code&amp;gt;.str2&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_humans.vpp_pc&amp;lt;/code&amp;gt; - contains textures and meshes for characters in singleplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_interface.vpp_pc&amp;lt;/code&amp;gt; - contains textures for loading screens &amp;amp; thumbnails in singleplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_items.vpp_pc&amp;lt;/code&amp;gt; - contains textures and meshes for weapons, character props and misc objects in singleplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlc01_misc.vpp_pc&amp;lt;/code&amp;gt; - contains &amp;lt;code&amp;gt;.rig_pc&amp;lt;/code&amp;gt; files, the &amp;lt;code&amp;gt;.fsmib&amp;lt;/code&amp;gt; file and two &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files for singleplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlc01_missions.vpp_pc&amp;lt;/code&amp;gt; - contains textures related to singleplayer DLC missions&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_personas_en_us.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_vehicles.vpp_pc&amp;lt;/code&amp;gt; - contains textures and meshes for singleplayer DLC vehicles&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_voices_en_us.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp02_interface.vpp_pc&amp;lt;/code&amp;gt; - contains textures for loading screens &amp;amp; thumbnails for multiplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp02_misc.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp03_interface.vpp_pc&amp;lt;/code&amp;gt; - contains textures for loading screens &amp;amp; thumbnails for wrecking crew DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp03_misc.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;effects.vpp_pc&amp;lt;/code&amp;gt; - contains visual effect files, some are &amp;lt;code&amp;gt;.str2&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;effects_mp.vpp_pc&amp;lt;/code&amp;gt; - contains multiplayer only visual effect files, some are &amp;lt;code&amp;gt;.str2&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;humans.vpp_pc&amp;lt;/code&amp;gt; - contains textures and meshes for characters in both singleplayer and multiplayer&lt;br /&gt;
* &amp;lt;code&amp;gt;interface.vpp_pc&amp;lt;/code&amp;gt; - contains textures for loading screens &amp;amp; thumbnails in both SP and MP and character portraits in multiplayer&lt;br /&gt;
* &amp;lt;code&amp;gt;items.vpp_pc&amp;lt;/code&amp;gt; - contains textures and meshes for weapons, character props and misc objects in both singleplayer &amp;amp; multiplayer&lt;br /&gt;
* &amp;lt;code&amp;gt;items_mp.vpp_pc&amp;lt;/code&amp;gt; - contains multiplayer only textures and meshes&lt;br /&gt;
* &amp;lt;code&amp;gt;misc.vpp_pc&amp;lt;/code&amp;gt; contains &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files and most other file types&lt;br /&gt;
* &amp;lt;code&amp;gt;missions.vpp_pc&amp;lt;/code&amp;gt; - contains textures for singleplayer missions&lt;br /&gt;
* &amp;lt;code&amp;gt;mp_common.vpp_pc&amp;lt;/code&amp;gt; - contains textures shared between multiplayer maps&lt;br /&gt;
* &amp;lt;code&amp;gt;mp_xxx.vpp_pc&amp;lt;/code&amp;gt; - multiplayer maps, excluding &amp;lt;code&amp;gt;mp_common.vpp_pc&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;mpdlc_xxx.vpp_pc&amp;lt;/code&amp;gt; - DLC multiplayer maps&lt;br /&gt;
* &amp;lt;code&amp;gt;personas_de_de.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;personas_en_us.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;personas_es_es.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;personas_fr_fr.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;personas_it_it.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;personas_ru_ru.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_00a.bik_xbox2&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_01a.bik_xbox2&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_02a.bik_xbox2&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_03a.bik_xbox2&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_03b.bik_xbox2&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_04a.bik_xbox2&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_05a.bik_xbox2&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_06a.bik_xbox2&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;skybox.vpp_pc&amp;lt;/code&amp;gt; - contains textures for the skybox like the clouds&lt;br /&gt;
* &amp;lt;code&amp;gt;sounds_r.vpp_pc&amp;lt;/code&amp;gt; - contains &amp;lt;code&amp;gt;.xmb_pc&amp;lt;/code&amp;gt; sound files&lt;br /&gt;
* &amp;lt;code&amp;gt;steam.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;table.vpp_pc&amp;lt;/code&amp;gt; - contains only &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files and will overwrite &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files in &amp;lt;code&amp;gt;misc.vpp_pc&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;terr01_l0.vpp_pc&amp;lt;/code&amp;gt; - singleplayer map&lt;br /&gt;
* &amp;lt;code&amp;gt;terr01_l1.vpp_pc&amp;lt;/code&amp;gt; - singleplayer map&lt;br /&gt;
* &amp;lt;code&amp;gt;terr01_precache.vpp_pc&amp;lt;/code&amp;gt; - similar to &amp;lt;code&amp;gt;mp_common.vpp_pc&amp;lt;/code&amp;gt; but for the singleplayer map&lt;br /&gt;
* &amp;lt;code&amp;gt;vehicles_r.vpp_pc&amp;lt;/code&amp;gt; - contains textures and meshes for singleplayer vehicles&lt;br /&gt;
* &amp;lt;code&amp;gt;voices_de_de.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;voices_en_us.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;voices_es_es.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;voices_fr_fr.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;voices_it_it.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;voices_ru_ru.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;wcxxx.vpp_c&amp;lt;/code&amp;gt; - wrecking crew maps&lt;br /&gt;
* &amp;lt;code&amp;gt;zonescript_dlc01.vpp_pc&amp;lt;/code&amp;gt; - contains &amp;lt;code&amp;gt;.scriptx&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;.rfgzone_pc&amp;lt;/code&amp;gt; files for singleplayer DLC map&lt;br /&gt;
* &amp;lt;code&amp;gt;zonescript_terr01.vpp_pc&amp;lt;/code&amp;gt; - contains &amp;lt;code&amp;gt;.scriptx&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;.rfgzone_pc&amp;lt;/code&amp;gt; files for singleplayer map&lt;br /&gt;
* &amp;lt;code&amp;gt;xxx.bik&amp;lt;/code&amp;gt; - pre-rendered custscenes&lt;br /&gt;
&lt;br /&gt;
===Scriptx Functions===&lt;br /&gt;
&lt;br /&gt;
* [https://www.factionfiles.com/ff.php?action=scriptxfuncs .scriptx functions]&lt;br /&gt;
&lt;br /&gt;
===Primitive data types &amp;amp; limits===&lt;br /&gt;
&lt;br /&gt;
* Floats (floating decimal points): Max value &amp;lt;code&amp;gt;3.4028237&amp;lt;/code&amp;gt; and move the decimal place right 38 times. Examples: &amp;lt;code&amp;gt;1.0, 0.0&amp;lt;/code&amp;gt;&lt;br /&gt;
* Integer (whole number that could hold a zero, positive or negative value): Max value &amp;lt;code&amp;gt;2147483647&amp;lt;/code&amp;gt;&lt;br /&gt;
* Boolean (truth value with two constants objects True and False , basically a toggle to enable or disable something using &amp;quot;true&amp;quot; or &amp;quot;false&amp;quot;): Examples: &amp;lt;code&amp;gt;&amp;lt;Unlocks_Cheat&amp;gt;True&amp;lt;/Unlocks_Cheat&amp;gt;, &amp;lt;Unlocks_Cheat&amp;gt;False&amp;lt;/Unlocks_Cheat&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
* String (represents a sequence or characters/text): Example: &amp;lt;code&amp;gt;&amp;lt;string&amp;gt;OldCoot&amp;lt;/string&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===sounds_r.vpp_pc Info===&lt;br /&gt;
&lt;br /&gt;
* S16 = Signed 16 bit&lt;br /&gt;
* LE = Little endian&lt;br /&gt;
* 2CH = 2 channels (stereo)&lt;br /&gt;
&lt;br /&gt;
    * destruction.xwb_pc - unknown&lt;br /&gt;
    * dlc01_voc_d01offcam.xwb_pc.en_us.xwb_pc - unknown               &lt;br /&gt;
    * dlc01_voc_spe_d01dan.xwb_pc.en_us.xwb_pc - unknown              &lt;br /&gt;
    * dlc01_voc_spe_d01msm01.xwb_pc.en_us.xwb_pc - unknown            &lt;br /&gt;
    * dlc01_voc_spe_d01msm02.xwb_pc.en_us.xwb_pc - unknown            &lt;br /&gt;
    * dlc01_voc_spe_d01msm03.xwb_pc.en_us.xwb_pc - unknown            &lt;br /&gt;
    * dlc01_voc_spe_d01msm04.xwb_pc.en_us.xwb_pc - unknown            &lt;br /&gt;
    * dlc01_voc_spe_d01msm05.xwb_pc.en_us.xwb_pc - unknown            &lt;br /&gt;
    * dlc01_voc_spe_d01msm06.xwb_pc.en_us.xwb_pc - unknown            &lt;br /&gt;
    * dlc01_voc_spe_d01rfc.xwb_pc.en_us.xwb_pc - unknown              &lt;br /&gt;
    * dlc01_voc_spe_d01sam_pcm01.xwb_pc.en_us.xwb_pc - unknown        &lt;br /&gt;
    * dlc01_voc_spe_d01vasha_safe.xwb_pc.en_us.xwb_pc - unknown       &lt;br /&gt;
    * mov_foley.xwb_pc - unknown                                       &lt;br /&gt;
    * mov_jet_pack.xwb_pc - unknown                                    &lt;br /&gt;
    * mov_male.xwb_pc - unknown                                        &lt;br /&gt;
    * mov_npc_male.xwb_pc - unknown                                    &lt;br /&gt;
    * mp_backpacks.xwb_pc - S16, LE, 2CH. Intermittent static starting ~28sec                  &lt;br /&gt;
    * mp_wep.xwb_pc - S16, LE, 2CH. Static at start and end                                           &lt;br /&gt;
    * mus_briefings.xwb_pc - S16, LE, 2CH.      &lt;br /&gt;
    * mus_demomaster.xwb_pc - S16, LE, 2CH.      &lt;br /&gt;
    * mus_frontend.xwb_pc - S16, LE, 2CH.        &lt;br /&gt;
    * mus_multiplayer.xwb_pc - S16, LE, 2CH.     &lt;br /&gt;
    * mus_progression_01.xwb_pc - S16, LE, 2CH. Static at start, may be header &lt;br /&gt;
    * mus_progression_02.xwb_pc - S16, LE, 2CH.  &lt;br /&gt;
    * mus_progression_03.xwb_pc - S16, LE, 2CH.  &lt;br /&gt;
    * mus_sting.xwb_pc - S16, LE, 2CH. &lt;br /&gt;
    * obj_shared_ambient.xwb_pc - unknown&lt;br /&gt;
    * obj_shared_dth.xwb_pc - unknown     &lt;br /&gt;
    * obj_shared_exp.xwb_pc - unknown&lt;br /&gt;
    * obj_shared_impact.xwb_pc - unknown &lt;br /&gt;
    * scripted_raids.xwb_pc - unknown    &lt;br /&gt;
    * system.xwb_pc - S16, LE, 2CH. Mostly static, valid sound in middle            &lt;br /&gt;
    * system_mp.xwb_pc - unknown         &lt;br /&gt;
    * veh_civ_bus.xwb_pc - S16, LE, 2CH. Some static, some valid sound.       &lt;br /&gt;
    * veh_civ_car1.xwb_pc - S16, LE, 2CH. Some static, some valid sound.          &lt;br /&gt;
    * veh_civ_car2.xwb_pc - S16, LE, 2CH. Some static, some valid sound.          &lt;br /&gt;
    * veh_civ_car3.xwb_pc - S16, LE, 2CH. Some static, some valid sound.        &lt;br /&gt;
    * veh_civ_flat.xwb_pc - unknown    &lt;br /&gt;
    * veh_civ_flat2.xwb_pc - unknown&lt;br /&gt;
    * veh_civ_fuel.xwb_pc - S16, LE, 2CH. Some static, some valid sound.        &lt;br /&gt;
    * veh_civ_hauler.xwb_pc - S16, LE, 2CH. Some static, some valid sound.      &lt;br /&gt;
    * veh_civ_taxi.xwb_pc - S16, LE, 2CH. Some static, some valid sound.        &lt;br /&gt;
    * veh_civ_trash.xwb_pc - S16, LE, 2CH. Some static, some valid sound.       &lt;br /&gt;
    * veh_civ_walker.xwb_pc - S16, LE, 2CH. Some static, some valid sound.      &lt;br /&gt;
    * veh_edf_aax.xwb_pc - S16, LE, 2CH. Mostly static, some valid sound at end.        &lt;br /&gt;
    * veh_edf_abx.xwb_pc - S16, LE, 2CH. Mostly static, some valid sound at end.                 &lt;br /&gt;
    * veh_edf_apc.xwb_pc - S16, LE, 2CH. Some static, some valid sound.       &lt;br /&gt;
    * veh_edf_atank.xwb_pc - S16, LE, 2CH. Some static, some valid sound.     &lt;br /&gt;
    * veh_edf_htank.xwb_pc - S16, LE, 2CH. Some static, some valid sound.     &lt;br /&gt;
    * veh_edf_mtank.xwb_pc - S16, LE, 2CH. Some static, some valid sound.     &lt;br /&gt;
    * veh_edf_scout.xwb_pc - S16, LE, 2CH. Some static, some valid sound.     &lt;br /&gt;
    * veh_edf_staff.xwb_pc - S16, LE, 2CH. Some static, some valid sound.     &lt;br /&gt;
    * veh_edf_staffh2h.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_edf_supply.xwb_pc - S16, LE, 2CH. Some static, some valid sound.    &lt;br /&gt;
    * veh_mar_jetter.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_mar_raider.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_atv.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_bull.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_dtruck.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_etruck.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_jetter.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_pickup.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_rover.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_roverwk.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_supply.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_supplyrt.xwb_pc - unknown&lt;br /&gt;
    * veh_min_wlklg.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_wlkmd.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_shared.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * walla.xwb_pc - unknown&lt;br /&gt;
    * weather.xwb_pc - S16, LE, 2CH.&lt;br /&gt;
    * wep_rfg.xwb_pc -  S16, LE, 2CH. Mostly valid, some static&lt;br /&gt;
&lt;br /&gt;
===RfgUtil Guide===&lt;br /&gt;
&lt;br /&gt;
* Unpacking [Placeholder]&lt;br /&gt;
* Repacking [Placeholder]&lt;br /&gt;
* Command arguments [Placeholder]&lt;br /&gt;
* Scripts [Placeholder]&lt;br /&gt;
* Updating &amp;lt;code&amp;gt;.asm_pc&amp;lt;/code&amp;gt; files [Placeholder]&lt;br /&gt;
&lt;br /&gt;
===Misc Notes===&lt;br /&gt;
&lt;br /&gt;
* When repacking &amp;lt;code&amp;gt;.vpp_pc&amp;lt;/code&amp;gt; files don't compress and/or condense them if they weren't like that in the vanilla game, it will cause the game to crash. Eg: &amp;lt;code&amp;gt;items.vpp_pc&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;interface.vpp_pc&amp;lt;/code&amp;gt;, map files etc. See the table below.&lt;br /&gt;
* When repacking &amp;lt;code&amp;gt;.str2_pc&amp;lt;/code&amp;gt; files ensure they are compressed and condensed.&lt;br /&gt;
* &amp;lt;code&amp;gt;table.vpp_pc&amp;lt;/code&amp;gt; overwrites changes to &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files in &amp;lt;code&amp;gt;misc.vpp_pc&amp;lt;/code&amp;gt;. The work around for this with the legacy mod manager is to rename the file however this breaks multiplayer and reduces the stability of the game. You should edit the same &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files in both &amp;lt;code&amp;gt;misc.vpp_pc&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;table.vpp_pc&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Filename !! Alignment !! Compressed !! Condensed&lt;br /&gt;
|-&lt;br /&gt;
| ALL .str2      || 0      || Yes      || Yes&lt;br /&gt;
|-&lt;br /&gt;
| MOST .vpp_pc      || 2048      || No      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlc01_precache.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlcp01_misc.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| misc.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| mp_common.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| steam.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| terr01_precache.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| zonescript_dlc01.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| zonescript_terr01.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlc01_l1.vpp_pc      || 0      || No      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlcp01_voices_en_us.vpp_pc      || 0      || No      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlcp02_misc.vpp_pc      || 0      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlcp03_misc.vpp_pc      || 0      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| anims.vpp_pc      || 16      || Yes      || Yes&lt;br /&gt;
|-&lt;br /&gt;
| table.vpp_pc      || 64      || Yes      || Yes&lt;br /&gt;
|-&lt;br /&gt;
| skybox.vpp_pc      || 4096      || No      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlcp01_personas_en_us.vpp_pc      || 4096      || No      || No&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Red Faction: Guerrilla Tools===&lt;br /&gt;
&lt;br /&gt;
* [https://github.com/Moneyl/RfgUtil/releases RfgUtil] - Used for unpacking most file formats and updating &amp;lt;code&amp;gt;.asm_pc&amp;lt;/code&amp;gt; files&lt;br /&gt;
* [https://github.com/Moneyl/Nanoforge/releases Nanoforge C++] - Map editor, texture editor, &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; editor and more&lt;br /&gt;
* [https://github.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch/raw/main/tools/mTools.zip mTools] - Drag and drop tool to convert &amp;lt;code&amp;gt;.asm_pc&amp;lt;/code&amp;gt; files to XML and vice versa&lt;br /&gt;
* [https://github.com/rsl-dev/RSL/releases RSL] - Script Loader&lt;br /&gt;
* [https://github.com/Moneyl/AsmTool AsmTool]- WIP Tool for modifying &amp;lt;code&amp;gt;.asm_pc&amp;lt;/code&amp;gt; files used by Red Faction Guerrilla. This is meant to replace hand editing them, which is very error prone and tedious&lt;br /&gt;
* [https://github.com/Rast1234/SyncFaction/releases/download/v9/SyncFaction.exe SyncFaction] - WIP tool for automatically installing the Terraform Patch and eventually replacing the old mod manager&lt;br /&gt;
* [https://www.factionfiles.com/ff.php?action=file&amp;amp;id=5686 xdelta UI] - GUI for generating &amp;lt;code&amp;gt;.xdelta&amp;lt;/code&amp;gt; (binary) patches&lt;br /&gt;
* [http://www.ximple.cz/download.php XiMpLe XML Editor] - Lightweight GUI XML Editor that displays XML type files in a table grid views and shows what other &amp;lt;code&amp;gt;.xtbls&amp;lt;/code&amp;gt; it is referencing. Very useful for understanding and editing &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files.&lt;br /&gt;
* [https://github.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch/raw/main/tools/Volition_Table_File_Editor.zip Volition Table File Editor] - GUI for editing &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files&lt;br /&gt;
* [https://jsonformatter.org/xml-formatter XML Formatter] - Use this to format &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files so they are easier to read&lt;br /&gt;
* [https://www.w3schools.com/xml/xml_validator.asp XML Validator] - Use this to validate &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; edits, any mistakes you make will crash the game&lt;br /&gt;
* [https://www.factionfiles.com/ff.php?action=file&amp;amp;id=5995 Mod Manager Re-mars-tered v1.03] - Legacy mod manager&lt;br /&gt;
* [https://onecompiler.com/lua/3ykpyrhhb LUA Validator] - Useful for validating RSL scripts for errors, note it's safe to ignore &amp;lt;code&amp;gt;attempt to index a nil value (global 'rfg')&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Useful Software===&lt;br /&gt;
&lt;br /&gt;
* [https://www.voidtools.com/ Voidtools Everything] - Locate files and folders by name instantly&lt;br /&gt;
* [https://www.mythicsoft.com/agentransack/ Agent Ransack] - Bulk search for keywords within unpacked files&lt;br /&gt;
* [https://notepad-plus-plus.org/downloads/ Notepad++] - Good text editor for manually editing &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files, set language as XML&lt;br /&gt;
&lt;br /&gt;
==Tutorials==&lt;br /&gt;
*[[Nanoforge xtbl editing]] - How to edit [[.xtbl]] files in Nanoforge.&lt;br /&gt;
*[[Nanoforge Texture Editing]] - How to edit textures using Nanoforge.&lt;br /&gt;
* XTBL Editing Guides [Placeholder]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Red Faction: Guerrilla]]&lt;br /&gt;
[[Category: RF:G Editing]]&lt;/div&gt;</summary>
		<author><name>Camo</name></author>
	</entry>
	<entry>
		<id>https://www.redfactionwiki.com/w/index.php?title=RF:G_Editing_Main_Page&amp;diff=8969</id>
		<title>RF:G Editing Main Page</title>
		<link rel="alternate" type="text/html" href="https://www.redfactionwiki.com/w/index.php?title=RF:G_Editing_Main_Page&amp;diff=8969"/>
		<updated>2023-06-21T23:08:36Z</updated>

		<summary type="html">&lt;p&gt;Camo: /* Tutorials */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RFGEditing}}&lt;br /&gt;
{{Under construction}}&lt;br /&gt;
&lt;br /&gt;
This will serve as a landing page for all resources related to [[Red Faction: Guerrilla]] editing for the '''Re-Mars-tered Edition'''.&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
===Community===&lt;br /&gt;
*[https://discord.gg/factionfiles Faction Files Community Discord] - Active Red Faction series community Discord with #map-mod-development channel for community development discussion&lt;br /&gt;
===Downloads===&lt;br /&gt;
*[https://www.factionfiles.com/ff.php?action=files FactionFiles.com] - Custom mods, tools, patches, and reference material&lt;br /&gt;
*[https://www.nexusmods.com/redfactionguerilla/mods/ Nexus Mods] - Custom mods&lt;br /&gt;
*[https://www.nexusmods.com/redfactionguerrillaremarstered/mods/ Nexus Mods Re-Mars-tered] - Custom mods&lt;br /&gt;
&lt;br /&gt;
==Documentation==&lt;br /&gt;
*[[RF:G Map organization]]&lt;br /&gt;
*[[Nanoforge basics]]&lt;br /&gt;
*[https://github.com/Moneyl/RfgTools/blob/main/Documentation/RfgZonexFormat.md Zone file format docs] - Describes the zone format used by RFG in more detail&lt;br /&gt;
===Core Concepts===&lt;br /&gt;
*[[Red Faction: Guerrilla]]'s level editor is [[CLOE]], which is not publicly available.&lt;br /&gt;
&lt;br /&gt;
===Red Faction: Guerrilla File Formats===&lt;br /&gt;
* &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; - XML table files are used to store properties or attributes in Red Faction: Guerrilla. Overall, their function is similar to the &amp;lt;code&amp;gt;.tbl&amp;lt;/code&amp;gt; files of Red Faction and Red Faction II.&lt;br /&gt;
* &amp;lt;code&amp;gt;.scriptx&amp;lt;/code&amp;gt; - Internal script engine file, commonly used for missions and activities&lt;br /&gt;
* &amp;lt;code&amp;gt;.dtodx&amp;lt;/code&amp;gt; - Weather/lighting file for maps that controls things like fog, tint, ambient colour, eye adaption, bloom, cloud color and speed&lt;br /&gt;
* &amp;lt;code&amp;gt;.gtodx&amp;lt;/code&amp;gt; - Skybox file for maps that controls things like the sun texture, moon positions and if the horizon mountain texture is enabled&lt;br /&gt;
* &amp;lt;code&amp;gt;.vpp_pc&amp;lt;/code&amp;gt; - Packfile&lt;br /&gt;
* &amp;lt;code&amp;gt;.rigx&amp;lt;/code&amp;gt; - Rig&lt;br /&gt;
* &amp;lt;code&amp;gt;.str2_pc&amp;lt;/code&amp;gt; - Texture Packfile&lt;br /&gt;
* &amp;lt;code&amp;gt;.rfgzone_pc&amp;lt;/code&amp;gt; - Map zone&lt;br /&gt;
* &amp;lt;code&amp;gt;.layer_pc&amp;lt;/code&amp;gt; - Map zone&lt;br /&gt;
* &amp;lt;code&amp;gt;.cpeg_pc, cvbm_pc&amp;lt;/code&amp;gt; - Texture cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gpeg_pc, gvbm_pc&amp;lt;/code&amp;gt; - Texture gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.asm_pc&amp;lt;/code&amp;gt; - Streaming index&lt;br /&gt;
* &amp;lt;code&amp;gt;.csmesh_pc&amp;lt;/code&amp;gt; - Static mesh cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gsmesh_pc&amp;lt;/code&amp;gt; - Static mesh gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.ccmesh_pc&amp;lt;/code&amp;gt; - Character mesh cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gcmesh_pc&amp;lt;/code&amp;gt; - Character mesh gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.ccar_pc&amp;lt;/code&amp;gt; - Vehicle mesh cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gcar_pc&amp;lt;/code&amp;gt; - Vehicle mesh gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.anim_pc&amp;lt;/code&amp;gt; - Animation&lt;br /&gt;
* &amp;lt;code&amp;gt;.cchk_pc&amp;lt;/code&amp;gt; - Destructible object cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gchk_pc&amp;lt;/code&amp;gt; - Destructible object gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.cefct_pc&amp;lt;/code&amp;gt; - Visual effect cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gefct_pc&amp;lt;/code&amp;gt; - Visual effect gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.cfmesh_pc&amp;lt;/code&amp;gt; - Foliage mesh&lt;br /&gt;
* &amp;lt;code&amp;gt;.cstch&amp;lt;/code&amp;gt; - Terrain clutter mesh cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gstch&amp;lt;/code&amp;gt; - Terrain clutter mesh gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.cterrain_pc&amp;lt;/code&amp;gt; - Terrain zone cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gterrain_pc&amp;lt;/code&amp;gt; - Terrain zone gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.ctmesh_pc&amp;lt;/code&amp;gt; - Terrain subzone cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gtmesh_pc&amp;lt;/code&amp;gt; - Terrain subzone gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.fsmib&amp;lt;/code&amp;gt; - Fullscreen map data&lt;br /&gt;
* &amp;lt;code&amp;gt;.fxo_kg&amp;lt;/code&amp;gt; - Shader&lt;br /&gt;
* &amp;lt;code&amp;gt;.le_strings&amp;lt;/code&amp;gt; - Steam localization strings&lt;br /&gt;
* &amp;lt;code&amp;gt;.rfglocatext&amp;lt;/code&amp;gt; - Localization strings&lt;br /&gt;
* &amp;lt;code&amp;gt;.mat_pc&amp;lt;/code&amp;gt; - Render material&lt;br /&gt;
* &amp;lt;code&amp;gt;.morph_pc&amp;lt;/code&amp;gt; - Animation Morph&lt;br /&gt;
* &amp;lt;code&amp;gt;.vint_doc&amp;lt;/code&amp;gt; - UI&lt;br /&gt;
* &amp;lt;code&amp;gt;.sim_pc&amp;lt;/code&amp;gt; - Cloth sim&lt;br /&gt;
* &amp;lt;code&amp;gt;.xgs_pc&amp;lt;/code&amp;gt; - Sound config&lt;br /&gt;
* &amp;lt;code&amp;gt;.xsb_pc&amp;lt;/code&amp;gt; - Soundbank&lt;br /&gt;
* &amp;lt;code&amp;gt;.xwb_pc&amp;lt;/code&amp;gt; - Wavebank&lt;br /&gt;
* &amp;lt;code&amp;gt;.aud_pc&amp;lt;/code&amp;gt; - Audio categories&lt;br /&gt;
* &amp;lt;code&amp;gt;.vf3_pc&amp;lt;/code&amp;gt; - Font&lt;br /&gt;
* &amp;lt;code&amp;gt;.vfdvp_pc&amp;lt;/code&amp;gt; - ?&lt;br /&gt;
* &amp;lt;code&amp;gt;.rfgvp_pc&amp;lt;/code&amp;gt; - ?&lt;br /&gt;
&lt;br /&gt;
===Red Faction: Guerrilla File Structure===&lt;br /&gt;
&lt;br /&gt;
\Red Faction Guerrilla Re-MARS-tered\data\&lt;br /&gt;
&lt;br /&gt;
The two most important files for modding most of RF:G are &amp;lt;code&amp;gt;misc.vpp_pc&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;table.vpp_pc&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;activities.vpp_pc&amp;lt;/code&amp;gt; - contains textures for singleplayer activities&lt;br /&gt;
* &amp;lt;code&amp;gt;anims.vpp_pc&amp;lt;/code&amp;gt; - contains animation files&lt;br /&gt;
* &amp;lt;code&amp;gt;chunks.vpp_pc&amp;lt;/code&amp;gt; - contains &amp;lt;code&amp;gt;.rfgchunkx&amp;lt;/code&amp;gt; files and seems to be related to the &amp;lt;code&amp;gt;preload_chunks.xtbl&amp;lt;/code&amp;gt; file, it's possible to add them to a map using the correct &amp;lt;code&amp;gt;dest_checksum&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;uid&amp;lt;/code&amp;gt; numbers. Game might also spawn &amp;lt;code&amp;gt;missing_chunk&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;missing_destroyable&amp;lt;/code&amp;gt; if a mesh fails to load.&lt;br /&gt;
* &amp;lt;code&amp;gt;cloth_sim.vpp_pc&amp;lt;/code&amp;gt; - contains cloth simulation files&lt;br /&gt;
* &amp;lt;code&amp;gt;decals.vpp_pc&amp;lt;/code&amp;gt; - contains decal textures&lt;br /&gt;
* &amp;lt;code&amp;gt;dlc01_l0.vpp_pc&amp;lt;/code&amp;gt; - singleplayer DLC map&lt;br /&gt;
* &amp;lt;code&amp;gt;dlc01_l1.vpp_pc&amp;lt;/code&amp;gt; - only contains a blank &amp;lt;code&amp;gt;asm_pc&amp;lt;/code&amp;gt; file&lt;br /&gt;
* &amp;lt;code&amp;gt;dlc01_precache.vpp_pc&amp;lt;/code&amp;gt; - similar to &amp;lt;code&amp;gt;mp_common.vpp_pc&amp;lt;/code&amp;gt; but for the singleplayer DLC map&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_activities.vpp_pc&amp;lt;/code&amp;gt; - contains textures for singleplayer DLC activities&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_anims.vpp_pc&amp;lt;/code&amp;gt; - contains animation files for singleplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_cloth_sim.vpp_pc&amp;lt;/code&amp;gt; - contains cloth simulation files for singleplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_effects.vpp_pc&amp;lt;/code&amp;gt; - contains visual effect files for singleplayer DLC, some are &amp;lt;code&amp;gt;.str2&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_humans.vpp_pc&amp;lt;/code&amp;gt; - contains textures and meshes for characters in singleplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_interface.vpp_pc&amp;lt;/code&amp;gt; - contains textures for loading screens &amp;amp; thumbnails in singleplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_items.vpp_pc&amp;lt;/code&amp;gt; - contains textures and meshes for weapons, character props and misc objects in singleplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlc01_misc.vpp_pc&amp;lt;/code&amp;gt; - contains &amp;lt;code&amp;gt;.rig_pc&amp;lt;/code&amp;gt; files, the &amp;lt;code&amp;gt;.fsmib&amp;lt;/code&amp;gt; file and two &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files for singleplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlc01_missions.vpp_pc&amp;lt;/code&amp;gt; - contains textures related to singleplayer DLC missions&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_personas_en_us.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_vehicles.vpp_pc&amp;lt;/code&amp;gt; - contains textures and meshes for singleplayer DLC vehicles&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_voices_en_us.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp02_interface.vpp_pc&amp;lt;/code&amp;gt; - contains textures for loading screens &amp;amp; thumbnails for multiplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp02_misc.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp03_interface.vpp_pc&amp;lt;/code&amp;gt; - contains textures for loading screens &amp;amp; thumbnails for wrecking crew DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp03_misc.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;effects.vpp_pc&amp;lt;/code&amp;gt; - contains visual effect files, some are &amp;lt;code&amp;gt;.str2&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;effects_mp.vpp_pc&amp;lt;/code&amp;gt; - contains multiplayer only visual effect files, some are &amp;lt;code&amp;gt;.str2&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;humans.vpp_pc&amp;lt;/code&amp;gt; - contains textures and meshes for characters in both singleplayer and multiplayer&lt;br /&gt;
* &amp;lt;code&amp;gt;interface.vpp_pc&amp;lt;/code&amp;gt; - contains textures for loading screens &amp;amp; thumbnails in both SP and MP and character portraits in multiplayer&lt;br /&gt;
* &amp;lt;code&amp;gt;items.vpp_pc&amp;lt;/code&amp;gt; - contains textures and meshes for weapons, character props and misc objects in both singleplayer &amp;amp; multiplayer&lt;br /&gt;
* &amp;lt;code&amp;gt;items_mp.vpp_pc&amp;lt;/code&amp;gt; - contains multiplayer only textures and meshes&lt;br /&gt;
* &amp;lt;code&amp;gt;misc.vpp_pc&amp;lt;/code&amp;gt; contains &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files and most other file types&lt;br /&gt;
* &amp;lt;code&amp;gt;missions.vpp_pc&amp;lt;/code&amp;gt; - contains textures for singleplayer missions&lt;br /&gt;
* &amp;lt;code&amp;gt;mp_common.vpp_pc&amp;lt;/code&amp;gt; - contains textures shared between multiplayer maps&lt;br /&gt;
* &amp;lt;code&amp;gt;mp_xxx.vpp_pc&amp;lt;/code&amp;gt; - multiplayer maps, excluding &amp;lt;code&amp;gt;mp_common.vpp_pc&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;mpdlc_xxx.vpp_pc&amp;lt;/code&amp;gt; - DLC multiplayer maps&lt;br /&gt;
* &amp;lt;code&amp;gt;personas_de_de.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;personas_en_us.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;personas_es_es.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;personas_fr_fr.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;personas_it_it.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;personas_ru_ru.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_00a.bik_xbox2&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_01a.bik_xbox2&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_02a.bik_xbox2&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_03a.bik_xbox2&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_03b.bik_xbox2&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_04a.bik_xbox2&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_05a.bik_xbox2&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_06a.bik_xbox2&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;skybox.vpp_pc&amp;lt;/code&amp;gt; - contains textures for the skybox like the clouds&lt;br /&gt;
* &amp;lt;code&amp;gt;sounds_r.vpp_pc&amp;lt;/code&amp;gt; - contains &amp;lt;code&amp;gt;.xmb_pc&amp;lt;/code&amp;gt; sound files&lt;br /&gt;
* &amp;lt;code&amp;gt;steam.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;table.vpp_pc&amp;lt;/code&amp;gt; - contains only &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files and will overwrite &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files in &amp;lt;code&amp;gt;misc.vpp_pc&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;terr01_l0.vpp_pc&amp;lt;/code&amp;gt; - singleplayer map&lt;br /&gt;
* &amp;lt;code&amp;gt;terr01_l1.vpp_pc&amp;lt;/code&amp;gt; - singleplayer map&lt;br /&gt;
* &amp;lt;code&amp;gt;terr01_precache.vpp_pc&amp;lt;/code&amp;gt; - similar to &amp;lt;code&amp;gt;mp_common.vpp_pc&amp;lt;/code&amp;gt; but for the singleplayer map&lt;br /&gt;
* &amp;lt;code&amp;gt;vehicles_r.vpp_pc&amp;lt;/code&amp;gt; - contains textures and meshes for singleplayer vehicles&lt;br /&gt;
* &amp;lt;code&amp;gt;voices_de_de.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;voices_en_us.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;voices_es_es.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;voices_fr_fr.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;voices_it_it.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;voices_ru_ru.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;wcxxx.vpp_c&amp;lt;/code&amp;gt; - wrecking crew maps&lt;br /&gt;
* &amp;lt;code&amp;gt;zonescript_dlc01.vpp_pc&amp;lt;/code&amp;gt; - contains &amp;lt;code&amp;gt;.scriptx&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;.rfgzone_pc&amp;lt;/code&amp;gt; files for singleplayer DLC map&lt;br /&gt;
* &amp;lt;code&amp;gt;zonescript_terr01.vpp_pc&amp;lt;/code&amp;gt; - contains &amp;lt;code&amp;gt;.scriptx&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;.rfgzone_pc&amp;lt;/code&amp;gt; files for singleplayer map&lt;br /&gt;
* &amp;lt;code&amp;gt;xxx.bik&amp;lt;/code&amp;gt; - pre-rendered custscenes&lt;br /&gt;
&lt;br /&gt;
===Scriptx Functions===&lt;br /&gt;
&lt;br /&gt;
* [https://www.factionfiles.com/ff.php?action=scriptxfuncs .scriptx functions]&lt;br /&gt;
&lt;br /&gt;
===Primitive data types &amp;amp; limits===&lt;br /&gt;
&lt;br /&gt;
* Floats (floating decimal points): Max value &amp;lt;code&amp;gt;3.4028237&amp;lt;/code&amp;gt; and move the decimal place right 38 times. Examples: &amp;lt;code&amp;gt;1.0, 0.0&amp;lt;/code&amp;gt;&lt;br /&gt;
* Integer (whole number that could hold a zero, positive or negative value): Max value &amp;lt;code&amp;gt;2147483647&amp;lt;/code&amp;gt;&lt;br /&gt;
* Boolean (truth value with two constants objects True and False , basically a toggle to enable or disable something using &amp;quot;true&amp;quot; or &amp;quot;false&amp;quot;): Examples: &amp;lt;code&amp;gt;&amp;lt;Unlocks_Cheat&amp;gt;True&amp;lt;/Unlocks_Cheat&amp;gt;, &amp;lt;Unlocks_Cheat&amp;gt;False&amp;lt;/Unlocks_Cheat&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
* String (represents a sequence or characters/text): Example: &amp;lt;code&amp;gt;&amp;lt;string&amp;gt;OldCoot&amp;lt;/string&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===sounds_r.vpp_pc Info===&lt;br /&gt;
&lt;br /&gt;
* S16 = Signed 16 bit&lt;br /&gt;
* LE = Little endian&lt;br /&gt;
* 2CH = 2 channels (stereo)&lt;br /&gt;
&lt;br /&gt;
    * destruction.xwb_pc - unknown&lt;br /&gt;
    * dlc01_voc_d01offcam.xwb_pc.en_us.xwb_pc - unknown               &lt;br /&gt;
    * dlc01_voc_spe_d01dan.xwb_pc.en_us.xwb_pc - unknown              &lt;br /&gt;
    * dlc01_voc_spe_d01msm01.xwb_pc.en_us.xwb_pc - unknown            &lt;br /&gt;
    * dlc01_voc_spe_d01msm02.xwb_pc.en_us.xwb_pc - unknown            &lt;br /&gt;
    * dlc01_voc_spe_d01msm03.xwb_pc.en_us.xwb_pc - unknown            &lt;br /&gt;
    * dlc01_voc_spe_d01msm04.xwb_pc.en_us.xwb_pc - unknown            &lt;br /&gt;
    * dlc01_voc_spe_d01msm05.xwb_pc.en_us.xwb_pc - unknown            &lt;br /&gt;
    * dlc01_voc_spe_d01msm06.xwb_pc.en_us.xwb_pc - unknown            &lt;br /&gt;
    * dlc01_voc_spe_d01rfc.xwb_pc.en_us.xwb_pc - unknown              &lt;br /&gt;
    * dlc01_voc_spe_d01sam_pcm01.xwb_pc.en_us.xwb_pc - unknown        &lt;br /&gt;
    * dlc01_voc_spe_d01vasha_safe.xwb_pc.en_us.xwb_pc - unknown       &lt;br /&gt;
    * mov_foley.xwb_pc - unknown                                       &lt;br /&gt;
    * mov_jet_pack.xwb_pc - unknown                                    &lt;br /&gt;
    * mov_male.xwb_pc - unknown                                        &lt;br /&gt;
    * mov_npc_male.xwb_pc - unknown                                    &lt;br /&gt;
    * mp_backpacks.xwb_pc - S16, LE, 2CH. Intermittent static starting ~28sec                  &lt;br /&gt;
    * mp_wep.xwb_pc - S16, LE, 2CH. Static at start and end                                           &lt;br /&gt;
    * mus_briefings.xwb_pc - S16, LE, 2CH.      &lt;br /&gt;
    * mus_demomaster.xwb_pc - S16, LE, 2CH.      &lt;br /&gt;
    * mus_frontend.xwb_pc - S16, LE, 2CH.        &lt;br /&gt;
    * mus_multiplayer.xwb_pc - S16, LE, 2CH.     &lt;br /&gt;
    * mus_progression_01.xwb_pc - S16, LE, 2CH. Static at start, may be header &lt;br /&gt;
    * mus_progression_02.xwb_pc - S16, LE, 2CH.  &lt;br /&gt;
    * mus_progression_03.xwb_pc - S16, LE, 2CH.  &lt;br /&gt;
    * mus_sting.xwb_pc - S16, LE, 2CH. &lt;br /&gt;
    * obj_shared_ambient.xwb_pc - unknown&lt;br /&gt;
    * obj_shared_dth.xwb_pc - unknown     &lt;br /&gt;
    * obj_shared_exp.xwb_pc - unknown&lt;br /&gt;
    * obj_shared_impact.xwb_pc - unknown &lt;br /&gt;
    * scripted_raids.xwb_pc - unknown    &lt;br /&gt;
    * system.xwb_pc - S16, LE, 2CH. Mostly static, valid sound in middle            &lt;br /&gt;
    * system_mp.xwb_pc - unknown         &lt;br /&gt;
    * veh_civ_bus.xwb_pc - S16, LE, 2CH. Some static, some valid sound.       &lt;br /&gt;
    * veh_civ_car1.xwb_pc - S16, LE, 2CH. Some static, some valid sound.          &lt;br /&gt;
    * veh_civ_car2.xwb_pc - S16, LE, 2CH. Some static, some valid sound.          &lt;br /&gt;
    * veh_civ_car3.xwb_pc - S16, LE, 2CH. Some static, some valid sound.        &lt;br /&gt;
    * veh_civ_flat.xwb_pc - unknown    &lt;br /&gt;
    * veh_civ_flat2.xwb_pc - unknown&lt;br /&gt;
    * veh_civ_fuel.xwb_pc - S16, LE, 2CH. Some static, some valid sound.        &lt;br /&gt;
    * veh_civ_hauler.xwb_pc - S16, LE, 2CH. Some static, some valid sound.      &lt;br /&gt;
    * veh_civ_taxi.xwb_pc - S16, LE, 2CH. Some static, some valid sound.        &lt;br /&gt;
    * veh_civ_trash.xwb_pc - S16, LE, 2CH. Some static, some valid sound.       &lt;br /&gt;
    * veh_civ_walker.xwb_pc - S16, LE, 2CH. Some static, some valid sound.      &lt;br /&gt;
    * veh_edf_aax.xwb_pc - S16, LE, 2CH. Mostly static, some valid sound at end.        &lt;br /&gt;
    * veh_edf_abx.xwb_pc - S16, LE, 2CH. Mostly static, some valid sound at end.                 &lt;br /&gt;
    * veh_edf_apc.xwb_pc - S16, LE, 2CH. Some static, some valid sound.       &lt;br /&gt;
    * veh_edf_atank.xwb_pc - S16, LE, 2CH. Some static, some valid sound.     &lt;br /&gt;
    * veh_edf_htank.xwb_pc - S16, LE, 2CH. Some static, some valid sound.     &lt;br /&gt;
    * veh_edf_mtank.xwb_pc - S16, LE, 2CH. Some static, some valid sound.     &lt;br /&gt;
    * veh_edf_scout.xwb_pc - S16, LE, 2CH. Some static, some valid sound.     &lt;br /&gt;
    * veh_edf_staff.xwb_pc - S16, LE, 2CH. Some static, some valid sound.     &lt;br /&gt;
    * veh_edf_staffh2h.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_edf_supply.xwb_pc - S16, LE, 2CH. Some static, some valid sound.    &lt;br /&gt;
    * veh_mar_jetter.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_mar_raider.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_atv.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_bull.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_dtruck.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_etruck.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_jetter.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_pickup.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_rover.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_roverwk.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_supply.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_supplyrt.xwb_pc - unknown&lt;br /&gt;
    * veh_min_wlklg.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_wlkmd.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_shared.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * walla.xwb_pc - unknown&lt;br /&gt;
    * weather.xwb_pc - S16, LE, 2CH.&lt;br /&gt;
    * wep_rfg.xwb_pc -  S16, LE, 2CH. Mostly valid, some static&lt;br /&gt;
&lt;br /&gt;
===RfgUtil Guide===&lt;br /&gt;
&lt;br /&gt;
* Unpacking [Placeholder]&lt;br /&gt;
* Repacking [Placeholder]&lt;br /&gt;
* Command arguments [Placeholder]&lt;br /&gt;
* Scripts [Placeholder]&lt;br /&gt;
* Updating &amp;lt;code&amp;gt;.asm_pc&amp;lt;/code&amp;gt; files [Placeholder]&lt;br /&gt;
&lt;br /&gt;
===Misc Notes===&lt;br /&gt;
&lt;br /&gt;
* When repacking &amp;lt;code&amp;gt;.vpp_pc&amp;lt;/code&amp;gt; files don't compress and/or condense them if they weren't like that in the vanilla game, it will cause the game to crash. Eg: &amp;lt;code&amp;gt;items.vpp_pc&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;interface.vpp_pc&amp;lt;/code&amp;gt;, map files etc. See the table below:&lt;br /&gt;
* &amp;lt;code&amp;gt;table.vpp_pc&amp;lt;/code&amp;gt; overwrites changes to &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files in &amp;lt;code&amp;gt;misc.vpp_pc&amp;lt;/code&amp;gt;. The work around for this with the legacy mod manager is to rename the file however this breaks multiplayer and reduces the stability of the game. You should edit the same &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files in both &amp;lt;code&amp;gt;misc.vpp_pc&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;table.vpp_pc&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Filename !! Alignment !! Compressed !! Condensed&lt;br /&gt;
|-&lt;br /&gt;
| ALL .str2      || 0      || Yes      || Yes&lt;br /&gt;
|-&lt;br /&gt;
| MOST .vpp_pc      || 2048      || No      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlc01_precache.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlcp01_misc.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| misc.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| mp_common.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| steam.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| terr01_precache.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| zonescript_dlc01.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| zonescript_terr01.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlc01_l1.vpp_pc      || 0      || No      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlcp01_voices_en_us.vpp_pc      || 0      || No      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlcp02_misc.vpp_pc      || 0      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlcp03_misc.vpp_pc      || 0      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| anims.vpp_pc      || 16      || Yes      || Yes&lt;br /&gt;
|-&lt;br /&gt;
| table.vpp_pc      || 64      || Yes      || Yes&lt;br /&gt;
|-&lt;br /&gt;
| skybox.vpp_pc      || 4096      || No      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlcp01_personas_en_us.vpp_pc      || 4096      || No      || No&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Red Faction: Guerrilla Tools===&lt;br /&gt;
&lt;br /&gt;
* [https://github.com/Moneyl/RfgUtil/releases RfgUtil] - Used for unpacking most file formats and updating &amp;lt;code&amp;gt;.asm_pc&amp;lt;/code&amp;gt; files&lt;br /&gt;
* [https://github.com/Moneyl/Nanoforge/releases Nanoforge C++] - Map editor, texture editor, &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; editor and more&lt;br /&gt;
* [https://github.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch/raw/main/tools/mTools.zip mTools] - Drag and drop tool to convert &amp;lt;code&amp;gt;.asm_pc&amp;lt;/code&amp;gt; files to XML and vice versa&lt;br /&gt;
* [https://github.com/rsl-dev/RSL/releases RSL] - Script Loader&lt;br /&gt;
* [https://github.com/Moneyl/AsmTool AsmTool]- WIP Tool for modifying &amp;lt;code&amp;gt;.asm_pc&amp;lt;/code&amp;gt; files used by Red Faction Guerrilla. This is meant to replace hand editing them, which is very error prone and tedious&lt;br /&gt;
* [https://github.com/Rast1234/SyncFaction/releases/download/v9/SyncFaction.exe SyncFaction] - WIP tool for automatically installing the Terraform Patch and eventually replacing the old mod manager&lt;br /&gt;
* [https://www.factionfiles.com/ff.php?action=file&amp;amp;id=5686 xdelta UI] - GUI for generating &amp;lt;code&amp;gt;.xdelta&amp;lt;/code&amp;gt; (binary) patches&lt;br /&gt;
* [http://www.ximple.cz/download.php XiMpLe XML Editor] - Lightweight GUI XML Editor that displays XML type files in a table grid views and shows what other &amp;lt;code&amp;gt;.xtbls&amp;lt;/code&amp;gt; it is referencing. Very useful for understanding and editing &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files.&lt;br /&gt;
* [https://github.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch/raw/main/tools/Volition_Table_File_Editor.zip Volition Table File Editor] - GUI for editing &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files&lt;br /&gt;
* [https://jsonformatter.org/xml-formatter XML Formatter] - Use this to format &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files so they are easier to read&lt;br /&gt;
* [https://www.w3schools.com/xml/xml_validator.asp XML Validator] - Use this to validate &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; edits, any mistakes you make will crash the game&lt;br /&gt;
* [https://www.factionfiles.com/ff.php?action=file&amp;amp;id=5995 Mod Manager Re-mars-tered v1.03] - Legacy mod manager&lt;br /&gt;
* [https://onecompiler.com/lua/3ykpyrhhb LUA Validator] - Useful for validating RSL scripts for errors, note it's safe to ignore &amp;lt;code&amp;gt;attempt to index a nil value (global 'rfg')&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Useful Software===&lt;br /&gt;
&lt;br /&gt;
* [https://www.voidtools.com/ Voidtools Everything] - Locate files and folders by name instantly&lt;br /&gt;
* [https://www.mythicsoft.com/agentransack/ Agent Ransack] - Bulk search for keywords within unpacked files&lt;br /&gt;
* [https://notepad-plus-plus.org/downloads/ Notepad++] - Good text editor for manually editing &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files, set language as XML&lt;br /&gt;
&lt;br /&gt;
==Tutorials==&lt;br /&gt;
*[[Nanoforge xtbl editing]] - How to edit [[.xtbl]] files in Nanoforge.&lt;br /&gt;
*[[Nanoforge Texture Editing]] - How to edit textures using Nanoforge.&lt;br /&gt;
* XTBL Editing Guides [Placeholder]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Red Faction: Guerrilla]]&lt;br /&gt;
[[Category: RF:G Editing]]&lt;/div&gt;</summary>
		<author><name>Camo</name></author>
	</entry>
	<entry>
		<id>https://www.redfactionwiki.com/w/index.php?title=RF:G_Editing_Main_Page&amp;diff=8968</id>
		<title>RF:G Editing Main Page</title>
		<link rel="alternate" type="text/html" href="https://www.redfactionwiki.com/w/index.php?title=RF:G_Editing_Main_Page&amp;diff=8968"/>
		<updated>2023-06-21T06:04:27Z</updated>

		<summary type="html">&lt;p&gt;Camo: /* Red Faction: Guerrilla Tools */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RFGEditing}}&lt;br /&gt;
{{Under construction}}&lt;br /&gt;
&lt;br /&gt;
This will serve as a landing page for all resources related to [[Red Faction: Guerrilla]] editing for the '''Re-Mars-tered Edition'''.&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
===Community===&lt;br /&gt;
*[https://discord.gg/factionfiles Faction Files Community Discord] - Active Red Faction series community Discord with #map-mod-development channel for community development discussion&lt;br /&gt;
===Downloads===&lt;br /&gt;
*[https://www.factionfiles.com/ff.php?action=files FactionFiles.com] - Custom mods, tools, patches, and reference material&lt;br /&gt;
*[https://www.nexusmods.com/redfactionguerilla/mods/ Nexus Mods] - Custom mods&lt;br /&gt;
*[https://www.nexusmods.com/redfactionguerrillaremarstered/mods/ Nexus Mods Re-Mars-tered] - Custom mods&lt;br /&gt;
&lt;br /&gt;
==Documentation==&lt;br /&gt;
*[[RF:G Map organization]]&lt;br /&gt;
*[[Nanoforge basics]]&lt;br /&gt;
*[https://github.com/Moneyl/RfgTools/blob/main/Documentation/RfgZonexFormat.md Zone file format docs] - Describes the zone format used by RFG in more detail&lt;br /&gt;
===Core Concepts===&lt;br /&gt;
*[[Red Faction: Guerrilla]]'s level editor is [[CLOE]], which is not publicly available.&lt;br /&gt;
&lt;br /&gt;
===Red Faction: Guerrilla File Formats===&lt;br /&gt;
* &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; - XML table files are used to store properties or attributes in Red Faction: Guerrilla. Overall, their function is similar to the &amp;lt;code&amp;gt;.tbl&amp;lt;/code&amp;gt; files of Red Faction and Red Faction II.&lt;br /&gt;
* &amp;lt;code&amp;gt;.scriptx&amp;lt;/code&amp;gt; - Internal script engine file, commonly used for missions and activities&lt;br /&gt;
* &amp;lt;code&amp;gt;.dtodx&amp;lt;/code&amp;gt; - Weather/lighting file for maps that controls things like fog, tint, ambient colour, eye adaption, bloom, cloud color and speed&lt;br /&gt;
* &amp;lt;code&amp;gt;.gtodx&amp;lt;/code&amp;gt; - Skybox file for maps that controls things like the sun texture, moon positions and if the horizon mountain texture is enabled&lt;br /&gt;
* &amp;lt;code&amp;gt;.vpp_pc&amp;lt;/code&amp;gt; - Packfile&lt;br /&gt;
* &amp;lt;code&amp;gt;.rigx&amp;lt;/code&amp;gt; - Rig&lt;br /&gt;
* &amp;lt;code&amp;gt;.str2_pc&amp;lt;/code&amp;gt; - Texture Packfile&lt;br /&gt;
* &amp;lt;code&amp;gt;.rfgzone_pc&amp;lt;/code&amp;gt; - Map zone&lt;br /&gt;
* &amp;lt;code&amp;gt;.layer_pc&amp;lt;/code&amp;gt; - Map zone&lt;br /&gt;
* &amp;lt;code&amp;gt;.cpeg_pc, cvbm_pc&amp;lt;/code&amp;gt; - Texture cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gpeg_pc, gvbm_pc&amp;lt;/code&amp;gt; - Texture gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.asm_pc&amp;lt;/code&amp;gt; - Streaming index&lt;br /&gt;
* &amp;lt;code&amp;gt;.csmesh_pc&amp;lt;/code&amp;gt; - Static mesh cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gsmesh_pc&amp;lt;/code&amp;gt; - Static mesh gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.ccmesh_pc&amp;lt;/code&amp;gt; - Character mesh cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gcmesh_pc&amp;lt;/code&amp;gt; - Character mesh gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.ccar_pc&amp;lt;/code&amp;gt; - Vehicle mesh cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gcar_pc&amp;lt;/code&amp;gt; - Vehicle mesh gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.anim_pc&amp;lt;/code&amp;gt; - Animation&lt;br /&gt;
* &amp;lt;code&amp;gt;.cchk_pc&amp;lt;/code&amp;gt; - Destructible object cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gchk_pc&amp;lt;/code&amp;gt; - Destructible object gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.cefct_pc&amp;lt;/code&amp;gt; - Visual effect cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gefct_pc&amp;lt;/code&amp;gt; - Visual effect gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.cfmesh_pc&amp;lt;/code&amp;gt; - Foliage mesh&lt;br /&gt;
* &amp;lt;code&amp;gt;.cstch&amp;lt;/code&amp;gt; - Terrain clutter mesh cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gstch&amp;lt;/code&amp;gt; - Terrain clutter mesh gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.cterrain_pc&amp;lt;/code&amp;gt; - Terrain zone cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gterrain_pc&amp;lt;/code&amp;gt; - Terrain zone gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.ctmesh_pc&amp;lt;/code&amp;gt; - Terrain subzone cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gtmesh_pc&amp;lt;/code&amp;gt; - Terrain subzone gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.fsmib&amp;lt;/code&amp;gt; - Fullscreen map data&lt;br /&gt;
* &amp;lt;code&amp;gt;.fxo_kg&amp;lt;/code&amp;gt; - Shader&lt;br /&gt;
* &amp;lt;code&amp;gt;.le_strings&amp;lt;/code&amp;gt; - Steam localization strings&lt;br /&gt;
* &amp;lt;code&amp;gt;.rfglocatext&amp;lt;/code&amp;gt; - Localization strings&lt;br /&gt;
* &amp;lt;code&amp;gt;.mat_pc&amp;lt;/code&amp;gt; - Render material&lt;br /&gt;
* &amp;lt;code&amp;gt;.morph_pc&amp;lt;/code&amp;gt; - Animation Morph&lt;br /&gt;
* &amp;lt;code&amp;gt;.vint_doc&amp;lt;/code&amp;gt; - UI&lt;br /&gt;
* &amp;lt;code&amp;gt;.sim_pc&amp;lt;/code&amp;gt; - Cloth sim&lt;br /&gt;
* &amp;lt;code&amp;gt;.xgs_pc&amp;lt;/code&amp;gt; - Sound config&lt;br /&gt;
* &amp;lt;code&amp;gt;.xsb_pc&amp;lt;/code&amp;gt; - Soundbank&lt;br /&gt;
* &amp;lt;code&amp;gt;.xwb_pc&amp;lt;/code&amp;gt; - Wavebank&lt;br /&gt;
* &amp;lt;code&amp;gt;.aud_pc&amp;lt;/code&amp;gt; - Audio categories&lt;br /&gt;
* &amp;lt;code&amp;gt;.vf3_pc&amp;lt;/code&amp;gt; - Font&lt;br /&gt;
* &amp;lt;code&amp;gt;.vfdvp_pc&amp;lt;/code&amp;gt; - ?&lt;br /&gt;
* &amp;lt;code&amp;gt;.rfgvp_pc&amp;lt;/code&amp;gt; - ?&lt;br /&gt;
&lt;br /&gt;
===Red Faction: Guerrilla File Structure===&lt;br /&gt;
&lt;br /&gt;
\Red Faction Guerrilla Re-MARS-tered\data\&lt;br /&gt;
&lt;br /&gt;
The two most important files for modding most of RF:G are &amp;lt;code&amp;gt;misc.vpp_pc&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;table.vpp_pc&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;activities.vpp_pc&amp;lt;/code&amp;gt; - contains textures for singleplayer activities&lt;br /&gt;
* &amp;lt;code&amp;gt;anims.vpp_pc&amp;lt;/code&amp;gt; - contains animation files&lt;br /&gt;
* &amp;lt;code&amp;gt;chunks.vpp_pc&amp;lt;/code&amp;gt; - contains &amp;lt;code&amp;gt;.rfgchunkx&amp;lt;/code&amp;gt; files and seems to be related to the &amp;lt;code&amp;gt;preload_chunks.xtbl&amp;lt;/code&amp;gt; file, it's possible to add them to a map using the correct &amp;lt;code&amp;gt;dest_checksum&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;uid&amp;lt;/code&amp;gt; numbers. Game might also spawn &amp;lt;code&amp;gt;missing_chunk&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;missing_destroyable&amp;lt;/code&amp;gt; if a mesh fails to load.&lt;br /&gt;
* &amp;lt;code&amp;gt;cloth_sim.vpp_pc&amp;lt;/code&amp;gt; - contains cloth simulation files&lt;br /&gt;
* &amp;lt;code&amp;gt;decals.vpp_pc&amp;lt;/code&amp;gt; - contains decal textures&lt;br /&gt;
* &amp;lt;code&amp;gt;dlc01_l0.vpp_pc&amp;lt;/code&amp;gt; - singleplayer DLC map&lt;br /&gt;
* &amp;lt;code&amp;gt;dlc01_l1.vpp_pc&amp;lt;/code&amp;gt; - only contains a blank &amp;lt;code&amp;gt;asm_pc&amp;lt;/code&amp;gt; file&lt;br /&gt;
* &amp;lt;code&amp;gt;dlc01_precache.vpp_pc&amp;lt;/code&amp;gt; - similar to &amp;lt;code&amp;gt;mp_common.vpp_pc&amp;lt;/code&amp;gt; but for the singleplayer DLC map&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_activities.vpp_pc&amp;lt;/code&amp;gt; - contains textures for singleplayer DLC activities&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_anims.vpp_pc&amp;lt;/code&amp;gt; - contains animation files for singleplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_cloth_sim.vpp_pc&amp;lt;/code&amp;gt; - contains cloth simulation files for singleplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_effects.vpp_pc&amp;lt;/code&amp;gt; - contains visual effect files for singleplayer DLC, some are &amp;lt;code&amp;gt;.str2&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_humans.vpp_pc&amp;lt;/code&amp;gt; - contains textures and meshes for characters in singleplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_interface.vpp_pc&amp;lt;/code&amp;gt; - contains textures for loading screens &amp;amp; thumbnails in singleplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_items.vpp_pc&amp;lt;/code&amp;gt; - contains textures and meshes for weapons, character props and misc objects in singleplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlc01_misc.vpp_pc&amp;lt;/code&amp;gt; - contains &amp;lt;code&amp;gt;.rig_pc&amp;lt;/code&amp;gt; files, the &amp;lt;code&amp;gt;.fsmib&amp;lt;/code&amp;gt; file and two &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files for singleplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlc01_missions.vpp_pc&amp;lt;/code&amp;gt; - contains textures related to singleplayer DLC missions&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_personas_en_us.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_vehicles.vpp_pc&amp;lt;/code&amp;gt; - contains textures and meshes for singleplayer DLC vehicles&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_voices_en_us.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp02_interface.vpp_pc&amp;lt;/code&amp;gt; - contains textures for loading screens &amp;amp; thumbnails for multiplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp02_misc.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp03_interface.vpp_pc&amp;lt;/code&amp;gt; - contains textures for loading screens &amp;amp; thumbnails for wrecking crew DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp03_misc.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;effects.vpp_pc&amp;lt;/code&amp;gt; - contains visual effect files, some are &amp;lt;code&amp;gt;.str2&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;effects_mp.vpp_pc&amp;lt;/code&amp;gt; - contains multiplayer only visual effect files, some are &amp;lt;code&amp;gt;.str2&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;humans.vpp_pc&amp;lt;/code&amp;gt; - contains textures and meshes for characters in both singleplayer and multiplayer&lt;br /&gt;
* &amp;lt;code&amp;gt;interface.vpp_pc&amp;lt;/code&amp;gt; - contains textures for loading screens &amp;amp; thumbnails in both SP and MP and character portraits in multiplayer&lt;br /&gt;
* &amp;lt;code&amp;gt;items.vpp_pc&amp;lt;/code&amp;gt; - contains textures and meshes for weapons, character props and misc objects in both singleplayer &amp;amp; multiplayer&lt;br /&gt;
* &amp;lt;code&amp;gt;items_mp.vpp_pc&amp;lt;/code&amp;gt; - contains multiplayer only textures and meshes&lt;br /&gt;
* &amp;lt;code&amp;gt;misc.vpp_pc&amp;lt;/code&amp;gt; contains &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files and most other file types&lt;br /&gt;
* &amp;lt;code&amp;gt;missions.vpp_pc&amp;lt;/code&amp;gt; - contains textures for singleplayer missions&lt;br /&gt;
* &amp;lt;code&amp;gt;mp_common.vpp_pc&amp;lt;/code&amp;gt; - contains textures shared between multiplayer maps&lt;br /&gt;
* &amp;lt;code&amp;gt;mp_xxx.vpp_pc&amp;lt;/code&amp;gt; - multiplayer maps, excluding &amp;lt;code&amp;gt;mp_common.vpp_pc&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;mpdlc_xxx.vpp_pc&amp;lt;/code&amp;gt; - DLC multiplayer maps&lt;br /&gt;
* &amp;lt;code&amp;gt;personas_de_de.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;personas_en_us.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;personas_es_es.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;personas_fr_fr.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;personas_it_it.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;personas_ru_ru.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_00a.bik_xbox2&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_01a.bik_xbox2&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_02a.bik_xbox2&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_03a.bik_xbox2&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_03b.bik_xbox2&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_04a.bik_xbox2&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_05a.bik_xbox2&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_06a.bik_xbox2&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;skybox.vpp_pc&amp;lt;/code&amp;gt; - contains textures for the skybox like the clouds&lt;br /&gt;
* &amp;lt;code&amp;gt;sounds_r.vpp_pc&amp;lt;/code&amp;gt; - contains &amp;lt;code&amp;gt;.xmb_pc&amp;lt;/code&amp;gt; sound files&lt;br /&gt;
* &amp;lt;code&amp;gt;steam.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;table.vpp_pc&amp;lt;/code&amp;gt; - contains only &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files and will overwrite &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files in &amp;lt;code&amp;gt;misc.vpp_pc&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;terr01_l0.vpp_pc&amp;lt;/code&amp;gt; - singleplayer map&lt;br /&gt;
* &amp;lt;code&amp;gt;terr01_l1.vpp_pc&amp;lt;/code&amp;gt; - singleplayer map&lt;br /&gt;
* &amp;lt;code&amp;gt;terr01_precache.vpp_pc&amp;lt;/code&amp;gt; - similar to &amp;lt;code&amp;gt;mp_common.vpp_pc&amp;lt;/code&amp;gt; but for the singleplayer map&lt;br /&gt;
* &amp;lt;code&amp;gt;vehicles_r.vpp_pc&amp;lt;/code&amp;gt; - contains textures and meshes for singleplayer vehicles&lt;br /&gt;
* &amp;lt;code&amp;gt;voices_de_de.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;voices_en_us.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;voices_es_es.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;voices_fr_fr.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;voices_it_it.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;voices_ru_ru.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;wcxxx.vpp_c&amp;lt;/code&amp;gt; - wrecking crew maps&lt;br /&gt;
* &amp;lt;code&amp;gt;zonescript_dlc01.vpp_pc&amp;lt;/code&amp;gt; - contains &amp;lt;code&amp;gt;.scriptx&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;.rfgzone_pc&amp;lt;/code&amp;gt; files for singleplayer DLC map&lt;br /&gt;
* &amp;lt;code&amp;gt;zonescript_terr01.vpp_pc&amp;lt;/code&amp;gt; - contains &amp;lt;code&amp;gt;.scriptx&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;.rfgzone_pc&amp;lt;/code&amp;gt; files for singleplayer map&lt;br /&gt;
* &amp;lt;code&amp;gt;xxx.bik&amp;lt;/code&amp;gt; - pre-rendered custscenes&lt;br /&gt;
&lt;br /&gt;
===Scriptx Functions===&lt;br /&gt;
&lt;br /&gt;
* [https://www.factionfiles.com/ff.php?action=scriptxfuncs .scriptx functions]&lt;br /&gt;
&lt;br /&gt;
===Primitive data types &amp;amp; limits===&lt;br /&gt;
&lt;br /&gt;
* Floats (floating decimal points): Max value &amp;lt;code&amp;gt;3.4028237&amp;lt;/code&amp;gt; and move the decimal place right 38 times. Examples: &amp;lt;code&amp;gt;1.0, 0.0&amp;lt;/code&amp;gt;&lt;br /&gt;
* Integer (whole number that could hold a zero, positive or negative value): Max value &amp;lt;code&amp;gt;2147483647&amp;lt;/code&amp;gt;&lt;br /&gt;
* Boolean (truth value with two constants objects True and False , basically a toggle to enable or disable something using &amp;quot;true&amp;quot; or &amp;quot;false&amp;quot;): Examples: &amp;lt;code&amp;gt;&amp;lt;Unlocks_Cheat&amp;gt;True&amp;lt;/Unlocks_Cheat&amp;gt;, &amp;lt;Unlocks_Cheat&amp;gt;False&amp;lt;/Unlocks_Cheat&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
* String (represents a sequence or characters/text): Example: &amp;lt;code&amp;gt;&amp;lt;string&amp;gt;OldCoot&amp;lt;/string&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===sounds_r.vpp_pc Info===&lt;br /&gt;
&lt;br /&gt;
* S16 = Signed 16 bit&lt;br /&gt;
* LE = Little endian&lt;br /&gt;
* 2CH = 2 channels (stereo)&lt;br /&gt;
&lt;br /&gt;
    * destruction.xwb_pc - unknown&lt;br /&gt;
    * dlc01_voc_d01offcam.xwb_pc.en_us.xwb_pc - unknown               &lt;br /&gt;
    * dlc01_voc_spe_d01dan.xwb_pc.en_us.xwb_pc - unknown              &lt;br /&gt;
    * dlc01_voc_spe_d01msm01.xwb_pc.en_us.xwb_pc - unknown            &lt;br /&gt;
    * dlc01_voc_spe_d01msm02.xwb_pc.en_us.xwb_pc - unknown            &lt;br /&gt;
    * dlc01_voc_spe_d01msm03.xwb_pc.en_us.xwb_pc - unknown            &lt;br /&gt;
    * dlc01_voc_spe_d01msm04.xwb_pc.en_us.xwb_pc - unknown            &lt;br /&gt;
    * dlc01_voc_spe_d01msm05.xwb_pc.en_us.xwb_pc - unknown            &lt;br /&gt;
    * dlc01_voc_spe_d01msm06.xwb_pc.en_us.xwb_pc - unknown            &lt;br /&gt;
    * dlc01_voc_spe_d01rfc.xwb_pc.en_us.xwb_pc - unknown              &lt;br /&gt;
    * dlc01_voc_spe_d01sam_pcm01.xwb_pc.en_us.xwb_pc - unknown        &lt;br /&gt;
    * dlc01_voc_spe_d01vasha_safe.xwb_pc.en_us.xwb_pc - unknown       &lt;br /&gt;
    * mov_foley.xwb_pc - unknown                                       &lt;br /&gt;
    * mov_jet_pack.xwb_pc - unknown                                    &lt;br /&gt;
    * mov_male.xwb_pc - unknown                                        &lt;br /&gt;
    * mov_npc_male.xwb_pc - unknown                                    &lt;br /&gt;
    * mp_backpacks.xwb_pc - S16, LE, 2CH. Intermittent static starting ~28sec                  &lt;br /&gt;
    * mp_wep.xwb_pc - S16, LE, 2CH. Static at start and end                                           &lt;br /&gt;
    * mus_briefings.xwb_pc - S16, LE, 2CH.      &lt;br /&gt;
    * mus_demomaster.xwb_pc - S16, LE, 2CH.      &lt;br /&gt;
    * mus_frontend.xwb_pc - S16, LE, 2CH.        &lt;br /&gt;
    * mus_multiplayer.xwb_pc - S16, LE, 2CH.     &lt;br /&gt;
    * mus_progression_01.xwb_pc - S16, LE, 2CH. Static at start, may be header &lt;br /&gt;
    * mus_progression_02.xwb_pc - S16, LE, 2CH.  &lt;br /&gt;
    * mus_progression_03.xwb_pc - S16, LE, 2CH.  &lt;br /&gt;
    * mus_sting.xwb_pc - S16, LE, 2CH. &lt;br /&gt;
    * obj_shared_ambient.xwb_pc - unknown&lt;br /&gt;
    * obj_shared_dth.xwb_pc - unknown     &lt;br /&gt;
    * obj_shared_exp.xwb_pc - unknown&lt;br /&gt;
    * obj_shared_impact.xwb_pc - unknown &lt;br /&gt;
    * scripted_raids.xwb_pc - unknown    &lt;br /&gt;
    * system.xwb_pc - S16, LE, 2CH. Mostly static, valid sound in middle            &lt;br /&gt;
    * system_mp.xwb_pc - unknown         &lt;br /&gt;
    * veh_civ_bus.xwb_pc - S16, LE, 2CH. Some static, some valid sound.       &lt;br /&gt;
    * veh_civ_car1.xwb_pc - S16, LE, 2CH. Some static, some valid sound.          &lt;br /&gt;
    * veh_civ_car2.xwb_pc - S16, LE, 2CH. Some static, some valid sound.          &lt;br /&gt;
    * veh_civ_car3.xwb_pc - S16, LE, 2CH. Some static, some valid sound.        &lt;br /&gt;
    * veh_civ_flat.xwb_pc - unknown    &lt;br /&gt;
    * veh_civ_flat2.xwb_pc - unknown&lt;br /&gt;
    * veh_civ_fuel.xwb_pc - S16, LE, 2CH. Some static, some valid sound.        &lt;br /&gt;
    * veh_civ_hauler.xwb_pc - S16, LE, 2CH. Some static, some valid sound.      &lt;br /&gt;
    * veh_civ_taxi.xwb_pc - S16, LE, 2CH. Some static, some valid sound.        &lt;br /&gt;
    * veh_civ_trash.xwb_pc - S16, LE, 2CH. Some static, some valid sound.       &lt;br /&gt;
    * veh_civ_walker.xwb_pc - S16, LE, 2CH. Some static, some valid sound.      &lt;br /&gt;
    * veh_edf_aax.xwb_pc - S16, LE, 2CH. Mostly static, some valid sound at end.        &lt;br /&gt;
    * veh_edf_abx.xwb_pc - S16, LE, 2CH. Mostly static, some valid sound at end.                 &lt;br /&gt;
    * veh_edf_apc.xwb_pc - S16, LE, 2CH. Some static, some valid sound.       &lt;br /&gt;
    * veh_edf_atank.xwb_pc - S16, LE, 2CH. Some static, some valid sound.     &lt;br /&gt;
    * veh_edf_htank.xwb_pc - S16, LE, 2CH. Some static, some valid sound.     &lt;br /&gt;
    * veh_edf_mtank.xwb_pc - S16, LE, 2CH. Some static, some valid sound.     &lt;br /&gt;
    * veh_edf_scout.xwb_pc - S16, LE, 2CH. Some static, some valid sound.     &lt;br /&gt;
    * veh_edf_staff.xwb_pc - S16, LE, 2CH. Some static, some valid sound.     &lt;br /&gt;
    * veh_edf_staffh2h.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_edf_supply.xwb_pc - S16, LE, 2CH. Some static, some valid sound.    &lt;br /&gt;
    * veh_mar_jetter.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_mar_raider.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_atv.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_bull.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_dtruck.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_etruck.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_jetter.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_pickup.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_rover.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_roverwk.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_supply.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_supplyrt.xwb_pc - unknown&lt;br /&gt;
    * veh_min_wlklg.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_wlkmd.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_shared.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * walla.xwb_pc - unknown&lt;br /&gt;
    * weather.xwb_pc - S16, LE, 2CH.&lt;br /&gt;
    * wep_rfg.xwb_pc -  S16, LE, 2CH. Mostly valid, some static&lt;br /&gt;
&lt;br /&gt;
===RfgUtil Guide===&lt;br /&gt;
&lt;br /&gt;
* Unpacking [Placeholder]&lt;br /&gt;
* Repacking [Placeholder]&lt;br /&gt;
* Command arguments [Placeholder]&lt;br /&gt;
* Scripts [Placeholder]&lt;br /&gt;
* Updating &amp;lt;code&amp;gt;.asm_pc&amp;lt;/code&amp;gt; files [Placeholder]&lt;br /&gt;
&lt;br /&gt;
===Misc Notes===&lt;br /&gt;
&lt;br /&gt;
* When repacking &amp;lt;code&amp;gt;.vpp_pc&amp;lt;/code&amp;gt; files don't compress and/or condense them if they weren't like that in the vanilla game, it will cause the game to crash. Eg: &amp;lt;code&amp;gt;items.vpp_pc&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;interface.vpp_pc&amp;lt;/code&amp;gt;, map files etc. See the table below:&lt;br /&gt;
* &amp;lt;code&amp;gt;table.vpp_pc&amp;lt;/code&amp;gt; overwrites changes to &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files in &amp;lt;code&amp;gt;misc.vpp_pc&amp;lt;/code&amp;gt;. The work around for this with the legacy mod manager is to rename the file however this breaks multiplayer and reduces the stability of the game. You should edit the same &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files in both &amp;lt;code&amp;gt;misc.vpp_pc&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;table.vpp_pc&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Filename !! Alignment !! Compressed !! Condensed&lt;br /&gt;
|-&lt;br /&gt;
| ALL .str2      || 0      || Yes      || Yes&lt;br /&gt;
|-&lt;br /&gt;
| MOST .vpp_pc      || 2048      || No      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlc01_precache.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlcp01_misc.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| misc.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| mp_common.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| steam.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| terr01_precache.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| zonescript_dlc01.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| zonescript_terr01.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlc01_l1.vpp_pc      || 0      || No      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlcp01_voices_en_us.vpp_pc      || 0      || No      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlcp02_misc.vpp_pc      || 0      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlcp03_misc.vpp_pc      || 0      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| anims.vpp_pc      || 16      || Yes      || Yes&lt;br /&gt;
|-&lt;br /&gt;
| table.vpp_pc      || 64      || Yes      || Yes&lt;br /&gt;
|-&lt;br /&gt;
| skybox.vpp_pc      || 4096      || No      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlcp01_personas_en_us.vpp_pc      || 4096      || No      || No&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Red Faction: Guerrilla Tools===&lt;br /&gt;
&lt;br /&gt;
* [https://github.com/Moneyl/RfgUtil/releases RfgUtil] - Used for unpacking most file formats and updating &amp;lt;code&amp;gt;.asm_pc&amp;lt;/code&amp;gt; files&lt;br /&gt;
* [https://github.com/Moneyl/Nanoforge/releases Nanoforge C++] - Map editor, texture editor, &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; editor and more&lt;br /&gt;
* [https://github.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch/raw/main/tools/mTools.zip mTools] - Drag and drop tool to convert &amp;lt;code&amp;gt;.asm_pc&amp;lt;/code&amp;gt; files to XML and vice versa&lt;br /&gt;
* [https://github.com/rsl-dev/RSL/releases RSL] - Script Loader&lt;br /&gt;
* [https://github.com/Moneyl/AsmTool AsmTool]- WIP Tool for modifying &amp;lt;code&amp;gt;.asm_pc&amp;lt;/code&amp;gt; files used by Red Faction Guerrilla. This is meant to replace hand editing them, which is very error prone and tedious&lt;br /&gt;
* [https://github.com/Rast1234/SyncFaction/releases/download/v9/SyncFaction.exe SyncFaction] - WIP tool for automatically installing the Terraform Patch and eventually replacing the old mod manager&lt;br /&gt;
* [https://www.factionfiles.com/ff.php?action=file&amp;amp;id=5686 xdelta UI] - GUI for generating &amp;lt;code&amp;gt;.xdelta&amp;lt;/code&amp;gt; (binary) patches&lt;br /&gt;
* [http://www.ximple.cz/download.php XiMpLe XML Editor] - Lightweight GUI XML Editor that displays XML type files in a table grid views and shows what other &amp;lt;code&amp;gt;.xtbls&amp;lt;/code&amp;gt; it is referencing. Very useful for understanding and editing &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files.&lt;br /&gt;
* [https://github.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch/raw/main/tools/Volition_Table_File_Editor.zip Volition Table File Editor] - GUI for editing &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files&lt;br /&gt;
* [https://jsonformatter.org/xml-formatter XML Formatter] - Use this to format &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files so they are easier to read&lt;br /&gt;
* [https://www.w3schools.com/xml/xml_validator.asp XML Validator] - Use this to validate &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; edits, any mistakes you make will crash the game&lt;br /&gt;
* [https://www.factionfiles.com/ff.php?action=file&amp;amp;id=5995 Mod Manager Re-mars-tered v1.03] - Legacy mod manager&lt;br /&gt;
* [https://onecompiler.com/lua/3ykpyrhhb LUA Validator] - Useful for validating RSL scripts for errors, note it's safe to ignore &amp;lt;code&amp;gt;attempt to index a nil value (global 'rfg')&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Useful Software===&lt;br /&gt;
&lt;br /&gt;
* [https://www.voidtools.com/ Voidtools Everything] - Locate files and folders by name instantly&lt;br /&gt;
* [https://www.mythicsoft.com/agentransack/ Agent Ransack] - Bulk search for keywords within unpacked files&lt;br /&gt;
* [https://notepad-plus-plus.org/downloads/ Notepad++] - Good text editor for manually editing &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files, set language as XML&lt;br /&gt;
&lt;br /&gt;
==Tutorials==&lt;br /&gt;
*[[Nanoforge basics]] - Introduction to Nanoforge and its features.&lt;br /&gt;
*[[Nanoforge xtbl editing]] - How to edit [[.xtbl]] files in Nanoforge.&lt;br /&gt;
*[[Nanoforge Texture Editing]] - How to edit textures using Nanoforge.&lt;br /&gt;
* XTBL Editing Guides [Placeholder]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Red Faction: Guerrilla]]&lt;br /&gt;
[[Category: RF:G Editing]]&lt;/div&gt;</summary>
		<author><name>Camo</name></author>
	</entry>
	<entry>
		<id>https://www.redfactionwiki.com/w/index.php?title=RF:G_Editing_Main_Page&amp;diff=8967</id>
		<title>RF:G Editing Main Page</title>
		<link rel="alternate" type="text/html" href="https://www.redfactionwiki.com/w/index.php?title=RF:G_Editing_Main_Page&amp;diff=8967"/>
		<updated>2023-06-21T05:44:05Z</updated>

		<summary type="html">&lt;p&gt;Camo: /* Red Faction: Guerrilla Tools */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RFGEditing}}&lt;br /&gt;
{{Under construction}}&lt;br /&gt;
&lt;br /&gt;
This will serve as a landing page for all resources related to [[Red Faction: Guerrilla]] editing for the '''Re-Mars-tered Edition'''.&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
===Community===&lt;br /&gt;
*[https://discord.gg/factionfiles Faction Files Community Discord] - Active Red Faction series community Discord with #map-mod-development channel for community development discussion&lt;br /&gt;
===Downloads===&lt;br /&gt;
*[https://www.factionfiles.com/ff.php?action=files FactionFiles.com] - Custom mods, tools, patches, and reference material&lt;br /&gt;
*[https://www.nexusmods.com/redfactionguerilla/mods/ Nexus Mods] - Custom mods&lt;br /&gt;
*[https://www.nexusmods.com/redfactionguerrillaremarstered/mods/ Nexus Mods Re-Mars-tered] - Custom mods&lt;br /&gt;
&lt;br /&gt;
==Documentation==&lt;br /&gt;
*[[RF:G Map organization]]&lt;br /&gt;
*[[Nanoforge basics]]&lt;br /&gt;
*[https://github.com/Moneyl/RfgTools/blob/main/Documentation/RfgZonexFormat.md Zone file format docs] - Describes the zone format used by RFG in more detail&lt;br /&gt;
===Core Concepts===&lt;br /&gt;
*[[Red Faction: Guerrilla]]'s level editor is [[CLOE]], which is not publicly available.&lt;br /&gt;
&lt;br /&gt;
===Red Faction: Guerrilla File Formats===&lt;br /&gt;
* &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; - XML table files are used to store properties or attributes in Red Faction: Guerrilla. Overall, their function is similar to the &amp;lt;code&amp;gt;.tbl&amp;lt;/code&amp;gt; files of Red Faction and Red Faction II.&lt;br /&gt;
* &amp;lt;code&amp;gt;.scriptx&amp;lt;/code&amp;gt; - Internal script engine file, commonly used for missions and activities&lt;br /&gt;
* &amp;lt;code&amp;gt;.dtodx&amp;lt;/code&amp;gt; - Weather/lighting file for maps that controls things like fog, tint, ambient colour, eye adaption, bloom, cloud color and speed&lt;br /&gt;
* &amp;lt;code&amp;gt;.gtodx&amp;lt;/code&amp;gt; - Skybox file for maps that controls things like the sun texture, moon positions and if the horizon mountain texture is enabled&lt;br /&gt;
* &amp;lt;code&amp;gt;.vpp_pc&amp;lt;/code&amp;gt; - Packfile&lt;br /&gt;
* &amp;lt;code&amp;gt;.rigx&amp;lt;/code&amp;gt; - Rig&lt;br /&gt;
* &amp;lt;code&amp;gt;.str2_pc&amp;lt;/code&amp;gt; - Texture Packfile&lt;br /&gt;
* &amp;lt;code&amp;gt;.rfgzone_pc&amp;lt;/code&amp;gt; - Map zone&lt;br /&gt;
* &amp;lt;code&amp;gt;.layer_pc&amp;lt;/code&amp;gt; - Map zone&lt;br /&gt;
* &amp;lt;code&amp;gt;.cpeg_pc, cvbm_pc&amp;lt;/code&amp;gt; - Texture cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gpeg_pc, gvbm_pc&amp;lt;/code&amp;gt; - Texture gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.asm_pc&amp;lt;/code&amp;gt; - Streaming index&lt;br /&gt;
* &amp;lt;code&amp;gt;.csmesh_pc&amp;lt;/code&amp;gt; - Static mesh cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gsmesh_pc&amp;lt;/code&amp;gt; - Static mesh gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.ccmesh_pc&amp;lt;/code&amp;gt; - Character mesh cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gcmesh_pc&amp;lt;/code&amp;gt; - Character mesh gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.ccar_pc&amp;lt;/code&amp;gt; - Vehicle mesh cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gcar_pc&amp;lt;/code&amp;gt; - Vehicle mesh gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.anim_pc&amp;lt;/code&amp;gt; - Animation&lt;br /&gt;
* &amp;lt;code&amp;gt;.cchk_pc&amp;lt;/code&amp;gt; - Destructible object cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gchk_pc&amp;lt;/code&amp;gt; - Destructible object gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.cefct_pc&amp;lt;/code&amp;gt; - Visual effect cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gefct_pc&amp;lt;/code&amp;gt; - Visual effect gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.cfmesh_pc&amp;lt;/code&amp;gt; - Foliage mesh&lt;br /&gt;
* &amp;lt;code&amp;gt;.cstch&amp;lt;/code&amp;gt; - Terrain clutter mesh cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gstch&amp;lt;/code&amp;gt; - Terrain clutter mesh gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.cterrain_pc&amp;lt;/code&amp;gt; - Terrain zone cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gterrain_pc&amp;lt;/code&amp;gt; - Terrain zone gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.ctmesh_pc&amp;lt;/code&amp;gt; - Terrain subzone cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gtmesh_pc&amp;lt;/code&amp;gt; - Terrain subzone gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.fsmib&amp;lt;/code&amp;gt; - Fullscreen map data&lt;br /&gt;
* &amp;lt;code&amp;gt;.fxo_kg&amp;lt;/code&amp;gt; - Shader&lt;br /&gt;
* &amp;lt;code&amp;gt;.le_strings&amp;lt;/code&amp;gt; - Steam localization strings&lt;br /&gt;
* &amp;lt;code&amp;gt;.rfglocatext&amp;lt;/code&amp;gt; - Localization strings&lt;br /&gt;
* &amp;lt;code&amp;gt;.mat_pc&amp;lt;/code&amp;gt; - Render material&lt;br /&gt;
* &amp;lt;code&amp;gt;.morph_pc&amp;lt;/code&amp;gt; - Animation Morph&lt;br /&gt;
* &amp;lt;code&amp;gt;.vint_doc&amp;lt;/code&amp;gt; - UI&lt;br /&gt;
* &amp;lt;code&amp;gt;.sim_pc&amp;lt;/code&amp;gt; - Cloth sim&lt;br /&gt;
* &amp;lt;code&amp;gt;.xgs_pc&amp;lt;/code&amp;gt; - Sound config&lt;br /&gt;
* &amp;lt;code&amp;gt;.xsb_pc&amp;lt;/code&amp;gt; - Soundbank&lt;br /&gt;
* &amp;lt;code&amp;gt;.xwb_pc&amp;lt;/code&amp;gt; - Wavebank&lt;br /&gt;
* &amp;lt;code&amp;gt;.aud_pc&amp;lt;/code&amp;gt; - Audio categories&lt;br /&gt;
* &amp;lt;code&amp;gt;.vf3_pc&amp;lt;/code&amp;gt; - Font&lt;br /&gt;
* &amp;lt;code&amp;gt;.vfdvp_pc&amp;lt;/code&amp;gt; - ?&lt;br /&gt;
* &amp;lt;code&amp;gt;.rfgvp_pc&amp;lt;/code&amp;gt; - ?&lt;br /&gt;
&lt;br /&gt;
===Red Faction: Guerrilla File Structure===&lt;br /&gt;
&lt;br /&gt;
\Red Faction Guerrilla Re-MARS-tered\data\&lt;br /&gt;
&lt;br /&gt;
The two most important files for modding most of RF:G are &amp;lt;code&amp;gt;misc.vpp_pc&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;table.vpp_pc&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;activities.vpp_pc&amp;lt;/code&amp;gt; - contains textures for singleplayer activities&lt;br /&gt;
* &amp;lt;code&amp;gt;anims.vpp_pc&amp;lt;/code&amp;gt; - contains animation files&lt;br /&gt;
* &amp;lt;code&amp;gt;chunks.vpp_pc&amp;lt;/code&amp;gt; - contains &amp;lt;code&amp;gt;.rfgchunkx&amp;lt;/code&amp;gt; files and seems to be related to the &amp;lt;code&amp;gt;preload_chunks.xtbl&amp;lt;/code&amp;gt; file, it's possible to add them to a map using the correct &amp;lt;code&amp;gt;dest_checksum&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;uid&amp;lt;/code&amp;gt; numbers. Game might also spawn &amp;lt;code&amp;gt;missing_chunk&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;missing_destroyable&amp;lt;/code&amp;gt; if a mesh fails to load.&lt;br /&gt;
* &amp;lt;code&amp;gt;cloth_sim.vpp_pc&amp;lt;/code&amp;gt; - contains cloth simulation files&lt;br /&gt;
* &amp;lt;code&amp;gt;decals.vpp_pc&amp;lt;/code&amp;gt; - contains decal textures&lt;br /&gt;
* &amp;lt;code&amp;gt;dlc01_l0.vpp_pc&amp;lt;/code&amp;gt; - singleplayer DLC map&lt;br /&gt;
* &amp;lt;code&amp;gt;dlc01_l1.vpp_pc&amp;lt;/code&amp;gt; - only contains a blank &amp;lt;code&amp;gt;asm_pc&amp;lt;/code&amp;gt; file&lt;br /&gt;
* &amp;lt;code&amp;gt;dlc01_precache.vpp_pc&amp;lt;/code&amp;gt; - similar to &amp;lt;code&amp;gt;mp_common.vpp_pc&amp;lt;/code&amp;gt; but for the singleplayer DLC map&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_activities.vpp_pc&amp;lt;/code&amp;gt; - contains textures for singleplayer DLC activities&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_anims.vpp_pc&amp;lt;/code&amp;gt; - contains animation files for singleplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_cloth_sim.vpp_pc&amp;lt;/code&amp;gt; - contains cloth simulation files for singleplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_effects.vpp_pc&amp;lt;/code&amp;gt; - contains visual effect files for singleplayer DLC, some are &amp;lt;code&amp;gt;.str2&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_humans.vpp_pc&amp;lt;/code&amp;gt; - contains textures and meshes for characters in singleplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_interface.vpp_pc&amp;lt;/code&amp;gt; - contains textures for loading screens &amp;amp; thumbnails in singleplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_items.vpp_pc&amp;lt;/code&amp;gt; - contains textures and meshes for weapons, character props and misc objects in singleplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlc01_misc.vpp_pc&amp;lt;/code&amp;gt; - contains &amp;lt;code&amp;gt;.rig_pc&amp;lt;/code&amp;gt; files, the &amp;lt;code&amp;gt;.fsmib&amp;lt;/code&amp;gt; file and two &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files for singleplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlc01_missions.vpp_pc&amp;lt;/code&amp;gt; - contains textures related to singleplayer DLC missions&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_personas_en_us.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_vehicles.vpp_pc&amp;lt;/code&amp;gt; - contains textures and meshes for singleplayer DLC vehicles&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_voices_en_us.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp02_interface.vpp_pc&amp;lt;/code&amp;gt; - contains textures for loading screens &amp;amp; thumbnails for multiplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp02_misc.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp03_interface.vpp_pc&amp;lt;/code&amp;gt; - contains textures for loading screens &amp;amp; thumbnails for wrecking crew DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp03_misc.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;effects.vpp_pc&amp;lt;/code&amp;gt; - contains visual effect files, some are &amp;lt;code&amp;gt;.str2&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;effects_mp.vpp_pc&amp;lt;/code&amp;gt; - contains multiplayer only visual effect files, some are &amp;lt;code&amp;gt;.str2&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;humans.vpp_pc&amp;lt;/code&amp;gt; - contains textures and meshes for characters in both singleplayer and multiplayer&lt;br /&gt;
* &amp;lt;code&amp;gt;interface.vpp_pc&amp;lt;/code&amp;gt; - contains textures for loading screens &amp;amp; thumbnails in both SP and MP and character portraits in multiplayer&lt;br /&gt;
* &amp;lt;code&amp;gt;items.vpp_pc&amp;lt;/code&amp;gt; - contains textures and meshes for weapons, character props and misc objects in both singleplayer &amp;amp; multiplayer&lt;br /&gt;
* &amp;lt;code&amp;gt;items_mp.vpp_pc&amp;lt;/code&amp;gt; - contains multiplayer only textures and meshes&lt;br /&gt;
* &amp;lt;code&amp;gt;misc.vpp_pc&amp;lt;/code&amp;gt; contains &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files and most other file types&lt;br /&gt;
* &amp;lt;code&amp;gt;missions.vpp_pc&amp;lt;/code&amp;gt; - contains textures for singleplayer missions&lt;br /&gt;
* &amp;lt;code&amp;gt;mp_common.vpp_pc&amp;lt;/code&amp;gt; - contains textures shared between multiplayer maps&lt;br /&gt;
* &amp;lt;code&amp;gt;mp_xxx.vpp_pc&amp;lt;/code&amp;gt; - multiplayer maps, excluding &amp;lt;code&amp;gt;mp_common.vpp_pc&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;mpdlc_xxx.vpp_pc&amp;lt;/code&amp;gt; - DLC multiplayer maps&lt;br /&gt;
* &amp;lt;code&amp;gt;personas_de_de.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;personas_en_us.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;personas_es_es.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;personas_fr_fr.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;personas_it_it.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;personas_ru_ru.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_00a.bik_xbox2&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_01a.bik_xbox2&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_02a.bik_xbox2&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_03a.bik_xbox2&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_03b.bik_xbox2&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_04a.bik_xbox2&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_05a.bik_xbox2&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_06a.bik_xbox2&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;skybox.vpp_pc&amp;lt;/code&amp;gt; - contains textures for the skybox like the clouds&lt;br /&gt;
* &amp;lt;code&amp;gt;sounds_r.vpp_pc&amp;lt;/code&amp;gt; - contains &amp;lt;code&amp;gt;.xmb_pc&amp;lt;/code&amp;gt; sound files&lt;br /&gt;
* &amp;lt;code&amp;gt;steam.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;table.vpp_pc&amp;lt;/code&amp;gt; - contains only &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files and will overwrite &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files in &amp;lt;code&amp;gt;misc.vpp_pc&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;terr01_l0.vpp_pc&amp;lt;/code&amp;gt; - singleplayer map&lt;br /&gt;
* &amp;lt;code&amp;gt;terr01_l1.vpp_pc&amp;lt;/code&amp;gt; - singleplayer map&lt;br /&gt;
* &amp;lt;code&amp;gt;terr01_precache.vpp_pc&amp;lt;/code&amp;gt; - similar to &amp;lt;code&amp;gt;mp_common.vpp_pc&amp;lt;/code&amp;gt; but for the singleplayer map&lt;br /&gt;
* &amp;lt;code&amp;gt;vehicles_r.vpp_pc&amp;lt;/code&amp;gt; - contains textures and meshes for singleplayer vehicles&lt;br /&gt;
* &amp;lt;code&amp;gt;voices_de_de.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;voices_en_us.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;voices_es_es.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;voices_fr_fr.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;voices_it_it.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;voices_ru_ru.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;wcxxx.vpp_c&amp;lt;/code&amp;gt; - wrecking crew maps&lt;br /&gt;
* &amp;lt;code&amp;gt;zonescript_dlc01.vpp_pc&amp;lt;/code&amp;gt; - contains &amp;lt;code&amp;gt;.scriptx&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;.rfgzone_pc&amp;lt;/code&amp;gt; files for singleplayer DLC map&lt;br /&gt;
* &amp;lt;code&amp;gt;zonescript_terr01.vpp_pc&amp;lt;/code&amp;gt; - contains &amp;lt;code&amp;gt;.scriptx&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;.rfgzone_pc&amp;lt;/code&amp;gt; files for singleplayer map&lt;br /&gt;
* &amp;lt;code&amp;gt;xxx.bik&amp;lt;/code&amp;gt; - pre-rendered custscenes&lt;br /&gt;
&lt;br /&gt;
===Scriptx Functions===&lt;br /&gt;
&lt;br /&gt;
* [https://www.factionfiles.com/ff.php?action=scriptxfuncs .scriptx functions]&lt;br /&gt;
&lt;br /&gt;
===Primitive data types &amp;amp; limits===&lt;br /&gt;
&lt;br /&gt;
* Floats (floating decimal points): Max value &amp;lt;code&amp;gt;3.4028237&amp;lt;/code&amp;gt; and move the decimal place right 38 times. Examples: &amp;lt;code&amp;gt;1.0, 0.0&amp;lt;/code&amp;gt;&lt;br /&gt;
* Integer (whole number that could hold a zero, positive or negative value): Max value &amp;lt;code&amp;gt;2147483647&amp;lt;/code&amp;gt;&lt;br /&gt;
* Boolean (truth value with two constants objects True and False , basically a toggle to enable or disable something using &amp;quot;true&amp;quot; or &amp;quot;false&amp;quot;): Examples: &amp;lt;code&amp;gt;&amp;lt;Unlocks_Cheat&amp;gt;True&amp;lt;/Unlocks_Cheat&amp;gt;, &amp;lt;Unlocks_Cheat&amp;gt;False&amp;lt;/Unlocks_Cheat&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
* String (represents a sequence or characters/text): Example: &amp;lt;code&amp;gt;&amp;lt;string&amp;gt;OldCoot&amp;lt;/string&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===sounds_r.vpp_pc Info===&lt;br /&gt;
&lt;br /&gt;
* S16 = Signed 16 bit&lt;br /&gt;
* LE = Little endian&lt;br /&gt;
* 2CH = 2 channels (stereo)&lt;br /&gt;
&lt;br /&gt;
    * destruction.xwb_pc - unknown&lt;br /&gt;
    * dlc01_voc_d01offcam.xwb_pc.en_us.xwb_pc - unknown               &lt;br /&gt;
    * dlc01_voc_spe_d01dan.xwb_pc.en_us.xwb_pc - unknown              &lt;br /&gt;
    * dlc01_voc_spe_d01msm01.xwb_pc.en_us.xwb_pc - unknown            &lt;br /&gt;
    * dlc01_voc_spe_d01msm02.xwb_pc.en_us.xwb_pc - unknown            &lt;br /&gt;
    * dlc01_voc_spe_d01msm03.xwb_pc.en_us.xwb_pc - unknown            &lt;br /&gt;
    * dlc01_voc_spe_d01msm04.xwb_pc.en_us.xwb_pc - unknown            &lt;br /&gt;
    * dlc01_voc_spe_d01msm05.xwb_pc.en_us.xwb_pc - unknown            &lt;br /&gt;
    * dlc01_voc_spe_d01msm06.xwb_pc.en_us.xwb_pc - unknown            &lt;br /&gt;
    * dlc01_voc_spe_d01rfc.xwb_pc.en_us.xwb_pc - unknown              &lt;br /&gt;
    * dlc01_voc_spe_d01sam_pcm01.xwb_pc.en_us.xwb_pc - unknown        &lt;br /&gt;
    * dlc01_voc_spe_d01vasha_safe.xwb_pc.en_us.xwb_pc - unknown       &lt;br /&gt;
    * mov_foley.xwb_pc - unknown                                       &lt;br /&gt;
    * mov_jet_pack.xwb_pc - unknown                                    &lt;br /&gt;
    * mov_male.xwb_pc - unknown                                        &lt;br /&gt;
    * mov_npc_male.xwb_pc - unknown                                    &lt;br /&gt;
    * mp_backpacks.xwb_pc - S16, LE, 2CH. Intermittent static starting ~28sec                  &lt;br /&gt;
    * mp_wep.xwb_pc - S16, LE, 2CH. Static at start and end                                           &lt;br /&gt;
    * mus_briefings.xwb_pc - S16, LE, 2CH.      &lt;br /&gt;
    * mus_demomaster.xwb_pc - S16, LE, 2CH.      &lt;br /&gt;
    * mus_frontend.xwb_pc - S16, LE, 2CH.        &lt;br /&gt;
    * mus_multiplayer.xwb_pc - S16, LE, 2CH.     &lt;br /&gt;
    * mus_progression_01.xwb_pc - S16, LE, 2CH. Static at start, may be header &lt;br /&gt;
    * mus_progression_02.xwb_pc - S16, LE, 2CH.  &lt;br /&gt;
    * mus_progression_03.xwb_pc - S16, LE, 2CH.  &lt;br /&gt;
    * mus_sting.xwb_pc - S16, LE, 2CH. &lt;br /&gt;
    * obj_shared_ambient.xwb_pc - unknown&lt;br /&gt;
    * obj_shared_dth.xwb_pc - unknown     &lt;br /&gt;
    * obj_shared_exp.xwb_pc - unknown&lt;br /&gt;
    * obj_shared_impact.xwb_pc - unknown &lt;br /&gt;
    * scripted_raids.xwb_pc - unknown    &lt;br /&gt;
    * system.xwb_pc - S16, LE, 2CH. Mostly static, valid sound in middle            &lt;br /&gt;
    * system_mp.xwb_pc - unknown         &lt;br /&gt;
    * veh_civ_bus.xwb_pc - S16, LE, 2CH. Some static, some valid sound.       &lt;br /&gt;
    * veh_civ_car1.xwb_pc - S16, LE, 2CH. Some static, some valid sound.          &lt;br /&gt;
    * veh_civ_car2.xwb_pc - S16, LE, 2CH. Some static, some valid sound.          &lt;br /&gt;
    * veh_civ_car3.xwb_pc - S16, LE, 2CH. Some static, some valid sound.        &lt;br /&gt;
    * veh_civ_flat.xwb_pc - unknown    &lt;br /&gt;
    * veh_civ_flat2.xwb_pc - unknown&lt;br /&gt;
    * veh_civ_fuel.xwb_pc - S16, LE, 2CH. Some static, some valid sound.        &lt;br /&gt;
    * veh_civ_hauler.xwb_pc - S16, LE, 2CH. Some static, some valid sound.      &lt;br /&gt;
    * veh_civ_taxi.xwb_pc - S16, LE, 2CH. Some static, some valid sound.        &lt;br /&gt;
    * veh_civ_trash.xwb_pc - S16, LE, 2CH. Some static, some valid sound.       &lt;br /&gt;
    * veh_civ_walker.xwb_pc - S16, LE, 2CH. Some static, some valid sound.      &lt;br /&gt;
    * veh_edf_aax.xwb_pc - S16, LE, 2CH. Mostly static, some valid sound at end.        &lt;br /&gt;
    * veh_edf_abx.xwb_pc - S16, LE, 2CH. Mostly static, some valid sound at end.                 &lt;br /&gt;
    * veh_edf_apc.xwb_pc - S16, LE, 2CH. Some static, some valid sound.       &lt;br /&gt;
    * veh_edf_atank.xwb_pc - S16, LE, 2CH. Some static, some valid sound.     &lt;br /&gt;
    * veh_edf_htank.xwb_pc - S16, LE, 2CH. Some static, some valid sound.     &lt;br /&gt;
    * veh_edf_mtank.xwb_pc - S16, LE, 2CH. Some static, some valid sound.     &lt;br /&gt;
    * veh_edf_scout.xwb_pc - S16, LE, 2CH. Some static, some valid sound.     &lt;br /&gt;
    * veh_edf_staff.xwb_pc - S16, LE, 2CH. Some static, some valid sound.     &lt;br /&gt;
    * veh_edf_staffh2h.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_edf_supply.xwb_pc - S16, LE, 2CH. Some static, some valid sound.    &lt;br /&gt;
    * veh_mar_jetter.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_mar_raider.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_atv.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_bull.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_dtruck.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_etruck.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_jetter.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_pickup.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_rover.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_roverwk.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_supply.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_supplyrt.xwb_pc - unknown&lt;br /&gt;
    * veh_min_wlklg.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_wlkmd.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_shared.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * walla.xwb_pc - unknown&lt;br /&gt;
    * weather.xwb_pc - S16, LE, 2CH.&lt;br /&gt;
    * wep_rfg.xwb_pc -  S16, LE, 2CH. Mostly valid, some static&lt;br /&gt;
&lt;br /&gt;
===RfgUtil Guide===&lt;br /&gt;
&lt;br /&gt;
* Unpacking [Placeholder]&lt;br /&gt;
* Repacking [Placeholder]&lt;br /&gt;
* Command arguments [Placeholder]&lt;br /&gt;
* Scripts [Placeholder]&lt;br /&gt;
* Updating &amp;lt;code&amp;gt;.asm_pc&amp;lt;/code&amp;gt; files [Placeholder]&lt;br /&gt;
&lt;br /&gt;
===Misc Notes===&lt;br /&gt;
&lt;br /&gt;
* When repacking &amp;lt;code&amp;gt;.vpp_pc&amp;lt;/code&amp;gt; files don't compress and/or condense them if they weren't like that in the vanilla game, it will cause the game to crash. Eg: &amp;lt;code&amp;gt;items.vpp_pc&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;interface.vpp_pc&amp;lt;/code&amp;gt;, map files etc. See the table below:&lt;br /&gt;
* &amp;lt;code&amp;gt;table.vpp_pc&amp;lt;/code&amp;gt; overwrites changes to &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files in &amp;lt;code&amp;gt;misc.vpp_pc&amp;lt;/code&amp;gt;. The work around for this with the legacy mod manager is to rename the file however this breaks multiplayer and reduces the stability of the game. You should edit the same &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files in both &amp;lt;code&amp;gt;misc.vpp_pc&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;table.vpp_pc&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Filename !! Alignment !! Compressed !! Condensed&lt;br /&gt;
|-&lt;br /&gt;
| ALL .str2      || 0      || Yes      || Yes&lt;br /&gt;
|-&lt;br /&gt;
| MOST .vpp_pc      || 2048      || No      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlc01_precache.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlcp01_misc.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| misc.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| mp_common.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| steam.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| terr01_precache.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| zonescript_dlc01.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| zonescript_terr01.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlc01_l1.vpp_pc      || 0      || No      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlcp01_voices_en_us.vpp_pc      || 0      || No      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlcp02_misc.vpp_pc      || 0      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlcp03_misc.vpp_pc      || 0      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| anims.vpp_pc      || 16      || Yes      || Yes&lt;br /&gt;
|-&lt;br /&gt;
| table.vpp_pc      || 64      || Yes      || Yes&lt;br /&gt;
|-&lt;br /&gt;
| skybox.vpp_pc      || 4096      || No      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlcp01_personas_en_us.vpp_pc      || 4096      || No      || No&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Red Faction: Guerrilla Tools===&lt;br /&gt;
&lt;br /&gt;
* [https://github.com/Moneyl/RfgUtil/releases RfgUtil] - Used for unpacking most file formats and updating &amp;lt;code&amp;gt;.asm_pc&amp;lt;/code&amp;gt; files&lt;br /&gt;
* [https://github.com/Moneyl/Nanoforge/releases Nanoforge C++] - Map editor, texture editor, &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; editor and more&lt;br /&gt;
* [https://github.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch/raw/main/tools/mTools.zip mTools] - Drag and drop tool to convert &amp;lt;code&amp;gt;.asm_pc&amp;lt;/code&amp;gt; files to XML and vice versa&lt;br /&gt;
* [https://github.com/rsl-dev/RSL/releases RSL] - Script Loader&lt;br /&gt;
* [https://github.com/Moneyl/AsmTool AsmTool]- WIP Tool for modifying &amp;lt;code&amp;gt;.asm_pc&amp;lt;/code&amp;gt; files used by Red Faction Guerrilla. This is meant to replace hand editing them, which is very error prone and tedious&lt;br /&gt;
* [https://github.com/Rast1234/SyncFaction/releases/download/v9/SyncFaction.exe SyncFaction] - WIP tool for automatically installing the Terraform Patch and eventually replacing the old mod manager&lt;br /&gt;
* [https://www.factionfiles.com/ff.php?action=file&amp;amp;id=5686 xdelta UI] - GUI for generating &amp;lt;code&amp;gt;.xdelta&amp;lt;/code&amp;gt; (binary) patches&lt;br /&gt;
* [https://www.w3schools.com/xml/xml_validator.asp XML Validator] - Use this to validate &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; edits, any mistakes you make will crash the game&lt;br /&gt;
* [https://jsonformatter.org/xml-formatter XML Formatter] - Use this to format &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files so they are easier to read&lt;br /&gt;
* [https://www.factionfiles.com/ff.php?action=file&amp;amp;id=5995 Mod Manager Re-mars-tered v1.03] - Legacy mod manager&lt;br /&gt;
* [https://github.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch/raw/main/tools/Volition_Table_File_Editor.zip Volition Table File Editor] - GUI for editing &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files&lt;br /&gt;
* [https://onecompiler.com/lua/3ykpyrhhb LUA Validator] - Useful for validating RSL scripts for errors, note it's safe to ignore &amp;lt;code&amp;gt;attempt to index a nil value (global 'rfg')&amp;lt;/code&amp;gt;&lt;br /&gt;
* [http://www.ximple.cz/download.php XiMpLe XML Editor] - Lightweight XML Editor that displays XML type files in a table grid views and shows what other &amp;lt;code&amp;gt;.xtbls&amp;lt;/code&amp;gt; it is referencing. Very useful for understanding and editing &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files.&lt;br /&gt;
&lt;br /&gt;
===Useful Software===&lt;br /&gt;
&lt;br /&gt;
* [https://www.voidtools.com/ Voidtools Everything] - Locate files and folders by name instantly&lt;br /&gt;
* [https://www.mythicsoft.com/agentransack/ Agent Ransack] - Bulk search for keywords within unpacked files&lt;br /&gt;
* [https://notepad-plus-plus.org/downloads/ Notepad++] - Good text editor for manually editing &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files, set language as XML&lt;br /&gt;
&lt;br /&gt;
==Tutorials==&lt;br /&gt;
*[[Nanoforge basics]] - Introduction to Nanoforge and its features.&lt;br /&gt;
*[[Nanoforge xtbl editing]] - How to edit [[.xtbl]] files in Nanoforge.&lt;br /&gt;
*[[Nanoforge Texture Editing]] - How to edit textures using Nanoforge.&lt;br /&gt;
* XTBL Editing Guides [Placeholder]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Red Faction: Guerrilla]]&lt;br /&gt;
[[Category: RF:G Editing]]&lt;/div&gt;</summary>
		<author><name>Camo</name></author>
	</entry>
	<entry>
		<id>https://www.redfactionwiki.com/w/index.php?title=RF:G_Editing_Main_Page&amp;diff=8966</id>
		<title>RF:G Editing Main Page</title>
		<link rel="alternate" type="text/html" href="https://www.redfactionwiki.com/w/index.php?title=RF:G_Editing_Main_Page&amp;diff=8966"/>
		<updated>2023-06-21T05:43:16Z</updated>

		<summary type="html">&lt;p&gt;Camo: /* Red Faction: Guerrilla Tools */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RFGEditing}}&lt;br /&gt;
{{Under construction}}&lt;br /&gt;
&lt;br /&gt;
This will serve as a landing page for all resources related to [[Red Faction: Guerrilla]] editing for the '''Re-Mars-tered Edition'''.&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
===Community===&lt;br /&gt;
*[https://discord.gg/factionfiles Faction Files Community Discord] - Active Red Faction series community Discord with #map-mod-development channel for community development discussion&lt;br /&gt;
===Downloads===&lt;br /&gt;
*[https://www.factionfiles.com/ff.php?action=files FactionFiles.com] - Custom mods, tools, patches, and reference material&lt;br /&gt;
*[https://www.nexusmods.com/redfactionguerilla/mods/ Nexus Mods] - Custom mods&lt;br /&gt;
*[https://www.nexusmods.com/redfactionguerrillaremarstered/mods/ Nexus Mods Re-Mars-tered] - Custom mods&lt;br /&gt;
&lt;br /&gt;
==Documentation==&lt;br /&gt;
*[[RF:G Map organization]]&lt;br /&gt;
*[[Nanoforge basics]]&lt;br /&gt;
*[https://github.com/Moneyl/RfgTools/blob/main/Documentation/RfgZonexFormat.md Zone file format docs] - Describes the zone format used by RFG in more detail&lt;br /&gt;
===Core Concepts===&lt;br /&gt;
*[[Red Faction: Guerrilla]]'s level editor is [[CLOE]], which is not publicly available.&lt;br /&gt;
&lt;br /&gt;
===Red Faction: Guerrilla File Formats===&lt;br /&gt;
* &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; - XML table files are used to store properties or attributes in Red Faction: Guerrilla. Overall, their function is similar to the &amp;lt;code&amp;gt;.tbl&amp;lt;/code&amp;gt; files of Red Faction and Red Faction II.&lt;br /&gt;
* &amp;lt;code&amp;gt;.scriptx&amp;lt;/code&amp;gt; - Internal script engine file, commonly used for missions and activities&lt;br /&gt;
* &amp;lt;code&amp;gt;.dtodx&amp;lt;/code&amp;gt; - Weather/lighting file for maps that controls things like fog, tint, ambient colour, eye adaption, bloom, cloud color and speed&lt;br /&gt;
* &amp;lt;code&amp;gt;.gtodx&amp;lt;/code&amp;gt; - Skybox file for maps that controls things like the sun texture, moon positions and if the horizon mountain texture is enabled&lt;br /&gt;
* &amp;lt;code&amp;gt;.vpp_pc&amp;lt;/code&amp;gt; - Packfile&lt;br /&gt;
* &amp;lt;code&amp;gt;.rigx&amp;lt;/code&amp;gt; - Rig&lt;br /&gt;
* &amp;lt;code&amp;gt;.str2_pc&amp;lt;/code&amp;gt; - Texture Packfile&lt;br /&gt;
* &amp;lt;code&amp;gt;.rfgzone_pc&amp;lt;/code&amp;gt; - Map zone&lt;br /&gt;
* &amp;lt;code&amp;gt;.layer_pc&amp;lt;/code&amp;gt; - Map zone&lt;br /&gt;
* &amp;lt;code&amp;gt;.cpeg_pc, cvbm_pc&amp;lt;/code&amp;gt; - Texture cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gpeg_pc, gvbm_pc&amp;lt;/code&amp;gt; - Texture gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.asm_pc&amp;lt;/code&amp;gt; - Streaming index&lt;br /&gt;
* &amp;lt;code&amp;gt;.csmesh_pc&amp;lt;/code&amp;gt; - Static mesh cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gsmesh_pc&amp;lt;/code&amp;gt; - Static mesh gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.ccmesh_pc&amp;lt;/code&amp;gt; - Character mesh cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gcmesh_pc&amp;lt;/code&amp;gt; - Character mesh gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.ccar_pc&amp;lt;/code&amp;gt; - Vehicle mesh cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gcar_pc&amp;lt;/code&amp;gt; - Vehicle mesh gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.anim_pc&amp;lt;/code&amp;gt; - Animation&lt;br /&gt;
* &amp;lt;code&amp;gt;.cchk_pc&amp;lt;/code&amp;gt; - Destructible object cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gchk_pc&amp;lt;/code&amp;gt; - Destructible object gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.cefct_pc&amp;lt;/code&amp;gt; - Visual effect cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gefct_pc&amp;lt;/code&amp;gt; - Visual effect gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.cfmesh_pc&amp;lt;/code&amp;gt; - Foliage mesh&lt;br /&gt;
* &amp;lt;code&amp;gt;.cstch&amp;lt;/code&amp;gt; - Terrain clutter mesh cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gstch&amp;lt;/code&amp;gt; - Terrain clutter mesh gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.cterrain_pc&amp;lt;/code&amp;gt; - Terrain zone cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gterrain_pc&amp;lt;/code&amp;gt; - Terrain zone gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.ctmesh_pc&amp;lt;/code&amp;gt; - Terrain subzone cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gtmesh_pc&amp;lt;/code&amp;gt; - Terrain subzone gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.fsmib&amp;lt;/code&amp;gt; - Fullscreen map data&lt;br /&gt;
* &amp;lt;code&amp;gt;.fxo_kg&amp;lt;/code&amp;gt; - Shader&lt;br /&gt;
* &amp;lt;code&amp;gt;.le_strings&amp;lt;/code&amp;gt; - Steam localization strings&lt;br /&gt;
* &amp;lt;code&amp;gt;.rfglocatext&amp;lt;/code&amp;gt; - Localization strings&lt;br /&gt;
* &amp;lt;code&amp;gt;.mat_pc&amp;lt;/code&amp;gt; - Render material&lt;br /&gt;
* &amp;lt;code&amp;gt;.morph_pc&amp;lt;/code&amp;gt; - Animation Morph&lt;br /&gt;
* &amp;lt;code&amp;gt;.vint_doc&amp;lt;/code&amp;gt; - UI&lt;br /&gt;
* &amp;lt;code&amp;gt;.sim_pc&amp;lt;/code&amp;gt; - Cloth sim&lt;br /&gt;
* &amp;lt;code&amp;gt;.xgs_pc&amp;lt;/code&amp;gt; - Sound config&lt;br /&gt;
* &amp;lt;code&amp;gt;.xsb_pc&amp;lt;/code&amp;gt; - Soundbank&lt;br /&gt;
* &amp;lt;code&amp;gt;.xwb_pc&amp;lt;/code&amp;gt; - Wavebank&lt;br /&gt;
* &amp;lt;code&amp;gt;.aud_pc&amp;lt;/code&amp;gt; - Audio categories&lt;br /&gt;
* &amp;lt;code&amp;gt;.vf3_pc&amp;lt;/code&amp;gt; - Font&lt;br /&gt;
* &amp;lt;code&amp;gt;.vfdvp_pc&amp;lt;/code&amp;gt; - ?&lt;br /&gt;
* &amp;lt;code&amp;gt;.rfgvp_pc&amp;lt;/code&amp;gt; - ?&lt;br /&gt;
&lt;br /&gt;
===Red Faction: Guerrilla File Structure===&lt;br /&gt;
&lt;br /&gt;
\Red Faction Guerrilla Re-MARS-tered\data\&lt;br /&gt;
&lt;br /&gt;
The two most important files for modding most of RF:G are &amp;lt;code&amp;gt;misc.vpp_pc&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;table.vpp_pc&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;activities.vpp_pc&amp;lt;/code&amp;gt; - contains textures for singleplayer activities&lt;br /&gt;
* &amp;lt;code&amp;gt;anims.vpp_pc&amp;lt;/code&amp;gt; - contains animation files&lt;br /&gt;
* &amp;lt;code&amp;gt;chunks.vpp_pc&amp;lt;/code&amp;gt; - contains &amp;lt;code&amp;gt;.rfgchunkx&amp;lt;/code&amp;gt; files and seems to be related to the &amp;lt;code&amp;gt;preload_chunks.xtbl&amp;lt;/code&amp;gt; file, it's possible to add them to a map using the correct &amp;lt;code&amp;gt;dest_checksum&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;uid&amp;lt;/code&amp;gt; numbers. Game might also spawn &amp;lt;code&amp;gt;missing_chunk&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;missing_destroyable&amp;lt;/code&amp;gt; if a mesh fails to load.&lt;br /&gt;
* &amp;lt;code&amp;gt;cloth_sim.vpp_pc&amp;lt;/code&amp;gt; - contains cloth simulation files&lt;br /&gt;
* &amp;lt;code&amp;gt;decals.vpp_pc&amp;lt;/code&amp;gt; - contains decal textures&lt;br /&gt;
* &amp;lt;code&amp;gt;dlc01_l0.vpp_pc&amp;lt;/code&amp;gt; - singleplayer DLC map&lt;br /&gt;
* &amp;lt;code&amp;gt;dlc01_l1.vpp_pc&amp;lt;/code&amp;gt; - only contains a blank &amp;lt;code&amp;gt;asm_pc&amp;lt;/code&amp;gt; file&lt;br /&gt;
* &amp;lt;code&amp;gt;dlc01_precache.vpp_pc&amp;lt;/code&amp;gt; - similar to &amp;lt;code&amp;gt;mp_common.vpp_pc&amp;lt;/code&amp;gt; but for the singleplayer DLC map&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_activities.vpp_pc&amp;lt;/code&amp;gt; - contains textures for singleplayer DLC activities&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_anims.vpp_pc&amp;lt;/code&amp;gt; - contains animation files for singleplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_cloth_sim.vpp_pc&amp;lt;/code&amp;gt; - contains cloth simulation files for singleplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_effects.vpp_pc&amp;lt;/code&amp;gt; - contains visual effect files for singleplayer DLC, some are &amp;lt;code&amp;gt;.str2&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_humans.vpp_pc&amp;lt;/code&amp;gt; - contains textures and meshes for characters in singleplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_interface.vpp_pc&amp;lt;/code&amp;gt; - contains textures for loading screens &amp;amp; thumbnails in singleplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_items.vpp_pc&amp;lt;/code&amp;gt; - contains textures and meshes for weapons, character props and misc objects in singleplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlc01_misc.vpp_pc&amp;lt;/code&amp;gt; - contains &amp;lt;code&amp;gt;.rig_pc&amp;lt;/code&amp;gt; files, the &amp;lt;code&amp;gt;.fsmib&amp;lt;/code&amp;gt; file and two &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files for singleplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlc01_missions.vpp_pc&amp;lt;/code&amp;gt; - contains textures related to singleplayer DLC missions&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_personas_en_us.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_vehicles.vpp_pc&amp;lt;/code&amp;gt; - contains textures and meshes for singleplayer DLC vehicles&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_voices_en_us.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp02_interface.vpp_pc&amp;lt;/code&amp;gt; - contains textures for loading screens &amp;amp; thumbnails for multiplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp02_misc.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp03_interface.vpp_pc&amp;lt;/code&amp;gt; - contains textures for loading screens &amp;amp; thumbnails for wrecking crew DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp03_misc.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;effects.vpp_pc&amp;lt;/code&amp;gt; - contains visual effect files, some are &amp;lt;code&amp;gt;.str2&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;effects_mp.vpp_pc&amp;lt;/code&amp;gt; - contains multiplayer only visual effect files, some are &amp;lt;code&amp;gt;.str2&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;humans.vpp_pc&amp;lt;/code&amp;gt; - contains textures and meshes for characters in both singleplayer and multiplayer&lt;br /&gt;
* &amp;lt;code&amp;gt;interface.vpp_pc&amp;lt;/code&amp;gt; - contains textures for loading screens &amp;amp; thumbnails in both SP and MP and character portraits in multiplayer&lt;br /&gt;
* &amp;lt;code&amp;gt;items.vpp_pc&amp;lt;/code&amp;gt; - contains textures and meshes for weapons, character props and misc objects in both singleplayer &amp;amp; multiplayer&lt;br /&gt;
* &amp;lt;code&amp;gt;items_mp.vpp_pc&amp;lt;/code&amp;gt; - contains multiplayer only textures and meshes&lt;br /&gt;
* &amp;lt;code&amp;gt;misc.vpp_pc&amp;lt;/code&amp;gt; contains &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files and most other file types&lt;br /&gt;
* &amp;lt;code&amp;gt;missions.vpp_pc&amp;lt;/code&amp;gt; - contains textures for singleplayer missions&lt;br /&gt;
* &amp;lt;code&amp;gt;mp_common.vpp_pc&amp;lt;/code&amp;gt; - contains textures shared between multiplayer maps&lt;br /&gt;
* &amp;lt;code&amp;gt;mp_xxx.vpp_pc&amp;lt;/code&amp;gt; - multiplayer maps, excluding &amp;lt;code&amp;gt;mp_common.vpp_pc&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;mpdlc_xxx.vpp_pc&amp;lt;/code&amp;gt; - DLC multiplayer maps&lt;br /&gt;
* &amp;lt;code&amp;gt;personas_de_de.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;personas_en_us.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;personas_es_es.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;personas_fr_fr.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;personas_it_it.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;personas_ru_ru.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_00a.bik_xbox2&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_01a.bik_xbox2&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_02a.bik_xbox2&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_03a.bik_xbox2&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_03b.bik_xbox2&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_04a.bik_xbox2&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_05a.bik_xbox2&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_06a.bik_xbox2&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;skybox.vpp_pc&amp;lt;/code&amp;gt; - contains textures for the skybox like the clouds&lt;br /&gt;
* &amp;lt;code&amp;gt;sounds_r.vpp_pc&amp;lt;/code&amp;gt; - contains &amp;lt;code&amp;gt;.xmb_pc&amp;lt;/code&amp;gt; sound files&lt;br /&gt;
* &amp;lt;code&amp;gt;steam.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;table.vpp_pc&amp;lt;/code&amp;gt; - contains only &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files and will overwrite &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files in &amp;lt;code&amp;gt;misc.vpp_pc&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;terr01_l0.vpp_pc&amp;lt;/code&amp;gt; - singleplayer map&lt;br /&gt;
* &amp;lt;code&amp;gt;terr01_l1.vpp_pc&amp;lt;/code&amp;gt; - singleplayer map&lt;br /&gt;
* &amp;lt;code&amp;gt;terr01_precache.vpp_pc&amp;lt;/code&amp;gt; - similar to &amp;lt;code&amp;gt;mp_common.vpp_pc&amp;lt;/code&amp;gt; but for the singleplayer map&lt;br /&gt;
* &amp;lt;code&amp;gt;vehicles_r.vpp_pc&amp;lt;/code&amp;gt; - contains textures and meshes for singleplayer vehicles&lt;br /&gt;
* &amp;lt;code&amp;gt;voices_de_de.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;voices_en_us.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;voices_es_es.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;voices_fr_fr.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;voices_it_it.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;voices_ru_ru.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;wcxxx.vpp_c&amp;lt;/code&amp;gt; - wrecking crew maps&lt;br /&gt;
* &amp;lt;code&amp;gt;zonescript_dlc01.vpp_pc&amp;lt;/code&amp;gt; - contains &amp;lt;code&amp;gt;.scriptx&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;.rfgzone_pc&amp;lt;/code&amp;gt; files for singleplayer DLC map&lt;br /&gt;
* &amp;lt;code&amp;gt;zonescript_terr01.vpp_pc&amp;lt;/code&amp;gt; - contains &amp;lt;code&amp;gt;.scriptx&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;.rfgzone_pc&amp;lt;/code&amp;gt; files for singleplayer map&lt;br /&gt;
* &amp;lt;code&amp;gt;xxx.bik&amp;lt;/code&amp;gt; - pre-rendered custscenes&lt;br /&gt;
&lt;br /&gt;
===Scriptx Functions===&lt;br /&gt;
&lt;br /&gt;
* [https://www.factionfiles.com/ff.php?action=scriptxfuncs .scriptx functions]&lt;br /&gt;
&lt;br /&gt;
===Primitive data types &amp;amp; limits===&lt;br /&gt;
&lt;br /&gt;
* Floats (floating decimal points): Max value &amp;lt;code&amp;gt;3.4028237&amp;lt;/code&amp;gt; and move the decimal place right 38 times. Examples: &amp;lt;code&amp;gt;1.0, 0.0&amp;lt;/code&amp;gt;&lt;br /&gt;
* Integer (whole number that could hold a zero, positive or negative value): Max value &amp;lt;code&amp;gt;2147483647&amp;lt;/code&amp;gt;&lt;br /&gt;
* Boolean (truth value with two constants objects True and False , basically a toggle to enable or disable something using &amp;quot;true&amp;quot; or &amp;quot;false&amp;quot;): Examples: &amp;lt;code&amp;gt;&amp;lt;Unlocks_Cheat&amp;gt;True&amp;lt;/Unlocks_Cheat&amp;gt;, &amp;lt;Unlocks_Cheat&amp;gt;False&amp;lt;/Unlocks_Cheat&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
* String (represents a sequence or characters/text): Example: &amp;lt;code&amp;gt;&amp;lt;string&amp;gt;OldCoot&amp;lt;/string&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===sounds_r.vpp_pc Info===&lt;br /&gt;
&lt;br /&gt;
* S16 = Signed 16 bit&lt;br /&gt;
* LE = Little endian&lt;br /&gt;
* 2CH = 2 channels (stereo)&lt;br /&gt;
&lt;br /&gt;
    * destruction.xwb_pc - unknown&lt;br /&gt;
    * dlc01_voc_d01offcam.xwb_pc.en_us.xwb_pc - unknown               &lt;br /&gt;
    * dlc01_voc_spe_d01dan.xwb_pc.en_us.xwb_pc - unknown              &lt;br /&gt;
    * dlc01_voc_spe_d01msm01.xwb_pc.en_us.xwb_pc - unknown            &lt;br /&gt;
    * dlc01_voc_spe_d01msm02.xwb_pc.en_us.xwb_pc - unknown            &lt;br /&gt;
    * dlc01_voc_spe_d01msm03.xwb_pc.en_us.xwb_pc - unknown            &lt;br /&gt;
    * dlc01_voc_spe_d01msm04.xwb_pc.en_us.xwb_pc - unknown            &lt;br /&gt;
    * dlc01_voc_spe_d01msm05.xwb_pc.en_us.xwb_pc - unknown            &lt;br /&gt;
    * dlc01_voc_spe_d01msm06.xwb_pc.en_us.xwb_pc - unknown            &lt;br /&gt;
    * dlc01_voc_spe_d01rfc.xwb_pc.en_us.xwb_pc - unknown              &lt;br /&gt;
    * dlc01_voc_spe_d01sam_pcm01.xwb_pc.en_us.xwb_pc - unknown        &lt;br /&gt;
    * dlc01_voc_spe_d01vasha_safe.xwb_pc.en_us.xwb_pc - unknown       &lt;br /&gt;
    * mov_foley.xwb_pc - unknown                                       &lt;br /&gt;
    * mov_jet_pack.xwb_pc - unknown                                    &lt;br /&gt;
    * mov_male.xwb_pc - unknown                                        &lt;br /&gt;
    * mov_npc_male.xwb_pc - unknown                                    &lt;br /&gt;
    * mp_backpacks.xwb_pc - S16, LE, 2CH. Intermittent static starting ~28sec                  &lt;br /&gt;
    * mp_wep.xwb_pc - S16, LE, 2CH. Static at start and end                                           &lt;br /&gt;
    * mus_briefings.xwb_pc - S16, LE, 2CH.      &lt;br /&gt;
    * mus_demomaster.xwb_pc - S16, LE, 2CH.      &lt;br /&gt;
    * mus_frontend.xwb_pc - S16, LE, 2CH.        &lt;br /&gt;
    * mus_multiplayer.xwb_pc - S16, LE, 2CH.     &lt;br /&gt;
    * mus_progression_01.xwb_pc - S16, LE, 2CH. Static at start, may be header &lt;br /&gt;
    * mus_progression_02.xwb_pc - S16, LE, 2CH.  &lt;br /&gt;
    * mus_progression_03.xwb_pc - S16, LE, 2CH.  &lt;br /&gt;
    * mus_sting.xwb_pc - S16, LE, 2CH. &lt;br /&gt;
    * obj_shared_ambient.xwb_pc - unknown&lt;br /&gt;
    * obj_shared_dth.xwb_pc - unknown     &lt;br /&gt;
    * obj_shared_exp.xwb_pc - unknown&lt;br /&gt;
    * obj_shared_impact.xwb_pc - unknown &lt;br /&gt;
    * scripted_raids.xwb_pc - unknown    &lt;br /&gt;
    * system.xwb_pc - S16, LE, 2CH. Mostly static, valid sound in middle            &lt;br /&gt;
    * system_mp.xwb_pc - unknown         &lt;br /&gt;
    * veh_civ_bus.xwb_pc - S16, LE, 2CH. Some static, some valid sound.       &lt;br /&gt;
    * veh_civ_car1.xwb_pc - S16, LE, 2CH. Some static, some valid sound.          &lt;br /&gt;
    * veh_civ_car2.xwb_pc - S16, LE, 2CH. Some static, some valid sound.          &lt;br /&gt;
    * veh_civ_car3.xwb_pc - S16, LE, 2CH. Some static, some valid sound.        &lt;br /&gt;
    * veh_civ_flat.xwb_pc - unknown    &lt;br /&gt;
    * veh_civ_flat2.xwb_pc - unknown&lt;br /&gt;
    * veh_civ_fuel.xwb_pc - S16, LE, 2CH. Some static, some valid sound.        &lt;br /&gt;
    * veh_civ_hauler.xwb_pc - S16, LE, 2CH. Some static, some valid sound.      &lt;br /&gt;
    * veh_civ_taxi.xwb_pc - S16, LE, 2CH. Some static, some valid sound.        &lt;br /&gt;
    * veh_civ_trash.xwb_pc - S16, LE, 2CH. Some static, some valid sound.       &lt;br /&gt;
    * veh_civ_walker.xwb_pc - S16, LE, 2CH. Some static, some valid sound.      &lt;br /&gt;
    * veh_edf_aax.xwb_pc - S16, LE, 2CH. Mostly static, some valid sound at end.        &lt;br /&gt;
    * veh_edf_abx.xwb_pc - S16, LE, 2CH. Mostly static, some valid sound at end.                 &lt;br /&gt;
    * veh_edf_apc.xwb_pc - S16, LE, 2CH. Some static, some valid sound.       &lt;br /&gt;
    * veh_edf_atank.xwb_pc - S16, LE, 2CH. Some static, some valid sound.     &lt;br /&gt;
    * veh_edf_htank.xwb_pc - S16, LE, 2CH. Some static, some valid sound.     &lt;br /&gt;
    * veh_edf_mtank.xwb_pc - S16, LE, 2CH. Some static, some valid sound.     &lt;br /&gt;
    * veh_edf_scout.xwb_pc - S16, LE, 2CH. Some static, some valid sound.     &lt;br /&gt;
    * veh_edf_staff.xwb_pc - S16, LE, 2CH. Some static, some valid sound.     &lt;br /&gt;
    * veh_edf_staffh2h.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_edf_supply.xwb_pc - S16, LE, 2CH. Some static, some valid sound.    &lt;br /&gt;
    * veh_mar_jetter.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_mar_raider.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_atv.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_bull.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_dtruck.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_etruck.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_jetter.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_pickup.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_rover.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_roverwk.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_supply.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_supplyrt.xwb_pc - unknown&lt;br /&gt;
    * veh_min_wlklg.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_wlkmd.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_shared.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * walla.xwb_pc - unknown&lt;br /&gt;
    * weather.xwb_pc - S16, LE, 2CH.&lt;br /&gt;
    * wep_rfg.xwb_pc -  S16, LE, 2CH. Mostly valid, some static&lt;br /&gt;
&lt;br /&gt;
===RfgUtil Guide===&lt;br /&gt;
&lt;br /&gt;
* Unpacking [Placeholder]&lt;br /&gt;
* Repacking [Placeholder]&lt;br /&gt;
* Command arguments [Placeholder]&lt;br /&gt;
* Scripts [Placeholder]&lt;br /&gt;
* Updating &amp;lt;code&amp;gt;.asm_pc&amp;lt;/code&amp;gt; files [Placeholder]&lt;br /&gt;
&lt;br /&gt;
===Misc Notes===&lt;br /&gt;
&lt;br /&gt;
* When repacking &amp;lt;code&amp;gt;.vpp_pc&amp;lt;/code&amp;gt; files don't compress and/or condense them if they weren't like that in the vanilla game, it will cause the game to crash. Eg: &amp;lt;code&amp;gt;items.vpp_pc&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;interface.vpp_pc&amp;lt;/code&amp;gt;, map files etc. See the table below:&lt;br /&gt;
* &amp;lt;code&amp;gt;table.vpp_pc&amp;lt;/code&amp;gt; overwrites changes to &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files in &amp;lt;code&amp;gt;misc.vpp_pc&amp;lt;/code&amp;gt;. The work around for this with the legacy mod manager is to rename the file however this breaks multiplayer and reduces the stability of the game. You should edit the same &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files in both &amp;lt;code&amp;gt;misc.vpp_pc&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;table.vpp_pc&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Filename !! Alignment !! Compressed !! Condensed&lt;br /&gt;
|-&lt;br /&gt;
| ALL .str2      || 0      || Yes      || Yes&lt;br /&gt;
|-&lt;br /&gt;
| MOST .vpp_pc      || 2048      || No      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlc01_precache.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlcp01_misc.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| misc.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| mp_common.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| steam.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| terr01_precache.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| zonescript_dlc01.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| zonescript_terr01.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlc01_l1.vpp_pc      || 0      || No      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlcp01_voices_en_us.vpp_pc      || 0      || No      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlcp02_misc.vpp_pc      || 0      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlcp03_misc.vpp_pc      || 0      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| anims.vpp_pc      || 16      || Yes      || Yes&lt;br /&gt;
|-&lt;br /&gt;
| table.vpp_pc      || 64      || Yes      || Yes&lt;br /&gt;
|-&lt;br /&gt;
| skybox.vpp_pc      || 4096      || No      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlcp01_personas_en_us.vpp_pc      || 4096      || No      || No&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Red Faction: Guerrilla Tools===&lt;br /&gt;
&lt;br /&gt;
* [https://github.com/Moneyl/RfgUtil/releases RfgUtil] - Used for unpacking most file formats and updating &amp;lt;code&amp;gt;.asm_pc&amp;lt;/code&amp;gt; files&lt;br /&gt;
* [https://github.com/Moneyl/Nanoforge/releases Nanoforge C++] - Map editor, texture editor, &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; editor and more&lt;br /&gt;
* [https://github.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch/raw/main/tools/mTools.zip mTools] - Drag and drop tool to convert &amp;lt;code&amp;gt;.asm_pc&amp;lt;/code&amp;gt; files to XML and vice versa&lt;br /&gt;
* [https://github.com/rsl-dev/RSL/releases RSL] - Script Loader&lt;br /&gt;
* [https://github.com/Moneyl/AsmTool AsmTool]- WIP Tool for modifying &amp;lt;code&amp;gt;.asm_pc&amp;lt;/code&amp;gt; files used by Red Faction Guerrilla. This is meant to replace hand editing them, which is very error prone and tedious&lt;br /&gt;
* [https://github.com/Rast1234/SyncFaction/releases/download/v9/SyncFaction.exe SyncFaction] - WIP tool for automatically installing the Terraform Patch and eventually replacing the old mod manager&lt;br /&gt;
* [https://www.factionfiles.com/ff.php?action=file&amp;amp;id=5686 xdelta UI] - GUI for generating &amp;lt;code&amp;gt;.xdelta&amp;lt;/code&amp;gt; (binary) patches&lt;br /&gt;
* [https://www.w3schools.com/xml/xml_validator.asp XML Validator] - Use this to validate &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; edits, any mistakes you make will crash the game&lt;br /&gt;
* [https://jsonformatter.org/xml-formatter XML Formatter] - Use this to format &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files so they are easier to read&lt;br /&gt;
* [https://www.factionfiles.com/ff.php?action=file&amp;amp;id=5995 Mod Manager Re-mars-tered v1.03] - Legacy mod manager&lt;br /&gt;
* [https://github.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch/raw/main/tools/Volition_Table_File_Editor.zip Volition Table File Editor] - GUI for editing &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files&lt;br /&gt;
* [https://onecompiler.com/lua/3ykpyrhhb LUA Validator] - Useful for validating RSL scripts for errors, note it's safe to ignore &amp;lt;code&amp;gt;attempt to index a nil value (global 'rfg')&amp;lt;/code&amp;gt;&lt;br /&gt;
* [http://www.ximple.cz/download.php XiMpLe XML Editor] - Lightweight XML Editor that displays XML type files in a table grid views and shows what other files the file is referencing. Very useful for understanding and editing &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files.&lt;br /&gt;
&lt;br /&gt;
===Useful Software===&lt;br /&gt;
&lt;br /&gt;
* [https://www.voidtools.com/ Voidtools Everything] - Locate files and folders by name instantly&lt;br /&gt;
* [https://www.mythicsoft.com/agentransack/ Agent Ransack] - Bulk search for keywords within unpacked files&lt;br /&gt;
* [https://notepad-plus-plus.org/downloads/ Notepad++] - Good text editor for manually editing &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files, set language as XML&lt;br /&gt;
&lt;br /&gt;
==Tutorials==&lt;br /&gt;
*[[Nanoforge basics]] - Introduction to Nanoforge and its features.&lt;br /&gt;
*[[Nanoforge xtbl editing]] - How to edit [[.xtbl]] files in Nanoforge.&lt;br /&gt;
*[[Nanoforge Texture Editing]] - How to edit textures using Nanoforge.&lt;br /&gt;
* XTBL Editing Guides [Placeholder]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Red Faction: Guerrilla]]&lt;br /&gt;
[[Category: RF:G Editing]]&lt;/div&gt;</summary>
		<author><name>Camo</name></author>
	</entry>
	<entry>
		<id>https://www.redfactionwiki.com/w/index.php?title=Nanoforge_basics&amp;diff=8965</id>
		<title>Nanoforge basics</title>
		<link rel="alternate" type="text/html" href="https://www.redfactionwiki.com/w/index.php?title=Nanoforge_basics&amp;diff=8965"/>
		<updated>2023-06-21T05:08:38Z</updated>

		<summary type="html">&lt;p&gt;Camo: /* Bagman Objective Spawn */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RFGEditing}}&lt;br /&gt;
{{Under construction}}&lt;br /&gt;
&lt;br /&gt;
This page goes over how to install Nanoforge and it's basic features. This article only goes over the basics of each feature. See the other guides for more detailed explanations.&lt;br /&gt;
&lt;br /&gt;
==Installation==&lt;br /&gt;
===Download===&lt;br /&gt;
Nanoforge releases are posted on [https://github.com/Moneyl/Nanoforge/releases github]. Multiple releases will be listed. You should always download the most recent release. To download it, look for the &amp;lt;code&amp;gt;▸Assets&amp;lt;/code&amp;gt; button(1), click it, and download the first zip file listed under it(2).&lt;br /&gt;
&lt;br /&gt;
[[File:NanoforgeDownloadStepsAnnotated.png|frameless|768px]]&lt;br /&gt;
&lt;br /&gt;
===Install===&lt;br /&gt;
*Unpack the zip file you downloaded anywhere and run Nanoforge.exe&lt;br /&gt;
*You should now see the start screen. On the left side it has the data path and the recent projects list. On the right it has the changelog. Nanoforge with attempt to auto detect your RFG install. If it says that your data path is invalid click the &amp;lt;code&amp;gt;Browse...&amp;lt;/code&amp;gt; button and select your RFG data folder.&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
This section gives a quick rundown of each of Nanoforge's features.&lt;br /&gt;
&lt;br /&gt;
===Projects===&lt;br /&gt;
Nanoforge uses projects to track edits made to game files. The idea is to use a single project per mod. You only need to create a project if you're editing files. You don't need one to view and export files. To create a new project click &amp;lt;code&amp;gt;New project&amp;lt;/code&amp;gt; in the start page or &amp;lt;code&amp;gt;File &amp;gt; New project...&amp;lt;/code&amp;gt; on the main menu bar. Fill out all the info on the popup and click &amp;lt;code&amp;gt;Create&amp;lt;/code&amp;gt;. Below are each of the fields to fill in:&lt;br /&gt;
*Name: The name of the project. Used to name the project file and as the name in any modinfo.xml files it generates.&lt;br /&gt;
*Path: Path to the folder that the project should be created in.&lt;br /&gt;
*Description: (Optional) Description of what the mod is. Used in the description field of modinfo.xml.&lt;br /&gt;
*Author: (Optional) Author(s) of the mod. Used in the author filed of modinfo.xml.&lt;br /&gt;
*Create project folder: If unchecked then the project files are placed directly in the folder chosen for path. If checked a folder with the entered name will be created in that folder.&lt;br /&gt;
&lt;br /&gt;
===File explorer===&lt;br /&gt;
The file explorer lets you view the contents of vpp_pc and str2_pc files without extracting them manually. You can double click supported file formats like textures to open them. If you single click a vpp_pc or str2_pc file it will expand to show it's contents. Extra info about the file will be shown in the properties panel for some files when single clicking them.&lt;br /&gt;
&lt;br /&gt;
[[File:Nanoforge ProjectCreationExample3.png|frameless|256px]]&lt;br /&gt;
&lt;br /&gt;
====Search====&lt;br /&gt;
You can use the search bar to limit which files are shown in the file explorer. By default it will only show files with names that contain the search term. You can also use some special characters to specialize your search behavior:&lt;br /&gt;
*Start your search with *: Will only show files with names that end with whatever comes after *&lt;br /&gt;
*End your search with *: Will only show files with names that start with whatever comes before *&lt;br /&gt;
&lt;br /&gt;
If you prefer regex you can check the regex search option. Note that the regex search option is much slower than the default one.&lt;br /&gt;
&lt;br /&gt;
===Properties panel===&lt;br /&gt;
The properties panel sometimes will show additional info about files selected in the file explorer. It also may be used by other UI panels to show additional info. For example, it can list object properties when viewing territories (see map viewing section below).&lt;br /&gt;
&lt;br /&gt;
[[File:Nanoforge_PropertiesPanel2.png|frameless|256px]]&lt;br /&gt;
&lt;br /&gt;
===Textures===&lt;br /&gt;
You can open texture files by double clicking them in the file explorer. Textures are split into two files. Either a cpeg_pc and gpeg_pc file pair or a cvbm_pc and gvbm_pc file pair. You can double click any of these to open a texture. A single RFG texture file can contain multiple textures, which we'll refer to as subtextures. Info about the selected subtexture will be shown below the subtexture list.&lt;br /&gt;
&lt;br /&gt;
[[File:Nanoforge_TextureDocument.png|frameless|768px]]&lt;br /&gt;
&lt;br /&gt;
Above is an example of what you might see if you open a texture file. On the sidebar to the left there a few things, in order:&lt;br /&gt;
*The subtexture list. Click on one to see more info about it below.&lt;br /&gt;
*Texture info. This is info about the selected subtexture.&lt;br /&gt;
*Header info. This is general info about the cpeg/cvbm file.&lt;br /&gt;
&lt;br /&gt;
====Exporting textures====&lt;br /&gt;
Textures can be exported to files you can edit with common image editors like Paint.NET, GIMP, or Photoshop. Currently textures can only be exported as .dds files. You can export single subtextures by right clicking one of them and clicking &amp;lt;code&amp;gt;Export...&amp;lt;/code&amp;gt;. You can export all subtextures at once with the &amp;lt;code&amp;gt;Export all...&amp;lt;/code&amp;gt; button.&lt;br /&gt;
&lt;br /&gt;
====Editing textures====&lt;br /&gt;
Textures can be edited by imported textures you've edited externally. Currently it can only import .dds files. You do this by right clicking a subtexture, clicking &amp;lt;code&amp;gt;Replace...&amp;lt;/code&amp;gt; and selecting the file you want to replace the subtexture with. Once you do this it's critical that you press the &amp;lt;code&amp;gt;Save&amp;lt;/code&amp;gt; button above the subtexture list to save your edit. This edit will be automatically saved to your current project when you click &amp;lt;code&amp;gt;Save&amp;lt;/code&amp;gt;. See [[Nanoforge Texture Editing]] for more info.&lt;br /&gt;
&lt;br /&gt;
===Meshes===&lt;br /&gt;
Nanoforge supports viewing and exporting .csmesh_pc (static mesh) and .ccmesh_pc (character mesh) files. Just like textures, meshes consist of two files. Every csmesh_pc file is paired with a gsmesh_pc file, and every ccmesh_pc file is paired with a gcmesh_pc file. You can click any of them to open a mesh. When you open a mesh you'll first see a blank space. Meshes are loaded on a background thread so it may take a few seconds for the mesh to be loaded and for it's textures to show up. Before its textures are found or if the textures cant be found you might see textures from previously loaded meshes applied to the mesh.&lt;br /&gt;
&lt;br /&gt;
[[File:Nanoforge_MeshDocument.png|frameless|512px]]&lt;br /&gt;
&lt;br /&gt;
Above is what you might see if you open a mesh file. There's a few parts of the UI to note, in order:&lt;br /&gt;
* The camera button. This lets you control camera settings like speed and location. You can move the camera by holding down the right mouse button and using WASD to move around. If this doesn't work try left clicking on the mesh 3D view. Only the most recently selected mesh reacts to camera controls so if you have several open it'll only move one camera.&lt;br /&gt;
* The scene button. This has some rendering settings for the mesh such as scale and lighting color/intensity.&lt;br /&gt;
* The info button. This shows some additional info about the mesh such as vertex format, and the LOD slider for meshes with multiple levels of detail.&lt;br /&gt;
* The export button. This lets you export the mesh and it's textures to a .obj file, which can be imported into tools like blender.&lt;br /&gt;
* The status bar. This shows the loading status and percentage. It will show &amp;lt;code&amp;gt;Done! ✓&amp;lt;/code&amp;gt; once loading is complete.&lt;br /&gt;
&lt;br /&gt;
====Exporting meshes====&lt;br /&gt;
To export a mesh:&lt;br /&gt;
* Wait for it to finish loading. The status bar will show &amp;lt;code&amp;gt;Done! ✓&amp;lt;/code&amp;gt; and 100%.&lt;br /&gt;
* Click the export button. Top left of the document, button furthest to the right.&lt;br /&gt;
* Select a folder to export the mesh and it's textures to and click &amp;lt;code&amp;gt;Export&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
A single gltf file and the meshes textures will be exported. Each lod level is labelled in the gltf under their own subnode. Currently these gltf files don't look right as is when imported into Blender. This is because GLTF uses a different rendering model than RFG. Typically meshes have a diffuse, specular, and normal texture. Their names end with _d, _s, and _n respectively. You'll need to make the following changes to the textures in the Blender shading tab:&lt;br /&gt;
* Diffuse -&amp;gt; Set color space to linear, attach texture color to &amp;quot;Base Color&amp;quot; on the BSDF&lt;br /&gt;
* Specular -&amp;gt; Set color space to linear, attach texture color to &amp;quot;Specular&amp;quot; on the BSDF&lt;br /&gt;
* Normal -&amp;gt; Set color space to SRGB, attach texture color to &amp;quot;Normal&amp;quot; on the BSDF&lt;br /&gt;
&lt;br /&gt;
In the near future an extension will be made to automatically patch the shader graph.&lt;br /&gt;
&lt;br /&gt;
====Camera movement====&lt;br /&gt;
To move the camera hold down the right mouse button over the 3D view and use WASD to move around. Holding down shift while moving will cause the camera to move faster. Pressing Q and E will move the camera directly up and directly down respectively.&lt;br /&gt;
&lt;br /&gt;
===Mod packaging===&lt;br /&gt;
Once you're done editing textures you can use Nanoforge to repack the editing files and generate a modinfo.xml for you. To do this, simply click &amp;lt;code&amp;gt;File &amp;gt; Package mod&amp;lt;/code&amp;gt; on the main menu bar. Once it's done go to the &amp;quot;Output&amp;quot; folder inside your project folder to see the modinfo.xml and any files that it relies on. These are ready for use with the re-mars-tered mod manager.&lt;br /&gt;
&lt;br /&gt;
===Map view===&lt;br /&gt;
Nanoforge has partial support for viewing maps like the main campaign map. We'll be referring to them as territories as that's how RFG groups together many zones. See [[RF:G Map organization]] for more details on how RFG maps are structured. To open a territory via &amp;lt;code&amp;gt;Tools &amp;gt; Open territory&amp;lt;/code&amp;gt; on the main menu bar. Terr01 is the main campaign map territory. A new document should appear when you open a new territory. Camera movement is the same as the mesh viewer. See [[#Camera_movement|camera movement]]. Terrain is loaded in the background so you'll see separate blocks of terrain pop into view as they load. Bounding boxes are drawn for zone objects. With a territory open you should see new information on the zone panel and the zone objects panel. You can dock panels by clicking and dragging on their titles. It's recommended that you dock the zone object list below the zone list so you can see both at once.&lt;br /&gt;
&lt;br /&gt;
Below is an annotated image of information you can view about territories plus descriptions for each annotation.&lt;br /&gt;
&lt;br /&gt;
[[File:Nanoforge_W3p0erDiTj.jpg|frameless|1024px]]&lt;br /&gt;
&lt;br /&gt;
* First, in the top left is the zone list. Territories are made up of one or more zones which in turn have many zone objects. Click a zone to see its object in the zone objects panel (bottom left). By default the zone with the most objects is selected. In this case that's &amp;lt;code&amp;gt;04_06&amp;lt;/code&amp;gt;. Note that each zone corresponds to a rfgzone_pc file. So, for example, &amp;lt;code&amp;gt;04_06&amp;lt;/code&amp;gt; is really terr01_04_06.rfgzone_pc.&lt;br /&gt;
* Next, bottom left is the zone objects list. This lists the objects inside the selected zone. Click an object to see its properties in the properties panel. Some objects have child objects, denoted by having a triangle in front of their name which you can click to expand them. You can filter objects by type inside the filters header. By default some very common objects like navpoints are hidden.&lt;br /&gt;
* Finally, in the top right is the properties panel. This shows the properties of the selected zone object.&lt;br /&gt;
&lt;br /&gt;
==Object Flags==&lt;br /&gt;
* Flag 0 (Persistent): Unknown, any objects with this flag have a separate copy stored in a second &amp;lt;code&amp;gt;rfgzone_pc&amp;lt;/code&amp;gt; file with its name prefixed with &amp;lt;code&amp;gt;p__.&amp;lt;/code&amp;gt; So, for example, Crescent has two &amp;lt;code&amp;gt;rfgzone_pc&amp;lt;/code&amp;gt; files. &amp;lt;code&amp;gt;mp_crescent.rfgzone_pc&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;p_mp_crescent.rfgzone_pc&amp;lt;/code&amp;gt;. The objects with the persistent flag are stored in both zone files, while objects without that flag are only stored in &amp;lt;code&amp;gt;mp_crescent.rfgzone_pc&amp;lt;/code&amp;gt;. It's consistently used on player spawns, on most siege objectives and on most &amp;lt;code&amp;gt;rfg_movers&amp;lt;/code&amp;gt; on Siege maps. It's recommended you don't enable or disable this flag on maps if you're using the Terraform Patch as it contains fixes for missing objects that incorrectly used this flag or were missing it; doing so will cause objects to vanish.&lt;br /&gt;
* Flag 1: Unknown&lt;br /&gt;
* Flag 2: Unknown &lt;br /&gt;
* Flag 3: Unknown; might be related to how the game saves/loads map data from save files (requires more investigation)&lt;br /&gt;
* Flag 4: Unknown; seems to always get converted to the runtime flag &amp;lt;code&amp;gt;streaming_fixed&amp;lt;/code&amp;gt;, most &amp;lt;code&amp;gt;rfg_movers&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;general_movers&amp;lt;/code&amp;gt; have this flag. If you're using the Terraform Patch it's recommended you don't disable this flag as it applies it to all objects since it was used most of the time and objects missing it were assumed to be an error by Volition. (They also made mistakes with the gamemode and persistent flags)&lt;br /&gt;
* Flag 5: Unknown; seems to get converted to the runtime flag &amp;lt;code&amp;gt;force_full_save&amp;lt;/code&amp;gt;&lt;br /&gt;
* Flag 6: Unknown&lt;br /&gt;
* Flag 7: Unknown&lt;br /&gt;
* Flag 8: Spawns in Anarchy&lt;br /&gt;
* Flag 9: Spawns in Team Anarchy&lt;br /&gt;
* Flag 10: Spawns in CTF&lt;br /&gt;
* Flag 11: Spawns in Siege&lt;br /&gt;
* Flag 12: Spawns in Damage Control&lt;br /&gt;
* Flag 13: Spawns in Bagman&lt;br /&gt;
* Flag 14: Spawns in Team Bagman&lt;br /&gt;
* Flag 15: Spawns in Demolition&lt;br /&gt;
&lt;br /&gt;
==Chunk Flags==&lt;br /&gt;
* Applies to &amp;lt;code&amp;gt;rfg_movers&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;general_movers&amp;lt;/code&amp;gt;.&lt;br /&gt;
* When editing their properties in the inspector it's possible to change the &amp;lt;code&amp;gt;chunk_flags&amp;lt;/code&amp;gt;.&lt;br /&gt;
* You can also use &amp;lt;code&amp;gt;gameplay_properties.xtbl&amp;lt;/code&amp;gt; to apply these flags and change &amp;lt;code&amp;gt;gameplay_props&amp;lt;/code&amp;gt;. If you're using the Terraform Patch a new &amp;lt;code&amp;gt;gameplay_prop&amp;lt;/code&amp;gt; named &amp;lt;code&amp;gt;Invulnerable&amp;lt;/code&amp;gt; is added which also can be used to make objects indestructible.&lt;br /&gt;
* Eg: &amp;lt;code&amp;gt;dynamic_link invulnerable&amp;lt;/code&amp;gt; will make the object indestructible. Full list of flags below:&lt;br /&gt;
* child_gives_control: Unknown.&lt;br /&gt;
* building: Unknown.&lt;br /&gt;
* dynamic_link: Unknown.&lt;br /&gt;
* world_anchor: Unknown.&lt;br /&gt;
* no_cover: Might be where EDF can't take cover behind objects.&lt;br /&gt;
* propaganda: EDF propaganda billboards you destroy for the achievement in singleplayer have this flag in &amp;lt;code&amp;gt;gameplay_properties.xtbl&amp;lt;/code&amp;gt;. Probably used so the game knows to track the players progress and reduce EDF control of the sector.&lt;br /&gt;
* kiosk: &amp;lt;code&amp;gt;tech_kiosk_EDF_A&amp;lt;/code&amp;gt; has this flag in &amp;lt;code&amp;gt;gameplay_properties.xtbl&amp;lt;/code&amp;gt;. Probably used so the game knows its a special object that plays propaganda videos.&lt;br /&gt;
* touch_terrain: Unknown, no &amp;lt;code&amp;gt;gameplay_properties.xtbl&amp;lt;/code&amp;gt; entries use this flag and it's missing from the table description.&lt;br /&gt;
* supply_crate: EDF crates you destroy for the achievement in singleplayer have this flag in &amp;lt;code&amp;gt;gameplay_properties.xtbl&amp;lt;/code&amp;gt;. Probably used so the game knows to track the players progress.&lt;br /&gt;
* mining: Ores you mine for salvage and the achievement in singleplayer have this flag in &amp;lt;code&amp;gt;gameplay_properties.xtbl&amp;lt;/code&amp;gt;. Probably used so the game knows to track the players progress.&lt;br /&gt;
* one_of_many: Unknown, &amp;lt;code&amp;gt;windmill_0708&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;0102smokestack_86&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;0102smokestack_86_child&amp;lt;/code&amp;gt; have this flag in &amp;lt;code&amp;gt;gameplay_properties.xtbl&amp;lt;/code&amp;gt;. Might be related to one of the side activities where you have to destroy multiple targets.&lt;br /&gt;
* plume_on_death: Unknown.&lt;br /&gt;
* invulnerable: Makes an object indestructible.&lt;br /&gt;
* inherit_damaga_pct: Unknown.&lt;br /&gt;
* regrow_on_stream: Unknown.&lt;br /&gt;
* casts_drop_shadow: Object will cast drop shadows.&lt;br /&gt;
* disable_collapse_effect: Unknown.&lt;br /&gt;
* force_dynamic: Unknown.&lt;br /&gt;
* show_on_map: Most objects in &amp;lt;code&amp;gt;gameplay_properties.xtbl&amp;lt;/code&amp;gt;. Most likely means the object will show on the minimap in singleplayer.&lt;br /&gt;
* regenerate: Unknown.&lt;br /&gt;
* casts_shadow: Object will cast a shadow map.&lt;br /&gt;
&lt;br /&gt;
==Object Info==&lt;br /&gt;
* &amp;lt;code&amp;gt;obj_zone&amp;lt;/code&amp;gt; = Defines the wind speed, terrain file name &amp;amp; &amp;lt;code&amp;gt;spawn_resource_data&amp;lt;/code&amp;gt;. If you move its location the terrain will no longer have collision.&lt;br /&gt;
* &amp;lt;code&amp;gt;MPST&amp;lt;/code&amp;gt; = Multiplayer siege target.&lt;br /&gt;
* &amp;lt;code&amp;gt;MPDCT&amp;lt;/code&amp;gt; = Multiplayer damage control target.&lt;br /&gt;
* &amp;lt;code&amp;gt;shape_cutter&amp;lt;/code&amp;gt; = Causes object to start off with initial damage, used on damage control targets or maps like crash site, ruins &amp;amp; remnant where they put a hole in the wall.&lt;br /&gt;
* &amp;lt;code&amp;gt;spawn_node&amp;lt;/code&amp;gt; = Camera view at start of match and end of game. If a map doesn't have a least one of these it will crash.&lt;br /&gt;
* &amp;lt;code&amp;gt;spectator_camera&amp;lt;/code&amp;gt; = Camera view exclusively for players using the spectator mode, recommended to just ignore adding them and use &amp;lt;code&amp;gt;spawn_nodes&amp;lt;/code&amp;gt; instead.&lt;br /&gt;
* &amp;lt;code&amp;gt;trigger_region&amp;lt;/code&amp;gt; = Killbox that can be set to a mine or cliff.&lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_mover&amp;lt;/code&amp;gt; = Buildings, backpack racks &amp;amp; more.&lt;br /&gt;
* &amp;lt;code&amp;gt;general_mover&amp;lt;/code&amp;gt; = Explosive barrels and the &amp;lt;code&amp;gt;backpack_effect_attach.cchk_pc&amp;lt;/code&amp;gt; objects for example.&lt;br /&gt;
* &amp;lt;code&amp;gt;player_start&amp;lt;/code&amp;gt; = Spawn point, can be set to Neutral, EDF or Guerilla.&lt;br /&gt;
* &amp;lt;code&amp;gt;item&amp;lt;/code&amp;gt; = In multiplayer the bag for bagman is set to &amp;lt;code&amp;gt;item_type&amp;lt;/code&amp;gt; &amp;quot;multi_object_bagman_flag&amp;quot; and references &amp;lt;code&amp;gt;items_3d.xtbl&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;weapon&amp;lt;/code&amp;gt; = Weapon spawn, &amp;lt;code&amp;gt;weapon_type&amp;lt;/code&amp;gt; determines which weapon will spawn and references &amp;lt;code&amp;gt;weapons.xtbl&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;object_effect&amp;lt;/code&amp;gt; = Visual effect, eg the fire on Nordic Bonus.&lt;br /&gt;
* &amp;lt;code&amp;gt;multi_object_marker&amp;lt;/code&amp;gt; = Multiple uses, in multiplayer the &amp;lt;code&amp;gt;marker_type&amp;lt;/code&amp;gt; can be set to &amp;lt;code&amp;gt;Backpack rack&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Spawn node&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Flag capture zone&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;King of the Hill target&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Siege target&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;Spectator camera&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;cover_node&amp;lt;/code&amp;gt; =&lt;br /&gt;
* &amp;lt;code&amp;gt;navpoint&amp;lt;/code&amp;gt; = Probably where NPCs can navigate, similar to navmeshes in other games.&lt;br /&gt;
* &amp;lt;code&amp;gt;object_action_node&amp;lt;/code&amp;gt; = &lt;br /&gt;
* &amp;lt;code&amp;gt;object_squad_spawn_node&amp;lt;/code&amp;gt; = Probably where squads spawn and references various &amp;lt;code&amp;gt;squads.xtbl&amp;lt;/code&amp;gt; files.&lt;br /&gt;
* &amp;lt;code&amp;gt;object_path_road&amp;lt;/code&amp;gt; = Probably where NPCs can drive vehicles.&lt;br /&gt;
* &amp;lt;code&amp;gt;object_guard_node&amp;lt;/code&amp;gt; =&lt;br /&gt;
* &amp;lt;code&amp;gt;object_vehicle_spawn_node&amp;lt;/code&amp;gt; = Probably where vehicles can spawn like walkers found around the SP map.&lt;br /&gt;
* &amp;lt;code&amp;gt;object_bounding_box&amp;lt;/code&amp;gt; = Seems to be only be used in singleplayer, unknown why.&lt;br /&gt;
* &amp;lt;code&amp;gt;object_activity_spawn&amp;lt;/code&amp;gt; = Probably where you can start a side activity like demolition master for example.&lt;br /&gt;
* &amp;lt;code&amp;gt;object_house_arrest_node&amp;lt;/code&amp;gt; = Related to the house arrest side activity.&lt;br /&gt;
* &amp;lt;code&amp;gt;object_patrol&amp;lt;/code&amp;gt; = Probably where EDF patrol.&lt;br /&gt;
* &amp;lt;code&amp;gt;object_dummy&amp;lt;/code&amp;gt; =&lt;br /&gt;
* &amp;lt;code&amp;gt;object_mission_start_node&amp;lt;/code&amp;gt; = Probably where you can start a main mission.&lt;br /&gt;
* &amp;lt;code&amp;gt;object_restricted_area&amp;lt;/code&amp;gt; = Probably where the EDF will attack on sight and you will get an alert level in SP.&lt;br /&gt;
* &amp;lt;code&amp;gt;backpack_effect_attach.cchk_pc&amp;lt;/code&amp;gt; = Seems to be for attaching the backpack to the player when they spawn, DO NOT TOUCH IT ALL OR THE MAP WILL CRASH WHEN SPAWNING.&lt;br /&gt;
&lt;br /&gt;
==Object Properties==&lt;br /&gt;
* &amp;lt;code&amp;gt;gameplay_props&amp;lt;/code&amp;gt; references &amp;lt;code&amp;gt;gameplay_properties.xtbl&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;backpack_type&amp;lt;/code&amp;gt; references &amp;lt;code&amp;gt;mp_backpacks.xtbl&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;weapon_type&amp;lt;/code&amp;gt; references &amp;lt;code&amp;gt;weapons.xtbl&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;item_type&amp;lt;/code&amp;gt; references &amp;lt;code&amp;gt;items_3d.xtbl&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;spawn_resource_data&amp;lt;/code&amp;gt; references &amp;lt;code&amp;gt;spawn_resource.xtbl&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;ambient_spawn&amp;lt;/code&amp;gt; references &amp;lt;code&amp;gt;ambient_spawn_info.xtbl&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;dlc01_ambient_spawn_info.xtbl&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;visual&amp;lt;/code&amp;gt; references &amp;lt;code&amp;gt;effects.xtbl&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;sound&amp;lt;/code&amp;gt; references &amp;lt;code&amp;gt;foley.xtbl&amp;lt;/code&amp;gt; (not included in the game for some reason) however there is &amp;lt;code&amp;gt;dlc01_foley.xtbl&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Spawn Points==&lt;br /&gt;
* &amp;lt;code&amp;gt;mp_team&amp;lt;/code&amp;gt; can be set to &amp;lt;code&amp;gt;Neutral&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;EDF&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;Guerilla&amp;lt;/code&amp;gt;.&lt;br /&gt;
* When making a CTF map and you don't want players spawning at the opposing base ensure you disable the Flag &amp;lt;code&amp;gt;Spawn in CTF&amp;lt;/code&amp;gt; for any Neutral spawn points.&lt;br /&gt;
* Unknown if the &amp;lt;code&amp;gt;respawn&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;initial_spawn&amp;lt;/code&amp;gt; booleans do anything in multiplayer.&lt;br /&gt;
* &amp;lt;code&amp;gt;indoor&amp;lt;/code&amp;gt; boolean is probably left over from Saints Row since all of RF:G is technically outdoors and no spawn points use this boolean.&lt;br /&gt;
* &amp;lt;code&amp;gt;checkpoint_respawn&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;activity_respawn&amp;lt;/code&amp;gt; are only used in singleplayer.&lt;br /&gt;
* Foward X axis (blue line) determines player spawn direction.&lt;br /&gt;
&lt;br /&gt;
==Spawn Nodes==&lt;br /&gt;
* Camera views at the start of match or when a player dies and is spectating.&lt;br /&gt;
* Foward X axis (blue line) determines player camera direction &amp;amp; view.&lt;br /&gt;
* If a map doesn't have at least one &amp;lt;code&amp;gt;Spawn node&amp;lt;/code&amp;gt; it will crash when loading.&lt;br /&gt;
&lt;br /&gt;
==Spectator Cameras==&lt;br /&gt;
* Believed to be similar to a &amp;lt;code&amp;gt;Spawn node&amp;lt;/code&amp;gt; but used exclusively by players using the spectator option in matchmaking. Recommended to just ignore adding these since the community only plays custom games and adding &amp;lt;code&amp;gt;Spawn nodes&amp;lt;/code&amp;gt; to your map will serve the same purpose.&lt;br /&gt;
* Foward X axis (blue line) determines player camera direction &amp;amp; view.&lt;br /&gt;
* These camera views are also shared with &amp;lt;code&amp;gt;Spawn nodes&amp;lt;/code&amp;gt; at start of match or when a player dies and is spectating.&lt;br /&gt;
&lt;br /&gt;
==Mover Types==&lt;br /&gt;
* Applies to &amp;lt;code&amp;gt;rfg_movers&amp;lt;/code&amp;gt;&lt;br /&gt;
* When editing their properties it's possible to change the &amp;lt;code&amp;gt;mtype&amp;lt;/code&amp;gt; field to the corresponding numbers&lt;br /&gt;
* Fixed = 0 (default)&lt;br /&gt;
* Normal = 1 (unknown)&lt;br /&gt;
* Lite = 2 (unknown)&lt;br /&gt;
* Ultra Lite = 3 (unknown)&lt;br /&gt;
* World Only = 4 (no collision but you can still destroy it with a hammer for example)&lt;br /&gt;
* No Collision = 5 (no collision)&lt;br /&gt;
&lt;br /&gt;
==Damage Control Targets==&lt;br /&gt;
# Deep clone &amp;lt;code&amp;gt;MPDCT_MAPNAME_XXX&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Move &amp;lt;/code&amp;gt;MPDCT_MAPNAME_XXX&amp;lt;/code&amp;gt; to the location of your choosing.&lt;br /&gt;
# In object properties for the parent change &amp;lt;code&amp;gt;display_name&amp;lt;/code&amp;gt; to whatever you want your new damage control objective to be called.&lt;br /&gt;
# If you're making a map that doesn't already have a damage control target you can open it in another tab and use the deep clone feature. If you're using the Terraform Patch the majority of Wrecking Crew maps will already have the asset along with all Siege maps.&lt;br /&gt;
# It's also possible to have only &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; target &amp;amp; more than &amp;lt;code&amp;gt;3&amp;lt;/code&amp;gt;. The limit before the game will crash is a total of &amp;lt;code&amp;gt;6&amp;lt;/code&amp;gt; targets when tested solo. The limit might be lower when played with other people but needs to be tested more.&lt;br /&gt;
# It's also possible that using the same &amp;lt;code&amp;gt;display_name&amp;lt;/code&amp;gt; name for each target can introduce instability.&lt;br /&gt;
# The only valid value for the &amp;lt;code&amp;gt;mp_team&amp;lt;/code&amp;gt; property is &amp;lt;code&amp;gt;Neutral&amp;lt;/code&amp;gt;. If you change the team to &amp;lt;code&amp;gt;EDF&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;Guerilla&amp;lt;/code&amp;gt; and disable the &amp;lt;code&amp;gt;shape_cutter&amp;lt;/code&amp;gt; child so the target starts off intact it will belong to that team but not score any points until it's destroyed and repaired.&lt;br /&gt;
# You can disable the &amp;lt;code&amp;gt;shape_cutter&amp;lt;/code&amp;gt; child so the target starts off intact instead of destroyed like it is by default.&lt;br /&gt;
# Any object can be used for a target if you add the &amp;lt;code&amp;gt;multi_object_marker&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;shape_cutter&amp;lt;/code&amp;gt; and offset them correctly from the parent. See Stratosphere if using the Terraform Patch for how to do this; shipping containers are the targets added on that map in the patch.&lt;br /&gt;
&lt;br /&gt;
==Siege Targets==&lt;br /&gt;
# Open a siege map in one tab, open a regular map with the same objects in another tab.&lt;br /&gt;
# Deep clone the siege target to the regular map.&lt;br /&gt;
# Move the added siege target to the exact same location as the existing matching object on the regular map.&lt;br /&gt;
# Disable all the gamemode flags for the added siege target except for &amp;quot;Spawn in Siege&amp;quot; including its children.&lt;br /&gt;
# Delete all the children of the siege targets (usually spawns that will be outside the map since they were deep cloned from the siege map), after they are all deleted make sure to &amp;quot;orphan children&amp;quot; of the child to ensure it doesn't have ghost children. &lt;br /&gt;
# Disable the &amp;lt;code&amp;gt;Spawn in siege&amp;lt;/code&amp;gt; flag on the matching original map object.&lt;br /&gt;
# You need to update &amp;lt;code&amp;gt;mp_levels.xtbl&amp;lt;/code&amp;gt; so the map is selectable in siege.&lt;br /&gt;
# Ensure the siege target and its child have the persistent flag.&lt;br /&gt;
# The &amp;lt;code&amp;gt;priority&amp;lt;/code&amp;gt; property for the &amp;lt;code&amp;gt;Siege target&amp;lt;/code&amp;gt; child determines which siege objects are unlocked to destroy, eg if you set it to &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; it would be the first target the attackers can destroy, you can have multiple targets unlocked by using the same number and if you wanted to have targets unlocked one at a time you would use &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;3&amp;lt;/code&amp;gt; and so on. If you use a value of &amp;lt;code&amp;gt;4294967295&amp;lt;/code&amp;gt; they are also unlocked at the same time.&lt;br /&gt;
# You must use an existing string in the game for the &amp;lt;code&amp;gt;display_name&amp;lt;/code&amp;gt; property on the child or the map will crash.&lt;br /&gt;
# If you mess up the offset of the child the map will crash.&lt;br /&gt;
&lt;br /&gt;
==Backpack Racks==&lt;br /&gt;
* Make sure you deep clone them when adding new racks, the child &amp;lt;code&amp;gt;Backpack rack&amp;lt;/code&amp;gt; is required for it to work properly.&lt;br /&gt;
* Ensure that when moving the rack to a new location you only move the parent (the child will follow and be offset correctly), they will be named &amp;lt;code&amp;gt;Jetpack&amp;lt;/code&amp;gt; for example if you're using the Terraform Patch.&lt;br /&gt;
* When editing the child &amp;lt;code&amp;gt;backpack_type&amp;lt;/code&amp;gt; determines which backpack will spawn, most are the same as their in game names with the exception of Firepower &amp;lt;code&amp;gt;Commando&amp;lt;/code&amp;gt; &amp;amp; Concussion &amp;lt;code&amp;gt;Shockwave&amp;lt;/code&amp;gt;. These names are from &amp;lt;code&amp;gt;mp_backpacks.xtbl&amp;lt;/code&amp;gt;.&lt;br /&gt;
* When editing the child you can change the number of backpacks on a rack, edit &amp;lt;code&amp;gt;num_backpacks&amp;lt;/code&amp;gt; and change it from a value ranging from &amp;lt;code&amp;gt;0-3&amp;lt;/code&amp;gt;, although &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; would mean the rack is empty and useless.&lt;br /&gt;
* When editing the child it's possible to make it team exclusive, this means only the EDF or Red Faction can pickup backpacks from that rack during team game modes. Edit &amp;lt;code&amp;gt;mp_team&amp;lt;/code&amp;gt; and enter either &amp;lt;code&amp;gt;EDF&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;Guerilla&amp;lt;/code&amp;gt;. In game that rack will have a green glow around it if your team can use it.&lt;br /&gt;
* The &amp;lt;code&amp;gt;random_backpacks&amp;lt;/code&amp;gt; boolean in the object properties for the &amp;lt;code&amp;gt;Backpack rack&amp;lt;/code&amp;gt; child doesn't seem to do anything.&lt;br /&gt;
* It's possible to make Backpack Racks destructable by changing &amp;lt;code&amp;gt;gameplay_props&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;Default&amp;lt;/code&amp;gt;. During team game modes teams can fight for control by destroying racks and repairing them so only their team can use them. Racks you're able to use will glow green and racks you can't will glow red if you're using the Terraform Patch.&lt;br /&gt;
* The maximum number of Backpack Racks you can have on a map before it causes issues is &amp;lt;code&amp;gt;25&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Capture the Flag targets==&lt;br /&gt;
* The EDF and Red Faction have their own unique flag stand placed near their team spawns on regular multiplayer maps.&lt;br /&gt;
* Make sure you use deep cloning and only move the parent when placing or moving them so the child is offset correctly.&lt;br /&gt;
* Objects are called &amp;lt;code&amp;gt;edf_flag_stand.cchk_pc&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;guerrilla_flag_stand.cchk_pc&amp;lt;/code&amp;gt;.&lt;br /&gt;
* If you attempt to add more than two stands to a map, the extras will not work as capture points and only the asset will appear.&lt;br /&gt;
* &amp;lt;code&amp;gt;Neutral&amp;lt;/code&amp;gt; is not a valid value for &amp;lt;code&amp;gt;mp_team&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Bagman Objective Spawn==&lt;br /&gt;
* Object is an &amp;lt;code&amp;gt;item&amp;lt;/code&amp;gt; type referencing &amp;lt;code&amp;gt;items.3d_xtbl&amp;lt;/code&amp;gt;.&lt;br /&gt;
* Ignore the varying bounding box sizes when positioning the bag spawn, the XYZ axis position is what matters (the red, blue &amp;amp; green lines).&lt;br /&gt;
* The &amp;lt;code&amp;gt;respawn&amp;lt;/code&amp;gt; boolean doesn't do what you expect, the bag will still return to the original spawn point regardless if it's enabled or not.&lt;br /&gt;
* You can't place more than one bag on a map normally, only one will spawn. However you can have different bag locations in Bagman and Team Bagman by using the gamemode flags.&lt;br /&gt;
&lt;br /&gt;
==Weapon Spawns==&lt;br /&gt;
* You should clone other weapons to add new ones, if you make them from scratch and don't get the bounding box correct for certain weapons it can cause duplicate weapon spawns in some cases.&lt;br /&gt;
* &amp;lt;code&amp;gt;weapon_type&amp;lt;/code&amp;gt; determines which weapon will spawn and references &amp;lt;code&amp;gt;weapons.xtbl&amp;lt;/code&amp;gt;.&lt;br /&gt;
* The &amp;lt;code&amp;gt;preplaced&amp;lt;/code&amp;gt; boolean needs more testing but you can disable weapons in certain game modes by disabling the game mode flags anyway.&lt;br /&gt;
* The &amp;lt;code&amp;gt;respawns&amp;lt;/code&amp;gt; boolean will cause the weapon to not re-spawn again during a match after it has been picked up for the first time.&lt;br /&gt;
* Ensure the bounding box is slightly above the ground/floor when positioning weapons.&lt;br /&gt;
&lt;br /&gt;
==Trigger Regions==&lt;br /&gt;
* In multiplayer &amp;amp; singleplayer these are used to prevent the player from going out of bounds.&lt;br /&gt;
* &amp;lt;code&amp;gt;region_kill_type&amp;lt;/code&amp;gt; can be set to a &amp;lt;code&amp;gt;cliff&amp;lt;/code&amp;gt; or a &amp;lt;code&amp;gt;mine&amp;lt;/code&amp;gt;. A cliff will cause the player to fall to their death, while a mine will explode and kill the player; this is also reflected in the killfeed message in multiplayer.&lt;br /&gt;
* In singleplayer the &amp;lt;code&amp;gt;trigger_flags&amp;lt;/code&amp;gt; can be changed so the trigger isn't enabled during missions and/or activities. Eg. &amp;lt;code&amp;gt;not_in_mission&amp;lt;/code&amp;gt; will disable it during a main mission, &amp;lt;code&amp;gt;not_in_activity&amp;lt;/code&amp;gt; would disable it during a side activity and &amp;lt;code&amp;gt;not_in_mission not_in_activity&amp;lt;/code&amp;gt; would disable it during both.&lt;br /&gt;
* The &amp;lt;code&amp;gt;enabled&amp;lt;/code&amp;gt; boolean allows mappers to enable/disable the region.&lt;br /&gt;
* The &amp;lt;code&amp;gt;trigger_shape&amp;lt;/code&amp;gt; can be set to a &amp;lt;code&amp;gt;box&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;sphere&amp;lt;/code&amp;gt;. However Nanoforge cannot render spherical bounding boxes yet.&lt;br /&gt;
* &amp;lt;code&amp;gt;outer_radius&amp;lt;/code&amp;gt; might control the size of the region, but this is untested.&lt;br /&gt;
&lt;br /&gt;
==Object Effects==&lt;br /&gt;
* Plays an effect such as smoke, fire, explosion, sparks, etc. Also can play sounds if the effect has one in &amp;lt;code&amp;gt;effects.xtbl&amp;lt;/code&amp;gt; and the sound string is used.&lt;br /&gt;
* &amp;lt;code&amp;gt;sound_alr&amp;lt;/code&amp;gt; = Unknown. &lt;br /&gt;
* &amp;lt;code&amp;gt;sound&amp;lt;/code&amp;gt; = The name of the sound in &amp;lt;code&amp;gt;effects.xtbl&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;visual&amp;lt;/code&amp;gt; = The name of the effect in &amp;lt;code&amp;gt;effects.xtbl&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;looping&amp;lt;/code&amp;gt; = Controls if the effect will play once or continuously.&lt;br /&gt;
&lt;br /&gt;
==Shape Cutters==&lt;br /&gt;
* Used to damage or cut holes into destructible objects ahead of time.&lt;br /&gt;
* &amp;lt;code&amp;gt;outer_radius&amp;lt;/code&amp;gt; might control the size of the cutter, but this is untested.&lt;br /&gt;
&lt;br /&gt;
==Maps with names different from their in-game names==&lt;br /&gt;
* wc1 - Complex&lt;br /&gt;
* wc2 - Watchtower&lt;br /&gt;
* wc3 - Scrapheap&lt;br /&gt;
* wc4 - Vista&lt;br /&gt;
* wc5 - Fortress&lt;br /&gt;
* wc6 - Factory&lt;br /&gt;
* wc7 - Gulch&lt;br /&gt;
* wc8 - Cascade&lt;br /&gt;
* wc9 - Transmission&lt;br /&gt;
* wc10 - Pipeline&lt;br /&gt;
* wcdlc1 - Ruins&lt;br /&gt;
* wcdlc2 - Repercussion&lt;br /&gt;
* wcdlc3 - Imperial&lt;br /&gt;
* wcdlc4 - Expansion&lt;br /&gt;
* wcdlc5 - Frost&lt;br /&gt;
* wcdlc6 - Abandoned&lt;br /&gt;
* wcdlc7 - Stratosphere &lt;br /&gt;
* wcdlc8 - Invasion&lt;br /&gt;
* wcdlc9 - Nordic Bonus&lt;br /&gt;
* mpcx_crossover - Doubletime&lt;br /&gt;
* mpcx_assembly - Outpost &lt;br /&gt;
* mpdlc_landbridge - Equilibrium&lt;br /&gt;
* mpdlc_islands - Haven&lt;br /&gt;
* mpdlc_minibase - Complex&lt;br /&gt;
* mpdlc_overhang - Gradient&lt;br /&gt;
* mpdlc_ruins - Remnant&lt;br /&gt;
&lt;br /&gt;
==Maps with similar terrain==&lt;br /&gt;
* Crash Site/Complex/Nordic Bonus&lt;br /&gt;
* Rift/Factory&lt;br /&gt;
* Remnant/Ruins&lt;br /&gt;
* Broadside/Invasion&lt;br /&gt;
* Wasteland/Gulch&lt;br /&gt;
* Outpost/Framework&lt;br /&gt;
* Radial/Transmission&lt;br /&gt;
* Sand Pit/Division/Watchtower&lt;br /&gt;
* Tutorial Area/Pipeline&lt;br /&gt;
* Pinnacle/Fortress&lt;br /&gt;
&lt;br /&gt;
==Misc Notes==&lt;br /&gt;
* Deep clone objects if you want to keep the children of an object and use regular clone if you just want to clone the parent. Only move the parent when deep cloning and the children will follow and be offset correctly.&lt;br /&gt;
* If you see anything that looks like XML inside &amp;lt;code&amp;gt;layer_pc&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;rfgzone_pc&amp;lt;/code&amp;gt; files you can ignore that as we're 99% sure it's junk from their file packer reusing memory without zeroing it out.&lt;br /&gt;
*[https://github.com/Moneyl/RfgTools/blob/main/Documentation/RfgZonexFormat.md Zone file format docs] - Describes the zone format used by RFG in more detail.&lt;br /&gt;
&lt;br /&gt;
===Localization strings===&lt;br /&gt;
While Nanoforge is only in English at the moment it can view localized strings used by RFG. RFG uses placeholder strings in many xtbls which are replaced with their localization at runtime. These are shown automatically in the xtbl editor. You can also view a list of all localized strings via &amp;lt;code&amp;gt;Tools &amp;gt; Localization &amp;gt; View localized strings&amp;lt;/code&amp;gt;. You can search by placeholder by checking &amp;quot;Search by identifier&amp;quot;. You must fully enter the identifier without typos for this to work since it's comparing it to a hash of the identifier stored in the games localization files.&lt;br /&gt;
&lt;br /&gt;
[[File:Nanoforge_LocalizedStringList0.png|frameless|768px]]&lt;br /&gt;
&lt;br /&gt;
===Scriptx viewer===&lt;br /&gt;
RFG uses an xml based scripting system called scriptx for some mission logic. The viewer is an attempt at making it easier to read scriptx files which can be difficult to understand. It's a low priority feature so it likely won't see changes for a while but was enabled in case it's useful to people editing scriptx files. You still need to edit them by hand but it can help make it clearer what a script is doing. You can access it via &amp;lt;code&amp;gt;View &amp;gt; Scriptx Viewer (WIP)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
[[File:Nanoforge_ScriptxViewer0.png|frameless|768px]]&lt;/div&gt;</summary>
		<author><name>Camo</name></author>
	</entry>
	<entry>
		<id>https://www.redfactionwiki.com/w/index.php?title=RF:G_Editing_Main_Page&amp;diff=8964</id>
		<title>RF:G Editing Main Page</title>
		<link rel="alternate" type="text/html" href="https://www.redfactionwiki.com/w/index.php?title=RF:G_Editing_Main_Page&amp;diff=8964"/>
		<updated>2023-06-21T04:31:52Z</updated>

		<summary type="html">&lt;p&gt;Camo: /* Tutorials */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RFGEditing}}&lt;br /&gt;
{{Under construction}}&lt;br /&gt;
&lt;br /&gt;
This will serve as a landing page for all resources related to [[Red Faction: Guerrilla]] editing for the '''Re-Mars-tered Edition'''.&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
===Community===&lt;br /&gt;
*[https://discord.gg/factionfiles Faction Files Community Discord] - Active Red Faction series community Discord with #map-mod-development channel for community development discussion&lt;br /&gt;
===Downloads===&lt;br /&gt;
*[https://www.factionfiles.com/ff.php?action=files FactionFiles.com] - Custom mods, tools, patches, and reference material&lt;br /&gt;
*[https://www.nexusmods.com/redfactionguerilla/mods/ Nexus Mods] - Custom mods&lt;br /&gt;
*[https://www.nexusmods.com/redfactionguerrillaremarstered/mods/ Nexus Mods Re-Mars-tered] - Custom mods&lt;br /&gt;
&lt;br /&gt;
==Documentation==&lt;br /&gt;
*[[RF:G Map organization]]&lt;br /&gt;
*[[Nanoforge basics]]&lt;br /&gt;
*[https://github.com/Moneyl/RfgTools/blob/main/Documentation/RfgZonexFormat.md Zone file format docs] - Describes the zone format used by RFG in more detail&lt;br /&gt;
===Core Concepts===&lt;br /&gt;
*[[Red Faction: Guerrilla]]'s level editor is [[CLOE]], which is not publicly available.&lt;br /&gt;
&lt;br /&gt;
===Red Faction: Guerrilla File Formats===&lt;br /&gt;
* &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; - XML table files are used to store properties or attributes in Red Faction: Guerrilla. Overall, their function is similar to the &amp;lt;code&amp;gt;.tbl&amp;lt;/code&amp;gt; files of Red Faction and Red Faction II.&lt;br /&gt;
* &amp;lt;code&amp;gt;.scriptx&amp;lt;/code&amp;gt; - Internal script engine file, commonly used for missions and activities&lt;br /&gt;
* &amp;lt;code&amp;gt;.dtodx&amp;lt;/code&amp;gt; - Weather/lighting file for maps that controls things like fog, tint, ambient colour, eye adaption, bloom, cloud color and speed&lt;br /&gt;
* &amp;lt;code&amp;gt;.gtodx&amp;lt;/code&amp;gt; - Skybox file for maps that controls things like the sun texture, moon positions and if the horizon mountain texture is enabled&lt;br /&gt;
* &amp;lt;code&amp;gt;.vpp_pc&amp;lt;/code&amp;gt; - Packfile&lt;br /&gt;
* &amp;lt;code&amp;gt;.rigx&amp;lt;/code&amp;gt; - Rig&lt;br /&gt;
* &amp;lt;code&amp;gt;.str2_pc&amp;lt;/code&amp;gt; - Texture Packfile&lt;br /&gt;
* &amp;lt;code&amp;gt;.rfgzone_pc&amp;lt;/code&amp;gt; - Map zone&lt;br /&gt;
* &amp;lt;code&amp;gt;.layer_pc&amp;lt;/code&amp;gt; - Map zone&lt;br /&gt;
* &amp;lt;code&amp;gt;.cpeg_pc, cvbm_pc&amp;lt;/code&amp;gt; - Texture cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gpeg_pc, gvbm_pc&amp;lt;/code&amp;gt; - Texture gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.asm_pc&amp;lt;/code&amp;gt; - Streaming index&lt;br /&gt;
* &amp;lt;code&amp;gt;.csmesh_pc&amp;lt;/code&amp;gt; - Static mesh cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gsmesh_pc&amp;lt;/code&amp;gt; - Static mesh gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.ccmesh_pc&amp;lt;/code&amp;gt; - Character mesh cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gcmesh_pc&amp;lt;/code&amp;gt; - Character mesh gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.ccar_pc&amp;lt;/code&amp;gt; - Vehicle mesh cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gcar_pc&amp;lt;/code&amp;gt; - Vehicle mesh gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.anim_pc&amp;lt;/code&amp;gt; - Animation&lt;br /&gt;
* &amp;lt;code&amp;gt;.cchk_pc&amp;lt;/code&amp;gt; - Destructible object cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gchk_pc&amp;lt;/code&amp;gt; - Destructible object gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.cefct_pc&amp;lt;/code&amp;gt; - Visual effect cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gefct_pc&amp;lt;/code&amp;gt; - Visual effect gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.cfmesh_pc&amp;lt;/code&amp;gt; - Foliage mesh&lt;br /&gt;
* &amp;lt;code&amp;gt;.cstch&amp;lt;/code&amp;gt; - Terrain clutter mesh cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gstch&amp;lt;/code&amp;gt; - Terrain clutter mesh gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.cterrain_pc&amp;lt;/code&amp;gt; - Terrain zone cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gterrain_pc&amp;lt;/code&amp;gt; - Terrain zone gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.ctmesh_pc&amp;lt;/code&amp;gt; - Terrain subzone cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gtmesh_pc&amp;lt;/code&amp;gt; - Terrain subzone gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.fsmib&amp;lt;/code&amp;gt; - Fullscreen map data&lt;br /&gt;
* &amp;lt;code&amp;gt;.fxo_kg&amp;lt;/code&amp;gt; - Shader&lt;br /&gt;
* &amp;lt;code&amp;gt;.le_strings&amp;lt;/code&amp;gt; - Steam localization strings&lt;br /&gt;
* &amp;lt;code&amp;gt;.rfglocatext&amp;lt;/code&amp;gt; - Localization strings&lt;br /&gt;
* &amp;lt;code&amp;gt;.mat_pc&amp;lt;/code&amp;gt; - Render material&lt;br /&gt;
* &amp;lt;code&amp;gt;.morph_pc&amp;lt;/code&amp;gt; - Animation Morph&lt;br /&gt;
* &amp;lt;code&amp;gt;.vint_doc&amp;lt;/code&amp;gt; - UI&lt;br /&gt;
* &amp;lt;code&amp;gt;.sim_pc&amp;lt;/code&amp;gt; - Cloth sim&lt;br /&gt;
* &amp;lt;code&amp;gt;.xgs_pc&amp;lt;/code&amp;gt; - Sound config&lt;br /&gt;
* &amp;lt;code&amp;gt;.xsb_pc&amp;lt;/code&amp;gt; - Soundbank&lt;br /&gt;
* &amp;lt;code&amp;gt;.xwb_pc&amp;lt;/code&amp;gt; - Wavebank&lt;br /&gt;
* &amp;lt;code&amp;gt;.aud_pc&amp;lt;/code&amp;gt; - Audio categories&lt;br /&gt;
* &amp;lt;code&amp;gt;.vf3_pc&amp;lt;/code&amp;gt; - Font&lt;br /&gt;
* &amp;lt;code&amp;gt;.vfdvp_pc&amp;lt;/code&amp;gt; - ?&lt;br /&gt;
* &amp;lt;code&amp;gt;.rfgvp_pc&amp;lt;/code&amp;gt; - ?&lt;br /&gt;
&lt;br /&gt;
===Red Faction: Guerrilla File Structure===&lt;br /&gt;
&lt;br /&gt;
\Red Faction Guerrilla Re-MARS-tered\data\&lt;br /&gt;
&lt;br /&gt;
The two most important files for modding most of RF:G are &amp;lt;code&amp;gt;misc.vpp_pc&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;table.vpp_pc&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;activities.vpp_pc&amp;lt;/code&amp;gt; - contains textures for singleplayer activities&lt;br /&gt;
* &amp;lt;code&amp;gt;anims.vpp_pc&amp;lt;/code&amp;gt; - contains animation files&lt;br /&gt;
* &amp;lt;code&amp;gt;chunks.vpp_pc&amp;lt;/code&amp;gt; - contains &amp;lt;code&amp;gt;.rfgchunkx&amp;lt;/code&amp;gt; files and seems to be related to the &amp;lt;code&amp;gt;preload_chunks.xtbl&amp;lt;/code&amp;gt; file, it's possible to add them to a map using the correct &amp;lt;code&amp;gt;dest_checksum&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;uid&amp;lt;/code&amp;gt; numbers. Game might also spawn &amp;lt;code&amp;gt;missing_chunk&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;missing_destroyable&amp;lt;/code&amp;gt; if a mesh fails to load.&lt;br /&gt;
* &amp;lt;code&amp;gt;cloth_sim.vpp_pc&amp;lt;/code&amp;gt; - contains cloth simulation files&lt;br /&gt;
* &amp;lt;code&amp;gt;decals.vpp_pc&amp;lt;/code&amp;gt; - contains decal textures&lt;br /&gt;
* &amp;lt;code&amp;gt;dlc01_l0.vpp_pc&amp;lt;/code&amp;gt; - singleplayer DLC map&lt;br /&gt;
* &amp;lt;code&amp;gt;dlc01_l1.vpp_pc&amp;lt;/code&amp;gt; - only contains a blank &amp;lt;code&amp;gt;asm_pc&amp;lt;/code&amp;gt; file&lt;br /&gt;
* &amp;lt;code&amp;gt;dlc01_precache.vpp_pc&amp;lt;/code&amp;gt; - similar to &amp;lt;code&amp;gt;mp_common.vpp_pc&amp;lt;/code&amp;gt; but for the singleplayer DLC map&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_activities.vpp_pc&amp;lt;/code&amp;gt; - contains textures for singleplayer DLC activities&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_anims.vpp_pc&amp;lt;/code&amp;gt; - contains animation files for singleplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_cloth_sim.vpp_pc&amp;lt;/code&amp;gt; - contains cloth simulation files for singleplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_effects.vpp_pc&amp;lt;/code&amp;gt; - contains visual effect files for singleplayer DLC, some are &amp;lt;code&amp;gt;.str2&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_humans.vpp_pc&amp;lt;/code&amp;gt; - contains textures and meshes for characters in singleplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_interface.vpp_pc&amp;lt;/code&amp;gt; - contains textures for loading screens &amp;amp; thumbnails in singleplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_items.vpp_pc&amp;lt;/code&amp;gt; - contains textures and meshes for weapons, character props and misc objects in singleplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlc01_misc.vpp_pc&amp;lt;/code&amp;gt; - contains &amp;lt;code&amp;gt;.rig_pc&amp;lt;/code&amp;gt; files, the &amp;lt;code&amp;gt;.fsmib&amp;lt;/code&amp;gt; file and two &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files for singleplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlc01_missions.vpp_pc&amp;lt;/code&amp;gt; - contains textures related to singleplayer DLC missions&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_personas_en_us.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_vehicles.vpp_pc&amp;lt;/code&amp;gt; - contains textures and meshes for singleplayer DLC vehicles&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_voices_en_us.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp02_interface.vpp_pc&amp;lt;/code&amp;gt; - contains textures for loading screens &amp;amp; thumbnails for multiplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp02_misc.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp03_interface.vpp_pc&amp;lt;/code&amp;gt; - contains textures for loading screens &amp;amp; thumbnails for wrecking crew DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp03_misc.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;effects.vpp_pc&amp;lt;/code&amp;gt; - contains visual effect files, some are &amp;lt;code&amp;gt;.str2&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;effects_mp.vpp_pc&amp;lt;/code&amp;gt; - contains multiplayer only visual effect files, some are &amp;lt;code&amp;gt;.str2&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;humans.vpp_pc&amp;lt;/code&amp;gt; - contains textures and meshes for characters in both singleplayer and multiplayer&lt;br /&gt;
* &amp;lt;code&amp;gt;interface.vpp_pc&amp;lt;/code&amp;gt; - contains textures for loading screens &amp;amp; thumbnails in both SP and MP and character portraits in multiplayer&lt;br /&gt;
* &amp;lt;code&amp;gt;items.vpp_pc&amp;lt;/code&amp;gt; - contains textures and meshes for weapons, character props and misc objects in both singleplayer &amp;amp; multiplayer&lt;br /&gt;
* &amp;lt;code&amp;gt;items_mp.vpp_pc&amp;lt;/code&amp;gt; - contains multiplayer only textures and meshes&lt;br /&gt;
* &amp;lt;code&amp;gt;misc.vpp_pc&amp;lt;/code&amp;gt; contains &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files and most other file types&lt;br /&gt;
* &amp;lt;code&amp;gt;missions.vpp_pc&amp;lt;/code&amp;gt; - contains textures for singleplayer missions&lt;br /&gt;
* &amp;lt;code&amp;gt;mp_common.vpp_pc&amp;lt;/code&amp;gt; - contains textures shared between multiplayer maps&lt;br /&gt;
* &amp;lt;code&amp;gt;mp_xxx.vpp_pc&amp;lt;/code&amp;gt; - multiplayer maps, excluding &amp;lt;code&amp;gt;mp_common.vpp_pc&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;mpdlc_xxx.vpp_pc&amp;lt;/code&amp;gt; - DLC multiplayer maps&lt;br /&gt;
* &amp;lt;code&amp;gt;personas_de_de.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;personas_en_us.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;personas_es_es.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;personas_fr_fr.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;personas_it_it.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;personas_ru_ru.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_00a.bik_xbox2&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_01a.bik_xbox2&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_02a.bik_xbox2&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_03a.bik_xbox2&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_03b.bik_xbox2&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_04a.bik_xbox2&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_05a.bik_xbox2&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_06a.bik_xbox2&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;skybox.vpp_pc&amp;lt;/code&amp;gt; - contains textures for the skybox like the clouds&lt;br /&gt;
* &amp;lt;code&amp;gt;sounds_r.vpp_pc&amp;lt;/code&amp;gt; - contains &amp;lt;code&amp;gt;.xmb_pc&amp;lt;/code&amp;gt; sound files&lt;br /&gt;
* &amp;lt;code&amp;gt;steam.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;table.vpp_pc&amp;lt;/code&amp;gt; - contains only &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files and will overwrite &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files in &amp;lt;code&amp;gt;misc.vpp_pc&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;terr01_l0.vpp_pc&amp;lt;/code&amp;gt; - singleplayer map&lt;br /&gt;
* &amp;lt;code&amp;gt;terr01_l1.vpp_pc&amp;lt;/code&amp;gt; - singleplayer map&lt;br /&gt;
* &amp;lt;code&amp;gt;terr01_precache.vpp_pc&amp;lt;/code&amp;gt; - similar to &amp;lt;code&amp;gt;mp_common.vpp_pc&amp;lt;/code&amp;gt; but for the singleplayer map&lt;br /&gt;
* &amp;lt;code&amp;gt;vehicles_r.vpp_pc&amp;lt;/code&amp;gt; - contains textures and meshes for singleplayer vehicles&lt;br /&gt;
* &amp;lt;code&amp;gt;voices_de_de.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;voices_en_us.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;voices_es_es.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;voices_fr_fr.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;voices_it_it.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;voices_ru_ru.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;wcxxx.vpp_c&amp;lt;/code&amp;gt; - wrecking crew maps&lt;br /&gt;
* &amp;lt;code&amp;gt;zonescript_dlc01.vpp_pc&amp;lt;/code&amp;gt; - contains &amp;lt;code&amp;gt;.scriptx&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;.rfgzone_pc&amp;lt;/code&amp;gt; files for singleplayer DLC map&lt;br /&gt;
* &amp;lt;code&amp;gt;zonescript_terr01.vpp_pc&amp;lt;/code&amp;gt; - contains &amp;lt;code&amp;gt;.scriptx&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;.rfgzone_pc&amp;lt;/code&amp;gt; files for singleplayer map&lt;br /&gt;
* &amp;lt;code&amp;gt;xxx.bik&amp;lt;/code&amp;gt; - pre-rendered custscenes&lt;br /&gt;
&lt;br /&gt;
===Scriptx Functions===&lt;br /&gt;
&lt;br /&gt;
* [https://www.factionfiles.com/ff.php?action=scriptxfuncs .scriptx functions]&lt;br /&gt;
&lt;br /&gt;
===Primitive data types &amp;amp; limits===&lt;br /&gt;
&lt;br /&gt;
* Floats (floating decimal points): Max value &amp;lt;code&amp;gt;3.4028237&amp;lt;/code&amp;gt; and move the decimal place right 38 times. Examples: &amp;lt;code&amp;gt;1.0, 0.0&amp;lt;/code&amp;gt;&lt;br /&gt;
* Integer (whole number that could hold a zero, positive or negative value): Max value &amp;lt;code&amp;gt;2147483647&amp;lt;/code&amp;gt;&lt;br /&gt;
* Boolean (truth value with two constants objects True and False , basically a toggle to enable or disable something using &amp;quot;true&amp;quot; or &amp;quot;false&amp;quot;): Examples: &amp;lt;code&amp;gt;&amp;lt;Unlocks_Cheat&amp;gt;True&amp;lt;/Unlocks_Cheat&amp;gt;, &amp;lt;Unlocks_Cheat&amp;gt;False&amp;lt;/Unlocks_Cheat&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
* String (represents a sequence or characters/text): Example: &amp;lt;code&amp;gt;&amp;lt;string&amp;gt;OldCoot&amp;lt;/string&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===sounds_r.vpp_pc Info===&lt;br /&gt;
&lt;br /&gt;
* S16 = Signed 16 bit&lt;br /&gt;
* LE = Little endian&lt;br /&gt;
* 2CH = 2 channels (stereo)&lt;br /&gt;
&lt;br /&gt;
    * destruction.xwb_pc - unknown&lt;br /&gt;
    * dlc01_voc_d01offcam.xwb_pc.en_us.xwb_pc - unknown               &lt;br /&gt;
    * dlc01_voc_spe_d01dan.xwb_pc.en_us.xwb_pc - unknown              &lt;br /&gt;
    * dlc01_voc_spe_d01msm01.xwb_pc.en_us.xwb_pc - unknown            &lt;br /&gt;
    * dlc01_voc_spe_d01msm02.xwb_pc.en_us.xwb_pc - unknown            &lt;br /&gt;
    * dlc01_voc_spe_d01msm03.xwb_pc.en_us.xwb_pc - unknown            &lt;br /&gt;
    * dlc01_voc_spe_d01msm04.xwb_pc.en_us.xwb_pc - unknown            &lt;br /&gt;
    * dlc01_voc_spe_d01msm05.xwb_pc.en_us.xwb_pc - unknown            &lt;br /&gt;
    * dlc01_voc_spe_d01msm06.xwb_pc.en_us.xwb_pc - unknown            &lt;br /&gt;
    * dlc01_voc_spe_d01rfc.xwb_pc.en_us.xwb_pc - unknown              &lt;br /&gt;
    * dlc01_voc_spe_d01sam_pcm01.xwb_pc.en_us.xwb_pc - unknown        &lt;br /&gt;
    * dlc01_voc_spe_d01vasha_safe.xwb_pc.en_us.xwb_pc - unknown       &lt;br /&gt;
    * mov_foley.xwb_pc - unknown                                       &lt;br /&gt;
    * mov_jet_pack.xwb_pc - unknown                                    &lt;br /&gt;
    * mov_male.xwb_pc - unknown                                        &lt;br /&gt;
    * mov_npc_male.xwb_pc - unknown                                    &lt;br /&gt;
    * mp_backpacks.xwb_pc - S16, LE, 2CH. Intermittent static starting ~28sec                  &lt;br /&gt;
    * mp_wep.xwb_pc - S16, LE, 2CH. Static at start and end                                           &lt;br /&gt;
    * mus_briefings.xwb_pc - S16, LE, 2CH.      &lt;br /&gt;
    * mus_demomaster.xwb_pc - S16, LE, 2CH.      &lt;br /&gt;
    * mus_frontend.xwb_pc - S16, LE, 2CH.        &lt;br /&gt;
    * mus_multiplayer.xwb_pc - S16, LE, 2CH.     &lt;br /&gt;
    * mus_progression_01.xwb_pc - S16, LE, 2CH. Static at start, may be header &lt;br /&gt;
    * mus_progression_02.xwb_pc - S16, LE, 2CH.  &lt;br /&gt;
    * mus_progression_03.xwb_pc - S16, LE, 2CH.  &lt;br /&gt;
    * mus_sting.xwb_pc - S16, LE, 2CH. &lt;br /&gt;
    * obj_shared_ambient.xwb_pc - unknown&lt;br /&gt;
    * obj_shared_dth.xwb_pc - unknown     &lt;br /&gt;
    * obj_shared_exp.xwb_pc - unknown&lt;br /&gt;
    * obj_shared_impact.xwb_pc - unknown &lt;br /&gt;
    * scripted_raids.xwb_pc - unknown    &lt;br /&gt;
    * system.xwb_pc - S16, LE, 2CH. Mostly static, valid sound in middle            &lt;br /&gt;
    * system_mp.xwb_pc - unknown         &lt;br /&gt;
    * veh_civ_bus.xwb_pc - S16, LE, 2CH. Some static, some valid sound.       &lt;br /&gt;
    * veh_civ_car1.xwb_pc - S16, LE, 2CH. Some static, some valid sound.          &lt;br /&gt;
    * veh_civ_car2.xwb_pc - S16, LE, 2CH. Some static, some valid sound.          &lt;br /&gt;
    * veh_civ_car3.xwb_pc - S16, LE, 2CH. Some static, some valid sound.        &lt;br /&gt;
    * veh_civ_flat.xwb_pc - unknown    &lt;br /&gt;
    * veh_civ_flat2.xwb_pc - unknown&lt;br /&gt;
    * veh_civ_fuel.xwb_pc - S16, LE, 2CH. Some static, some valid sound.        &lt;br /&gt;
    * veh_civ_hauler.xwb_pc - S16, LE, 2CH. Some static, some valid sound.      &lt;br /&gt;
    * veh_civ_taxi.xwb_pc - S16, LE, 2CH. Some static, some valid sound.        &lt;br /&gt;
    * veh_civ_trash.xwb_pc - S16, LE, 2CH. Some static, some valid sound.       &lt;br /&gt;
    * veh_civ_walker.xwb_pc - S16, LE, 2CH. Some static, some valid sound.      &lt;br /&gt;
    * veh_edf_aax.xwb_pc - S16, LE, 2CH. Mostly static, some valid sound at end.        &lt;br /&gt;
    * veh_edf_abx.xwb_pc - S16, LE, 2CH. Mostly static, some valid sound at end.                 &lt;br /&gt;
    * veh_edf_apc.xwb_pc - S16, LE, 2CH. Some static, some valid sound.       &lt;br /&gt;
    * veh_edf_atank.xwb_pc - S16, LE, 2CH. Some static, some valid sound.     &lt;br /&gt;
    * veh_edf_htank.xwb_pc - S16, LE, 2CH. Some static, some valid sound.     &lt;br /&gt;
    * veh_edf_mtank.xwb_pc - S16, LE, 2CH. Some static, some valid sound.     &lt;br /&gt;
    * veh_edf_scout.xwb_pc - S16, LE, 2CH. Some static, some valid sound.     &lt;br /&gt;
    * veh_edf_staff.xwb_pc - S16, LE, 2CH. Some static, some valid sound.     &lt;br /&gt;
    * veh_edf_staffh2h.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_edf_supply.xwb_pc - S16, LE, 2CH. Some static, some valid sound.    &lt;br /&gt;
    * veh_mar_jetter.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_mar_raider.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_atv.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_bull.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_dtruck.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_etruck.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_jetter.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_pickup.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_rover.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_roverwk.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_supply.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_supplyrt.xwb_pc - unknown&lt;br /&gt;
    * veh_min_wlklg.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_wlkmd.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_shared.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * walla.xwb_pc - unknown&lt;br /&gt;
    * weather.xwb_pc - S16, LE, 2CH.&lt;br /&gt;
    * wep_rfg.xwb_pc -  S16, LE, 2CH. Mostly valid, some static&lt;br /&gt;
&lt;br /&gt;
===RfgUtil Guide===&lt;br /&gt;
&lt;br /&gt;
* Unpacking [Placeholder]&lt;br /&gt;
* Repacking [Placeholder]&lt;br /&gt;
* Command arguments [Placeholder]&lt;br /&gt;
* Scripts [Placeholder]&lt;br /&gt;
* Updating &amp;lt;code&amp;gt;.asm_pc&amp;lt;/code&amp;gt; files [Placeholder]&lt;br /&gt;
&lt;br /&gt;
===Misc Notes===&lt;br /&gt;
&lt;br /&gt;
* When repacking &amp;lt;code&amp;gt;.vpp_pc&amp;lt;/code&amp;gt; files don't compress and/or condense them if they weren't like that in the vanilla game, it will cause the game to crash. Eg: &amp;lt;code&amp;gt;items.vpp_pc&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;interface.vpp_pc&amp;lt;/code&amp;gt;, map files etc. See the table below:&lt;br /&gt;
* &amp;lt;code&amp;gt;table.vpp_pc&amp;lt;/code&amp;gt; overwrites changes to &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files in &amp;lt;code&amp;gt;misc.vpp_pc&amp;lt;/code&amp;gt;. The work around for this with the legacy mod manager is to rename the file however this breaks multiplayer and reduces the stability of the game. You should edit the same &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files in both &amp;lt;code&amp;gt;misc.vpp_pc&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;table.vpp_pc&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Filename !! Alignment !! Compressed !! Condensed&lt;br /&gt;
|-&lt;br /&gt;
| ALL .str2      || 0      || Yes      || Yes&lt;br /&gt;
|-&lt;br /&gt;
| MOST .vpp_pc      || 2048      || No      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlc01_precache.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlcp01_misc.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| misc.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| mp_common.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| steam.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| terr01_precache.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| zonescript_dlc01.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| zonescript_terr01.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlc01_l1.vpp_pc      || 0      || No      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlcp01_voices_en_us.vpp_pc      || 0      || No      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlcp02_misc.vpp_pc      || 0      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlcp03_misc.vpp_pc      || 0      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| anims.vpp_pc      || 16      || Yes      || Yes&lt;br /&gt;
|-&lt;br /&gt;
| table.vpp_pc      || 64      || Yes      || Yes&lt;br /&gt;
|-&lt;br /&gt;
| skybox.vpp_pc      || 4096      || No      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlcp01_personas_en_us.vpp_pc      || 4096      || No      || No&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Red Faction: Guerrilla Tools===&lt;br /&gt;
&lt;br /&gt;
* [https://github.com/Moneyl/RfgUtil/releases RfgUtil] - Used for unpacking most file formats and updating &amp;lt;code&amp;gt;.asm_pc&amp;lt;/code&amp;gt; files&lt;br /&gt;
* [https://github.com/Moneyl/Nanoforge/releases Nanoforge C++] - Map editor, texture editor, &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; editor and more&lt;br /&gt;
* [https://github.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch/raw/main/tools/mTools.zip mTools] - Drag and drop tool to convert &amp;lt;code&amp;gt;.asm_pc&amp;lt;/code&amp;gt; files to XML and vice versa&lt;br /&gt;
* [https://github.com/rsl-dev/RSL/releases RSL] - Script Loader&lt;br /&gt;
* [https://github.com/Moneyl/AsmTool AsmTool]- WIP Tool for modifying &amp;lt;code&amp;gt;.asm_pc&amp;lt;/code&amp;gt; files used by Red Faction Guerrilla. This is meant to replace hand editing them, which is very error prone and tedious&lt;br /&gt;
* [https://github.com/Rast1234/SyncFaction/releases/download/v9/SyncFaction.exe SyncFaction] - WIP tool for automatically installing the Terraform Patch and eventually replacing the old mod manager&lt;br /&gt;
* [https://www.factionfiles.com/ff.php?action=file&amp;amp;id=5686 xdelta UI] - GUI for generating &amp;lt;code&amp;gt;.xdelta&amp;lt;/code&amp;gt; (binary) patches&lt;br /&gt;
* [https://www.w3schools.com/xml/xml_validator.asp XML Validator] - Use this to validate &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; edits, any mistakes you make will crash the game&lt;br /&gt;
* [https://jsonformatter.org/xml-formatter XML Formatter] - Use this to format &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files so they are easier to read&lt;br /&gt;
* [https://www.factionfiles.com/ff.php?action=file&amp;amp;id=5995 Mod Manager Re-mars-tered v1.03] - Legacy mod manager&lt;br /&gt;
* [https://github.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch/raw/main/tools/Volition_Table_File_Editor.zip Volition Table File Editor] - GUI for editing &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files&lt;br /&gt;
* [https://onecompiler.com/lua/3ykpyrhhb LUA Validator] - Useful for validating RSL scripts for errors, note it's safe to ignore &amp;lt;code&amp;gt;attempt to index a nil value (global 'rfg')&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Useful Software===&lt;br /&gt;
&lt;br /&gt;
* [https://www.voidtools.com/ Voidtools Everything] - Locate files and folders by name instantly&lt;br /&gt;
* [https://www.mythicsoft.com/agentransack/ Agent Ransack] - Bulk search for keywords within unpacked files&lt;br /&gt;
* [https://notepad-plus-plus.org/downloads/ Notepad++] - Good text editor for manually editing &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files, set language as XML&lt;br /&gt;
&lt;br /&gt;
==Tutorials==&lt;br /&gt;
*[[Nanoforge basics]] - Introduction to Nanoforge and its features.&lt;br /&gt;
*[[Nanoforge xtbl editing]] - How to edit [[.xtbl]] files in Nanoforge.&lt;br /&gt;
*[[Nanoforge Texture Editing]] - How to edit textures using Nanoforge.&lt;br /&gt;
* XTBL Editing Guides [Placeholder]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Red Faction: Guerrilla]]&lt;br /&gt;
[[Category: RF:G Editing]]&lt;/div&gt;</summary>
		<author><name>Camo</name></author>
	</entry>
	<entry>
		<id>https://www.redfactionwiki.com/w/index.php?title=Nanoforge_basics&amp;diff=8963</id>
		<title>Nanoforge basics</title>
		<link rel="alternate" type="text/html" href="https://www.redfactionwiki.com/w/index.php?title=Nanoforge_basics&amp;diff=8963"/>
		<updated>2023-06-21T04:29:00Z</updated>

		<summary type="html">&lt;p&gt;Camo: /* Shape Cutters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RFGEditing}}&lt;br /&gt;
{{Under construction}}&lt;br /&gt;
&lt;br /&gt;
This page goes over how to install Nanoforge and it's basic features. This article only goes over the basics of each feature. See the other guides for more detailed explanations.&lt;br /&gt;
&lt;br /&gt;
==Installation==&lt;br /&gt;
===Download===&lt;br /&gt;
Nanoforge releases are posted on [https://github.com/Moneyl/Nanoforge/releases github]. Multiple releases will be listed. You should always download the most recent release. To download it, look for the &amp;lt;code&amp;gt;▸Assets&amp;lt;/code&amp;gt; button(1), click it, and download the first zip file listed under it(2).&lt;br /&gt;
&lt;br /&gt;
[[File:NanoforgeDownloadStepsAnnotated.png|frameless|768px]]&lt;br /&gt;
&lt;br /&gt;
===Install===&lt;br /&gt;
*Unpack the zip file you downloaded anywhere and run Nanoforge.exe&lt;br /&gt;
*You should now see the start screen. On the left side it has the data path and the recent projects list. On the right it has the changelog. Nanoforge with attempt to auto detect your RFG install. If it says that your data path is invalid click the &amp;lt;code&amp;gt;Browse...&amp;lt;/code&amp;gt; button and select your RFG data folder.&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
This section gives a quick rundown of each of Nanoforge's features.&lt;br /&gt;
&lt;br /&gt;
===Projects===&lt;br /&gt;
Nanoforge uses projects to track edits made to game files. The idea is to use a single project per mod. You only need to create a project if you're editing files. You don't need one to view and export files. To create a new project click &amp;lt;code&amp;gt;New project&amp;lt;/code&amp;gt; in the start page or &amp;lt;code&amp;gt;File &amp;gt; New project...&amp;lt;/code&amp;gt; on the main menu bar. Fill out all the info on the popup and click &amp;lt;code&amp;gt;Create&amp;lt;/code&amp;gt;. Below are each of the fields to fill in:&lt;br /&gt;
*Name: The name of the project. Used to name the project file and as the name in any modinfo.xml files it generates.&lt;br /&gt;
*Path: Path to the folder that the project should be created in.&lt;br /&gt;
*Description: (Optional) Description of what the mod is. Used in the description field of modinfo.xml.&lt;br /&gt;
*Author: (Optional) Author(s) of the mod. Used in the author filed of modinfo.xml.&lt;br /&gt;
*Create project folder: If unchecked then the project files are placed directly in the folder chosen for path. If checked a folder with the entered name will be created in that folder.&lt;br /&gt;
&lt;br /&gt;
===File explorer===&lt;br /&gt;
The file explorer lets you view the contents of vpp_pc and str2_pc files without extracting them manually. You can double click supported file formats like textures to open them. If you single click a vpp_pc or str2_pc file it will expand to show it's contents. Extra info about the file will be shown in the properties panel for some files when single clicking them.&lt;br /&gt;
&lt;br /&gt;
[[File:Nanoforge ProjectCreationExample3.png|frameless|256px]]&lt;br /&gt;
&lt;br /&gt;
====Search====&lt;br /&gt;
You can use the search bar to limit which files are shown in the file explorer. By default it will only show files with names that contain the search term. You can also use some special characters to specialize your search behavior:&lt;br /&gt;
*Start your search with *: Will only show files with names that end with whatever comes after *&lt;br /&gt;
*End your search with *: Will only show files with names that start with whatever comes before *&lt;br /&gt;
&lt;br /&gt;
If you prefer regex you can check the regex search option. Note that the regex search option is much slower than the default one.&lt;br /&gt;
&lt;br /&gt;
===Properties panel===&lt;br /&gt;
The properties panel sometimes will show additional info about files selected in the file explorer. It also may be used by other UI panels to show additional info. For example, it can list object properties when viewing territories (see map viewing section below).&lt;br /&gt;
&lt;br /&gt;
[[File:Nanoforge_PropertiesPanel2.png|frameless|256px]]&lt;br /&gt;
&lt;br /&gt;
===Textures===&lt;br /&gt;
You can open texture files by double clicking them in the file explorer. Textures are split into two files. Either a cpeg_pc and gpeg_pc file pair or a cvbm_pc and gvbm_pc file pair. You can double click any of these to open a texture. A single RFG texture file can contain multiple textures, which we'll refer to as subtextures. Info about the selected subtexture will be shown below the subtexture list.&lt;br /&gt;
&lt;br /&gt;
[[File:Nanoforge_TextureDocument.png|frameless|768px]]&lt;br /&gt;
&lt;br /&gt;
Above is an example of what you might see if you open a texture file. On the sidebar to the left there a few things, in order:&lt;br /&gt;
*The subtexture list. Click on one to see more info about it below.&lt;br /&gt;
*Texture info. This is info about the selected subtexture.&lt;br /&gt;
*Header info. This is general info about the cpeg/cvbm file.&lt;br /&gt;
&lt;br /&gt;
====Exporting textures====&lt;br /&gt;
Textures can be exported to files you can edit with common image editors like Paint.NET, GIMP, or Photoshop. Currently textures can only be exported as .dds files. You can export single subtextures by right clicking one of them and clicking &amp;lt;code&amp;gt;Export...&amp;lt;/code&amp;gt;. You can export all subtextures at once with the &amp;lt;code&amp;gt;Export all...&amp;lt;/code&amp;gt; button.&lt;br /&gt;
&lt;br /&gt;
====Editing textures====&lt;br /&gt;
Textures can be edited by imported textures you've edited externally. Currently it can only import .dds files. You do this by right clicking a subtexture, clicking &amp;lt;code&amp;gt;Replace...&amp;lt;/code&amp;gt; and selecting the file you want to replace the subtexture with. Once you do this it's critical that you press the &amp;lt;code&amp;gt;Save&amp;lt;/code&amp;gt; button above the subtexture list to save your edit. This edit will be automatically saved to your current project when you click &amp;lt;code&amp;gt;Save&amp;lt;/code&amp;gt;. See [[Nanoforge Texture Editing]] for more info.&lt;br /&gt;
&lt;br /&gt;
===Meshes===&lt;br /&gt;
Nanoforge supports viewing and exporting .csmesh_pc (static mesh) and .ccmesh_pc (character mesh) files. Just like textures, meshes consist of two files. Every csmesh_pc file is paired with a gsmesh_pc file, and every ccmesh_pc file is paired with a gcmesh_pc file. You can click any of them to open a mesh. When you open a mesh you'll first see a blank space. Meshes are loaded on a background thread so it may take a few seconds for the mesh to be loaded and for it's textures to show up. Before its textures are found or if the textures cant be found you might see textures from previously loaded meshes applied to the mesh.&lt;br /&gt;
&lt;br /&gt;
[[File:Nanoforge_MeshDocument.png|frameless|512px]]&lt;br /&gt;
&lt;br /&gt;
Above is what you might see if you open a mesh file. There's a few parts of the UI to note, in order:&lt;br /&gt;
* The camera button. This lets you control camera settings like speed and location. You can move the camera by holding down the right mouse button and using WASD to move around. If this doesn't work try left clicking on the mesh 3D view. Only the most recently selected mesh reacts to camera controls so if you have several open it'll only move one camera.&lt;br /&gt;
* The scene button. This has some rendering settings for the mesh such as scale and lighting color/intensity.&lt;br /&gt;
* The info button. This shows some additional info about the mesh such as vertex format, and the LOD slider for meshes with multiple levels of detail.&lt;br /&gt;
* The export button. This lets you export the mesh and it's textures to a .obj file, which can be imported into tools like blender.&lt;br /&gt;
* The status bar. This shows the loading status and percentage. It will show &amp;lt;code&amp;gt;Done! ✓&amp;lt;/code&amp;gt; once loading is complete.&lt;br /&gt;
&lt;br /&gt;
====Exporting meshes====&lt;br /&gt;
To export a mesh:&lt;br /&gt;
* Wait for it to finish loading. The status bar will show &amp;lt;code&amp;gt;Done! ✓&amp;lt;/code&amp;gt; and 100%.&lt;br /&gt;
* Click the export button. Top left of the document, button furthest to the right.&lt;br /&gt;
* Select a folder to export the mesh and it's textures to and click &amp;lt;code&amp;gt;Export&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
A single gltf file and the meshes textures will be exported. Each lod level is labelled in the gltf under their own subnode. Currently these gltf files don't look right as is when imported into Blender. This is because GLTF uses a different rendering model than RFG. Typically meshes have a diffuse, specular, and normal texture. Their names end with _d, _s, and _n respectively. You'll need to make the following changes to the textures in the Blender shading tab:&lt;br /&gt;
* Diffuse -&amp;gt; Set color space to linear, attach texture color to &amp;quot;Base Color&amp;quot; on the BSDF&lt;br /&gt;
* Specular -&amp;gt; Set color space to linear, attach texture color to &amp;quot;Specular&amp;quot; on the BSDF&lt;br /&gt;
* Normal -&amp;gt; Set color space to SRGB, attach texture color to &amp;quot;Normal&amp;quot; on the BSDF&lt;br /&gt;
&lt;br /&gt;
In the near future an extension will be made to automatically patch the shader graph.&lt;br /&gt;
&lt;br /&gt;
====Camera movement====&lt;br /&gt;
To move the camera hold down the right mouse button over the 3D view and use WASD to move around. Holding down shift while moving will cause the camera to move faster. Pressing Q and E will move the camera directly up and directly down respectively.&lt;br /&gt;
&lt;br /&gt;
===Mod packaging===&lt;br /&gt;
Once you're done editing textures you can use Nanoforge to repack the editing files and generate a modinfo.xml for you. To do this, simply click &amp;lt;code&amp;gt;File &amp;gt; Package mod&amp;lt;/code&amp;gt; on the main menu bar. Once it's done go to the &amp;quot;Output&amp;quot; folder inside your project folder to see the modinfo.xml and any files that it relies on. These are ready for use with the re-mars-tered mod manager.&lt;br /&gt;
&lt;br /&gt;
===Map view===&lt;br /&gt;
Nanoforge has partial support for viewing maps like the main campaign map. We'll be referring to them as territories as that's how RFG groups together many zones. See [[RF:G Map organization]] for more details on how RFG maps are structured. To open a territory via &amp;lt;code&amp;gt;Tools &amp;gt; Open territory&amp;lt;/code&amp;gt; on the main menu bar. Terr01 is the main campaign map territory. A new document should appear when you open a new territory. Camera movement is the same as the mesh viewer. See [[#Camera_movement|camera movement]]. Terrain is loaded in the background so you'll see separate blocks of terrain pop into view as they load. Bounding boxes are drawn for zone objects. With a territory open you should see new information on the zone panel and the zone objects panel. You can dock panels by clicking and dragging on their titles. It's recommended that you dock the zone object list below the zone list so you can see both at once.&lt;br /&gt;
&lt;br /&gt;
Below is an annotated image of information you can view about territories plus descriptions for each annotation.&lt;br /&gt;
&lt;br /&gt;
[[File:Nanoforge_W3p0erDiTj.jpg|frameless|1024px]]&lt;br /&gt;
&lt;br /&gt;
* First, in the top left is the zone list. Territories are made up of one or more zones which in turn have many zone objects. Click a zone to see its object in the zone objects panel (bottom left). By default the zone with the most objects is selected. In this case that's &amp;lt;code&amp;gt;04_06&amp;lt;/code&amp;gt;. Note that each zone corresponds to a rfgzone_pc file. So, for example, &amp;lt;code&amp;gt;04_06&amp;lt;/code&amp;gt; is really terr01_04_06.rfgzone_pc.&lt;br /&gt;
* Next, bottom left is the zone objects list. This lists the objects inside the selected zone. Click an object to see its properties in the properties panel. Some objects have child objects, denoted by having a triangle in front of their name which you can click to expand them. You can filter objects by type inside the filters header. By default some very common objects like navpoints are hidden.&lt;br /&gt;
* Finally, in the top right is the properties panel. This shows the properties of the selected zone object.&lt;br /&gt;
&lt;br /&gt;
==Object Flags==&lt;br /&gt;
* Flag 0 (Persistent): Unknown, any objects with this flag have a separate copy stored in a second &amp;lt;code&amp;gt;rfgzone_pc&amp;lt;/code&amp;gt; file with its name prefixed with &amp;lt;code&amp;gt;p__.&amp;lt;/code&amp;gt; So, for example, Crescent has two &amp;lt;code&amp;gt;rfgzone_pc&amp;lt;/code&amp;gt; files. &amp;lt;code&amp;gt;mp_crescent.rfgzone_pc&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;p_mp_crescent.rfgzone_pc&amp;lt;/code&amp;gt;. The objects with the persistent flag are stored in both zone files, while objects without that flag are only stored in &amp;lt;code&amp;gt;mp_crescent.rfgzone_pc&amp;lt;/code&amp;gt;. It's consistently used on player spawns, on most siege objectives and on most &amp;lt;code&amp;gt;rfg_movers&amp;lt;/code&amp;gt; on Siege maps. It's recommended you don't enable or disable this flag on maps if you're using the Terraform Patch as it contains fixes for missing objects that incorrectly used this flag or were missing it; doing so will cause objects to vanish.&lt;br /&gt;
* Flag 1: Unknown&lt;br /&gt;
* Flag 2: Unknown &lt;br /&gt;
* Flag 3: Unknown; might be related to how the game saves/loads map data from save files (requires more investigation)&lt;br /&gt;
* Flag 4: Unknown; seems to always get converted to the runtime flag &amp;lt;code&amp;gt;streaming_fixed&amp;lt;/code&amp;gt;, most &amp;lt;code&amp;gt;rfg_movers&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;general_movers&amp;lt;/code&amp;gt; have this flag. If you're using the Terraform Patch it's recommended you don't disable this flag as it applies it to all objects since it was used most of the time and objects missing it were assumed to be an error by Volition. (They also made mistakes with the gamemode and persistent flags)&lt;br /&gt;
* Flag 5: Unknown; seems to get converted to the runtime flag &amp;lt;code&amp;gt;force_full_save&amp;lt;/code&amp;gt;&lt;br /&gt;
* Flag 6: Unknown&lt;br /&gt;
* Flag 7: Unknown&lt;br /&gt;
* Flag 8: Spawns in Anarchy&lt;br /&gt;
* Flag 9: Spawns in Team Anarchy&lt;br /&gt;
* Flag 10: Spawns in CTF&lt;br /&gt;
* Flag 11: Spawns in Siege&lt;br /&gt;
* Flag 12: Spawns in Damage Control&lt;br /&gt;
* Flag 13: Spawns in Bagman&lt;br /&gt;
* Flag 14: Spawns in Team Bagman&lt;br /&gt;
* Flag 15: Spawns in Demolition&lt;br /&gt;
&lt;br /&gt;
==Chunk Flags==&lt;br /&gt;
* Applies to &amp;lt;code&amp;gt;rfg_movers&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;general_movers&amp;lt;/code&amp;gt;.&lt;br /&gt;
* When editing their properties in the inspector it's possible to change the &amp;lt;code&amp;gt;chunk_flags&amp;lt;/code&amp;gt;.&lt;br /&gt;
* You can also use &amp;lt;code&amp;gt;gameplay_properties.xtbl&amp;lt;/code&amp;gt; to apply these flags and change &amp;lt;code&amp;gt;gameplay_props&amp;lt;/code&amp;gt;. If you're using the Terraform Patch a new &amp;lt;code&amp;gt;gameplay_prop&amp;lt;/code&amp;gt; named &amp;lt;code&amp;gt;Invulnerable&amp;lt;/code&amp;gt; is added which also can be used to make objects indestructible.&lt;br /&gt;
* Eg: &amp;lt;code&amp;gt;dynamic_link invulnerable&amp;lt;/code&amp;gt; will make the object indestructible. Full list of flags below:&lt;br /&gt;
* child_gives_control: Unknown.&lt;br /&gt;
* building: Unknown.&lt;br /&gt;
* dynamic_link: Unknown.&lt;br /&gt;
* world_anchor: Unknown.&lt;br /&gt;
* no_cover: Might be where EDF can't take cover behind objects.&lt;br /&gt;
* propaganda: EDF propaganda billboards you destroy for the achievement in singleplayer have this flag in &amp;lt;code&amp;gt;gameplay_properties.xtbl&amp;lt;/code&amp;gt;. Probably used so the game knows to track the players progress and reduce EDF control of the sector.&lt;br /&gt;
* kiosk: &amp;lt;code&amp;gt;tech_kiosk_EDF_A&amp;lt;/code&amp;gt; has this flag in &amp;lt;code&amp;gt;gameplay_properties.xtbl&amp;lt;/code&amp;gt;. Probably used so the game knows its a special object that plays propaganda videos.&lt;br /&gt;
* touch_terrain: Unknown, no &amp;lt;code&amp;gt;gameplay_properties.xtbl&amp;lt;/code&amp;gt; entries use this flag and it's missing from the table description.&lt;br /&gt;
* supply_crate: EDF crates you destroy for the achievement in singleplayer have this flag in &amp;lt;code&amp;gt;gameplay_properties.xtbl&amp;lt;/code&amp;gt;. Probably used so the game knows to track the players progress.&lt;br /&gt;
* mining: Ores you mine for salvage and the achievement in singleplayer have this flag in &amp;lt;code&amp;gt;gameplay_properties.xtbl&amp;lt;/code&amp;gt;. Probably used so the game knows to track the players progress.&lt;br /&gt;
* one_of_many: Unknown, &amp;lt;code&amp;gt;windmill_0708&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;0102smokestack_86&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;0102smokestack_86_child&amp;lt;/code&amp;gt; have this flag in &amp;lt;code&amp;gt;gameplay_properties.xtbl&amp;lt;/code&amp;gt;. Might be related to one of the side activities where you have to destroy multiple targets.&lt;br /&gt;
* plume_on_death: Unknown.&lt;br /&gt;
* invulnerable: Makes an object indestructible.&lt;br /&gt;
* inherit_damaga_pct: Unknown.&lt;br /&gt;
* regrow_on_stream: Unknown.&lt;br /&gt;
* casts_drop_shadow: Object will cast drop shadows.&lt;br /&gt;
* disable_collapse_effect: Unknown.&lt;br /&gt;
* force_dynamic: Unknown.&lt;br /&gt;
* show_on_map: Most objects in &amp;lt;code&amp;gt;gameplay_properties.xtbl&amp;lt;/code&amp;gt;. Most likely means the object will show on the minimap in singleplayer.&lt;br /&gt;
* regenerate: Unknown.&lt;br /&gt;
* casts_shadow: Object will cast a shadow map.&lt;br /&gt;
&lt;br /&gt;
==Object Info==&lt;br /&gt;
* &amp;lt;code&amp;gt;obj_zone&amp;lt;/code&amp;gt; = Defines the wind speed, terrain file name &amp;amp; &amp;lt;code&amp;gt;spawn_resource_data&amp;lt;/code&amp;gt;. If you move its location the terrain will no longer have collision.&lt;br /&gt;
* &amp;lt;code&amp;gt;MPST&amp;lt;/code&amp;gt; = Multiplayer siege target.&lt;br /&gt;
* &amp;lt;code&amp;gt;MPDCT&amp;lt;/code&amp;gt; = Multiplayer damage control target.&lt;br /&gt;
* &amp;lt;code&amp;gt;shape_cutter&amp;lt;/code&amp;gt; = Causes object to start off with initial damage, used on damage control targets or maps like crash site, ruins &amp;amp; remnant where they put a hole in the wall.&lt;br /&gt;
* &amp;lt;code&amp;gt;spawn_node&amp;lt;/code&amp;gt; = Camera view at start of match and end of game. If a map doesn't have a least one of these it will crash.&lt;br /&gt;
* &amp;lt;code&amp;gt;spectator_camera&amp;lt;/code&amp;gt; = Camera view exclusively for players using the spectator mode, recommended to just ignore adding them and use &amp;lt;code&amp;gt;spawn_nodes&amp;lt;/code&amp;gt; instead.&lt;br /&gt;
* &amp;lt;code&amp;gt;trigger_region&amp;lt;/code&amp;gt; = Killbox that can be set to a mine or cliff.&lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_mover&amp;lt;/code&amp;gt; = Buildings, backpack racks &amp;amp; more.&lt;br /&gt;
* &amp;lt;code&amp;gt;general_mover&amp;lt;/code&amp;gt; = Explosive barrels and the &amp;lt;code&amp;gt;backpack_effect_attach.cchk_pc&amp;lt;/code&amp;gt; objects for example.&lt;br /&gt;
* &amp;lt;code&amp;gt;player_start&amp;lt;/code&amp;gt; = Spawn point, can be set to Neutral, EDF or Guerilla.&lt;br /&gt;
* &amp;lt;code&amp;gt;item&amp;lt;/code&amp;gt; = In multiplayer the bag for bagman is set to &amp;lt;code&amp;gt;item_type&amp;lt;/code&amp;gt; &amp;quot;multi_object_bagman_flag&amp;quot; and references &amp;lt;code&amp;gt;items_3d.xtbl&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;weapon&amp;lt;/code&amp;gt; = Weapon spawn, &amp;lt;code&amp;gt;weapon_type&amp;lt;/code&amp;gt; determines which weapon will spawn and references &amp;lt;code&amp;gt;weapons.xtbl&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;object_effect&amp;lt;/code&amp;gt; = Visual effect, eg the fire on Nordic Bonus.&lt;br /&gt;
* &amp;lt;code&amp;gt;multi_object_marker&amp;lt;/code&amp;gt; = Multiple uses, in multiplayer the &amp;lt;code&amp;gt;marker_type&amp;lt;/code&amp;gt; can be set to &amp;lt;code&amp;gt;Backpack rack&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Spawn node&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Flag capture zone&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;King of the Hill target&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Siege target&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;Spectator camera&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;cover_node&amp;lt;/code&amp;gt; =&lt;br /&gt;
* &amp;lt;code&amp;gt;navpoint&amp;lt;/code&amp;gt; = Probably where NPCs can navigate, similar to navmeshes in other games.&lt;br /&gt;
* &amp;lt;code&amp;gt;object_action_node&amp;lt;/code&amp;gt; = &lt;br /&gt;
* &amp;lt;code&amp;gt;object_squad_spawn_node&amp;lt;/code&amp;gt; = Probably where squads spawn and references various &amp;lt;code&amp;gt;squads.xtbl&amp;lt;/code&amp;gt; files.&lt;br /&gt;
* &amp;lt;code&amp;gt;object_path_road&amp;lt;/code&amp;gt; = Probably where NPCs can drive vehicles.&lt;br /&gt;
* &amp;lt;code&amp;gt;object_guard_node&amp;lt;/code&amp;gt; =&lt;br /&gt;
* &amp;lt;code&amp;gt;object_vehicle_spawn_node&amp;lt;/code&amp;gt; = Probably where vehicles can spawn like walkers found around the SP map.&lt;br /&gt;
* &amp;lt;code&amp;gt;object_bounding_box&amp;lt;/code&amp;gt; = Seems to be only be used in singleplayer, unknown why.&lt;br /&gt;
* &amp;lt;code&amp;gt;object_activity_spawn&amp;lt;/code&amp;gt; = Probably where you can start a side activity like demolition master for example.&lt;br /&gt;
* &amp;lt;code&amp;gt;object_house_arrest_node&amp;lt;/code&amp;gt; = Related to the house arrest side activity.&lt;br /&gt;
* &amp;lt;code&amp;gt;object_patrol&amp;lt;/code&amp;gt; = Probably where EDF patrol.&lt;br /&gt;
* &amp;lt;code&amp;gt;object_dummy&amp;lt;/code&amp;gt; =&lt;br /&gt;
* &amp;lt;code&amp;gt;object_mission_start_node&amp;lt;/code&amp;gt; = Probably where you can start a main mission.&lt;br /&gt;
* &amp;lt;code&amp;gt;object_restricted_area&amp;lt;/code&amp;gt; = Probably where the EDF will attack on sight and you will get an alert level in SP.&lt;br /&gt;
* &amp;lt;code&amp;gt;backpack_effect_attach.cchk_pc&amp;lt;/code&amp;gt; = Seems to be for attaching the backpack to the player when they spawn, DO NOT TOUCH IT ALL OR THE MAP WILL CRASH WHEN SPAWNING.&lt;br /&gt;
&lt;br /&gt;
==Object Properties==&lt;br /&gt;
* &amp;lt;code&amp;gt;gameplay_props&amp;lt;/code&amp;gt; references &amp;lt;code&amp;gt;gameplay_properties.xtbl&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;backpack_type&amp;lt;/code&amp;gt; references &amp;lt;code&amp;gt;mp_backpacks.xtbl&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;weapon_type&amp;lt;/code&amp;gt; references &amp;lt;code&amp;gt;weapons.xtbl&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;item_type&amp;lt;/code&amp;gt; references &amp;lt;code&amp;gt;items_3d.xtbl&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;spawn_resource_data&amp;lt;/code&amp;gt; references &amp;lt;code&amp;gt;spawn_resource.xtbl&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;ambient_spawn&amp;lt;/code&amp;gt; references &amp;lt;code&amp;gt;ambient_spawn_info.xtbl&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;dlc01_ambient_spawn_info.xtbl&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;visual&amp;lt;/code&amp;gt; references &amp;lt;code&amp;gt;effects.xtbl&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;sound&amp;lt;/code&amp;gt; references &amp;lt;code&amp;gt;foley.xtbl&amp;lt;/code&amp;gt; (not included in the game for some reason) however there is &amp;lt;code&amp;gt;dlc01_foley.xtbl&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Spawn Points==&lt;br /&gt;
* &amp;lt;code&amp;gt;mp_team&amp;lt;/code&amp;gt; can be set to &amp;lt;code&amp;gt;Neutral&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;EDF&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;Guerilla&amp;lt;/code&amp;gt;.&lt;br /&gt;
* When making a CTF map and you don't want players spawning at the opposing base ensure you disable the Flag &amp;lt;code&amp;gt;Spawn in CTF&amp;lt;/code&amp;gt; for any Neutral spawn points.&lt;br /&gt;
* Unknown if the &amp;lt;code&amp;gt;respawn&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;initial_spawn&amp;lt;/code&amp;gt; booleans do anything in multiplayer.&lt;br /&gt;
* &amp;lt;code&amp;gt;indoor&amp;lt;/code&amp;gt; boolean is probably left over from Saints Row since all of RF:G is technically outdoors and no spawn points use this boolean.&lt;br /&gt;
* &amp;lt;code&amp;gt;checkpoint_respawn&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;activity_respawn&amp;lt;/code&amp;gt; are only used in singleplayer.&lt;br /&gt;
* Foward X axis (blue line) determines player spawn direction.&lt;br /&gt;
&lt;br /&gt;
==Spawn Nodes==&lt;br /&gt;
* Camera views at the start of match or when a player dies and is spectating.&lt;br /&gt;
* Foward X axis (blue line) determines player camera direction &amp;amp; view.&lt;br /&gt;
* If a map doesn't have at least one &amp;lt;code&amp;gt;Spawn node&amp;lt;/code&amp;gt; it will crash when loading.&lt;br /&gt;
&lt;br /&gt;
==Spectator Cameras==&lt;br /&gt;
* Believed to be similar to a &amp;lt;code&amp;gt;Spawn node&amp;lt;/code&amp;gt; but used exclusively by players using the spectator option in matchmaking. Recommended to just ignore adding these since the community only plays custom games and adding &amp;lt;code&amp;gt;Spawn nodes&amp;lt;/code&amp;gt; to your map will serve the same purpose.&lt;br /&gt;
* Foward X axis (blue line) determines player camera direction &amp;amp; view.&lt;br /&gt;
* These camera views are also shared with &amp;lt;code&amp;gt;Spawn nodes&amp;lt;/code&amp;gt; at start of match or when a player dies and is spectating.&lt;br /&gt;
&lt;br /&gt;
==Mover Types==&lt;br /&gt;
* Applies to &amp;lt;code&amp;gt;rfg_movers&amp;lt;/code&amp;gt;&lt;br /&gt;
* When editing their properties it's possible to change the &amp;lt;code&amp;gt;mtype&amp;lt;/code&amp;gt; field to the corresponding numbers&lt;br /&gt;
* Fixed = 0 (default)&lt;br /&gt;
* Normal = 1 (unknown)&lt;br /&gt;
* Lite = 2 (unknown)&lt;br /&gt;
* Ultra Lite = 3 (unknown)&lt;br /&gt;
* World Only = 4 (no collision but you can still destroy it with a hammer for example)&lt;br /&gt;
* No Collision = 5 (no collision)&lt;br /&gt;
&lt;br /&gt;
==Damage Control Targets==&lt;br /&gt;
# Deep clone &amp;lt;code&amp;gt;MPDCT_MAPNAME_XXX&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Move &amp;lt;/code&amp;gt;MPDCT_MAPNAME_XXX&amp;lt;/code&amp;gt; to the location of your choosing.&lt;br /&gt;
# In object properties for the parent change &amp;lt;code&amp;gt;display_name&amp;lt;/code&amp;gt; to whatever you want your new damage control objective to be called.&lt;br /&gt;
# If you're making a map that doesn't already have a damage control target you can open it in another tab and use the deep clone feature. If you're using the Terraform Patch the majority of Wrecking Crew maps will already have the asset along with all Siege maps.&lt;br /&gt;
# It's also possible to have only &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; target &amp;amp; more than &amp;lt;code&amp;gt;3&amp;lt;/code&amp;gt;. The limit before the game will crash is a total of &amp;lt;code&amp;gt;6&amp;lt;/code&amp;gt; targets when tested solo. The limit might be lower when played with other people but needs to be tested more.&lt;br /&gt;
# It's also possible that using the same &amp;lt;code&amp;gt;display_name&amp;lt;/code&amp;gt; name for each target can introduce instability.&lt;br /&gt;
# The only valid value for the &amp;lt;code&amp;gt;mp_team&amp;lt;/code&amp;gt; property is &amp;lt;code&amp;gt;Neutral&amp;lt;/code&amp;gt;. If you change the team to &amp;lt;code&amp;gt;EDF&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;Guerilla&amp;lt;/code&amp;gt; and disable the &amp;lt;code&amp;gt;shape_cutter&amp;lt;/code&amp;gt; child so the target starts off intact it will belong to that team but not score any points until it's destroyed and repaired.&lt;br /&gt;
# You can disable the &amp;lt;code&amp;gt;shape_cutter&amp;lt;/code&amp;gt; child so the target starts off intact instead of destroyed like it is by default.&lt;br /&gt;
# Any object can be used for a target if you add the &amp;lt;code&amp;gt;multi_object_marker&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;shape_cutter&amp;lt;/code&amp;gt; and offset them correctly from the parent. See Stratosphere if using the Terraform Patch for how to do this; shipping containers are the targets added on that map in the patch.&lt;br /&gt;
&lt;br /&gt;
==Siege Targets==&lt;br /&gt;
# Open a siege map in one tab, open a regular map with the same objects in another tab.&lt;br /&gt;
# Deep clone the siege target to the regular map.&lt;br /&gt;
# Move the added siege target to the exact same location as the existing matching object on the regular map.&lt;br /&gt;
# Disable all the gamemode flags for the added siege target except for &amp;quot;Spawn in Siege&amp;quot; including its children.&lt;br /&gt;
# Delete all the children of the siege targets (usually spawns that will be outside the map since they were deep cloned from the siege map), after they are all deleted make sure to &amp;quot;orphan children&amp;quot; of the child to ensure it doesn't have ghost children. &lt;br /&gt;
# Disable the &amp;lt;code&amp;gt;Spawn in siege&amp;lt;/code&amp;gt; flag on the matching original map object.&lt;br /&gt;
# You need to update &amp;lt;code&amp;gt;mp_levels.xtbl&amp;lt;/code&amp;gt; so the map is selectable in siege.&lt;br /&gt;
# Ensure the siege target and its child have the persistent flag.&lt;br /&gt;
# The &amp;lt;code&amp;gt;priority&amp;lt;/code&amp;gt; property for the &amp;lt;code&amp;gt;Siege target&amp;lt;/code&amp;gt; child determines which siege objects are unlocked to destroy, eg if you set it to &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; it would be the first target the attackers can destroy, you can have multiple targets unlocked by using the same number and if you wanted to have targets unlocked one at a time you would use &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;3&amp;lt;/code&amp;gt; and so on. If you use a value of &amp;lt;code&amp;gt;4294967295&amp;lt;/code&amp;gt; they are also unlocked at the same time.&lt;br /&gt;
# You must use an existing string in the game for the &amp;lt;code&amp;gt;display_name&amp;lt;/code&amp;gt; property on the child or the map will crash.&lt;br /&gt;
# If you mess up the offset of the child the map will crash.&lt;br /&gt;
&lt;br /&gt;
==Backpack Racks==&lt;br /&gt;
* Make sure you deep clone them when adding new racks, the child &amp;lt;code&amp;gt;Backpack rack&amp;lt;/code&amp;gt; is required for it to work properly.&lt;br /&gt;
* Ensure that when moving the rack to a new location you only move the parent (the child will follow and be offset correctly), they will be named &amp;lt;code&amp;gt;Jetpack&amp;lt;/code&amp;gt; for example if you're using the Terraform Patch.&lt;br /&gt;
* When editing the child &amp;lt;code&amp;gt;backpack_type&amp;lt;/code&amp;gt; determines which backpack will spawn, most are the same as their in game names with the exception of Firepower &amp;lt;code&amp;gt;Commando&amp;lt;/code&amp;gt; &amp;amp; Concussion &amp;lt;code&amp;gt;Shockwave&amp;lt;/code&amp;gt;. These names are from &amp;lt;code&amp;gt;mp_backpacks.xtbl&amp;lt;/code&amp;gt;.&lt;br /&gt;
* When editing the child you can change the number of backpacks on a rack, edit &amp;lt;code&amp;gt;num_backpacks&amp;lt;/code&amp;gt; and change it from a value ranging from &amp;lt;code&amp;gt;0-3&amp;lt;/code&amp;gt;, although &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; would mean the rack is empty and useless.&lt;br /&gt;
* When editing the child it's possible to make it team exclusive, this means only the EDF or Red Faction can pickup backpacks from that rack during team game modes. Edit &amp;lt;code&amp;gt;mp_team&amp;lt;/code&amp;gt; and enter either &amp;lt;code&amp;gt;EDF&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;Guerilla&amp;lt;/code&amp;gt;. In game that rack will have a green glow around it if your team can use it.&lt;br /&gt;
* The &amp;lt;code&amp;gt;random_backpacks&amp;lt;/code&amp;gt; boolean in the object properties for the &amp;lt;code&amp;gt;Backpack rack&amp;lt;/code&amp;gt; child doesn't seem to do anything.&lt;br /&gt;
* It's possible to make Backpack Racks destructable by changing &amp;lt;code&amp;gt;gameplay_props&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;Default&amp;lt;/code&amp;gt;. During team game modes teams can fight for control by destroying racks and repairing them so only their team can use them. Racks you're able to use will glow green and racks you can't will glow red if you're using the Terraform Patch.&lt;br /&gt;
* The maximum number of Backpack Racks you can have on a map before it causes issues is &amp;lt;code&amp;gt;25&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Capture the Flag targets==&lt;br /&gt;
* The EDF and Red Faction have their own unique flag stand placed near their team spawns on regular multiplayer maps.&lt;br /&gt;
* Make sure you use deep cloning and only move the parent when placing or moving them so the child is offset correctly.&lt;br /&gt;
* Objects are called &amp;lt;code&amp;gt;edf_flag_stand.cchk_pc&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;guerrilla_flag_stand.cchk_pc&amp;lt;/code&amp;gt;.&lt;br /&gt;
* If you attempt to add more than two stands to a map, the extras will not work as capture points and only the asset will appear.&lt;br /&gt;
* &amp;lt;code&amp;gt;Neutral&amp;lt;/code&amp;gt; is not a valid value for &amp;lt;code&amp;gt;mp_team&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Bagman Objective Spawn==&lt;br /&gt;
* Object is an &amp;lt;code&amp;gt;item&amp;lt;/code&amp;gt; type referencing &amp;lt;code&amp;gt;items.3d_xtbl&amp;lt;/code&amp;gt;.&lt;br /&gt;
* Ignore the varying bounding box sizes when positioning the bag spawn, the XYZ axis position is what matters (the red, blue &amp;amp; green lines).&lt;br /&gt;
* The &amp;lt;code&amp;gt;respawn&amp;lt;/code&amp;gt; boolean doesn't do what you expect, the bag will still return to the original spawn point regardless if it's enabled or not.&lt;br /&gt;
* You can't place more than one bag on a map, only one will spawn.&lt;br /&gt;
* You can have different bag locations in Bagman and Team Bagman by using the gamemode flags.&lt;br /&gt;
&lt;br /&gt;
==Weapon Spawns==&lt;br /&gt;
* You should clone other weapons to add new ones, if you make them from scratch and don't get the bounding box correct for certain weapons it can cause duplicate weapon spawns in some cases.&lt;br /&gt;
* &amp;lt;code&amp;gt;weapon_type&amp;lt;/code&amp;gt; determines which weapon will spawn and references &amp;lt;code&amp;gt;weapons.xtbl&amp;lt;/code&amp;gt;.&lt;br /&gt;
* The &amp;lt;code&amp;gt;preplaced&amp;lt;/code&amp;gt; boolean needs more testing but you can disable weapons in certain game modes by disabling the game mode flags anyway.&lt;br /&gt;
* The &amp;lt;code&amp;gt;respawns&amp;lt;/code&amp;gt; boolean will cause the weapon to not re-spawn again during a match after it has been picked up for the first time.&lt;br /&gt;
* Ensure the bounding box is slightly above the ground/floor when positioning weapons.&lt;br /&gt;
&lt;br /&gt;
==Trigger Regions==&lt;br /&gt;
* In multiplayer &amp;amp; singleplayer these are used to prevent the player from going out of bounds.&lt;br /&gt;
* &amp;lt;code&amp;gt;region_kill_type&amp;lt;/code&amp;gt; can be set to a &amp;lt;code&amp;gt;cliff&amp;lt;/code&amp;gt; or a &amp;lt;code&amp;gt;mine&amp;lt;/code&amp;gt;. A cliff will cause the player to fall to their death, while a mine will explode and kill the player; this is also reflected in the killfeed message in multiplayer.&lt;br /&gt;
* In singleplayer the &amp;lt;code&amp;gt;trigger_flags&amp;lt;/code&amp;gt; can be changed so the trigger isn't enabled during missions and/or activities. Eg. &amp;lt;code&amp;gt;not_in_mission&amp;lt;/code&amp;gt; will disable it during a main mission, &amp;lt;code&amp;gt;not_in_activity&amp;lt;/code&amp;gt; would disable it during a side activity and &amp;lt;code&amp;gt;not_in_mission not_in_activity&amp;lt;/code&amp;gt; would disable it during both.&lt;br /&gt;
* The &amp;lt;code&amp;gt;enabled&amp;lt;/code&amp;gt; boolean allows mappers to enable/disable the region.&lt;br /&gt;
* The &amp;lt;code&amp;gt;trigger_shape&amp;lt;/code&amp;gt; can be set to a &amp;lt;code&amp;gt;box&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;sphere&amp;lt;/code&amp;gt;. However Nanoforge cannot render spherical bounding boxes yet.&lt;br /&gt;
* &amp;lt;code&amp;gt;outer_radius&amp;lt;/code&amp;gt; might control the size of the region, but this is untested.&lt;br /&gt;
&lt;br /&gt;
==Object Effects==&lt;br /&gt;
* Plays an effect such as smoke, fire, explosion, sparks, etc. Also can play sounds if the effect has one in &amp;lt;code&amp;gt;effects.xtbl&amp;lt;/code&amp;gt; and the sound string is used.&lt;br /&gt;
* &amp;lt;code&amp;gt;sound_alr&amp;lt;/code&amp;gt; = Unknown. &lt;br /&gt;
* &amp;lt;code&amp;gt;sound&amp;lt;/code&amp;gt; = The name of the sound in &amp;lt;code&amp;gt;effects.xtbl&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;visual&amp;lt;/code&amp;gt; = The name of the effect in &amp;lt;code&amp;gt;effects.xtbl&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;looping&amp;lt;/code&amp;gt; = Controls if the effect will play once or continuously.&lt;br /&gt;
&lt;br /&gt;
==Shape Cutters==&lt;br /&gt;
* Used to damage or cut holes into destructible objects ahead of time.&lt;br /&gt;
* &amp;lt;code&amp;gt;outer_radius&amp;lt;/code&amp;gt; might control the size of the cutter, but this is untested.&lt;br /&gt;
&lt;br /&gt;
==Maps with names different from their in-game names==&lt;br /&gt;
* wc1 - Complex&lt;br /&gt;
* wc2 - Watchtower&lt;br /&gt;
* wc3 - Scrapheap&lt;br /&gt;
* wc4 - Vista&lt;br /&gt;
* wc5 - Fortress&lt;br /&gt;
* wc6 - Factory&lt;br /&gt;
* wc7 - Gulch&lt;br /&gt;
* wc8 - Cascade&lt;br /&gt;
* wc9 - Transmission&lt;br /&gt;
* wc10 - Pipeline&lt;br /&gt;
* wcdlc1 - Ruins&lt;br /&gt;
* wcdlc2 - Repercussion&lt;br /&gt;
* wcdlc3 - Imperial&lt;br /&gt;
* wcdlc4 - Expansion&lt;br /&gt;
* wcdlc5 - Frost&lt;br /&gt;
* wcdlc6 - Abandoned&lt;br /&gt;
* wcdlc7 - Stratosphere &lt;br /&gt;
* wcdlc8 - Invasion&lt;br /&gt;
* wcdlc9 - Nordic Bonus&lt;br /&gt;
* mpcx_crossover - Doubletime&lt;br /&gt;
* mpcx_assembly - Outpost &lt;br /&gt;
* mpdlc_landbridge - Equilibrium&lt;br /&gt;
* mpdlc_islands - Haven&lt;br /&gt;
* mpdlc_minibase - Complex&lt;br /&gt;
* mpdlc_overhang - Gradient&lt;br /&gt;
* mpdlc_ruins - Remnant&lt;br /&gt;
&lt;br /&gt;
==Maps with similar terrain==&lt;br /&gt;
* Crash Site/Complex/Nordic Bonus&lt;br /&gt;
* Rift/Factory&lt;br /&gt;
* Remnant/Ruins&lt;br /&gt;
* Broadside/Invasion&lt;br /&gt;
* Wasteland/Gulch&lt;br /&gt;
* Outpost/Framework&lt;br /&gt;
* Radial/Transmission&lt;br /&gt;
* Sand Pit/Division/Watchtower&lt;br /&gt;
* Tutorial Area/Pipeline&lt;br /&gt;
* Pinnacle/Fortress&lt;br /&gt;
&lt;br /&gt;
==Misc Notes==&lt;br /&gt;
* Deep clone objects if you want to keep the children of an object and use regular clone if you just want to clone the parent. Only move the parent when deep cloning and the children will follow and be offset correctly.&lt;br /&gt;
* If you see anything that looks like XML inside &amp;lt;code&amp;gt;layer_pc&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;rfgzone_pc&amp;lt;/code&amp;gt; files you can ignore that as we're 99% sure it's junk from their file packer reusing memory without zeroing it out.&lt;br /&gt;
*[https://github.com/Moneyl/RfgTools/blob/main/Documentation/RfgZonexFormat.md Zone file format docs] - Describes the zone format used by RFG in more detail.&lt;br /&gt;
&lt;br /&gt;
===Localization strings===&lt;br /&gt;
While Nanoforge is only in English at the moment it can view localized strings used by RFG. RFG uses placeholder strings in many xtbls which are replaced with their localization at runtime. These are shown automatically in the xtbl editor. You can also view a list of all localized strings via &amp;lt;code&amp;gt;Tools &amp;gt; Localization &amp;gt; View localized strings&amp;lt;/code&amp;gt;. You can search by placeholder by checking &amp;quot;Search by identifier&amp;quot;. You must fully enter the identifier without typos for this to work since it's comparing it to a hash of the identifier stored in the games localization files.&lt;br /&gt;
&lt;br /&gt;
[[File:Nanoforge_LocalizedStringList0.png|frameless|768px]]&lt;br /&gt;
&lt;br /&gt;
===Scriptx viewer===&lt;br /&gt;
RFG uses an xml based scripting system called scriptx for some mission logic. The viewer is an attempt at making it easier to read scriptx files which can be difficult to understand. It's a low priority feature so it likely won't see changes for a while but was enabled in case it's useful to people editing scriptx files. You still need to edit them by hand but it can help make it clearer what a script is doing. You can access it via &amp;lt;code&amp;gt;View &amp;gt; Scriptx Viewer (WIP)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
[[File:Nanoforge_ScriptxViewer0.png|frameless|768px]]&lt;/div&gt;</summary>
		<author><name>Camo</name></author>
	</entry>
	<entry>
		<id>https://www.redfactionwiki.com/w/index.php?title=Nanoforge_basics&amp;diff=8962</id>
		<title>Nanoforge basics</title>
		<link rel="alternate" type="text/html" href="https://www.redfactionwiki.com/w/index.php?title=Nanoforge_basics&amp;diff=8962"/>
		<updated>2023-06-21T04:28:39Z</updated>

		<summary type="html">&lt;p&gt;Camo: /* Trigger Regions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RFGEditing}}&lt;br /&gt;
{{Under construction}}&lt;br /&gt;
&lt;br /&gt;
This page goes over how to install Nanoforge and it's basic features. This article only goes over the basics of each feature. See the other guides for more detailed explanations.&lt;br /&gt;
&lt;br /&gt;
==Installation==&lt;br /&gt;
===Download===&lt;br /&gt;
Nanoforge releases are posted on [https://github.com/Moneyl/Nanoforge/releases github]. Multiple releases will be listed. You should always download the most recent release. To download it, look for the &amp;lt;code&amp;gt;▸Assets&amp;lt;/code&amp;gt; button(1), click it, and download the first zip file listed under it(2).&lt;br /&gt;
&lt;br /&gt;
[[File:NanoforgeDownloadStepsAnnotated.png|frameless|768px]]&lt;br /&gt;
&lt;br /&gt;
===Install===&lt;br /&gt;
*Unpack the zip file you downloaded anywhere and run Nanoforge.exe&lt;br /&gt;
*You should now see the start screen. On the left side it has the data path and the recent projects list. On the right it has the changelog. Nanoforge with attempt to auto detect your RFG install. If it says that your data path is invalid click the &amp;lt;code&amp;gt;Browse...&amp;lt;/code&amp;gt; button and select your RFG data folder.&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
This section gives a quick rundown of each of Nanoforge's features.&lt;br /&gt;
&lt;br /&gt;
===Projects===&lt;br /&gt;
Nanoforge uses projects to track edits made to game files. The idea is to use a single project per mod. You only need to create a project if you're editing files. You don't need one to view and export files. To create a new project click &amp;lt;code&amp;gt;New project&amp;lt;/code&amp;gt; in the start page or &amp;lt;code&amp;gt;File &amp;gt; New project...&amp;lt;/code&amp;gt; on the main menu bar. Fill out all the info on the popup and click &amp;lt;code&amp;gt;Create&amp;lt;/code&amp;gt;. Below are each of the fields to fill in:&lt;br /&gt;
*Name: The name of the project. Used to name the project file and as the name in any modinfo.xml files it generates.&lt;br /&gt;
*Path: Path to the folder that the project should be created in.&lt;br /&gt;
*Description: (Optional) Description of what the mod is. Used in the description field of modinfo.xml.&lt;br /&gt;
*Author: (Optional) Author(s) of the mod. Used in the author filed of modinfo.xml.&lt;br /&gt;
*Create project folder: If unchecked then the project files are placed directly in the folder chosen for path. If checked a folder with the entered name will be created in that folder.&lt;br /&gt;
&lt;br /&gt;
===File explorer===&lt;br /&gt;
The file explorer lets you view the contents of vpp_pc and str2_pc files without extracting them manually. You can double click supported file formats like textures to open them. If you single click a vpp_pc or str2_pc file it will expand to show it's contents. Extra info about the file will be shown in the properties panel for some files when single clicking them.&lt;br /&gt;
&lt;br /&gt;
[[File:Nanoforge ProjectCreationExample3.png|frameless|256px]]&lt;br /&gt;
&lt;br /&gt;
====Search====&lt;br /&gt;
You can use the search bar to limit which files are shown in the file explorer. By default it will only show files with names that contain the search term. You can also use some special characters to specialize your search behavior:&lt;br /&gt;
*Start your search with *: Will only show files with names that end with whatever comes after *&lt;br /&gt;
*End your search with *: Will only show files with names that start with whatever comes before *&lt;br /&gt;
&lt;br /&gt;
If you prefer regex you can check the regex search option. Note that the regex search option is much slower than the default one.&lt;br /&gt;
&lt;br /&gt;
===Properties panel===&lt;br /&gt;
The properties panel sometimes will show additional info about files selected in the file explorer. It also may be used by other UI panels to show additional info. For example, it can list object properties when viewing territories (see map viewing section below).&lt;br /&gt;
&lt;br /&gt;
[[File:Nanoforge_PropertiesPanel2.png|frameless|256px]]&lt;br /&gt;
&lt;br /&gt;
===Textures===&lt;br /&gt;
You can open texture files by double clicking them in the file explorer. Textures are split into two files. Either a cpeg_pc and gpeg_pc file pair or a cvbm_pc and gvbm_pc file pair. You can double click any of these to open a texture. A single RFG texture file can contain multiple textures, which we'll refer to as subtextures. Info about the selected subtexture will be shown below the subtexture list.&lt;br /&gt;
&lt;br /&gt;
[[File:Nanoforge_TextureDocument.png|frameless|768px]]&lt;br /&gt;
&lt;br /&gt;
Above is an example of what you might see if you open a texture file. On the sidebar to the left there a few things, in order:&lt;br /&gt;
*The subtexture list. Click on one to see more info about it below.&lt;br /&gt;
*Texture info. This is info about the selected subtexture.&lt;br /&gt;
*Header info. This is general info about the cpeg/cvbm file.&lt;br /&gt;
&lt;br /&gt;
====Exporting textures====&lt;br /&gt;
Textures can be exported to files you can edit with common image editors like Paint.NET, GIMP, or Photoshop. Currently textures can only be exported as .dds files. You can export single subtextures by right clicking one of them and clicking &amp;lt;code&amp;gt;Export...&amp;lt;/code&amp;gt;. You can export all subtextures at once with the &amp;lt;code&amp;gt;Export all...&amp;lt;/code&amp;gt; button.&lt;br /&gt;
&lt;br /&gt;
====Editing textures====&lt;br /&gt;
Textures can be edited by imported textures you've edited externally. Currently it can only import .dds files. You do this by right clicking a subtexture, clicking &amp;lt;code&amp;gt;Replace...&amp;lt;/code&amp;gt; and selecting the file you want to replace the subtexture with. Once you do this it's critical that you press the &amp;lt;code&amp;gt;Save&amp;lt;/code&amp;gt; button above the subtexture list to save your edit. This edit will be automatically saved to your current project when you click &amp;lt;code&amp;gt;Save&amp;lt;/code&amp;gt;. See [[Nanoforge Texture Editing]] for more info.&lt;br /&gt;
&lt;br /&gt;
===Meshes===&lt;br /&gt;
Nanoforge supports viewing and exporting .csmesh_pc (static mesh) and .ccmesh_pc (character mesh) files. Just like textures, meshes consist of two files. Every csmesh_pc file is paired with a gsmesh_pc file, and every ccmesh_pc file is paired with a gcmesh_pc file. You can click any of them to open a mesh. When you open a mesh you'll first see a blank space. Meshes are loaded on a background thread so it may take a few seconds for the mesh to be loaded and for it's textures to show up. Before its textures are found or if the textures cant be found you might see textures from previously loaded meshes applied to the mesh.&lt;br /&gt;
&lt;br /&gt;
[[File:Nanoforge_MeshDocument.png|frameless|512px]]&lt;br /&gt;
&lt;br /&gt;
Above is what you might see if you open a mesh file. There's a few parts of the UI to note, in order:&lt;br /&gt;
* The camera button. This lets you control camera settings like speed and location. You can move the camera by holding down the right mouse button and using WASD to move around. If this doesn't work try left clicking on the mesh 3D view. Only the most recently selected mesh reacts to camera controls so if you have several open it'll only move one camera.&lt;br /&gt;
* The scene button. This has some rendering settings for the mesh such as scale and lighting color/intensity.&lt;br /&gt;
* The info button. This shows some additional info about the mesh such as vertex format, and the LOD slider for meshes with multiple levels of detail.&lt;br /&gt;
* The export button. This lets you export the mesh and it's textures to a .obj file, which can be imported into tools like blender.&lt;br /&gt;
* The status bar. This shows the loading status and percentage. It will show &amp;lt;code&amp;gt;Done! ✓&amp;lt;/code&amp;gt; once loading is complete.&lt;br /&gt;
&lt;br /&gt;
====Exporting meshes====&lt;br /&gt;
To export a mesh:&lt;br /&gt;
* Wait for it to finish loading. The status bar will show &amp;lt;code&amp;gt;Done! ✓&amp;lt;/code&amp;gt; and 100%.&lt;br /&gt;
* Click the export button. Top left of the document, button furthest to the right.&lt;br /&gt;
* Select a folder to export the mesh and it's textures to and click &amp;lt;code&amp;gt;Export&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
A single gltf file and the meshes textures will be exported. Each lod level is labelled in the gltf under their own subnode. Currently these gltf files don't look right as is when imported into Blender. This is because GLTF uses a different rendering model than RFG. Typically meshes have a diffuse, specular, and normal texture. Their names end with _d, _s, and _n respectively. You'll need to make the following changes to the textures in the Blender shading tab:&lt;br /&gt;
* Diffuse -&amp;gt; Set color space to linear, attach texture color to &amp;quot;Base Color&amp;quot; on the BSDF&lt;br /&gt;
* Specular -&amp;gt; Set color space to linear, attach texture color to &amp;quot;Specular&amp;quot; on the BSDF&lt;br /&gt;
* Normal -&amp;gt; Set color space to SRGB, attach texture color to &amp;quot;Normal&amp;quot; on the BSDF&lt;br /&gt;
&lt;br /&gt;
In the near future an extension will be made to automatically patch the shader graph.&lt;br /&gt;
&lt;br /&gt;
====Camera movement====&lt;br /&gt;
To move the camera hold down the right mouse button over the 3D view and use WASD to move around. Holding down shift while moving will cause the camera to move faster. Pressing Q and E will move the camera directly up and directly down respectively.&lt;br /&gt;
&lt;br /&gt;
===Mod packaging===&lt;br /&gt;
Once you're done editing textures you can use Nanoforge to repack the editing files and generate a modinfo.xml for you. To do this, simply click &amp;lt;code&amp;gt;File &amp;gt; Package mod&amp;lt;/code&amp;gt; on the main menu bar. Once it's done go to the &amp;quot;Output&amp;quot; folder inside your project folder to see the modinfo.xml and any files that it relies on. These are ready for use with the re-mars-tered mod manager.&lt;br /&gt;
&lt;br /&gt;
===Map view===&lt;br /&gt;
Nanoforge has partial support for viewing maps like the main campaign map. We'll be referring to them as territories as that's how RFG groups together many zones. See [[RF:G Map organization]] for more details on how RFG maps are structured. To open a territory via &amp;lt;code&amp;gt;Tools &amp;gt; Open territory&amp;lt;/code&amp;gt; on the main menu bar. Terr01 is the main campaign map territory. A new document should appear when you open a new territory. Camera movement is the same as the mesh viewer. See [[#Camera_movement|camera movement]]. Terrain is loaded in the background so you'll see separate blocks of terrain pop into view as they load. Bounding boxes are drawn for zone objects. With a territory open you should see new information on the zone panel and the zone objects panel. You can dock panels by clicking and dragging on their titles. It's recommended that you dock the zone object list below the zone list so you can see both at once.&lt;br /&gt;
&lt;br /&gt;
Below is an annotated image of information you can view about territories plus descriptions for each annotation.&lt;br /&gt;
&lt;br /&gt;
[[File:Nanoforge_W3p0erDiTj.jpg|frameless|1024px]]&lt;br /&gt;
&lt;br /&gt;
* First, in the top left is the zone list. Territories are made up of one or more zones which in turn have many zone objects. Click a zone to see its object in the zone objects panel (bottom left). By default the zone with the most objects is selected. In this case that's &amp;lt;code&amp;gt;04_06&amp;lt;/code&amp;gt;. Note that each zone corresponds to a rfgzone_pc file. So, for example, &amp;lt;code&amp;gt;04_06&amp;lt;/code&amp;gt; is really terr01_04_06.rfgzone_pc.&lt;br /&gt;
* Next, bottom left is the zone objects list. This lists the objects inside the selected zone. Click an object to see its properties in the properties panel. Some objects have child objects, denoted by having a triangle in front of their name which you can click to expand them. You can filter objects by type inside the filters header. By default some very common objects like navpoints are hidden.&lt;br /&gt;
* Finally, in the top right is the properties panel. This shows the properties of the selected zone object.&lt;br /&gt;
&lt;br /&gt;
==Object Flags==&lt;br /&gt;
* Flag 0 (Persistent): Unknown, any objects with this flag have a separate copy stored in a second &amp;lt;code&amp;gt;rfgzone_pc&amp;lt;/code&amp;gt; file with its name prefixed with &amp;lt;code&amp;gt;p__.&amp;lt;/code&amp;gt; So, for example, Crescent has two &amp;lt;code&amp;gt;rfgzone_pc&amp;lt;/code&amp;gt; files. &amp;lt;code&amp;gt;mp_crescent.rfgzone_pc&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;p_mp_crescent.rfgzone_pc&amp;lt;/code&amp;gt;. The objects with the persistent flag are stored in both zone files, while objects without that flag are only stored in &amp;lt;code&amp;gt;mp_crescent.rfgzone_pc&amp;lt;/code&amp;gt;. It's consistently used on player spawns, on most siege objectives and on most &amp;lt;code&amp;gt;rfg_movers&amp;lt;/code&amp;gt; on Siege maps. It's recommended you don't enable or disable this flag on maps if you're using the Terraform Patch as it contains fixes for missing objects that incorrectly used this flag or were missing it; doing so will cause objects to vanish.&lt;br /&gt;
* Flag 1: Unknown&lt;br /&gt;
* Flag 2: Unknown &lt;br /&gt;
* Flag 3: Unknown; might be related to how the game saves/loads map data from save files (requires more investigation)&lt;br /&gt;
* Flag 4: Unknown; seems to always get converted to the runtime flag &amp;lt;code&amp;gt;streaming_fixed&amp;lt;/code&amp;gt;, most &amp;lt;code&amp;gt;rfg_movers&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;general_movers&amp;lt;/code&amp;gt; have this flag. If you're using the Terraform Patch it's recommended you don't disable this flag as it applies it to all objects since it was used most of the time and objects missing it were assumed to be an error by Volition. (They also made mistakes with the gamemode and persistent flags)&lt;br /&gt;
* Flag 5: Unknown; seems to get converted to the runtime flag &amp;lt;code&amp;gt;force_full_save&amp;lt;/code&amp;gt;&lt;br /&gt;
* Flag 6: Unknown&lt;br /&gt;
* Flag 7: Unknown&lt;br /&gt;
* Flag 8: Spawns in Anarchy&lt;br /&gt;
* Flag 9: Spawns in Team Anarchy&lt;br /&gt;
* Flag 10: Spawns in CTF&lt;br /&gt;
* Flag 11: Spawns in Siege&lt;br /&gt;
* Flag 12: Spawns in Damage Control&lt;br /&gt;
* Flag 13: Spawns in Bagman&lt;br /&gt;
* Flag 14: Spawns in Team Bagman&lt;br /&gt;
* Flag 15: Spawns in Demolition&lt;br /&gt;
&lt;br /&gt;
==Chunk Flags==&lt;br /&gt;
* Applies to &amp;lt;code&amp;gt;rfg_movers&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;general_movers&amp;lt;/code&amp;gt;.&lt;br /&gt;
* When editing their properties in the inspector it's possible to change the &amp;lt;code&amp;gt;chunk_flags&amp;lt;/code&amp;gt;.&lt;br /&gt;
* You can also use &amp;lt;code&amp;gt;gameplay_properties.xtbl&amp;lt;/code&amp;gt; to apply these flags and change &amp;lt;code&amp;gt;gameplay_props&amp;lt;/code&amp;gt;. If you're using the Terraform Patch a new &amp;lt;code&amp;gt;gameplay_prop&amp;lt;/code&amp;gt; named &amp;lt;code&amp;gt;Invulnerable&amp;lt;/code&amp;gt; is added which also can be used to make objects indestructible.&lt;br /&gt;
* Eg: &amp;lt;code&amp;gt;dynamic_link invulnerable&amp;lt;/code&amp;gt; will make the object indestructible. Full list of flags below:&lt;br /&gt;
* child_gives_control: Unknown.&lt;br /&gt;
* building: Unknown.&lt;br /&gt;
* dynamic_link: Unknown.&lt;br /&gt;
* world_anchor: Unknown.&lt;br /&gt;
* no_cover: Might be where EDF can't take cover behind objects.&lt;br /&gt;
* propaganda: EDF propaganda billboards you destroy for the achievement in singleplayer have this flag in &amp;lt;code&amp;gt;gameplay_properties.xtbl&amp;lt;/code&amp;gt;. Probably used so the game knows to track the players progress and reduce EDF control of the sector.&lt;br /&gt;
* kiosk: &amp;lt;code&amp;gt;tech_kiosk_EDF_A&amp;lt;/code&amp;gt; has this flag in &amp;lt;code&amp;gt;gameplay_properties.xtbl&amp;lt;/code&amp;gt;. Probably used so the game knows its a special object that plays propaganda videos.&lt;br /&gt;
* touch_terrain: Unknown, no &amp;lt;code&amp;gt;gameplay_properties.xtbl&amp;lt;/code&amp;gt; entries use this flag and it's missing from the table description.&lt;br /&gt;
* supply_crate: EDF crates you destroy for the achievement in singleplayer have this flag in &amp;lt;code&amp;gt;gameplay_properties.xtbl&amp;lt;/code&amp;gt;. Probably used so the game knows to track the players progress.&lt;br /&gt;
* mining: Ores you mine for salvage and the achievement in singleplayer have this flag in &amp;lt;code&amp;gt;gameplay_properties.xtbl&amp;lt;/code&amp;gt;. Probably used so the game knows to track the players progress.&lt;br /&gt;
* one_of_many: Unknown, &amp;lt;code&amp;gt;windmill_0708&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;0102smokestack_86&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;0102smokestack_86_child&amp;lt;/code&amp;gt; have this flag in &amp;lt;code&amp;gt;gameplay_properties.xtbl&amp;lt;/code&amp;gt;. Might be related to one of the side activities where you have to destroy multiple targets.&lt;br /&gt;
* plume_on_death: Unknown.&lt;br /&gt;
* invulnerable: Makes an object indestructible.&lt;br /&gt;
* inherit_damaga_pct: Unknown.&lt;br /&gt;
* regrow_on_stream: Unknown.&lt;br /&gt;
* casts_drop_shadow: Object will cast drop shadows.&lt;br /&gt;
* disable_collapse_effect: Unknown.&lt;br /&gt;
* force_dynamic: Unknown.&lt;br /&gt;
* show_on_map: Most objects in &amp;lt;code&amp;gt;gameplay_properties.xtbl&amp;lt;/code&amp;gt;. Most likely means the object will show on the minimap in singleplayer.&lt;br /&gt;
* regenerate: Unknown.&lt;br /&gt;
* casts_shadow: Object will cast a shadow map.&lt;br /&gt;
&lt;br /&gt;
==Object Info==&lt;br /&gt;
* &amp;lt;code&amp;gt;obj_zone&amp;lt;/code&amp;gt; = Defines the wind speed, terrain file name &amp;amp; &amp;lt;code&amp;gt;spawn_resource_data&amp;lt;/code&amp;gt;. If you move its location the terrain will no longer have collision.&lt;br /&gt;
* &amp;lt;code&amp;gt;MPST&amp;lt;/code&amp;gt; = Multiplayer siege target.&lt;br /&gt;
* &amp;lt;code&amp;gt;MPDCT&amp;lt;/code&amp;gt; = Multiplayer damage control target.&lt;br /&gt;
* &amp;lt;code&amp;gt;shape_cutter&amp;lt;/code&amp;gt; = Causes object to start off with initial damage, used on damage control targets or maps like crash site, ruins &amp;amp; remnant where they put a hole in the wall.&lt;br /&gt;
* &amp;lt;code&amp;gt;spawn_node&amp;lt;/code&amp;gt; = Camera view at start of match and end of game. If a map doesn't have a least one of these it will crash.&lt;br /&gt;
* &amp;lt;code&amp;gt;spectator_camera&amp;lt;/code&amp;gt; = Camera view exclusively for players using the spectator mode, recommended to just ignore adding them and use &amp;lt;code&amp;gt;spawn_nodes&amp;lt;/code&amp;gt; instead.&lt;br /&gt;
* &amp;lt;code&amp;gt;trigger_region&amp;lt;/code&amp;gt; = Killbox that can be set to a mine or cliff.&lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_mover&amp;lt;/code&amp;gt; = Buildings, backpack racks &amp;amp; more.&lt;br /&gt;
* &amp;lt;code&amp;gt;general_mover&amp;lt;/code&amp;gt; = Explosive barrels and the &amp;lt;code&amp;gt;backpack_effect_attach.cchk_pc&amp;lt;/code&amp;gt; objects for example.&lt;br /&gt;
* &amp;lt;code&amp;gt;player_start&amp;lt;/code&amp;gt; = Spawn point, can be set to Neutral, EDF or Guerilla.&lt;br /&gt;
* &amp;lt;code&amp;gt;item&amp;lt;/code&amp;gt; = In multiplayer the bag for bagman is set to &amp;lt;code&amp;gt;item_type&amp;lt;/code&amp;gt; &amp;quot;multi_object_bagman_flag&amp;quot; and references &amp;lt;code&amp;gt;items_3d.xtbl&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;weapon&amp;lt;/code&amp;gt; = Weapon spawn, &amp;lt;code&amp;gt;weapon_type&amp;lt;/code&amp;gt; determines which weapon will spawn and references &amp;lt;code&amp;gt;weapons.xtbl&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;object_effect&amp;lt;/code&amp;gt; = Visual effect, eg the fire on Nordic Bonus.&lt;br /&gt;
* &amp;lt;code&amp;gt;multi_object_marker&amp;lt;/code&amp;gt; = Multiple uses, in multiplayer the &amp;lt;code&amp;gt;marker_type&amp;lt;/code&amp;gt; can be set to &amp;lt;code&amp;gt;Backpack rack&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Spawn node&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Flag capture zone&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;King of the Hill target&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Siege target&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;Spectator camera&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;cover_node&amp;lt;/code&amp;gt; =&lt;br /&gt;
* &amp;lt;code&amp;gt;navpoint&amp;lt;/code&amp;gt; = Probably where NPCs can navigate, similar to navmeshes in other games.&lt;br /&gt;
* &amp;lt;code&amp;gt;object_action_node&amp;lt;/code&amp;gt; = &lt;br /&gt;
* &amp;lt;code&amp;gt;object_squad_spawn_node&amp;lt;/code&amp;gt; = Probably where squads spawn and references various &amp;lt;code&amp;gt;squads.xtbl&amp;lt;/code&amp;gt; files.&lt;br /&gt;
* &amp;lt;code&amp;gt;object_path_road&amp;lt;/code&amp;gt; = Probably where NPCs can drive vehicles.&lt;br /&gt;
* &amp;lt;code&amp;gt;object_guard_node&amp;lt;/code&amp;gt; =&lt;br /&gt;
* &amp;lt;code&amp;gt;object_vehicle_spawn_node&amp;lt;/code&amp;gt; = Probably where vehicles can spawn like walkers found around the SP map.&lt;br /&gt;
* &amp;lt;code&amp;gt;object_bounding_box&amp;lt;/code&amp;gt; = Seems to be only be used in singleplayer, unknown why.&lt;br /&gt;
* &amp;lt;code&amp;gt;object_activity_spawn&amp;lt;/code&amp;gt; = Probably where you can start a side activity like demolition master for example.&lt;br /&gt;
* &amp;lt;code&amp;gt;object_house_arrest_node&amp;lt;/code&amp;gt; = Related to the house arrest side activity.&lt;br /&gt;
* &amp;lt;code&amp;gt;object_patrol&amp;lt;/code&amp;gt; = Probably where EDF patrol.&lt;br /&gt;
* &amp;lt;code&amp;gt;object_dummy&amp;lt;/code&amp;gt; =&lt;br /&gt;
* &amp;lt;code&amp;gt;object_mission_start_node&amp;lt;/code&amp;gt; = Probably where you can start a main mission.&lt;br /&gt;
* &amp;lt;code&amp;gt;object_restricted_area&amp;lt;/code&amp;gt; = Probably where the EDF will attack on sight and you will get an alert level in SP.&lt;br /&gt;
* &amp;lt;code&amp;gt;backpack_effect_attach.cchk_pc&amp;lt;/code&amp;gt; = Seems to be for attaching the backpack to the player when they spawn, DO NOT TOUCH IT ALL OR THE MAP WILL CRASH WHEN SPAWNING.&lt;br /&gt;
&lt;br /&gt;
==Object Properties==&lt;br /&gt;
* &amp;lt;code&amp;gt;gameplay_props&amp;lt;/code&amp;gt; references &amp;lt;code&amp;gt;gameplay_properties.xtbl&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;backpack_type&amp;lt;/code&amp;gt; references &amp;lt;code&amp;gt;mp_backpacks.xtbl&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;weapon_type&amp;lt;/code&amp;gt; references &amp;lt;code&amp;gt;weapons.xtbl&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;item_type&amp;lt;/code&amp;gt; references &amp;lt;code&amp;gt;items_3d.xtbl&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;spawn_resource_data&amp;lt;/code&amp;gt; references &amp;lt;code&amp;gt;spawn_resource.xtbl&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;ambient_spawn&amp;lt;/code&amp;gt; references &amp;lt;code&amp;gt;ambient_spawn_info.xtbl&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;dlc01_ambient_spawn_info.xtbl&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;visual&amp;lt;/code&amp;gt; references &amp;lt;code&amp;gt;effects.xtbl&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;sound&amp;lt;/code&amp;gt; references &amp;lt;code&amp;gt;foley.xtbl&amp;lt;/code&amp;gt; (not included in the game for some reason) however there is &amp;lt;code&amp;gt;dlc01_foley.xtbl&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Spawn Points==&lt;br /&gt;
* &amp;lt;code&amp;gt;mp_team&amp;lt;/code&amp;gt; can be set to &amp;lt;code&amp;gt;Neutral&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;EDF&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;Guerilla&amp;lt;/code&amp;gt;.&lt;br /&gt;
* When making a CTF map and you don't want players spawning at the opposing base ensure you disable the Flag &amp;lt;code&amp;gt;Spawn in CTF&amp;lt;/code&amp;gt; for any Neutral spawn points.&lt;br /&gt;
* Unknown if the &amp;lt;code&amp;gt;respawn&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;initial_spawn&amp;lt;/code&amp;gt; booleans do anything in multiplayer.&lt;br /&gt;
* &amp;lt;code&amp;gt;indoor&amp;lt;/code&amp;gt; boolean is probably left over from Saints Row since all of RF:G is technically outdoors and no spawn points use this boolean.&lt;br /&gt;
* &amp;lt;code&amp;gt;checkpoint_respawn&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;activity_respawn&amp;lt;/code&amp;gt; are only used in singleplayer.&lt;br /&gt;
* Foward X axis (blue line) determines player spawn direction.&lt;br /&gt;
&lt;br /&gt;
==Spawn Nodes==&lt;br /&gt;
* Camera views at the start of match or when a player dies and is spectating.&lt;br /&gt;
* Foward X axis (blue line) determines player camera direction &amp;amp; view.&lt;br /&gt;
* If a map doesn't have at least one &amp;lt;code&amp;gt;Spawn node&amp;lt;/code&amp;gt; it will crash when loading.&lt;br /&gt;
&lt;br /&gt;
==Spectator Cameras==&lt;br /&gt;
* Believed to be similar to a &amp;lt;code&amp;gt;Spawn node&amp;lt;/code&amp;gt; but used exclusively by players using the spectator option in matchmaking. Recommended to just ignore adding these since the community only plays custom games and adding &amp;lt;code&amp;gt;Spawn nodes&amp;lt;/code&amp;gt; to your map will serve the same purpose.&lt;br /&gt;
* Foward X axis (blue line) determines player camera direction &amp;amp; view.&lt;br /&gt;
* These camera views are also shared with &amp;lt;code&amp;gt;Spawn nodes&amp;lt;/code&amp;gt; at start of match or when a player dies and is spectating.&lt;br /&gt;
&lt;br /&gt;
==Mover Types==&lt;br /&gt;
* Applies to &amp;lt;code&amp;gt;rfg_movers&amp;lt;/code&amp;gt;&lt;br /&gt;
* When editing their properties it's possible to change the &amp;lt;code&amp;gt;mtype&amp;lt;/code&amp;gt; field to the corresponding numbers&lt;br /&gt;
* Fixed = 0 (default)&lt;br /&gt;
* Normal = 1 (unknown)&lt;br /&gt;
* Lite = 2 (unknown)&lt;br /&gt;
* Ultra Lite = 3 (unknown)&lt;br /&gt;
* World Only = 4 (no collision but you can still destroy it with a hammer for example)&lt;br /&gt;
* No Collision = 5 (no collision)&lt;br /&gt;
&lt;br /&gt;
==Damage Control Targets==&lt;br /&gt;
# Deep clone &amp;lt;code&amp;gt;MPDCT_MAPNAME_XXX&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Move &amp;lt;/code&amp;gt;MPDCT_MAPNAME_XXX&amp;lt;/code&amp;gt; to the location of your choosing.&lt;br /&gt;
# In object properties for the parent change &amp;lt;code&amp;gt;display_name&amp;lt;/code&amp;gt; to whatever you want your new damage control objective to be called.&lt;br /&gt;
# If you're making a map that doesn't already have a damage control target you can open it in another tab and use the deep clone feature. If you're using the Terraform Patch the majority of Wrecking Crew maps will already have the asset along with all Siege maps.&lt;br /&gt;
# It's also possible to have only &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; target &amp;amp; more than &amp;lt;code&amp;gt;3&amp;lt;/code&amp;gt;. The limit before the game will crash is a total of &amp;lt;code&amp;gt;6&amp;lt;/code&amp;gt; targets when tested solo. The limit might be lower when played with other people but needs to be tested more.&lt;br /&gt;
# It's also possible that using the same &amp;lt;code&amp;gt;display_name&amp;lt;/code&amp;gt; name for each target can introduce instability.&lt;br /&gt;
# The only valid value for the &amp;lt;code&amp;gt;mp_team&amp;lt;/code&amp;gt; property is &amp;lt;code&amp;gt;Neutral&amp;lt;/code&amp;gt;. If you change the team to &amp;lt;code&amp;gt;EDF&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;Guerilla&amp;lt;/code&amp;gt; and disable the &amp;lt;code&amp;gt;shape_cutter&amp;lt;/code&amp;gt; child so the target starts off intact it will belong to that team but not score any points until it's destroyed and repaired.&lt;br /&gt;
# You can disable the &amp;lt;code&amp;gt;shape_cutter&amp;lt;/code&amp;gt; child so the target starts off intact instead of destroyed like it is by default.&lt;br /&gt;
# Any object can be used for a target if you add the &amp;lt;code&amp;gt;multi_object_marker&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;shape_cutter&amp;lt;/code&amp;gt; and offset them correctly from the parent. See Stratosphere if using the Terraform Patch for how to do this; shipping containers are the targets added on that map in the patch.&lt;br /&gt;
&lt;br /&gt;
==Siege Targets==&lt;br /&gt;
# Open a siege map in one tab, open a regular map with the same objects in another tab.&lt;br /&gt;
# Deep clone the siege target to the regular map.&lt;br /&gt;
# Move the added siege target to the exact same location as the existing matching object on the regular map.&lt;br /&gt;
# Disable all the gamemode flags for the added siege target except for &amp;quot;Spawn in Siege&amp;quot; including its children.&lt;br /&gt;
# Delete all the children of the siege targets (usually spawns that will be outside the map since they were deep cloned from the siege map), after they are all deleted make sure to &amp;quot;orphan children&amp;quot; of the child to ensure it doesn't have ghost children. &lt;br /&gt;
# Disable the &amp;lt;code&amp;gt;Spawn in siege&amp;lt;/code&amp;gt; flag on the matching original map object.&lt;br /&gt;
# You need to update &amp;lt;code&amp;gt;mp_levels.xtbl&amp;lt;/code&amp;gt; so the map is selectable in siege.&lt;br /&gt;
# Ensure the siege target and its child have the persistent flag.&lt;br /&gt;
# The &amp;lt;code&amp;gt;priority&amp;lt;/code&amp;gt; property for the &amp;lt;code&amp;gt;Siege target&amp;lt;/code&amp;gt; child determines which siege objects are unlocked to destroy, eg if you set it to &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; it would be the first target the attackers can destroy, you can have multiple targets unlocked by using the same number and if you wanted to have targets unlocked one at a time you would use &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;3&amp;lt;/code&amp;gt; and so on. If you use a value of &amp;lt;code&amp;gt;4294967295&amp;lt;/code&amp;gt; they are also unlocked at the same time.&lt;br /&gt;
# You must use an existing string in the game for the &amp;lt;code&amp;gt;display_name&amp;lt;/code&amp;gt; property on the child or the map will crash.&lt;br /&gt;
# If you mess up the offset of the child the map will crash.&lt;br /&gt;
&lt;br /&gt;
==Backpack Racks==&lt;br /&gt;
* Make sure you deep clone them when adding new racks, the child &amp;lt;code&amp;gt;Backpack rack&amp;lt;/code&amp;gt; is required for it to work properly.&lt;br /&gt;
* Ensure that when moving the rack to a new location you only move the parent (the child will follow and be offset correctly), they will be named &amp;lt;code&amp;gt;Jetpack&amp;lt;/code&amp;gt; for example if you're using the Terraform Patch.&lt;br /&gt;
* When editing the child &amp;lt;code&amp;gt;backpack_type&amp;lt;/code&amp;gt; determines which backpack will spawn, most are the same as their in game names with the exception of Firepower &amp;lt;code&amp;gt;Commando&amp;lt;/code&amp;gt; &amp;amp; Concussion &amp;lt;code&amp;gt;Shockwave&amp;lt;/code&amp;gt;. These names are from &amp;lt;code&amp;gt;mp_backpacks.xtbl&amp;lt;/code&amp;gt;.&lt;br /&gt;
* When editing the child you can change the number of backpacks on a rack, edit &amp;lt;code&amp;gt;num_backpacks&amp;lt;/code&amp;gt; and change it from a value ranging from &amp;lt;code&amp;gt;0-3&amp;lt;/code&amp;gt;, although &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; would mean the rack is empty and useless.&lt;br /&gt;
* When editing the child it's possible to make it team exclusive, this means only the EDF or Red Faction can pickup backpacks from that rack during team game modes. Edit &amp;lt;code&amp;gt;mp_team&amp;lt;/code&amp;gt; and enter either &amp;lt;code&amp;gt;EDF&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;Guerilla&amp;lt;/code&amp;gt;. In game that rack will have a green glow around it if your team can use it.&lt;br /&gt;
* The &amp;lt;code&amp;gt;random_backpacks&amp;lt;/code&amp;gt; boolean in the object properties for the &amp;lt;code&amp;gt;Backpack rack&amp;lt;/code&amp;gt; child doesn't seem to do anything.&lt;br /&gt;
* It's possible to make Backpack Racks destructable by changing &amp;lt;code&amp;gt;gameplay_props&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;Default&amp;lt;/code&amp;gt;. During team game modes teams can fight for control by destroying racks and repairing them so only their team can use them. Racks you're able to use will glow green and racks you can't will glow red if you're using the Terraform Patch.&lt;br /&gt;
* The maximum number of Backpack Racks you can have on a map before it causes issues is &amp;lt;code&amp;gt;25&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Capture the Flag targets==&lt;br /&gt;
* The EDF and Red Faction have their own unique flag stand placed near their team spawns on regular multiplayer maps.&lt;br /&gt;
* Make sure you use deep cloning and only move the parent when placing or moving them so the child is offset correctly.&lt;br /&gt;
* Objects are called &amp;lt;code&amp;gt;edf_flag_stand.cchk_pc&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;guerrilla_flag_stand.cchk_pc&amp;lt;/code&amp;gt;.&lt;br /&gt;
* If you attempt to add more than two stands to a map, the extras will not work as capture points and only the asset will appear.&lt;br /&gt;
* &amp;lt;code&amp;gt;Neutral&amp;lt;/code&amp;gt; is not a valid value for &amp;lt;code&amp;gt;mp_team&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Bagman Objective Spawn==&lt;br /&gt;
* Object is an &amp;lt;code&amp;gt;item&amp;lt;/code&amp;gt; type referencing &amp;lt;code&amp;gt;items.3d_xtbl&amp;lt;/code&amp;gt;.&lt;br /&gt;
* Ignore the varying bounding box sizes when positioning the bag spawn, the XYZ axis position is what matters (the red, blue &amp;amp; green lines).&lt;br /&gt;
* The &amp;lt;code&amp;gt;respawn&amp;lt;/code&amp;gt; boolean doesn't do what you expect, the bag will still return to the original spawn point regardless if it's enabled or not.&lt;br /&gt;
* You can't place more than one bag on a map, only one will spawn.&lt;br /&gt;
* You can have different bag locations in Bagman and Team Bagman by using the gamemode flags.&lt;br /&gt;
&lt;br /&gt;
==Weapon Spawns==&lt;br /&gt;
* You should clone other weapons to add new ones, if you make them from scratch and don't get the bounding box correct for certain weapons it can cause duplicate weapon spawns in some cases.&lt;br /&gt;
* &amp;lt;code&amp;gt;weapon_type&amp;lt;/code&amp;gt; determines which weapon will spawn and references &amp;lt;code&amp;gt;weapons.xtbl&amp;lt;/code&amp;gt;.&lt;br /&gt;
* The &amp;lt;code&amp;gt;preplaced&amp;lt;/code&amp;gt; boolean needs more testing but you can disable weapons in certain game modes by disabling the game mode flags anyway.&lt;br /&gt;
* The &amp;lt;code&amp;gt;respawns&amp;lt;/code&amp;gt; boolean will cause the weapon to not re-spawn again during a match after it has been picked up for the first time.&lt;br /&gt;
* Ensure the bounding box is slightly above the ground/floor when positioning weapons.&lt;br /&gt;
&lt;br /&gt;
==Trigger Regions==&lt;br /&gt;
* In multiplayer &amp;amp; singleplayer these are used to prevent the player from going out of bounds.&lt;br /&gt;
* &amp;lt;code&amp;gt;region_kill_type&amp;lt;/code&amp;gt; can be set to a &amp;lt;code&amp;gt;cliff&amp;lt;/code&amp;gt; or a &amp;lt;code&amp;gt;mine&amp;lt;/code&amp;gt;. A cliff will cause the player to fall to their death, while a mine will explode and kill the player; this is also reflected in the killfeed message in multiplayer.&lt;br /&gt;
* In singleplayer the &amp;lt;code&amp;gt;trigger_flags&amp;lt;/code&amp;gt; can be changed so the trigger isn't enabled during missions and/or activities. Eg. &amp;lt;code&amp;gt;not_in_mission&amp;lt;/code&amp;gt; will disable it during a main mission, &amp;lt;code&amp;gt;not_in_activity&amp;lt;/code&amp;gt; would disable it during a side activity and &amp;lt;code&amp;gt;not_in_mission not_in_activity&amp;lt;/code&amp;gt; would disable it during both.&lt;br /&gt;
* The &amp;lt;code&amp;gt;enabled&amp;lt;/code&amp;gt; boolean allows mappers to enable/disable the region.&lt;br /&gt;
* The &amp;lt;code&amp;gt;trigger_shape&amp;lt;/code&amp;gt; can be set to a &amp;lt;code&amp;gt;box&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;sphere&amp;lt;/code&amp;gt;. However Nanoforge cannot render spherical bounding boxes yet.&lt;br /&gt;
* &amp;lt;code&amp;gt;outer_radius&amp;lt;/code&amp;gt; might control the size of the region, but this is untested.&lt;br /&gt;
&lt;br /&gt;
==Object Effects==&lt;br /&gt;
* Plays an effect such as smoke, fire, explosion, sparks, etc. Also can play sounds if the effect has one in &amp;lt;code&amp;gt;effects.xtbl&amp;lt;/code&amp;gt; and the sound string is used.&lt;br /&gt;
* &amp;lt;code&amp;gt;sound_alr&amp;lt;/code&amp;gt; = Unknown. &lt;br /&gt;
* &amp;lt;code&amp;gt;sound&amp;lt;/code&amp;gt; = The name of the sound in &amp;lt;code&amp;gt;effects.xtbl&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;visual&amp;lt;/code&amp;gt; = The name of the effect in &amp;lt;code&amp;gt;effects.xtbl&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;looping&amp;lt;/code&amp;gt; = Controls if the effect will play once or continuously.&lt;br /&gt;
&lt;br /&gt;
==Shape Cutters==&lt;br /&gt;
* Used to damage or cut holes into destructible objects ahead of time.&lt;br /&gt;
* &amp;lt;code&amp;gt;outer_radius&amp;lt;/code&amp;gt; = Unknown.&lt;br /&gt;
&lt;br /&gt;
==Maps with names different from their in-game names==&lt;br /&gt;
* wc1 - Complex&lt;br /&gt;
* wc2 - Watchtower&lt;br /&gt;
* wc3 - Scrapheap&lt;br /&gt;
* wc4 - Vista&lt;br /&gt;
* wc5 - Fortress&lt;br /&gt;
* wc6 - Factory&lt;br /&gt;
* wc7 - Gulch&lt;br /&gt;
* wc8 - Cascade&lt;br /&gt;
* wc9 - Transmission&lt;br /&gt;
* wc10 - Pipeline&lt;br /&gt;
* wcdlc1 - Ruins&lt;br /&gt;
* wcdlc2 - Repercussion&lt;br /&gt;
* wcdlc3 - Imperial&lt;br /&gt;
* wcdlc4 - Expansion&lt;br /&gt;
* wcdlc5 - Frost&lt;br /&gt;
* wcdlc6 - Abandoned&lt;br /&gt;
* wcdlc7 - Stratosphere &lt;br /&gt;
* wcdlc8 - Invasion&lt;br /&gt;
* wcdlc9 - Nordic Bonus&lt;br /&gt;
* mpcx_crossover - Doubletime&lt;br /&gt;
* mpcx_assembly - Outpost &lt;br /&gt;
* mpdlc_landbridge - Equilibrium&lt;br /&gt;
* mpdlc_islands - Haven&lt;br /&gt;
* mpdlc_minibase - Complex&lt;br /&gt;
* mpdlc_overhang - Gradient&lt;br /&gt;
* mpdlc_ruins - Remnant&lt;br /&gt;
&lt;br /&gt;
==Maps with similar terrain==&lt;br /&gt;
* Crash Site/Complex/Nordic Bonus&lt;br /&gt;
* Rift/Factory&lt;br /&gt;
* Remnant/Ruins&lt;br /&gt;
* Broadside/Invasion&lt;br /&gt;
* Wasteland/Gulch&lt;br /&gt;
* Outpost/Framework&lt;br /&gt;
* Radial/Transmission&lt;br /&gt;
* Sand Pit/Division/Watchtower&lt;br /&gt;
* Tutorial Area/Pipeline&lt;br /&gt;
* Pinnacle/Fortress&lt;br /&gt;
&lt;br /&gt;
==Misc Notes==&lt;br /&gt;
* Deep clone objects if you want to keep the children of an object and use regular clone if you just want to clone the parent. Only move the parent when deep cloning and the children will follow and be offset correctly.&lt;br /&gt;
* If you see anything that looks like XML inside &amp;lt;code&amp;gt;layer_pc&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;rfgzone_pc&amp;lt;/code&amp;gt; files you can ignore that as we're 99% sure it's junk from their file packer reusing memory without zeroing it out.&lt;br /&gt;
*[https://github.com/Moneyl/RfgTools/blob/main/Documentation/RfgZonexFormat.md Zone file format docs] - Describes the zone format used by RFG in more detail.&lt;br /&gt;
&lt;br /&gt;
===Localization strings===&lt;br /&gt;
While Nanoforge is only in English at the moment it can view localized strings used by RFG. RFG uses placeholder strings in many xtbls which are replaced with their localization at runtime. These are shown automatically in the xtbl editor. You can also view a list of all localized strings via &amp;lt;code&amp;gt;Tools &amp;gt; Localization &amp;gt; View localized strings&amp;lt;/code&amp;gt;. You can search by placeholder by checking &amp;quot;Search by identifier&amp;quot;. You must fully enter the identifier without typos for this to work since it's comparing it to a hash of the identifier stored in the games localization files.&lt;br /&gt;
&lt;br /&gt;
[[File:Nanoforge_LocalizedStringList0.png|frameless|768px]]&lt;br /&gt;
&lt;br /&gt;
===Scriptx viewer===&lt;br /&gt;
RFG uses an xml based scripting system called scriptx for some mission logic. The viewer is an attempt at making it easier to read scriptx files which can be difficult to understand. It's a low priority feature so it likely won't see changes for a while but was enabled in case it's useful to people editing scriptx files. You still need to edit them by hand but it can help make it clearer what a script is doing. You can access it via &amp;lt;code&amp;gt;View &amp;gt; Scriptx Viewer (WIP)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
[[File:Nanoforge_ScriptxViewer0.png|frameless|768px]]&lt;/div&gt;</summary>
		<author><name>Camo</name></author>
	</entry>
	<entry>
		<id>https://www.redfactionwiki.com/w/index.php?title=Nanoforge_basics&amp;diff=8961</id>
		<title>Nanoforge basics</title>
		<link rel="alternate" type="text/html" href="https://www.redfactionwiki.com/w/index.php?title=Nanoforge_basics&amp;diff=8961"/>
		<updated>2023-06-21T04:25:31Z</updated>

		<summary type="html">&lt;p&gt;Camo: /* Object Info */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RFGEditing}}&lt;br /&gt;
{{Under construction}}&lt;br /&gt;
&lt;br /&gt;
This page goes over how to install Nanoforge and it's basic features. This article only goes over the basics of each feature. See the other guides for more detailed explanations.&lt;br /&gt;
&lt;br /&gt;
==Installation==&lt;br /&gt;
===Download===&lt;br /&gt;
Nanoforge releases are posted on [https://github.com/Moneyl/Nanoforge/releases github]. Multiple releases will be listed. You should always download the most recent release. To download it, look for the &amp;lt;code&amp;gt;▸Assets&amp;lt;/code&amp;gt; button(1), click it, and download the first zip file listed under it(2).&lt;br /&gt;
&lt;br /&gt;
[[File:NanoforgeDownloadStepsAnnotated.png|frameless|768px]]&lt;br /&gt;
&lt;br /&gt;
===Install===&lt;br /&gt;
*Unpack the zip file you downloaded anywhere and run Nanoforge.exe&lt;br /&gt;
*You should now see the start screen. On the left side it has the data path and the recent projects list. On the right it has the changelog. Nanoforge with attempt to auto detect your RFG install. If it says that your data path is invalid click the &amp;lt;code&amp;gt;Browse...&amp;lt;/code&amp;gt; button and select your RFG data folder.&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
This section gives a quick rundown of each of Nanoforge's features.&lt;br /&gt;
&lt;br /&gt;
===Projects===&lt;br /&gt;
Nanoforge uses projects to track edits made to game files. The idea is to use a single project per mod. You only need to create a project if you're editing files. You don't need one to view and export files. To create a new project click &amp;lt;code&amp;gt;New project&amp;lt;/code&amp;gt; in the start page or &amp;lt;code&amp;gt;File &amp;gt; New project...&amp;lt;/code&amp;gt; on the main menu bar. Fill out all the info on the popup and click &amp;lt;code&amp;gt;Create&amp;lt;/code&amp;gt;. Below are each of the fields to fill in:&lt;br /&gt;
*Name: The name of the project. Used to name the project file and as the name in any modinfo.xml files it generates.&lt;br /&gt;
*Path: Path to the folder that the project should be created in.&lt;br /&gt;
*Description: (Optional) Description of what the mod is. Used in the description field of modinfo.xml.&lt;br /&gt;
*Author: (Optional) Author(s) of the mod. Used in the author filed of modinfo.xml.&lt;br /&gt;
*Create project folder: If unchecked then the project files are placed directly in the folder chosen for path. If checked a folder with the entered name will be created in that folder.&lt;br /&gt;
&lt;br /&gt;
===File explorer===&lt;br /&gt;
The file explorer lets you view the contents of vpp_pc and str2_pc files without extracting them manually. You can double click supported file formats like textures to open them. If you single click a vpp_pc or str2_pc file it will expand to show it's contents. Extra info about the file will be shown in the properties panel for some files when single clicking them.&lt;br /&gt;
&lt;br /&gt;
[[File:Nanoforge ProjectCreationExample3.png|frameless|256px]]&lt;br /&gt;
&lt;br /&gt;
====Search====&lt;br /&gt;
You can use the search bar to limit which files are shown in the file explorer. By default it will only show files with names that contain the search term. You can also use some special characters to specialize your search behavior:&lt;br /&gt;
*Start your search with *: Will only show files with names that end with whatever comes after *&lt;br /&gt;
*End your search with *: Will only show files with names that start with whatever comes before *&lt;br /&gt;
&lt;br /&gt;
If you prefer regex you can check the regex search option. Note that the regex search option is much slower than the default one.&lt;br /&gt;
&lt;br /&gt;
===Properties panel===&lt;br /&gt;
The properties panel sometimes will show additional info about files selected in the file explorer. It also may be used by other UI panels to show additional info. For example, it can list object properties when viewing territories (see map viewing section below).&lt;br /&gt;
&lt;br /&gt;
[[File:Nanoforge_PropertiesPanel2.png|frameless|256px]]&lt;br /&gt;
&lt;br /&gt;
===Textures===&lt;br /&gt;
You can open texture files by double clicking them in the file explorer. Textures are split into two files. Either a cpeg_pc and gpeg_pc file pair or a cvbm_pc and gvbm_pc file pair. You can double click any of these to open a texture. A single RFG texture file can contain multiple textures, which we'll refer to as subtextures. Info about the selected subtexture will be shown below the subtexture list.&lt;br /&gt;
&lt;br /&gt;
[[File:Nanoforge_TextureDocument.png|frameless|768px]]&lt;br /&gt;
&lt;br /&gt;
Above is an example of what you might see if you open a texture file. On the sidebar to the left there a few things, in order:&lt;br /&gt;
*The subtexture list. Click on one to see more info about it below.&lt;br /&gt;
*Texture info. This is info about the selected subtexture.&lt;br /&gt;
*Header info. This is general info about the cpeg/cvbm file.&lt;br /&gt;
&lt;br /&gt;
====Exporting textures====&lt;br /&gt;
Textures can be exported to files you can edit with common image editors like Paint.NET, GIMP, or Photoshop. Currently textures can only be exported as .dds files. You can export single subtextures by right clicking one of them and clicking &amp;lt;code&amp;gt;Export...&amp;lt;/code&amp;gt;. You can export all subtextures at once with the &amp;lt;code&amp;gt;Export all...&amp;lt;/code&amp;gt; button.&lt;br /&gt;
&lt;br /&gt;
====Editing textures====&lt;br /&gt;
Textures can be edited by imported textures you've edited externally. Currently it can only import .dds files. You do this by right clicking a subtexture, clicking &amp;lt;code&amp;gt;Replace...&amp;lt;/code&amp;gt; and selecting the file you want to replace the subtexture with. Once you do this it's critical that you press the &amp;lt;code&amp;gt;Save&amp;lt;/code&amp;gt; button above the subtexture list to save your edit. This edit will be automatically saved to your current project when you click &amp;lt;code&amp;gt;Save&amp;lt;/code&amp;gt;. See [[Nanoforge Texture Editing]] for more info.&lt;br /&gt;
&lt;br /&gt;
===Meshes===&lt;br /&gt;
Nanoforge supports viewing and exporting .csmesh_pc (static mesh) and .ccmesh_pc (character mesh) files. Just like textures, meshes consist of two files. Every csmesh_pc file is paired with a gsmesh_pc file, and every ccmesh_pc file is paired with a gcmesh_pc file. You can click any of them to open a mesh. When you open a mesh you'll first see a blank space. Meshes are loaded on a background thread so it may take a few seconds for the mesh to be loaded and for it's textures to show up. Before its textures are found or if the textures cant be found you might see textures from previously loaded meshes applied to the mesh.&lt;br /&gt;
&lt;br /&gt;
[[File:Nanoforge_MeshDocument.png|frameless|512px]]&lt;br /&gt;
&lt;br /&gt;
Above is what you might see if you open a mesh file. There's a few parts of the UI to note, in order:&lt;br /&gt;
* The camera button. This lets you control camera settings like speed and location. You can move the camera by holding down the right mouse button and using WASD to move around. If this doesn't work try left clicking on the mesh 3D view. Only the most recently selected mesh reacts to camera controls so if you have several open it'll only move one camera.&lt;br /&gt;
* The scene button. This has some rendering settings for the mesh such as scale and lighting color/intensity.&lt;br /&gt;
* The info button. This shows some additional info about the mesh such as vertex format, and the LOD slider for meshes with multiple levels of detail.&lt;br /&gt;
* The export button. This lets you export the mesh and it's textures to a .obj file, which can be imported into tools like blender.&lt;br /&gt;
* The status bar. This shows the loading status and percentage. It will show &amp;lt;code&amp;gt;Done! ✓&amp;lt;/code&amp;gt; once loading is complete.&lt;br /&gt;
&lt;br /&gt;
====Exporting meshes====&lt;br /&gt;
To export a mesh:&lt;br /&gt;
* Wait for it to finish loading. The status bar will show &amp;lt;code&amp;gt;Done! ✓&amp;lt;/code&amp;gt; and 100%.&lt;br /&gt;
* Click the export button. Top left of the document, button furthest to the right.&lt;br /&gt;
* Select a folder to export the mesh and it's textures to and click &amp;lt;code&amp;gt;Export&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
A single gltf file and the meshes textures will be exported. Each lod level is labelled in the gltf under their own subnode. Currently these gltf files don't look right as is when imported into Blender. This is because GLTF uses a different rendering model than RFG. Typically meshes have a diffuse, specular, and normal texture. Their names end with _d, _s, and _n respectively. You'll need to make the following changes to the textures in the Blender shading tab:&lt;br /&gt;
* Diffuse -&amp;gt; Set color space to linear, attach texture color to &amp;quot;Base Color&amp;quot; on the BSDF&lt;br /&gt;
* Specular -&amp;gt; Set color space to linear, attach texture color to &amp;quot;Specular&amp;quot; on the BSDF&lt;br /&gt;
* Normal -&amp;gt; Set color space to SRGB, attach texture color to &amp;quot;Normal&amp;quot; on the BSDF&lt;br /&gt;
&lt;br /&gt;
In the near future an extension will be made to automatically patch the shader graph.&lt;br /&gt;
&lt;br /&gt;
====Camera movement====&lt;br /&gt;
To move the camera hold down the right mouse button over the 3D view and use WASD to move around. Holding down shift while moving will cause the camera to move faster. Pressing Q and E will move the camera directly up and directly down respectively.&lt;br /&gt;
&lt;br /&gt;
===Mod packaging===&lt;br /&gt;
Once you're done editing textures you can use Nanoforge to repack the editing files and generate a modinfo.xml for you. To do this, simply click &amp;lt;code&amp;gt;File &amp;gt; Package mod&amp;lt;/code&amp;gt; on the main menu bar. Once it's done go to the &amp;quot;Output&amp;quot; folder inside your project folder to see the modinfo.xml and any files that it relies on. These are ready for use with the re-mars-tered mod manager.&lt;br /&gt;
&lt;br /&gt;
===Map view===&lt;br /&gt;
Nanoforge has partial support for viewing maps like the main campaign map. We'll be referring to them as territories as that's how RFG groups together many zones. See [[RF:G Map organization]] for more details on how RFG maps are structured. To open a territory via &amp;lt;code&amp;gt;Tools &amp;gt; Open territory&amp;lt;/code&amp;gt; on the main menu bar. Terr01 is the main campaign map territory. A new document should appear when you open a new territory. Camera movement is the same as the mesh viewer. See [[#Camera_movement|camera movement]]. Terrain is loaded in the background so you'll see separate blocks of terrain pop into view as they load. Bounding boxes are drawn for zone objects. With a territory open you should see new information on the zone panel and the zone objects panel. You can dock panels by clicking and dragging on their titles. It's recommended that you dock the zone object list below the zone list so you can see both at once.&lt;br /&gt;
&lt;br /&gt;
Below is an annotated image of information you can view about territories plus descriptions for each annotation.&lt;br /&gt;
&lt;br /&gt;
[[File:Nanoforge_W3p0erDiTj.jpg|frameless|1024px]]&lt;br /&gt;
&lt;br /&gt;
* First, in the top left is the zone list. Territories are made up of one or more zones which in turn have many zone objects. Click a zone to see its object in the zone objects panel (bottom left). By default the zone with the most objects is selected. In this case that's &amp;lt;code&amp;gt;04_06&amp;lt;/code&amp;gt;. Note that each zone corresponds to a rfgzone_pc file. So, for example, &amp;lt;code&amp;gt;04_06&amp;lt;/code&amp;gt; is really terr01_04_06.rfgzone_pc.&lt;br /&gt;
* Next, bottom left is the zone objects list. This lists the objects inside the selected zone. Click an object to see its properties in the properties panel. Some objects have child objects, denoted by having a triangle in front of their name which you can click to expand them. You can filter objects by type inside the filters header. By default some very common objects like navpoints are hidden.&lt;br /&gt;
* Finally, in the top right is the properties panel. This shows the properties of the selected zone object.&lt;br /&gt;
&lt;br /&gt;
==Object Flags==&lt;br /&gt;
* Flag 0 (Persistent): Unknown, any objects with this flag have a separate copy stored in a second &amp;lt;code&amp;gt;rfgzone_pc&amp;lt;/code&amp;gt; file with its name prefixed with &amp;lt;code&amp;gt;p__.&amp;lt;/code&amp;gt; So, for example, Crescent has two &amp;lt;code&amp;gt;rfgzone_pc&amp;lt;/code&amp;gt; files. &amp;lt;code&amp;gt;mp_crescent.rfgzone_pc&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;p_mp_crescent.rfgzone_pc&amp;lt;/code&amp;gt;. The objects with the persistent flag are stored in both zone files, while objects without that flag are only stored in &amp;lt;code&amp;gt;mp_crescent.rfgzone_pc&amp;lt;/code&amp;gt;. It's consistently used on player spawns, on most siege objectives and on most &amp;lt;code&amp;gt;rfg_movers&amp;lt;/code&amp;gt; on Siege maps. It's recommended you don't enable or disable this flag on maps if you're using the Terraform Patch as it contains fixes for missing objects that incorrectly used this flag or were missing it; doing so will cause objects to vanish.&lt;br /&gt;
* Flag 1: Unknown&lt;br /&gt;
* Flag 2: Unknown &lt;br /&gt;
* Flag 3: Unknown; might be related to how the game saves/loads map data from save files (requires more investigation)&lt;br /&gt;
* Flag 4: Unknown; seems to always get converted to the runtime flag &amp;lt;code&amp;gt;streaming_fixed&amp;lt;/code&amp;gt;, most &amp;lt;code&amp;gt;rfg_movers&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;general_movers&amp;lt;/code&amp;gt; have this flag. If you're using the Terraform Patch it's recommended you don't disable this flag as it applies it to all objects since it was used most of the time and objects missing it were assumed to be an error by Volition. (They also made mistakes with the gamemode and persistent flags)&lt;br /&gt;
* Flag 5: Unknown; seems to get converted to the runtime flag &amp;lt;code&amp;gt;force_full_save&amp;lt;/code&amp;gt;&lt;br /&gt;
* Flag 6: Unknown&lt;br /&gt;
* Flag 7: Unknown&lt;br /&gt;
* Flag 8: Spawns in Anarchy&lt;br /&gt;
* Flag 9: Spawns in Team Anarchy&lt;br /&gt;
* Flag 10: Spawns in CTF&lt;br /&gt;
* Flag 11: Spawns in Siege&lt;br /&gt;
* Flag 12: Spawns in Damage Control&lt;br /&gt;
* Flag 13: Spawns in Bagman&lt;br /&gt;
* Flag 14: Spawns in Team Bagman&lt;br /&gt;
* Flag 15: Spawns in Demolition&lt;br /&gt;
&lt;br /&gt;
==Chunk Flags==&lt;br /&gt;
* Applies to &amp;lt;code&amp;gt;rfg_movers&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;general_movers&amp;lt;/code&amp;gt;.&lt;br /&gt;
* When editing their properties in the inspector it's possible to change the &amp;lt;code&amp;gt;chunk_flags&amp;lt;/code&amp;gt;.&lt;br /&gt;
* You can also use &amp;lt;code&amp;gt;gameplay_properties.xtbl&amp;lt;/code&amp;gt; to apply these flags and change &amp;lt;code&amp;gt;gameplay_props&amp;lt;/code&amp;gt;. If you're using the Terraform Patch a new &amp;lt;code&amp;gt;gameplay_prop&amp;lt;/code&amp;gt; named &amp;lt;code&amp;gt;Invulnerable&amp;lt;/code&amp;gt; is added which also can be used to make objects indestructible.&lt;br /&gt;
* Eg: &amp;lt;code&amp;gt;dynamic_link invulnerable&amp;lt;/code&amp;gt; will make the object indestructible. Full list of flags below:&lt;br /&gt;
* child_gives_control: Unknown.&lt;br /&gt;
* building: Unknown.&lt;br /&gt;
* dynamic_link: Unknown.&lt;br /&gt;
* world_anchor: Unknown.&lt;br /&gt;
* no_cover: Might be where EDF can't take cover behind objects.&lt;br /&gt;
* propaganda: EDF propaganda billboards you destroy for the achievement in singleplayer have this flag in &amp;lt;code&amp;gt;gameplay_properties.xtbl&amp;lt;/code&amp;gt;. Probably used so the game knows to track the players progress and reduce EDF control of the sector.&lt;br /&gt;
* kiosk: &amp;lt;code&amp;gt;tech_kiosk_EDF_A&amp;lt;/code&amp;gt; has this flag in &amp;lt;code&amp;gt;gameplay_properties.xtbl&amp;lt;/code&amp;gt;. Probably used so the game knows its a special object that plays propaganda videos.&lt;br /&gt;
* touch_terrain: Unknown, no &amp;lt;code&amp;gt;gameplay_properties.xtbl&amp;lt;/code&amp;gt; entries use this flag and it's missing from the table description.&lt;br /&gt;
* supply_crate: EDF crates you destroy for the achievement in singleplayer have this flag in &amp;lt;code&amp;gt;gameplay_properties.xtbl&amp;lt;/code&amp;gt;. Probably used so the game knows to track the players progress.&lt;br /&gt;
* mining: Ores you mine for salvage and the achievement in singleplayer have this flag in &amp;lt;code&amp;gt;gameplay_properties.xtbl&amp;lt;/code&amp;gt;. Probably used so the game knows to track the players progress.&lt;br /&gt;
* one_of_many: Unknown, &amp;lt;code&amp;gt;windmill_0708&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;0102smokestack_86&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;0102smokestack_86_child&amp;lt;/code&amp;gt; have this flag in &amp;lt;code&amp;gt;gameplay_properties.xtbl&amp;lt;/code&amp;gt;. Might be related to one of the side activities where you have to destroy multiple targets.&lt;br /&gt;
* plume_on_death: Unknown.&lt;br /&gt;
* invulnerable: Makes an object indestructible.&lt;br /&gt;
* inherit_damaga_pct: Unknown.&lt;br /&gt;
* regrow_on_stream: Unknown.&lt;br /&gt;
* casts_drop_shadow: Object will cast drop shadows.&lt;br /&gt;
* disable_collapse_effect: Unknown.&lt;br /&gt;
* force_dynamic: Unknown.&lt;br /&gt;
* show_on_map: Most objects in &amp;lt;code&amp;gt;gameplay_properties.xtbl&amp;lt;/code&amp;gt;. Most likely means the object will show on the minimap in singleplayer.&lt;br /&gt;
* regenerate: Unknown.&lt;br /&gt;
* casts_shadow: Object will cast a shadow map.&lt;br /&gt;
&lt;br /&gt;
==Object Info==&lt;br /&gt;
* &amp;lt;code&amp;gt;obj_zone&amp;lt;/code&amp;gt; = Defines the wind speed, terrain file name &amp;amp; &amp;lt;code&amp;gt;spawn_resource_data&amp;lt;/code&amp;gt;. If you move its location the terrain will no longer have collision.&lt;br /&gt;
* &amp;lt;code&amp;gt;MPST&amp;lt;/code&amp;gt; = Multiplayer siege target.&lt;br /&gt;
* &amp;lt;code&amp;gt;MPDCT&amp;lt;/code&amp;gt; = Multiplayer damage control target.&lt;br /&gt;
* &amp;lt;code&amp;gt;shape_cutter&amp;lt;/code&amp;gt; = Causes object to start off with initial damage, used on damage control targets or maps like crash site, ruins &amp;amp; remnant where they put a hole in the wall.&lt;br /&gt;
* &amp;lt;code&amp;gt;spawn_node&amp;lt;/code&amp;gt; = Camera view at start of match and end of game. If a map doesn't have a least one of these it will crash.&lt;br /&gt;
* &amp;lt;code&amp;gt;spectator_camera&amp;lt;/code&amp;gt; = Camera view exclusively for players using the spectator mode, recommended to just ignore adding them and use &amp;lt;code&amp;gt;spawn_nodes&amp;lt;/code&amp;gt; instead.&lt;br /&gt;
* &amp;lt;code&amp;gt;trigger_region&amp;lt;/code&amp;gt; = Killbox that can be set to a mine or cliff.&lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_mover&amp;lt;/code&amp;gt; = Buildings, backpack racks &amp;amp; more.&lt;br /&gt;
* &amp;lt;code&amp;gt;general_mover&amp;lt;/code&amp;gt; = Explosive barrels and the &amp;lt;code&amp;gt;backpack_effect_attach.cchk_pc&amp;lt;/code&amp;gt; objects for example.&lt;br /&gt;
* &amp;lt;code&amp;gt;player_start&amp;lt;/code&amp;gt; = Spawn point, can be set to Neutral, EDF or Guerilla.&lt;br /&gt;
* &amp;lt;code&amp;gt;item&amp;lt;/code&amp;gt; = In multiplayer the bag for bagman is set to &amp;lt;code&amp;gt;item_type&amp;lt;/code&amp;gt; &amp;quot;multi_object_bagman_flag&amp;quot; and references &amp;lt;code&amp;gt;items_3d.xtbl&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;weapon&amp;lt;/code&amp;gt; = Weapon spawn, &amp;lt;code&amp;gt;weapon_type&amp;lt;/code&amp;gt; determines which weapon will spawn and references &amp;lt;code&amp;gt;weapons.xtbl&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;object_effect&amp;lt;/code&amp;gt; = Visual effect, eg the fire on Nordic Bonus.&lt;br /&gt;
* &amp;lt;code&amp;gt;multi_object_marker&amp;lt;/code&amp;gt; = Multiple uses, in multiplayer the &amp;lt;code&amp;gt;marker_type&amp;lt;/code&amp;gt; can be set to &amp;lt;code&amp;gt;Backpack rack&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Spawn node&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Flag capture zone&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;King of the Hill target&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Siege target&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;Spectator camera&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;cover_node&amp;lt;/code&amp;gt; =&lt;br /&gt;
* &amp;lt;code&amp;gt;navpoint&amp;lt;/code&amp;gt; = Probably where NPCs can navigate, similar to navmeshes in other games.&lt;br /&gt;
* &amp;lt;code&amp;gt;object_action_node&amp;lt;/code&amp;gt; = &lt;br /&gt;
* &amp;lt;code&amp;gt;object_squad_spawn_node&amp;lt;/code&amp;gt; = Probably where squads spawn and references various &amp;lt;code&amp;gt;squads.xtbl&amp;lt;/code&amp;gt; files.&lt;br /&gt;
* &amp;lt;code&amp;gt;object_path_road&amp;lt;/code&amp;gt; = Probably where NPCs can drive vehicles.&lt;br /&gt;
* &amp;lt;code&amp;gt;object_guard_node&amp;lt;/code&amp;gt; =&lt;br /&gt;
* &amp;lt;code&amp;gt;object_vehicle_spawn_node&amp;lt;/code&amp;gt; = Probably where vehicles can spawn like walkers found around the SP map.&lt;br /&gt;
* &amp;lt;code&amp;gt;object_bounding_box&amp;lt;/code&amp;gt; = Seems to be only be used in singleplayer, unknown why.&lt;br /&gt;
* &amp;lt;code&amp;gt;object_activity_spawn&amp;lt;/code&amp;gt; = Probably where you can start a side activity like demolition master for example.&lt;br /&gt;
* &amp;lt;code&amp;gt;object_house_arrest_node&amp;lt;/code&amp;gt; = Related to the house arrest side activity.&lt;br /&gt;
* &amp;lt;code&amp;gt;object_patrol&amp;lt;/code&amp;gt; = Probably where EDF patrol.&lt;br /&gt;
* &amp;lt;code&amp;gt;object_dummy&amp;lt;/code&amp;gt; =&lt;br /&gt;
* &amp;lt;code&amp;gt;object_mission_start_node&amp;lt;/code&amp;gt; = Probably where you can start a main mission.&lt;br /&gt;
* &amp;lt;code&amp;gt;object_restricted_area&amp;lt;/code&amp;gt; = Probably where the EDF will attack on sight and you will get an alert level in SP.&lt;br /&gt;
* &amp;lt;code&amp;gt;backpack_effect_attach.cchk_pc&amp;lt;/code&amp;gt; = Seems to be for attaching the backpack to the player when they spawn, DO NOT TOUCH IT ALL OR THE MAP WILL CRASH WHEN SPAWNING.&lt;br /&gt;
&lt;br /&gt;
==Object Properties==&lt;br /&gt;
* &amp;lt;code&amp;gt;gameplay_props&amp;lt;/code&amp;gt; references &amp;lt;code&amp;gt;gameplay_properties.xtbl&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;backpack_type&amp;lt;/code&amp;gt; references &amp;lt;code&amp;gt;mp_backpacks.xtbl&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;weapon_type&amp;lt;/code&amp;gt; references &amp;lt;code&amp;gt;weapons.xtbl&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;item_type&amp;lt;/code&amp;gt; references &amp;lt;code&amp;gt;items_3d.xtbl&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;spawn_resource_data&amp;lt;/code&amp;gt; references &amp;lt;code&amp;gt;spawn_resource.xtbl&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;ambient_spawn&amp;lt;/code&amp;gt; references &amp;lt;code&amp;gt;ambient_spawn_info.xtbl&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;dlc01_ambient_spawn_info.xtbl&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;visual&amp;lt;/code&amp;gt; references &amp;lt;code&amp;gt;effects.xtbl&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;sound&amp;lt;/code&amp;gt; references &amp;lt;code&amp;gt;foley.xtbl&amp;lt;/code&amp;gt; (not included in the game for some reason) however there is &amp;lt;code&amp;gt;dlc01_foley.xtbl&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Spawn Points==&lt;br /&gt;
* &amp;lt;code&amp;gt;mp_team&amp;lt;/code&amp;gt; can be set to &amp;lt;code&amp;gt;Neutral&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;EDF&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;Guerilla&amp;lt;/code&amp;gt;.&lt;br /&gt;
* When making a CTF map and you don't want players spawning at the opposing base ensure you disable the Flag &amp;lt;code&amp;gt;Spawn in CTF&amp;lt;/code&amp;gt; for any Neutral spawn points.&lt;br /&gt;
* Unknown if the &amp;lt;code&amp;gt;respawn&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;initial_spawn&amp;lt;/code&amp;gt; booleans do anything in multiplayer.&lt;br /&gt;
* &amp;lt;code&amp;gt;indoor&amp;lt;/code&amp;gt; boolean is probably left over from Saints Row since all of RF:G is technically outdoors and no spawn points use this boolean.&lt;br /&gt;
* &amp;lt;code&amp;gt;checkpoint_respawn&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;activity_respawn&amp;lt;/code&amp;gt; are only used in singleplayer.&lt;br /&gt;
* Foward X axis (blue line) determines player spawn direction.&lt;br /&gt;
&lt;br /&gt;
==Spawn Nodes==&lt;br /&gt;
* Camera views at the start of match or when a player dies and is spectating.&lt;br /&gt;
* Foward X axis (blue line) determines player camera direction &amp;amp; view.&lt;br /&gt;
* If a map doesn't have at least one &amp;lt;code&amp;gt;Spawn node&amp;lt;/code&amp;gt; it will crash when loading.&lt;br /&gt;
&lt;br /&gt;
==Spectator Cameras==&lt;br /&gt;
* Believed to be similar to a &amp;lt;code&amp;gt;Spawn node&amp;lt;/code&amp;gt; but used exclusively by players using the spectator option in matchmaking. Recommended to just ignore adding these since the community only plays custom games and adding &amp;lt;code&amp;gt;Spawn nodes&amp;lt;/code&amp;gt; to your map will serve the same purpose.&lt;br /&gt;
* Foward X axis (blue line) determines player camera direction &amp;amp; view.&lt;br /&gt;
* These camera views are also shared with &amp;lt;code&amp;gt;Spawn nodes&amp;lt;/code&amp;gt; at start of match or when a player dies and is spectating.&lt;br /&gt;
&lt;br /&gt;
==Mover Types==&lt;br /&gt;
* Applies to &amp;lt;code&amp;gt;rfg_movers&amp;lt;/code&amp;gt;&lt;br /&gt;
* When editing their properties it's possible to change the &amp;lt;code&amp;gt;mtype&amp;lt;/code&amp;gt; field to the corresponding numbers&lt;br /&gt;
* Fixed = 0 (default)&lt;br /&gt;
* Normal = 1 (unknown)&lt;br /&gt;
* Lite = 2 (unknown)&lt;br /&gt;
* Ultra Lite = 3 (unknown)&lt;br /&gt;
* World Only = 4 (no collision but you can still destroy it with a hammer for example)&lt;br /&gt;
* No Collision = 5 (no collision)&lt;br /&gt;
&lt;br /&gt;
==Damage Control Targets==&lt;br /&gt;
# Deep clone &amp;lt;code&amp;gt;MPDCT_MAPNAME_XXX&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Move &amp;lt;/code&amp;gt;MPDCT_MAPNAME_XXX&amp;lt;/code&amp;gt; to the location of your choosing.&lt;br /&gt;
# In object properties for the parent change &amp;lt;code&amp;gt;display_name&amp;lt;/code&amp;gt; to whatever you want your new damage control objective to be called.&lt;br /&gt;
# If you're making a map that doesn't already have a damage control target you can open it in another tab and use the deep clone feature. If you're using the Terraform Patch the majority of Wrecking Crew maps will already have the asset along with all Siege maps.&lt;br /&gt;
# It's also possible to have only &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; target &amp;amp; more than &amp;lt;code&amp;gt;3&amp;lt;/code&amp;gt;. The limit before the game will crash is a total of &amp;lt;code&amp;gt;6&amp;lt;/code&amp;gt; targets when tested solo. The limit might be lower when played with other people but needs to be tested more.&lt;br /&gt;
# It's also possible that using the same &amp;lt;code&amp;gt;display_name&amp;lt;/code&amp;gt; name for each target can introduce instability.&lt;br /&gt;
# The only valid value for the &amp;lt;code&amp;gt;mp_team&amp;lt;/code&amp;gt; property is &amp;lt;code&amp;gt;Neutral&amp;lt;/code&amp;gt;. If you change the team to &amp;lt;code&amp;gt;EDF&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;Guerilla&amp;lt;/code&amp;gt; and disable the &amp;lt;code&amp;gt;shape_cutter&amp;lt;/code&amp;gt; child so the target starts off intact it will belong to that team but not score any points until it's destroyed and repaired.&lt;br /&gt;
# You can disable the &amp;lt;code&amp;gt;shape_cutter&amp;lt;/code&amp;gt; child so the target starts off intact instead of destroyed like it is by default.&lt;br /&gt;
# Any object can be used for a target if you add the &amp;lt;code&amp;gt;multi_object_marker&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;shape_cutter&amp;lt;/code&amp;gt; and offset them correctly from the parent. See Stratosphere if using the Terraform Patch for how to do this; shipping containers are the targets added on that map in the patch.&lt;br /&gt;
&lt;br /&gt;
==Siege Targets==&lt;br /&gt;
# Open a siege map in one tab, open a regular map with the same objects in another tab.&lt;br /&gt;
# Deep clone the siege target to the regular map.&lt;br /&gt;
# Move the added siege target to the exact same location as the existing matching object on the regular map.&lt;br /&gt;
# Disable all the gamemode flags for the added siege target except for &amp;quot;Spawn in Siege&amp;quot; including its children.&lt;br /&gt;
# Delete all the children of the siege targets (usually spawns that will be outside the map since they were deep cloned from the siege map), after they are all deleted make sure to &amp;quot;orphan children&amp;quot; of the child to ensure it doesn't have ghost children. &lt;br /&gt;
# Disable the &amp;lt;code&amp;gt;Spawn in siege&amp;lt;/code&amp;gt; flag on the matching original map object.&lt;br /&gt;
# You need to update &amp;lt;code&amp;gt;mp_levels.xtbl&amp;lt;/code&amp;gt; so the map is selectable in siege.&lt;br /&gt;
# Ensure the siege target and its child have the persistent flag.&lt;br /&gt;
# The &amp;lt;code&amp;gt;priority&amp;lt;/code&amp;gt; property for the &amp;lt;code&amp;gt;Siege target&amp;lt;/code&amp;gt; child determines which siege objects are unlocked to destroy, eg if you set it to &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; it would be the first target the attackers can destroy, you can have multiple targets unlocked by using the same number and if you wanted to have targets unlocked one at a time you would use &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;3&amp;lt;/code&amp;gt; and so on. If you use a value of &amp;lt;code&amp;gt;4294967295&amp;lt;/code&amp;gt; they are also unlocked at the same time.&lt;br /&gt;
# You must use an existing string in the game for the &amp;lt;code&amp;gt;display_name&amp;lt;/code&amp;gt; property on the child or the map will crash.&lt;br /&gt;
# If you mess up the offset of the child the map will crash.&lt;br /&gt;
&lt;br /&gt;
==Backpack Racks==&lt;br /&gt;
* Make sure you deep clone them when adding new racks, the child &amp;lt;code&amp;gt;Backpack rack&amp;lt;/code&amp;gt; is required for it to work properly.&lt;br /&gt;
* Ensure that when moving the rack to a new location you only move the parent (the child will follow and be offset correctly), they will be named &amp;lt;code&amp;gt;Jetpack&amp;lt;/code&amp;gt; for example if you're using the Terraform Patch.&lt;br /&gt;
* When editing the child &amp;lt;code&amp;gt;backpack_type&amp;lt;/code&amp;gt; determines which backpack will spawn, most are the same as their in game names with the exception of Firepower &amp;lt;code&amp;gt;Commando&amp;lt;/code&amp;gt; &amp;amp; Concussion &amp;lt;code&amp;gt;Shockwave&amp;lt;/code&amp;gt;. These names are from &amp;lt;code&amp;gt;mp_backpacks.xtbl&amp;lt;/code&amp;gt;.&lt;br /&gt;
* When editing the child you can change the number of backpacks on a rack, edit &amp;lt;code&amp;gt;num_backpacks&amp;lt;/code&amp;gt; and change it from a value ranging from &amp;lt;code&amp;gt;0-3&amp;lt;/code&amp;gt;, although &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; would mean the rack is empty and useless.&lt;br /&gt;
* When editing the child it's possible to make it team exclusive, this means only the EDF or Red Faction can pickup backpacks from that rack during team game modes. Edit &amp;lt;code&amp;gt;mp_team&amp;lt;/code&amp;gt; and enter either &amp;lt;code&amp;gt;EDF&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;Guerilla&amp;lt;/code&amp;gt;. In game that rack will have a green glow around it if your team can use it.&lt;br /&gt;
* The &amp;lt;code&amp;gt;random_backpacks&amp;lt;/code&amp;gt; boolean in the object properties for the &amp;lt;code&amp;gt;Backpack rack&amp;lt;/code&amp;gt; child doesn't seem to do anything.&lt;br /&gt;
* It's possible to make Backpack Racks destructable by changing &amp;lt;code&amp;gt;gameplay_props&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;Default&amp;lt;/code&amp;gt;. During team game modes teams can fight for control by destroying racks and repairing them so only their team can use them. Racks you're able to use will glow green and racks you can't will glow red if you're using the Terraform Patch.&lt;br /&gt;
* The maximum number of Backpack Racks you can have on a map before it causes issues is &amp;lt;code&amp;gt;25&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Capture the Flag targets==&lt;br /&gt;
* The EDF and Red Faction have their own unique flag stand placed near their team spawns on regular multiplayer maps.&lt;br /&gt;
* Make sure you use deep cloning and only move the parent when placing or moving them so the child is offset correctly.&lt;br /&gt;
* Objects are called &amp;lt;code&amp;gt;edf_flag_stand.cchk_pc&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;guerrilla_flag_stand.cchk_pc&amp;lt;/code&amp;gt;.&lt;br /&gt;
* If you attempt to add more than two stands to a map, the extras will not work as capture points and only the asset will appear.&lt;br /&gt;
* &amp;lt;code&amp;gt;Neutral&amp;lt;/code&amp;gt; is not a valid value for &amp;lt;code&amp;gt;mp_team&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Bagman Objective Spawn==&lt;br /&gt;
* Object is an &amp;lt;code&amp;gt;item&amp;lt;/code&amp;gt; type referencing &amp;lt;code&amp;gt;items.3d_xtbl&amp;lt;/code&amp;gt;.&lt;br /&gt;
* Ignore the varying bounding box sizes when positioning the bag spawn, the XYZ axis position is what matters (the red, blue &amp;amp; green lines).&lt;br /&gt;
* The &amp;lt;code&amp;gt;respawn&amp;lt;/code&amp;gt; boolean doesn't do what you expect, the bag will still return to the original spawn point regardless if it's enabled or not.&lt;br /&gt;
* You can't place more than one bag on a map, only one will spawn.&lt;br /&gt;
* You can have different bag locations in Bagman and Team Bagman by using the gamemode flags.&lt;br /&gt;
&lt;br /&gt;
==Weapon Spawns==&lt;br /&gt;
* You should clone other weapons to add new ones, if you make them from scratch and don't get the bounding box correct for certain weapons it can cause duplicate weapon spawns in some cases.&lt;br /&gt;
* &amp;lt;code&amp;gt;weapon_type&amp;lt;/code&amp;gt; determines which weapon will spawn and references &amp;lt;code&amp;gt;weapons.xtbl&amp;lt;/code&amp;gt;.&lt;br /&gt;
* The &amp;lt;code&amp;gt;preplaced&amp;lt;/code&amp;gt; boolean needs more testing but you can disable weapons in certain game modes by disabling the game mode flags anyway.&lt;br /&gt;
* The &amp;lt;code&amp;gt;respawns&amp;lt;/code&amp;gt; boolean will cause the weapon to not re-spawn again during a match after it has been picked up for the first time.&lt;br /&gt;
* Ensure the bounding box is slightly above the ground/floor when positioning weapons.&lt;br /&gt;
&lt;br /&gt;
==Trigger Regions==&lt;br /&gt;
* In multiplayer &amp;amp; singleplayer these are used to prevent the player from going out of bounds.&lt;br /&gt;
* &amp;lt;code&amp;gt;region_kill_type&amp;lt;/code&amp;gt; can be set to a &amp;lt;code&amp;gt;cliff&amp;lt;/code&amp;gt; or a &amp;lt;code&amp;gt;mine&amp;lt;/code&amp;gt;. A cliff will cause the player to fall to their death, while a mine will explode and kill the player; this is also reflected in the killfeed message in multiplayer.&lt;br /&gt;
* In singleplayer the &amp;lt;code&amp;gt;trigger_flags&amp;lt;/code&amp;gt; can be changed so the trigger isn't enabled during missions and/or activities. Eg. &amp;lt;code&amp;gt;not_in_mission&amp;lt;/code&amp;gt; will disable it during a main mission, &amp;lt;code&amp;gt;not_in_activity&amp;lt;/code&amp;gt; would disable it during a side activity and &amp;lt;code&amp;gt;not_in_mission not_in_activity&amp;lt;/code&amp;gt; would disable it during both.&lt;br /&gt;
* The &amp;lt;code&amp;gt;enabled&amp;lt;/code&amp;gt; boolean allows mappers to enable/disable the region.&lt;br /&gt;
&lt;br /&gt;
==Object Effects==&lt;br /&gt;
* Plays an effect such as smoke, fire, explosion, sparks, etc. Also can play sounds if the effect has one in &amp;lt;code&amp;gt;effects.xtbl&amp;lt;/code&amp;gt; and the sound string is used.&lt;br /&gt;
* &amp;lt;code&amp;gt;sound_alr&amp;lt;/code&amp;gt; = Unknown. &lt;br /&gt;
* &amp;lt;code&amp;gt;sound&amp;lt;/code&amp;gt; = The name of the sound in &amp;lt;code&amp;gt;effects.xtbl&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;visual&amp;lt;/code&amp;gt; = The name of the effect in &amp;lt;code&amp;gt;effects.xtbl&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;looping&amp;lt;/code&amp;gt; = Controls if the effect will play once or continuously.&lt;br /&gt;
&lt;br /&gt;
==Shape Cutters==&lt;br /&gt;
* Used to damage or cut holes into destructible objects ahead of time.&lt;br /&gt;
* &amp;lt;code&amp;gt;outer_radius&amp;lt;/code&amp;gt; = Unknown.&lt;br /&gt;
&lt;br /&gt;
==Maps with names different from their in-game names==&lt;br /&gt;
* wc1 - Complex&lt;br /&gt;
* wc2 - Watchtower&lt;br /&gt;
* wc3 - Scrapheap&lt;br /&gt;
* wc4 - Vista&lt;br /&gt;
* wc5 - Fortress&lt;br /&gt;
* wc6 - Factory&lt;br /&gt;
* wc7 - Gulch&lt;br /&gt;
* wc8 - Cascade&lt;br /&gt;
* wc9 - Transmission&lt;br /&gt;
* wc10 - Pipeline&lt;br /&gt;
* wcdlc1 - Ruins&lt;br /&gt;
* wcdlc2 - Repercussion&lt;br /&gt;
* wcdlc3 - Imperial&lt;br /&gt;
* wcdlc4 - Expansion&lt;br /&gt;
* wcdlc5 - Frost&lt;br /&gt;
* wcdlc6 - Abandoned&lt;br /&gt;
* wcdlc7 - Stratosphere &lt;br /&gt;
* wcdlc8 - Invasion&lt;br /&gt;
* wcdlc9 - Nordic Bonus&lt;br /&gt;
* mpcx_crossover - Doubletime&lt;br /&gt;
* mpcx_assembly - Outpost &lt;br /&gt;
* mpdlc_landbridge - Equilibrium&lt;br /&gt;
* mpdlc_islands - Haven&lt;br /&gt;
* mpdlc_minibase - Complex&lt;br /&gt;
* mpdlc_overhang - Gradient&lt;br /&gt;
* mpdlc_ruins - Remnant&lt;br /&gt;
&lt;br /&gt;
==Maps with similar terrain==&lt;br /&gt;
* Crash Site/Complex/Nordic Bonus&lt;br /&gt;
* Rift/Factory&lt;br /&gt;
* Remnant/Ruins&lt;br /&gt;
* Broadside/Invasion&lt;br /&gt;
* Wasteland/Gulch&lt;br /&gt;
* Outpost/Framework&lt;br /&gt;
* Radial/Transmission&lt;br /&gt;
* Sand Pit/Division/Watchtower&lt;br /&gt;
* Tutorial Area/Pipeline&lt;br /&gt;
* Pinnacle/Fortress&lt;br /&gt;
&lt;br /&gt;
==Misc Notes==&lt;br /&gt;
* Deep clone objects if you want to keep the children of an object and use regular clone if you just want to clone the parent. Only move the parent when deep cloning and the children will follow and be offset correctly.&lt;br /&gt;
* If you see anything that looks like XML inside &amp;lt;code&amp;gt;layer_pc&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;rfgzone_pc&amp;lt;/code&amp;gt; files you can ignore that as we're 99% sure it's junk from their file packer reusing memory without zeroing it out.&lt;br /&gt;
*[https://github.com/Moneyl/RfgTools/blob/main/Documentation/RfgZonexFormat.md Zone file format docs] - Describes the zone format used by RFG in more detail.&lt;br /&gt;
&lt;br /&gt;
===Localization strings===&lt;br /&gt;
While Nanoforge is only in English at the moment it can view localized strings used by RFG. RFG uses placeholder strings in many xtbls which are replaced with their localization at runtime. These are shown automatically in the xtbl editor. You can also view a list of all localized strings via &amp;lt;code&amp;gt;Tools &amp;gt; Localization &amp;gt; View localized strings&amp;lt;/code&amp;gt;. You can search by placeholder by checking &amp;quot;Search by identifier&amp;quot;. You must fully enter the identifier without typos for this to work since it's comparing it to a hash of the identifier stored in the games localization files.&lt;br /&gt;
&lt;br /&gt;
[[File:Nanoforge_LocalizedStringList0.png|frameless|768px]]&lt;br /&gt;
&lt;br /&gt;
===Scriptx viewer===&lt;br /&gt;
RFG uses an xml based scripting system called scriptx for some mission logic. The viewer is an attempt at making it easier to read scriptx files which can be difficult to understand. It's a low priority feature so it likely won't see changes for a while but was enabled in case it's useful to people editing scriptx files. You still need to edit them by hand but it can help make it clearer what a script is doing. You can access it via &amp;lt;code&amp;gt;View &amp;gt; Scriptx Viewer (WIP)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
[[File:Nanoforge_ScriptxViewer0.png|frameless|768px]]&lt;/div&gt;</summary>
		<author><name>Camo</name></author>
	</entry>
	<entry>
		<id>https://www.redfactionwiki.com/w/index.php?title=RF:G_Game_Night_News&amp;diff=8960</id>
		<title>RF:G Game Night News</title>
		<link rel="alternate" type="text/html" href="https://www.redfactionwiki.com/w/index.php?title=RF:G_Game_Night_News&amp;diff=8960"/>
		<updated>2023-06-19T03:10:06Z</updated>

		<summary type="html">&lt;p&gt;Camo: /* Troubleshooting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Under construction}}&lt;br /&gt;
&lt;br /&gt;
== News ==&lt;br /&gt;
&lt;br /&gt;
* Terraform Patch v1.07.5 was recently released on the 8th of June, 2023. Please update before game night!&lt;br /&gt;
* SyncFaction v9 was recently released on the 14th of March, 2023. Please update before game night!&lt;br /&gt;
&lt;br /&gt;
== Multiplayer Server Status ==&lt;br /&gt;
&lt;br /&gt;
* Steam version: Fix already included in latest update from Steam.&lt;br /&gt;
* GOG version: You will need to manually replace &amp;lt;code&amp;gt;sw_api.dll&amp;lt;/code&amp;gt; in the &amp;lt;code&amp;gt;Red Faction Guerrilla Re-Mars-tered&amp;lt;/code&amp;gt; folder with the one from here: https://github.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch/raw/main/z_debug/mp_fix/gog/sw_api.dll&lt;br /&gt;
&lt;br /&gt;
== Installing Terraform Patch ==&lt;br /&gt;
&lt;br /&gt;
# Download https://github.com/Rast1234/SyncFaction/releases/download/v9/SyncFaction.exe&lt;br /&gt;
# Open SyncFaction.&lt;br /&gt;
# The first time you run it SyncFaction will take some time verifying your game files are vanilla, if you encounter any errors please delete the &amp;lt;code&amp;gt;.syncfaction&amp;lt;/code&amp;gt; folder in &amp;lt;code&amp;gt;data&amp;lt;/code&amp;gt; and verify your game in Steam. You can quickly find your game folder by right clicking RF:G in your Steam library, selecting properties, clicking Local files and finally Browse. Verify integrity of game files is also found here.&lt;br /&gt;
# After SyncFaction is done verifying you will see a button at the bottom middle &amp;lt;code&amp;gt;Update to latest Community Patch&amp;lt;/code&amp;gt;, click it &amp;amp; SyncFaction will automatically download and install the patch; you will see the progress tracked in the log.&lt;br /&gt;
# When it has successfully installed the patch you will see this wiki page instead of the log along with &amp;lt;code&amp;gt;Run Game&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Apply&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;Refresh&amp;lt;/code&amp;gt; buttons, you don't need to do anything else and can close SyncFaction now.&lt;br /&gt;
&lt;br /&gt;
== Updating Terraform Patch ==&lt;br /&gt;
&lt;br /&gt;
* If you've played game nights before, get latest SF version and let it do the update: https://github.com/Rast1234/SyncFaction/releases/download/v9/SyncFaction.exe&lt;br /&gt;
* No need to waste time verifying game with Steam!&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
&lt;br /&gt;
* Make sure you're on the latest SF version and update: https://github.com/Rast1234/SyncFaction/releases/download/v9/SyncFaction.exe&lt;br /&gt;
* If you suspect your game is corrupted, please delete the &amp;lt;code&amp;gt;.syncfaction&amp;lt;/code&amp;gt; folder in &amp;lt;code&amp;gt;data&amp;lt;/code&amp;gt; and verify your game.&lt;br /&gt;
* Sometimes after installing the required .NET version you will need to restart your computer for SF to work.&lt;br /&gt;
* '''DON'T''' install any mods or maps on top of the patch or you'll corrupt your game!&lt;br /&gt;
* '''DON'T''' use RSL1 for the Steam version of the game, it won't allow you into multiplayer due to cheating concerns.&lt;br /&gt;
* If you have both the Steam &amp;amp; GOG versions installed, lots of drives or SF is having issues finding your game install try putting &amp;lt;code&amp;gt;SyncFaction.exe&amp;lt;/code&amp;gt; with &amp;lt;code&amp;gt;rfg.exe&amp;lt;/code&amp;gt; in the respective game versions folder.&lt;br /&gt;
* If your anti virus detects &amp;lt;code&amp;gt;SyncFaction.exe&amp;lt;/code&amp;gt; as malware you can be assured it's a false positive, it's open source on github and developed by a trusted member of the community. You can safely make an exception in your anti virus software.&lt;br /&gt;
* If SyncFaction has trouble downloading the patch and shows an error starting with &amp;lt;code&amp;gt;System.Net.Http.HttpRequestException&amp;lt;/code&amp;gt; it's probably being blocked by your firewall.&lt;br /&gt;
* If your game crashes on startup it's possible you incorrectly replaced &amp;lt;code&amp;gt;sw_api.dll&amp;lt;/code&amp;gt; for the Steam version when that is only needed for the GOG version, try restoring it to the Steam version: https://github.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch/raw/main/z_debug/mp_fix/steam/sw_api.dll&lt;br /&gt;
* If you're unable to move your character, pause the game and then unpause.&lt;br /&gt;
* If your GPU only has 1gb of VRAM try turning down all graphics settings down to minimum.&lt;br /&gt;
* '''NUCLEAR''' option if other troubleshooting steps above fail or your game is frequently crashing: delete the entire &amp;lt;code&amp;gt;data&amp;lt;/code&amp;gt; folder and verify game in Steam. If using GOG completely uninstall the game and install from scratch and then use the latest SF version to re-install the Terraform Patch.&lt;br /&gt;
* This app release is not tested thoroughly so please be patient &amp;amp; report any bugs to rast1234.&lt;br /&gt;
&lt;br /&gt;
=== Saving Space ===&lt;br /&gt;
&lt;br /&gt;
* After you've updated to the current latest version of the patch it's safe to delete the &amp;lt;code&amp;gt;\data\.syncfaction\mod_xxx&amp;lt;/code&amp;gt; folders.&lt;br /&gt;
* This is because previous patch versions are cached there and not needed since last update is not incremental.&lt;br /&gt;
&lt;br /&gt;
=== Confirming Patch Installed Correctly === &lt;br /&gt;
&lt;br /&gt;
* On the first loading screen before the main menu you should see &amp;lt;code&amp;gt;Terraform Patch v1.075 ALPHA&amp;lt;/code&amp;gt; at the bottom right. Example: https://raw.githubusercontent.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch/main/misc.vpp_pc/E_TEXTURE_CHANGES/SOURCE/ui_loading_init.png?raw=true&lt;br /&gt;
* When creating a custom match the default options should have fleetfoot selected as the starting backpack.&lt;br /&gt;
* You should see DLC Wrecking Crew &amp;amp; custom maps when going through map selection such as Storage, Abandoned, Nordic Bonus, Ruins, Imperial etc.&lt;br /&gt;
* You should see DLC Weapons when going through weapons such as the Subverter, Spiker, Misslepod etc.&lt;br /&gt;
* You should see new characters in the multiplayer customization screen such as Jenkins, Sam, Voice of Mars etc.&lt;br /&gt;
&lt;br /&gt;
=== Networking Issues === &lt;br /&gt;
&lt;br /&gt;
* As the game relies on THQN servers and it seems NAT punching isn't always reliable some connection issues like not being able to join certain players, players not being able to join you or an unusual issue where you're stuck spectating when the game begins may require manual configuration of your network to resolve.&lt;br /&gt;
* Ensure &amp;lt;code&amp;gt;rfg.exe&amp;lt;/code&amp;gt; isn't blocked by the Windows Firewall for both &amp;lt;code&amp;gt;Inbound&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;Outbound&amp;lt;/code&amp;gt; connections. You can make new rules to &amp;lt;code&amp;gt;Allow the connection&amp;lt;/code&amp;gt; for both &amp;lt;code&amp;gt;Inbound&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;Outbound&amp;lt;/code&amp;gt; by searching for &amp;lt;code&amp;gt;Windows Defender Firewall with Advanced Security&amp;lt;/code&amp;gt;. See the guide below for more advanced instructions.&lt;br /&gt;
* Ensure all the games ports are forwarded in your routers firewall: you will need to setup a Static IP on your computer and forward the following ports in your router: &amp;lt;code&amp;gt;TCP: 80&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;UDP: 88&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;TCP/UDP: 443&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;TCP/UDP: 3074&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;UDP: 3478&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;UDP: 4379-4380&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;TCP/UDP: 23022&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;TCP/UDP: 38888&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;TCP/UDP 27000-27100&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;TCP/UDP: 61111&amp;lt;/code&amp;gt;. Consult your routers manual on how to do this and see the guide below for detailed instructions on setting up a Static IP.&lt;br /&gt;
* You can also setup DMZ for your Static IP but this is less secure. Consult your routers manual on how to do this.&lt;br /&gt;
* It's possible your ISP is blocking ports, you can try using their app if they provide one or calling them and asking them to unblock all ports.&lt;br /&gt;
* It's possible issues may be caused by a bad router/modem.&lt;br /&gt;
* [https://www.howtogeek.com/19249/how-to-assign-a-static-ip-address-in-xp-vista-or-windows-7/ How to Assign a Static IP Address in Windows 10 or 11]&lt;br /&gt;
* [https://www.howtogeek.com/112564/how-to-create-advanced-firewall-rules-in-the-windows-firewall/ How to Create Advanced Firewall Rules in the Windows Firewall]&lt;br /&gt;
&lt;br /&gt;
=== Configs &amp;amp; Save Data Corruption ===&lt;br /&gt;
&lt;br /&gt;
* It's unknown if this is required but it might be worth a try if you've followed all previous troubleshooting steps and you're still having issues with your game.&lt;br /&gt;
* Delete &amp;lt;code&amp;gt;config.ini&amp;lt;/code&amp;gt; in &amp;lt;code&amp;gt;%APPDATA%\kaiko\rfg\&amp;lt;/code&amp;gt;. This will reset all your settings to default and you will have to reconfigure them the next time you start your game.&lt;br /&gt;
* Steam save: &amp;lt;code&amp;gt;&amp;lt;Steam-folder&amp;gt;\userdata\&amp;lt;user-id&amp;gt;\667720\remote\&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;&amp;lt;Steam-folder&amp;gt;\userdata\&amp;lt;user-id&amp;gt;\667720\remote\autocloud\save&amp;lt;/code&amp;gt;. Backup &amp;lt;code&amp;gt;keen_savegame_0_0.sav&amp;lt;/code&amp;gt; and delete it. Warning: this will reset both your singleplayer and multiplayer progress.&lt;br /&gt;
* GOG save: &amp;lt;code&amp;gt;%LOCALAPPDATA%\GOG.com\Galaxy\Applications\51153410217180642\Storage\Shared\Files\autocloud\save\&amp;lt;/code&amp;gt;. Backup &amp;lt;code&amp;gt;keen_savegame_0_0.sav&amp;lt;/code&amp;gt; and delete it. Warning: this will reset both your singleplayer and multiplayer progress.&lt;br /&gt;
* Note: It's possible to transfer the Steam save to GOG or vice versa so you can try that also.&lt;br /&gt;
&lt;br /&gt;
=== Improving Game Stability ===&lt;br /&gt;
&lt;br /&gt;
# Right click &amp;lt;code&amp;gt;rfg.exe&amp;lt;/code&amp;gt; in your game folder.&lt;br /&gt;
# Select &amp;lt;code&amp;gt;Properties&amp;lt;/code&amp;gt; in the context menu.&lt;br /&gt;
# Select the &amp;lt;code&amp;gt;Compatibility&amp;lt;/code&amp;gt; tab.&lt;br /&gt;
# Tick &amp;lt;code&amp;gt;Disable fullscreen optimizations&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Click &amp;lt;code&amp;gt;Change high DPI settings&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Tick &amp;lt;code&amp;gt;Override high DPI scaling Behavior. Scaling performed by: Application&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Click ok to both windows.&lt;br /&gt;
# If on Windows 11 follow the below additional steps.&lt;br /&gt;
# Open the &amp;lt;code&amp;gt;Settings&amp;lt;/code&amp;gt; app.&lt;br /&gt;
# Navigate to System &amp;gt; Display &amp;gt; Graphics &amp;gt; Add an app &amp;gt; Desktop app &amp;gt; Find &amp;lt;code&amp;gt;rfg.exe&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Once it's added, search for rfg and click &amp;lt;code&amp;gt;Options&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Tick &amp;lt;code&amp;gt;Don't use optimizations for windowed games&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Make sure you select exclusive fullscreen inside the games option menu.&lt;br /&gt;
[[File:GameStabilityFix.jpeg|frameless|512px]]&lt;br /&gt;
&lt;br /&gt;
=== Microstuttering Fix ===&lt;br /&gt;
&lt;br /&gt;
* Disable '''VSYNC''' in the games option menu.&lt;br /&gt;
* Force '''VSYNC''' in your graphics card control panel. &lt;br /&gt;
* Cap the framerate to your refresh rate in your graphics card control panel.&lt;br /&gt;
* Make sure you select exclusive fullscreen inside the games option menu.&lt;br /&gt;
&lt;br /&gt;
== Terraform Patch Info ==&lt;br /&gt;
&lt;br /&gt;
* Changelog: https://raw.githubusercontent.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch/main/changelog.txt&lt;br /&gt;
* Known Issues: https://github.com/users/CamoRF/projects/3/views/1&lt;br /&gt;
* Github: https://github.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch&lt;br /&gt;
* This patch is an alpha version so you may encounter bugs, please ping Camo in the rfg-modding channel to report any issues.&lt;br /&gt;
&lt;br /&gt;
== Recommended Competitive Game Settings ==&lt;br /&gt;
&lt;br /&gt;
* Note: settings are always personal preference but this should serve as a decent starting guide if you want to play more competitively.&lt;br /&gt;
* The default keybindings for RF:G are unusual compared to other shooters, most members in the community recommend the following settings:&lt;br /&gt;
* All options are found under &amp;lt;code&amp;gt;Main Menu&amp;lt;/code&amp;gt; --&amp;gt; &amp;lt;code&amp;gt;Options&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Controls &amp;amp; Keybindings&lt;br /&gt;
 * Zoom: Right Click&lt;br /&gt;
 * Melee Attack: F&lt;br /&gt;
 * Melee Attack 2: Side Mouse Button if your mouse has one&lt;br /&gt;
 * Shoulder Switch: Side Mouse Button if your mouse has one&lt;br /&gt;
 * Zoom: Hold&lt;br /&gt;
 * Crouch: Toggle&lt;br /&gt;
&lt;br /&gt;
* Audio Options (These will allow you to hear enemy movement more clearly)&lt;br /&gt;
 * Ambience: 50%&lt;br /&gt;
 * Music: 0%&lt;br /&gt;
 * Voice: 50%&lt;br /&gt;
 * SFX: 100%&lt;br /&gt;
&lt;br /&gt;
* Graphics Options&lt;br /&gt;
 * FOV: 85&lt;br /&gt;
 * Depth of Field: Disabled&lt;br /&gt;
 * Motion Blur: Disabled&lt;br /&gt;
&lt;br /&gt;
* Game Options&lt;br /&gt;
 * Camera Shake: Disabled&lt;br /&gt;
&lt;br /&gt;
== Run game ==&lt;br /&gt;
&lt;br /&gt;
All maps are included in the Terraform Patch and you don't need to install anything else. Join the [https://discord.gg/factionfiles FactionFiles Discord] and subscribe to RF:G Game Night event!&lt;/div&gt;</summary>
		<author><name>Camo</name></author>
	</entry>
	<entry>
		<id>https://www.redfactionwiki.com/w/index.php?title=RF:G_Editing_Main_Page&amp;diff=8959</id>
		<title>RF:G Editing Main Page</title>
		<link rel="alternate" type="text/html" href="https://www.redfactionwiki.com/w/index.php?title=RF:G_Editing_Main_Page&amp;diff=8959"/>
		<updated>2023-06-18T21:49:47Z</updated>

		<summary type="html">&lt;p&gt;Camo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RFGEditing}}&lt;br /&gt;
{{Under construction}}&lt;br /&gt;
&lt;br /&gt;
This will serve as a landing page for all resources related to [[Red Faction: Guerrilla]] editing for the '''Re-Mars-tered Edition'''.&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
===Community===&lt;br /&gt;
*[https://discord.gg/factionfiles Faction Files Community Discord] - Active Red Faction series community Discord with #map-mod-development channel for community development discussion&lt;br /&gt;
===Downloads===&lt;br /&gt;
*[https://www.factionfiles.com/ff.php?action=files FactionFiles.com] - Custom mods, tools, patches, and reference material&lt;br /&gt;
*[https://www.nexusmods.com/redfactionguerilla/mods/ Nexus Mods] - Custom mods&lt;br /&gt;
*[https://www.nexusmods.com/redfactionguerrillaremarstered/mods/ Nexus Mods Re-Mars-tered] - Custom mods&lt;br /&gt;
&lt;br /&gt;
==Documentation==&lt;br /&gt;
*[[RF:G Map organization]]&lt;br /&gt;
*[[Nanoforge basics]]&lt;br /&gt;
*[https://github.com/Moneyl/RfgTools/blob/main/Documentation/RfgZonexFormat.md Zone file format docs] - Describes the zone format used by RFG in more detail&lt;br /&gt;
===Core Concepts===&lt;br /&gt;
*[[Red Faction: Guerrilla]]'s level editor is [[CLOE]], which is not publicly available.&lt;br /&gt;
&lt;br /&gt;
===Red Faction: Guerrilla File Formats===&lt;br /&gt;
* &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; - XML table files are used to store properties or attributes in Red Faction: Guerrilla. Overall, their function is similar to the &amp;lt;code&amp;gt;.tbl&amp;lt;/code&amp;gt; files of Red Faction and Red Faction II.&lt;br /&gt;
* &amp;lt;code&amp;gt;.scriptx&amp;lt;/code&amp;gt; - Internal script engine file, commonly used for missions and activities&lt;br /&gt;
* &amp;lt;code&amp;gt;.dtodx&amp;lt;/code&amp;gt; - Weather/lighting file for maps that controls things like fog, tint, ambient colour, eye adaption, bloom, cloud color and speed&lt;br /&gt;
* &amp;lt;code&amp;gt;.gtodx&amp;lt;/code&amp;gt; - Skybox file for maps that controls things like the sun texture, moon positions and if the horizon mountain texture is enabled&lt;br /&gt;
* &amp;lt;code&amp;gt;.vpp_pc&amp;lt;/code&amp;gt; - Packfile&lt;br /&gt;
* &amp;lt;code&amp;gt;.rigx&amp;lt;/code&amp;gt; - Rig&lt;br /&gt;
* &amp;lt;code&amp;gt;.str2_pc&amp;lt;/code&amp;gt; - Texture Packfile&lt;br /&gt;
* &amp;lt;code&amp;gt;.rfgzone_pc&amp;lt;/code&amp;gt; - Map zone&lt;br /&gt;
* &amp;lt;code&amp;gt;.layer_pc&amp;lt;/code&amp;gt; - Map zone&lt;br /&gt;
* &amp;lt;code&amp;gt;.cpeg_pc, cvbm_pc&amp;lt;/code&amp;gt; - Texture cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gpeg_pc, gvbm_pc&amp;lt;/code&amp;gt; - Texture gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.asm_pc&amp;lt;/code&amp;gt; - Streaming index&lt;br /&gt;
* &amp;lt;code&amp;gt;.csmesh_pc&amp;lt;/code&amp;gt; - Static mesh cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gsmesh_pc&amp;lt;/code&amp;gt; - Static mesh gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.ccmesh_pc&amp;lt;/code&amp;gt; - Character mesh cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gcmesh_pc&amp;lt;/code&amp;gt; - Character mesh gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.ccar_pc&amp;lt;/code&amp;gt; - Vehicle mesh cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gcar_pc&amp;lt;/code&amp;gt; - Vehicle mesh gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.anim_pc&amp;lt;/code&amp;gt; - Animation&lt;br /&gt;
* &amp;lt;code&amp;gt;.cchk_pc&amp;lt;/code&amp;gt; - Destructible object cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gchk_pc&amp;lt;/code&amp;gt; - Destructible object gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.cefct_pc&amp;lt;/code&amp;gt; - Visual effect cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gefct_pc&amp;lt;/code&amp;gt; - Visual effect gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.cfmesh_pc&amp;lt;/code&amp;gt; - Foliage mesh&lt;br /&gt;
* &amp;lt;code&amp;gt;.cstch&amp;lt;/code&amp;gt; - Terrain clutter mesh cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gstch&amp;lt;/code&amp;gt; - Terrain clutter mesh gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.cterrain_pc&amp;lt;/code&amp;gt; - Terrain zone cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gterrain_pc&amp;lt;/code&amp;gt; - Terrain zone gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.ctmesh_pc&amp;lt;/code&amp;gt; - Terrain subzone cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gtmesh_pc&amp;lt;/code&amp;gt; - Terrain subzone gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.fsmib&amp;lt;/code&amp;gt; - Fullscreen map data&lt;br /&gt;
* &amp;lt;code&amp;gt;.fxo_kg&amp;lt;/code&amp;gt; - Shader&lt;br /&gt;
* &amp;lt;code&amp;gt;.le_strings&amp;lt;/code&amp;gt; - Steam localization strings&lt;br /&gt;
* &amp;lt;code&amp;gt;.rfglocatext&amp;lt;/code&amp;gt; - Localization strings&lt;br /&gt;
* &amp;lt;code&amp;gt;.mat_pc&amp;lt;/code&amp;gt; - Render material&lt;br /&gt;
* &amp;lt;code&amp;gt;.morph_pc&amp;lt;/code&amp;gt; - Animation Morph&lt;br /&gt;
* &amp;lt;code&amp;gt;.vint_doc&amp;lt;/code&amp;gt; - UI&lt;br /&gt;
* &amp;lt;code&amp;gt;.sim_pc&amp;lt;/code&amp;gt; - Cloth sim&lt;br /&gt;
* &amp;lt;code&amp;gt;.xgs_pc&amp;lt;/code&amp;gt; - Sound config&lt;br /&gt;
* &amp;lt;code&amp;gt;.xsb_pc&amp;lt;/code&amp;gt; - Soundbank&lt;br /&gt;
* &amp;lt;code&amp;gt;.xwb_pc&amp;lt;/code&amp;gt; - Wavebank&lt;br /&gt;
* &amp;lt;code&amp;gt;.aud_pc&amp;lt;/code&amp;gt; - Audio categories&lt;br /&gt;
* &amp;lt;code&amp;gt;.vf3_pc&amp;lt;/code&amp;gt; - Font&lt;br /&gt;
* &amp;lt;code&amp;gt;.vfdvp_pc&amp;lt;/code&amp;gt; - ?&lt;br /&gt;
* &amp;lt;code&amp;gt;.rfgvp_pc&amp;lt;/code&amp;gt; - ?&lt;br /&gt;
&lt;br /&gt;
===Red Faction: Guerrilla File Structure===&lt;br /&gt;
&lt;br /&gt;
\Red Faction Guerrilla Re-MARS-tered\data\&lt;br /&gt;
&lt;br /&gt;
The two most important files for modding most of RF:G are &amp;lt;code&amp;gt;misc.vpp_pc&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;table.vpp_pc&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;activities.vpp_pc&amp;lt;/code&amp;gt; - contains textures for singleplayer activities&lt;br /&gt;
* &amp;lt;code&amp;gt;anims.vpp_pc&amp;lt;/code&amp;gt; - contains animation files&lt;br /&gt;
* &amp;lt;code&amp;gt;chunks.vpp_pc&amp;lt;/code&amp;gt; - contains &amp;lt;code&amp;gt;.rfgchunkx&amp;lt;/code&amp;gt; files and seems to be related to the &amp;lt;code&amp;gt;preload_chunks.xtbl&amp;lt;/code&amp;gt; file, it's possible to add them to a map using the correct &amp;lt;code&amp;gt;dest_checksum&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;uid&amp;lt;/code&amp;gt; numbers. Game might also spawn &amp;lt;code&amp;gt;missing_chunk&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;missing_destroyable&amp;lt;/code&amp;gt; if a mesh fails to load.&lt;br /&gt;
* &amp;lt;code&amp;gt;cloth_sim.vpp_pc&amp;lt;/code&amp;gt; - contains cloth simulation files&lt;br /&gt;
* &amp;lt;code&amp;gt;decals.vpp_pc&amp;lt;/code&amp;gt; - contains decal textures&lt;br /&gt;
* &amp;lt;code&amp;gt;dlc01_l0.vpp_pc&amp;lt;/code&amp;gt; - singleplayer DLC map&lt;br /&gt;
* &amp;lt;code&amp;gt;dlc01_l1.vpp_pc&amp;lt;/code&amp;gt; - only contains a blank &amp;lt;code&amp;gt;asm_pc&amp;lt;/code&amp;gt; file&lt;br /&gt;
* &amp;lt;code&amp;gt;dlc01_precache.vpp_pc&amp;lt;/code&amp;gt; - similar to &amp;lt;code&amp;gt;mp_common.vpp_pc&amp;lt;/code&amp;gt; but for the singleplayer DLC map&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_activities.vpp_pc&amp;lt;/code&amp;gt; - contains textures for singleplayer DLC activities&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_anims.vpp_pc&amp;lt;/code&amp;gt; - contains animation files for singleplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_cloth_sim.vpp_pc&amp;lt;/code&amp;gt; - contains cloth simulation files for singleplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_effects.vpp_pc&amp;lt;/code&amp;gt; - contains visual effect files for singleplayer DLC, some are &amp;lt;code&amp;gt;.str2&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_humans.vpp_pc&amp;lt;/code&amp;gt; - contains textures and meshes for characters in singleplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_interface.vpp_pc&amp;lt;/code&amp;gt; - contains textures for loading screens &amp;amp; thumbnails in singleplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_items.vpp_pc&amp;lt;/code&amp;gt; - contains textures and meshes for weapons, character props and misc objects in singleplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlc01_misc.vpp_pc&amp;lt;/code&amp;gt; - contains &amp;lt;code&amp;gt;.rig_pc&amp;lt;/code&amp;gt; files, the &amp;lt;code&amp;gt;.fsmib&amp;lt;/code&amp;gt; file and two &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files for singleplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlc01_missions.vpp_pc&amp;lt;/code&amp;gt; - contains textures related to singleplayer DLC missions&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_personas_en_us.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_vehicles.vpp_pc&amp;lt;/code&amp;gt; - contains textures and meshes for singleplayer DLC vehicles&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_voices_en_us.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp02_interface.vpp_pc&amp;lt;/code&amp;gt; - contains textures for loading screens &amp;amp; thumbnails for multiplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp02_misc.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp03_interface.vpp_pc&amp;lt;/code&amp;gt; - contains textures for loading screens &amp;amp; thumbnails for wrecking crew DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp03_misc.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;effects.vpp_pc&amp;lt;/code&amp;gt; - contains visual effect files, some are &amp;lt;code&amp;gt;.str2&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;effects_mp.vpp_pc&amp;lt;/code&amp;gt; - contains multiplayer only visual effect files, some are &amp;lt;code&amp;gt;.str2&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;humans.vpp_pc&amp;lt;/code&amp;gt; - contains textures and meshes for characters in both singleplayer and multiplayer&lt;br /&gt;
* &amp;lt;code&amp;gt;interface.vpp_pc&amp;lt;/code&amp;gt; - contains textures for loading screens &amp;amp; thumbnails in both SP and MP and character portraits in multiplayer&lt;br /&gt;
* &amp;lt;code&amp;gt;items.vpp_pc&amp;lt;/code&amp;gt; - contains textures and meshes for weapons, character props and misc objects in both singleplayer &amp;amp; multiplayer&lt;br /&gt;
* &amp;lt;code&amp;gt;items_mp.vpp_pc&amp;lt;/code&amp;gt; - contains multiplayer only textures and meshes&lt;br /&gt;
* &amp;lt;code&amp;gt;misc.vpp_pc&amp;lt;/code&amp;gt; contains &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files and most other file types&lt;br /&gt;
* &amp;lt;code&amp;gt;missions.vpp_pc&amp;lt;/code&amp;gt; - contains textures for singleplayer missions&lt;br /&gt;
* &amp;lt;code&amp;gt;mp_common.vpp_pc&amp;lt;/code&amp;gt; - contains textures shared between multiplayer maps&lt;br /&gt;
* &amp;lt;code&amp;gt;mp_xxx.vpp_pc&amp;lt;/code&amp;gt; - multiplayer maps, excluding &amp;lt;code&amp;gt;mp_common.vpp_pc&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;mpdlc_xxx.vpp_pc&amp;lt;/code&amp;gt; - DLC multiplayer maps&lt;br /&gt;
* &amp;lt;code&amp;gt;personas_de_de.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;personas_en_us.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;personas_es_es.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;personas_fr_fr.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;personas_it_it.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;personas_ru_ru.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_00a.bik_xbox2&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_01a.bik_xbox2&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_02a.bik_xbox2&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_03a.bik_xbox2&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_03b.bik_xbox2&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_04a.bik_xbox2&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_05a.bik_xbox2&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_06a.bik_xbox2&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;skybox.vpp_pc&amp;lt;/code&amp;gt; - contains textures for the skybox like the clouds&lt;br /&gt;
* &amp;lt;code&amp;gt;sounds_r.vpp_pc&amp;lt;/code&amp;gt; - contains &amp;lt;code&amp;gt;.xmb_pc&amp;lt;/code&amp;gt; sound files&lt;br /&gt;
* &amp;lt;code&amp;gt;steam.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;table.vpp_pc&amp;lt;/code&amp;gt; - contains only &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files and will overwrite &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files in &amp;lt;code&amp;gt;misc.vpp_pc&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;terr01_l0.vpp_pc&amp;lt;/code&amp;gt; - singleplayer map&lt;br /&gt;
* &amp;lt;code&amp;gt;terr01_l1.vpp_pc&amp;lt;/code&amp;gt; - singleplayer map&lt;br /&gt;
* &amp;lt;code&amp;gt;terr01_precache.vpp_pc&amp;lt;/code&amp;gt; - similar to &amp;lt;code&amp;gt;mp_common.vpp_pc&amp;lt;/code&amp;gt; but for the singleplayer map&lt;br /&gt;
* &amp;lt;code&amp;gt;vehicles_r.vpp_pc&amp;lt;/code&amp;gt; - contains textures and meshes for singleplayer vehicles&lt;br /&gt;
* &amp;lt;code&amp;gt;voices_de_de.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;voices_en_us.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;voices_es_es.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;voices_fr_fr.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;voices_it_it.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;voices_ru_ru.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;wcxxx.vpp_c&amp;lt;/code&amp;gt; - wrecking crew maps&lt;br /&gt;
* &amp;lt;code&amp;gt;zonescript_dlc01.vpp_pc&amp;lt;/code&amp;gt; - contains &amp;lt;code&amp;gt;.scriptx&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;.rfgzone_pc&amp;lt;/code&amp;gt; files for singleplayer DLC map&lt;br /&gt;
* &amp;lt;code&amp;gt;zonescript_terr01.vpp_pc&amp;lt;/code&amp;gt; - contains &amp;lt;code&amp;gt;.scriptx&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;.rfgzone_pc&amp;lt;/code&amp;gt; files for singleplayer map&lt;br /&gt;
* &amp;lt;code&amp;gt;xxx.bik&amp;lt;/code&amp;gt; - pre-rendered custscenes&lt;br /&gt;
&lt;br /&gt;
===Scriptx Functions===&lt;br /&gt;
&lt;br /&gt;
* [https://www.factionfiles.com/ff.php?action=scriptxfuncs .scriptx functions]&lt;br /&gt;
&lt;br /&gt;
===Primitive data types &amp;amp; limits===&lt;br /&gt;
&lt;br /&gt;
* Floats (floating decimal points): Max value &amp;lt;code&amp;gt;3.4028237&amp;lt;/code&amp;gt; and move the decimal place right 38 times. Examples: &amp;lt;code&amp;gt;1.0, 0.0&amp;lt;/code&amp;gt;&lt;br /&gt;
* Integer (whole number that could hold a zero, positive or negative value): Max value &amp;lt;code&amp;gt;2147483647&amp;lt;/code&amp;gt;&lt;br /&gt;
* Boolean (truth value with two constants objects True and False , basically a toggle to enable or disable something using &amp;quot;true&amp;quot; or &amp;quot;false&amp;quot;): Examples: &amp;lt;code&amp;gt;&amp;lt;Unlocks_Cheat&amp;gt;True&amp;lt;/Unlocks_Cheat&amp;gt;, &amp;lt;Unlocks_Cheat&amp;gt;False&amp;lt;/Unlocks_Cheat&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
* String (represents a sequence or characters/text): Example: &amp;lt;code&amp;gt;&amp;lt;string&amp;gt;OldCoot&amp;lt;/string&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===sounds_r.vpp_pc Info===&lt;br /&gt;
&lt;br /&gt;
* S16 = Signed 16 bit&lt;br /&gt;
* LE = Little endian&lt;br /&gt;
* 2CH = 2 channels (stereo)&lt;br /&gt;
&lt;br /&gt;
    * destruction.xwb_pc - unknown&lt;br /&gt;
    * dlc01_voc_d01offcam.xwb_pc.en_us.xwb_pc - unknown               &lt;br /&gt;
    * dlc01_voc_spe_d01dan.xwb_pc.en_us.xwb_pc - unknown              &lt;br /&gt;
    * dlc01_voc_spe_d01msm01.xwb_pc.en_us.xwb_pc - unknown            &lt;br /&gt;
    * dlc01_voc_spe_d01msm02.xwb_pc.en_us.xwb_pc - unknown            &lt;br /&gt;
    * dlc01_voc_spe_d01msm03.xwb_pc.en_us.xwb_pc - unknown            &lt;br /&gt;
    * dlc01_voc_spe_d01msm04.xwb_pc.en_us.xwb_pc - unknown            &lt;br /&gt;
    * dlc01_voc_spe_d01msm05.xwb_pc.en_us.xwb_pc - unknown            &lt;br /&gt;
    * dlc01_voc_spe_d01msm06.xwb_pc.en_us.xwb_pc - unknown            &lt;br /&gt;
    * dlc01_voc_spe_d01rfc.xwb_pc.en_us.xwb_pc - unknown              &lt;br /&gt;
    * dlc01_voc_spe_d01sam_pcm01.xwb_pc.en_us.xwb_pc - unknown        &lt;br /&gt;
    * dlc01_voc_spe_d01vasha_safe.xwb_pc.en_us.xwb_pc - unknown       &lt;br /&gt;
    * mov_foley.xwb_pc - unknown                                       &lt;br /&gt;
    * mov_jet_pack.xwb_pc - unknown                                    &lt;br /&gt;
    * mov_male.xwb_pc - unknown                                        &lt;br /&gt;
    * mov_npc_male.xwb_pc - unknown                                    &lt;br /&gt;
    * mp_backpacks.xwb_pc - S16, LE, 2CH. Intermittent static starting ~28sec                  &lt;br /&gt;
    * mp_wep.xwb_pc - S16, LE, 2CH. Static at start and end                                           &lt;br /&gt;
    * mus_briefings.xwb_pc - S16, LE, 2CH.      &lt;br /&gt;
    * mus_demomaster.xwb_pc - S16, LE, 2CH.      &lt;br /&gt;
    * mus_frontend.xwb_pc - S16, LE, 2CH.        &lt;br /&gt;
    * mus_multiplayer.xwb_pc - S16, LE, 2CH.     &lt;br /&gt;
    * mus_progression_01.xwb_pc - S16, LE, 2CH. Static at start, may be header &lt;br /&gt;
    * mus_progression_02.xwb_pc - S16, LE, 2CH.  &lt;br /&gt;
    * mus_progression_03.xwb_pc - S16, LE, 2CH.  &lt;br /&gt;
    * mus_sting.xwb_pc - S16, LE, 2CH. &lt;br /&gt;
    * obj_shared_ambient.xwb_pc - unknown&lt;br /&gt;
    * obj_shared_dth.xwb_pc - unknown     &lt;br /&gt;
    * obj_shared_exp.xwb_pc - unknown&lt;br /&gt;
    * obj_shared_impact.xwb_pc - unknown &lt;br /&gt;
    * scripted_raids.xwb_pc - unknown    &lt;br /&gt;
    * system.xwb_pc - S16, LE, 2CH. Mostly static, valid sound in middle            &lt;br /&gt;
    * system_mp.xwb_pc - unknown         &lt;br /&gt;
    * veh_civ_bus.xwb_pc - S16, LE, 2CH. Some static, some valid sound.       &lt;br /&gt;
    * veh_civ_car1.xwb_pc - S16, LE, 2CH. Some static, some valid sound.          &lt;br /&gt;
    * veh_civ_car2.xwb_pc - S16, LE, 2CH. Some static, some valid sound.          &lt;br /&gt;
    * veh_civ_car3.xwb_pc - S16, LE, 2CH. Some static, some valid sound.        &lt;br /&gt;
    * veh_civ_flat.xwb_pc - unknown    &lt;br /&gt;
    * veh_civ_flat2.xwb_pc - unknown&lt;br /&gt;
    * veh_civ_fuel.xwb_pc - S16, LE, 2CH. Some static, some valid sound.        &lt;br /&gt;
    * veh_civ_hauler.xwb_pc - S16, LE, 2CH. Some static, some valid sound.      &lt;br /&gt;
    * veh_civ_taxi.xwb_pc - S16, LE, 2CH. Some static, some valid sound.        &lt;br /&gt;
    * veh_civ_trash.xwb_pc - S16, LE, 2CH. Some static, some valid sound.       &lt;br /&gt;
    * veh_civ_walker.xwb_pc - S16, LE, 2CH. Some static, some valid sound.      &lt;br /&gt;
    * veh_edf_aax.xwb_pc - S16, LE, 2CH. Mostly static, some valid sound at end.        &lt;br /&gt;
    * veh_edf_abx.xwb_pc - S16, LE, 2CH. Mostly static, some valid sound at end.                 &lt;br /&gt;
    * veh_edf_apc.xwb_pc - S16, LE, 2CH. Some static, some valid sound.       &lt;br /&gt;
    * veh_edf_atank.xwb_pc - S16, LE, 2CH. Some static, some valid sound.     &lt;br /&gt;
    * veh_edf_htank.xwb_pc - S16, LE, 2CH. Some static, some valid sound.     &lt;br /&gt;
    * veh_edf_mtank.xwb_pc - S16, LE, 2CH. Some static, some valid sound.     &lt;br /&gt;
    * veh_edf_scout.xwb_pc - S16, LE, 2CH. Some static, some valid sound.     &lt;br /&gt;
    * veh_edf_staff.xwb_pc - S16, LE, 2CH. Some static, some valid sound.     &lt;br /&gt;
    * veh_edf_staffh2h.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_edf_supply.xwb_pc - S16, LE, 2CH. Some static, some valid sound.    &lt;br /&gt;
    * veh_mar_jetter.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_mar_raider.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_atv.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_bull.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_dtruck.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_etruck.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_jetter.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_pickup.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_rover.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_roverwk.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_supply.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_supplyrt.xwb_pc - unknown&lt;br /&gt;
    * veh_min_wlklg.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_wlkmd.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_shared.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * walla.xwb_pc - unknown&lt;br /&gt;
    * weather.xwb_pc - S16, LE, 2CH.&lt;br /&gt;
    * wep_rfg.xwb_pc -  S16, LE, 2CH. Mostly valid, some static&lt;br /&gt;
&lt;br /&gt;
===RfgUtil Guide===&lt;br /&gt;
&lt;br /&gt;
* Unpacking [Placeholder]&lt;br /&gt;
* Repacking [Placeholder]&lt;br /&gt;
* Command arguments [Placeholder]&lt;br /&gt;
* Scripts [Placeholder]&lt;br /&gt;
* Updating &amp;lt;code&amp;gt;.asm_pc&amp;lt;/code&amp;gt; files [Placeholder]&lt;br /&gt;
&lt;br /&gt;
===Misc Notes===&lt;br /&gt;
&lt;br /&gt;
* When repacking &amp;lt;code&amp;gt;.vpp_pc&amp;lt;/code&amp;gt; files don't compress and/or condense them if they weren't like that in the vanilla game, it will cause the game to crash. Eg: &amp;lt;code&amp;gt;items.vpp_pc&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;interface.vpp_pc&amp;lt;/code&amp;gt;, map files etc. See the table below:&lt;br /&gt;
* &amp;lt;code&amp;gt;table.vpp_pc&amp;lt;/code&amp;gt; overwrites changes to &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files in &amp;lt;code&amp;gt;misc.vpp_pc&amp;lt;/code&amp;gt;. The work around for this with the legacy mod manager is to rename the file however this breaks multiplayer and reduces the stability of the game. You should edit the same &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files in both &amp;lt;code&amp;gt;misc.vpp_pc&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;table.vpp_pc&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Filename !! Alignment !! Compressed !! Condensed&lt;br /&gt;
|-&lt;br /&gt;
| ALL .str2      || 0      || Yes      || Yes&lt;br /&gt;
|-&lt;br /&gt;
| MOST .vpp_pc      || 2048      || No      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlc01_precache.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlcp01_misc.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| misc.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| mp_common.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| steam.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| terr01_precache.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| zonescript_dlc01.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| zonescript_terr01.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlc01_l1.vpp_pc      || 0      || No      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlcp01_voices_en_us.vpp_pc      || 0      || No      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlcp02_misc.vpp_pc      || 0      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlcp03_misc.vpp_pc      || 0      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| anims.vpp_pc      || 16      || Yes      || Yes&lt;br /&gt;
|-&lt;br /&gt;
| table.vpp_pc      || 64      || Yes      || Yes&lt;br /&gt;
|-&lt;br /&gt;
| skybox.vpp_pc      || 4096      || No      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlcp01_personas_en_us.vpp_pc      || 4096      || No      || No&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Red Faction: Guerrilla Tools===&lt;br /&gt;
&lt;br /&gt;
* [https://github.com/Moneyl/RfgUtil/releases RfgUtil] - Used for unpacking most file formats and updating &amp;lt;code&amp;gt;.asm_pc&amp;lt;/code&amp;gt; files&lt;br /&gt;
* [https://github.com/Moneyl/Nanoforge/releases Nanoforge C++] - Map editor, texture editor, &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; editor and more&lt;br /&gt;
* [https://github.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch/raw/main/tools/mTools.zip mTools] - Drag and drop tool to convert &amp;lt;code&amp;gt;.asm_pc&amp;lt;/code&amp;gt; files to XML and vice versa&lt;br /&gt;
* [https://github.com/rsl-dev/RSL/releases RSL] - Script Loader&lt;br /&gt;
* [https://github.com/Moneyl/AsmTool AsmTool]- WIP Tool for modifying &amp;lt;code&amp;gt;.asm_pc&amp;lt;/code&amp;gt; files used by Red Faction Guerrilla. This is meant to replace hand editing them, which is very error prone and tedious&lt;br /&gt;
* [https://github.com/Rast1234/SyncFaction/releases/download/v9/SyncFaction.exe SyncFaction] - WIP tool for automatically installing the Terraform Patch and eventually replacing the old mod manager&lt;br /&gt;
* [https://www.factionfiles.com/ff.php?action=file&amp;amp;id=5686 xdelta UI] - GUI for generating &amp;lt;code&amp;gt;.xdelta&amp;lt;/code&amp;gt; (binary) patches&lt;br /&gt;
* [https://www.w3schools.com/xml/xml_validator.asp XML Validator] - Use this to validate &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; edits, any mistakes you make will crash the game&lt;br /&gt;
* [https://jsonformatter.org/xml-formatter XML Formatter] - Use this to format &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files so they are easier to read&lt;br /&gt;
* [https://www.factionfiles.com/ff.php?action=file&amp;amp;id=5995 Mod Manager Re-mars-tered v1.03] - Legacy mod manager&lt;br /&gt;
* [https://github.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch/raw/main/tools/Volition_Table_File_Editor.zip Volition Table File Editor] - GUI for editing &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files&lt;br /&gt;
* [https://onecompiler.com/lua/3ykpyrhhb LUA Validator] - Useful for validating RSL scripts for errors, note it's safe to ignore &amp;lt;code&amp;gt;attempt to index a nil value (global 'rfg')&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Useful Software===&lt;br /&gt;
&lt;br /&gt;
* [https://www.voidtools.com/ Voidtools Everything] - Locate files and folders by name instantly&lt;br /&gt;
* [https://www.mythicsoft.com/agentransack/ Agent Ransack] - Bulk search for keywords within unpacked files&lt;br /&gt;
* [https://notepad-plus-plus.org/downloads/ Notepad++] - Good text editor for manually editing &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files, set language as XML&lt;br /&gt;
&lt;br /&gt;
==Tutorials==&lt;br /&gt;
*[[Nanoforge basics]] - Introduction to Nanoforge and its features.&lt;br /&gt;
*[[Nanoforge xtbl editing]] - How to edit [[.xtbl]] files in Nanoforge.&lt;br /&gt;
*[[Nanoforge Texture Editing]] - How to edit textures using Nanoforge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Red Faction: Guerrilla]]&lt;br /&gt;
[[Category: RF:G Editing]]&lt;/div&gt;</summary>
		<author><name>Camo</name></author>
	</entry>
	<entry>
		<id>https://www.redfactionwiki.com/w/index.php?title=RF:G_Editing_Main_Page&amp;diff=8958</id>
		<title>RF:G Editing Main Page</title>
		<link rel="alternate" type="text/html" href="https://www.redfactionwiki.com/w/index.php?title=RF:G_Editing_Main_Page&amp;diff=8958"/>
		<updated>2023-06-18T21:49:32Z</updated>

		<summary type="html">&lt;p&gt;Camo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RFGEditing}}&lt;br /&gt;
{{Under construction}}&lt;br /&gt;
&lt;br /&gt;
This will serve as a landing page for all resources related to [[Red Faction: Guerrilla]] editing for the ''Re-Mars-tered Edition'''.&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
===Community===&lt;br /&gt;
*[https://discord.gg/factionfiles Faction Files Community Discord] - Active Red Faction series community Discord with #map-mod-development channel for community development discussion&lt;br /&gt;
===Downloads===&lt;br /&gt;
*[https://www.factionfiles.com/ff.php?action=files FactionFiles.com] - Custom mods, tools, patches, and reference material&lt;br /&gt;
*[https://www.nexusmods.com/redfactionguerilla/mods/ Nexus Mods] - Custom mods&lt;br /&gt;
*[https://www.nexusmods.com/redfactionguerrillaremarstered/mods/ Nexus Mods Re-Mars-tered] - Custom mods&lt;br /&gt;
&lt;br /&gt;
==Documentation==&lt;br /&gt;
*[[RF:G Map organization]]&lt;br /&gt;
*[[Nanoforge basics]]&lt;br /&gt;
*[https://github.com/Moneyl/RfgTools/blob/main/Documentation/RfgZonexFormat.md Zone file format docs] - Describes the zone format used by RFG in more detail&lt;br /&gt;
===Core Concepts===&lt;br /&gt;
*[[Red Faction: Guerrilla]]'s level editor is [[CLOE]], which is not publicly available.&lt;br /&gt;
&lt;br /&gt;
===Red Faction: Guerrilla File Formats===&lt;br /&gt;
* &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; - XML table files are used to store properties or attributes in Red Faction: Guerrilla. Overall, their function is similar to the &amp;lt;code&amp;gt;.tbl&amp;lt;/code&amp;gt; files of Red Faction and Red Faction II.&lt;br /&gt;
* &amp;lt;code&amp;gt;.scriptx&amp;lt;/code&amp;gt; - Internal script engine file, commonly used for missions and activities&lt;br /&gt;
* &amp;lt;code&amp;gt;.dtodx&amp;lt;/code&amp;gt; - Weather/lighting file for maps that controls things like fog, tint, ambient colour, eye adaption, bloom, cloud color and speed&lt;br /&gt;
* &amp;lt;code&amp;gt;.gtodx&amp;lt;/code&amp;gt; - Skybox file for maps that controls things like the sun texture, moon positions and if the horizon mountain texture is enabled&lt;br /&gt;
* &amp;lt;code&amp;gt;.vpp_pc&amp;lt;/code&amp;gt; - Packfile&lt;br /&gt;
* &amp;lt;code&amp;gt;.rigx&amp;lt;/code&amp;gt; - Rig&lt;br /&gt;
* &amp;lt;code&amp;gt;.str2_pc&amp;lt;/code&amp;gt; - Texture Packfile&lt;br /&gt;
* &amp;lt;code&amp;gt;.rfgzone_pc&amp;lt;/code&amp;gt; - Map zone&lt;br /&gt;
* &amp;lt;code&amp;gt;.layer_pc&amp;lt;/code&amp;gt; - Map zone&lt;br /&gt;
* &amp;lt;code&amp;gt;.cpeg_pc, cvbm_pc&amp;lt;/code&amp;gt; - Texture cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gpeg_pc, gvbm_pc&amp;lt;/code&amp;gt; - Texture gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.asm_pc&amp;lt;/code&amp;gt; - Streaming index&lt;br /&gt;
* &amp;lt;code&amp;gt;.csmesh_pc&amp;lt;/code&amp;gt; - Static mesh cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gsmesh_pc&amp;lt;/code&amp;gt; - Static mesh gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.ccmesh_pc&amp;lt;/code&amp;gt; - Character mesh cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gcmesh_pc&amp;lt;/code&amp;gt; - Character mesh gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.ccar_pc&amp;lt;/code&amp;gt; - Vehicle mesh cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gcar_pc&amp;lt;/code&amp;gt; - Vehicle mesh gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.anim_pc&amp;lt;/code&amp;gt; - Animation&lt;br /&gt;
* &amp;lt;code&amp;gt;.cchk_pc&amp;lt;/code&amp;gt; - Destructible object cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gchk_pc&amp;lt;/code&amp;gt; - Destructible object gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.cefct_pc&amp;lt;/code&amp;gt; - Visual effect cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gefct_pc&amp;lt;/code&amp;gt; - Visual effect gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.cfmesh_pc&amp;lt;/code&amp;gt; - Foliage mesh&lt;br /&gt;
* &amp;lt;code&amp;gt;.cstch&amp;lt;/code&amp;gt; - Terrain clutter mesh cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gstch&amp;lt;/code&amp;gt; - Terrain clutter mesh gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.cterrain_pc&amp;lt;/code&amp;gt; - Terrain zone cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gterrain_pc&amp;lt;/code&amp;gt; - Terrain zone gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.ctmesh_pc&amp;lt;/code&amp;gt; - Terrain subzone cpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.gtmesh_pc&amp;lt;/code&amp;gt; - Terrain subzone gpu file&lt;br /&gt;
* &amp;lt;code&amp;gt;.fsmib&amp;lt;/code&amp;gt; - Fullscreen map data&lt;br /&gt;
* &amp;lt;code&amp;gt;.fxo_kg&amp;lt;/code&amp;gt; - Shader&lt;br /&gt;
* &amp;lt;code&amp;gt;.le_strings&amp;lt;/code&amp;gt; - Steam localization strings&lt;br /&gt;
* &amp;lt;code&amp;gt;.rfglocatext&amp;lt;/code&amp;gt; - Localization strings&lt;br /&gt;
* &amp;lt;code&amp;gt;.mat_pc&amp;lt;/code&amp;gt; - Render material&lt;br /&gt;
* &amp;lt;code&amp;gt;.morph_pc&amp;lt;/code&amp;gt; - Animation Morph&lt;br /&gt;
* &amp;lt;code&amp;gt;.vint_doc&amp;lt;/code&amp;gt; - UI&lt;br /&gt;
* &amp;lt;code&amp;gt;.sim_pc&amp;lt;/code&amp;gt; - Cloth sim&lt;br /&gt;
* &amp;lt;code&amp;gt;.xgs_pc&amp;lt;/code&amp;gt; - Sound config&lt;br /&gt;
* &amp;lt;code&amp;gt;.xsb_pc&amp;lt;/code&amp;gt; - Soundbank&lt;br /&gt;
* &amp;lt;code&amp;gt;.xwb_pc&amp;lt;/code&amp;gt; - Wavebank&lt;br /&gt;
* &amp;lt;code&amp;gt;.aud_pc&amp;lt;/code&amp;gt; - Audio categories&lt;br /&gt;
* &amp;lt;code&amp;gt;.vf3_pc&amp;lt;/code&amp;gt; - Font&lt;br /&gt;
* &amp;lt;code&amp;gt;.vfdvp_pc&amp;lt;/code&amp;gt; - ?&lt;br /&gt;
* &amp;lt;code&amp;gt;.rfgvp_pc&amp;lt;/code&amp;gt; - ?&lt;br /&gt;
&lt;br /&gt;
===Red Faction: Guerrilla File Structure===&lt;br /&gt;
&lt;br /&gt;
\Red Faction Guerrilla Re-MARS-tered\data\&lt;br /&gt;
&lt;br /&gt;
The two most important files for modding most of RF:G are &amp;lt;code&amp;gt;misc.vpp_pc&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;table.vpp_pc&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;activities.vpp_pc&amp;lt;/code&amp;gt; - contains textures for singleplayer activities&lt;br /&gt;
* &amp;lt;code&amp;gt;anims.vpp_pc&amp;lt;/code&amp;gt; - contains animation files&lt;br /&gt;
* &amp;lt;code&amp;gt;chunks.vpp_pc&amp;lt;/code&amp;gt; - contains &amp;lt;code&amp;gt;.rfgchunkx&amp;lt;/code&amp;gt; files and seems to be related to the &amp;lt;code&amp;gt;preload_chunks.xtbl&amp;lt;/code&amp;gt; file, it's possible to add them to a map using the correct &amp;lt;code&amp;gt;dest_checksum&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;uid&amp;lt;/code&amp;gt; numbers. Game might also spawn &amp;lt;code&amp;gt;missing_chunk&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;missing_destroyable&amp;lt;/code&amp;gt; if a mesh fails to load.&lt;br /&gt;
* &amp;lt;code&amp;gt;cloth_sim.vpp_pc&amp;lt;/code&amp;gt; - contains cloth simulation files&lt;br /&gt;
* &amp;lt;code&amp;gt;decals.vpp_pc&amp;lt;/code&amp;gt; - contains decal textures&lt;br /&gt;
* &amp;lt;code&amp;gt;dlc01_l0.vpp_pc&amp;lt;/code&amp;gt; - singleplayer DLC map&lt;br /&gt;
* &amp;lt;code&amp;gt;dlc01_l1.vpp_pc&amp;lt;/code&amp;gt; - only contains a blank &amp;lt;code&amp;gt;asm_pc&amp;lt;/code&amp;gt; file&lt;br /&gt;
* &amp;lt;code&amp;gt;dlc01_precache.vpp_pc&amp;lt;/code&amp;gt; - similar to &amp;lt;code&amp;gt;mp_common.vpp_pc&amp;lt;/code&amp;gt; but for the singleplayer DLC map&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_activities.vpp_pc&amp;lt;/code&amp;gt; - contains textures for singleplayer DLC activities&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_anims.vpp_pc&amp;lt;/code&amp;gt; - contains animation files for singleplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_cloth_sim.vpp_pc&amp;lt;/code&amp;gt; - contains cloth simulation files for singleplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_effects.vpp_pc&amp;lt;/code&amp;gt; - contains visual effect files for singleplayer DLC, some are &amp;lt;code&amp;gt;.str2&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_humans.vpp_pc&amp;lt;/code&amp;gt; - contains textures and meshes for characters in singleplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_interface.vpp_pc&amp;lt;/code&amp;gt; - contains textures for loading screens &amp;amp; thumbnails in singleplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_items.vpp_pc&amp;lt;/code&amp;gt; - contains textures and meshes for weapons, character props and misc objects in singleplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlc01_misc.vpp_pc&amp;lt;/code&amp;gt; - contains &amp;lt;code&amp;gt;.rig_pc&amp;lt;/code&amp;gt; files, the &amp;lt;code&amp;gt;.fsmib&amp;lt;/code&amp;gt; file and two &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files for singleplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlc01_missions.vpp_pc&amp;lt;/code&amp;gt; - contains textures related to singleplayer DLC missions&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_personas_en_us.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_vehicles.vpp_pc&amp;lt;/code&amp;gt; - contains textures and meshes for singleplayer DLC vehicles&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp01_voices_en_us.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp02_interface.vpp_pc&amp;lt;/code&amp;gt; - contains textures for loading screens &amp;amp; thumbnails for multiplayer DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp02_misc.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp03_interface.vpp_pc&amp;lt;/code&amp;gt; - contains textures for loading screens &amp;amp; thumbnails for wrecking crew DLC&lt;br /&gt;
* &amp;lt;code&amp;gt;dlcp03_misc.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;effects.vpp_pc&amp;lt;/code&amp;gt; - contains visual effect files, some are &amp;lt;code&amp;gt;.str2&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;effects_mp.vpp_pc&amp;lt;/code&amp;gt; - contains multiplayer only visual effect files, some are &amp;lt;code&amp;gt;.str2&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;humans.vpp_pc&amp;lt;/code&amp;gt; - contains textures and meshes for characters in both singleplayer and multiplayer&lt;br /&gt;
* &amp;lt;code&amp;gt;interface.vpp_pc&amp;lt;/code&amp;gt; - contains textures for loading screens &amp;amp; thumbnails in both SP and MP and character portraits in multiplayer&lt;br /&gt;
* &amp;lt;code&amp;gt;items.vpp_pc&amp;lt;/code&amp;gt; - contains textures and meshes for weapons, character props and misc objects in both singleplayer &amp;amp; multiplayer&lt;br /&gt;
* &amp;lt;code&amp;gt;items_mp.vpp_pc&amp;lt;/code&amp;gt; - contains multiplayer only textures and meshes&lt;br /&gt;
* &amp;lt;code&amp;gt;misc.vpp_pc&amp;lt;/code&amp;gt; contains &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files and most other file types&lt;br /&gt;
* &amp;lt;code&amp;gt;missions.vpp_pc&amp;lt;/code&amp;gt; - contains textures for singleplayer missions&lt;br /&gt;
* &amp;lt;code&amp;gt;mp_common.vpp_pc&amp;lt;/code&amp;gt; - contains textures shared between multiplayer maps&lt;br /&gt;
* &amp;lt;code&amp;gt;mp_xxx.vpp_pc&amp;lt;/code&amp;gt; - multiplayer maps, excluding &amp;lt;code&amp;gt;mp_common.vpp_pc&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;mpdlc_xxx.vpp_pc&amp;lt;/code&amp;gt; - DLC multiplayer maps&lt;br /&gt;
* &amp;lt;code&amp;gt;personas_de_de.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;personas_en_us.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;personas_es_es.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;personas_fr_fr.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;personas_it_it.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;personas_ru_ru.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_00a.bik_xbox2&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_01a.bik_xbox2&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_02a.bik_xbox2&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_03a.bik_xbox2&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_03b.bik_xbox2&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_04a.bik_xbox2&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_05a.bik_xbox2&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;rfg_cine_06a.bik_xbox2&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;skybox.vpp_pc&amp;lt;/code&amp;gt; - contains textures for the skybox like the clouds&lt;br /&gt;
* &amp;lt;code&amp;gt;sounds_r.vpp_pc&amp;lt;/code&amp;gt; - contains &amp;lt;code&amp;gt;.xmb_pc&amp;lt;/code&amp;gt; sound files&lt;br /&gt;
* &amp;lt;code&amp;gt;steam.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;table.vpp_pc&amp;lt;/code&amp;gt; - contains only &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files and will overwrite &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files in &amp;lt;code&amp;gt;misc.vpp_pc&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;terr01_l0.vpp_pc&amp;lt;/code&amp;gt; - singleplayer map&lt;br /&gt;
* &amp;lt;code&amp;gt;terr01_l1.vpp_pc&amp;lt;/code&amp;gt; - singleplayer map&lt;br /&gt;
* &amp;lt;code&amp;gt;terr01_precache.vpp_pc&amp;lt;/code&amp;gt; - similar to &amp;lt;code&amp;gt;mp_common.vpp_pc&amp;lt;/code&amp;gt; but for the singleplayer map&lt;br /&gt;
* &amp;lt;code&amp;gt;vehicles_r.vpp_pc&amp;lt;/code&amp;gt; - contains textures and meshes for singleplayer vehicles&lt;br /&gt;
* &amp;lt;code&amp;gt;voices_de_de.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;voices_en_us.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;voices_es_es.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;voices_fr_fr.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;voices_it_it.vpp_pc&amp;lt;/code&amp;gt; - &lt;br /&gt;
* &amp;lt;code&amp;gt;voices_ru_ru.vpp_pc&amp;lt;/code&amp;gt; -&lt;br /&gt;
* &amp;lt;code&amp;gt;wcxxx.vpp_c&amp;lt;/code&amp;gt; - wrecking crew maps&lt;br /&gt;
* &amp;lt;code&amp;gt;zonescript_dlc01.vpp_pc&amp;lt;/code&amp;gt; - contains &amp;lt;code&amp;gt;.scriptx&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;.rfgzone_pc&amp;lt;/code&amp;gt; files for singleplayer DLC map&lt;br /&gt;
* &amp;lt;code&amp;gt;zonescript_terr01.vpp_pc&amp;lt;/code&amp;gt; - contains &amp;lt;code&amp;gt;.scriptx&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;.rfgzone_pc&amp;lt;/code&amp;gt; files for singleplayer map&lt;br /&gt;
* &amp;lt;code&amp;gt;xxx.bik&amp;lt;/code&amp;gt; - pre-rendered custscenes&lt;br /&gt;
&lt;br /&gt;
===Scriptx Functions===&lt;br /&gt;
&lt;br /&gt;
* [https://www.factionfiles.com/ff.php?action=scriptxfuncs .scriptx functions]&lt;br /&gt;
&lt;br /&gt;
===Primitive data types &amp;amp; limits===&lt;br /&gt;
&lt;br /&gt;
* Floats (floating decimal points): Max value &amp;lt;code&amp;gt;3.4028237&amp;lt;/code&amp;gt; and move the decimal place right 38 times. Examples: &amp;lt;code&amp;gt;1.0, 0.0&amp;lt;/code&amp;gt;&lt;br /&gt;
* Integer (whole number that could hold a zero, positive or negative value): Max value &amp;lt;code&amp;gt;2147483647&amp;lt;/code&amp;gt;&lt;br /&gt;
* Boolean (truth value with two constants objects True and False , basically a toggle to enable or disable something using &amp;quot;true&amp;quot; or &amp;quot;false&amp;quot;): Examples: &amp;lt;code&amp;gt;&amp;lt;Unlocks_Cheat&amp;gt;True&amp;lt;/Unlocks_Cheat&amp;gt;, &amp;lt;Unlocks_Cheat&amp;gt;False&amp;lt;/Unlocks_Cheat&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
* String (represents a sequence or characters/text): Example: &amp;lt;code&amp;gt;&amp;lt;string&amp;gt;OldCoot&amp;lt;/string&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===sounds_r.vpp_pc Info===&lt;br /&gt;
&lt;br /&gt;
* S16 = Signed 16 bit&lt;br /&gt;
* LE = Little endian&lt;br /&gt;
* 2CH = 2 channels (stereo)&lt;br /&gt;
&lt;br /&gt;
    * destruction.xwb_pc - unknown&lt;br /&gt;
    * dlc01_voc_d01offcam.xwb_pc.en_us.xwb_pc - unknown               &lt;br /&gt;
    * dlc01_voc_spe_d01dan.xwb_pc.en_us.xwb_pc - unknown              &lt;br /&gt;
    * dlc01_voc_spe_d01msm01.xwb_pc.en_us.xwb_pc - unknown            &lt;br /&gt;
    * dlc01_voc_spe_d01msm02.xwb_pc.en_us.xwb_pc - unknown            &lt;br /&gt;
    * dlc01_voc_spe_d01msm03.xwb_pc.en_us.xwb_pc - unknown            &lt;br /&gt;
    * dlc01_voc_spe_d01msm04.xwb_pc.en_us.xwb_pc - unknown            &lt;br /&gt;
    * dlc01_voc_spe_d01msm05.xwb_pc.en_us.xwb_pc - unknown            &lt;br /&gt;
    * dlc01_voc_spe_d01msm06.xwb_pc.en_us.xwb_pc - unknown            &lt;br /&gt;
    * dlc01_voc_spe_d01rfc.xwb_pc.en_us.xwb_pc - unknown              &lt;br /&gt;
    * dlc01_voc_spe_d01sam_pcm01.xwb_pc.en_us.xwb_pc - unknown        &lt;br /&gt;
    * dlc01_voc_spe_d01vasha_safe.xwb_pc.en_us.xwb_pc - unknown       &lt;br /&gt;
    * mov_foley.xwb_pc - unknown                                       &lt;br /&gt;
    * mov_jet_pack.xwb_pc - unknown                                    &lt;br /&gt;
    * mov_male.xwb_pc - unknown                                        &lt;br /&gt;
    * mov_npc_male.xwb_pc - unknown                                    &lt;br /&gt;
    * mp_backpacks.xwb_pc - S16, LE, 2CH. Intermittent static starting ~28sec                  &lt;br /&gt;
    * mp_wep.xwb_pc - S16, LE, 2CH. Static at start and end                                           &lt;br /&gt;
    * mus_briefings.xwb_pc - S16, LE, 2CH.      &lt;br /&gt;
    * mus_demomaster.xwb_pc - S16, LE, 2CH.      &lt;br /&gt;
    * mus_frontend.xwb_pc - S16, LE, 2CH.        &lt;br /&gt;
    * mus_multiplayer.xwb_pc - S16, LE, 2CH.     &lt;br /&gt;
    * mus_progression_01.xwb_pc - S16, LE, 2CH. Static at start, may be header &lt;br /&gt;
    * mus_progression_02.xwb_pc - S16, LE, 2CH.  &lt;br /&gt;
    * mus_progression_03.xwb_pc - S16, LE, 2CH.  &lt;br /&gt;
    * mus_sting.xwb_pc - S16, LE, 2CH. &lt;br /&gt;
    * obj_shared_ambient.xwb_pc - unknown&lt;br /&gt;
    * obj_shared_dth.xwb_pc - unknown     &lt;br /&gt;
    * obj_shared_exp.xwb_pc - unknown&lt;br /&gt;
    * obj_shared_impact.xwb_pc - unknown &lt;br /&gt;
    * scripted_raids.xwb_pc - unknown    &lt;br /&gt;
    * system.xwb_pc - S16, LE, 2CH. Mostly static, valid sound in middle            &lt;br /&gt;
    * system_mp.xwb_pc - unknown         &lt;br /&gt;
    * veh_civ_bus.xwb_pc - S16, LE, 2CH. Some static, some valid sound.       &lt;br /&gt;
    * veh_civ_car1.xwb_pc - S16, LE, 2CH. Some static, some valid sound.          &lt;br /&gt;
    * veh_civ_car2.xwb_pc - S16, LE, 2CH. Some static, some valid sound.          &lt;br /&gt;
    * veh_civ_car3.xwb_pc - S16, LE, 2CH. Some static, some valid sound.        &lt;br /&gt;
    * veh_civ_flat.xwb_pc - unknown    &lt;br /&gt;
    * veh_civ_flat2.xwb_pc - unknown&lt;br /&gt;
    * veh_civ_fuel.xwb_pc - S16, LE, 2CH. Some static, some valid sound.        &lt;br /&gt;
    * veh_civ_hauler.xwb_pc - S16, LE, 2CH. Some static, some valid sound.      &lt;br /&gt;
    * veh_civ_taxi.xwb_pc - S16, LE, 2CH. Some static, some valid sound.        &lt;br /&gt;
    * veh_civ_trash.xwb_pc - S16, LE, 2CH. Some static, some valid sound.       &lt;br /&gt;
    * veh_civ_walker.xwb_pc - S16, LE, 2CH. Some static, some valid sound.      &lt;br /&gt;
    * veh_edf_aax.xwb_pc - S16, LE, 2CH. Mostly static, some valid sound at end.        &lt;br /&gt;
    * veh_edf_abx.xwb_pc - S16, LE, 2CH. Mostly static, some valid sound at end.                 &lt;br /&gt;
    * veh_edf_apc.xwb_pc - S16, LE, 2CH. Some static, some valid sound.       &lt;br /&gt;
    * veh_edf_atank.xwb_pc - S16, LE, 2CH. Some static, some valid sound.     &lt;br /&gt;
    * veh_edf_htank.xwb_pc - S16, LE, 2CH. Some static, some valid sound.     &lt;br /&gt;
    * veh_edf_mtank.xwb_pc - S16, LE, 2CH. Some static, some valid sound.     &lt;br /&gt;
    * veh_edf_scout.xwb_pc - S16, LE, 2CH. Some static, some valid sound.     &lt;br /&gt;
    * veh_edf_staff.xwb_pc - S16, LE, 2CH. Some static, some valid sound.     &lt;br /&gt;
    * veh_edf_staffh2h.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_edf_supply.xwb_pc - S16, LE, 2CH. Some static, some valid sound.    &lt;br /&gt;
    * veh_mar_jetter.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_mar_raider.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_atv.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_bull.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_dtruck.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_etruck.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_jetter.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_pickup.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_rover.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_roverwk.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_supply.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_supplyrt.xwb_pc - unknown&lt;br /&gt;
    * veh_min_wlklg.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_min_wlkmd.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * veh_shared.xwb_pc - S16, LE, 2CH. Some static, some valid sound.  &lt;br /&gt;
    * walla.xwb_pc - unknown&lt;br /&gt;
    * weather.xwb_pc - S16, LE, 2CH.&lt;br /&gt;
    * wep_rfg.xwb_pc -  S16, LE, 2CH. Mostly valid, some static&lt;br /&gt;
&lt;br /&gt;
===RfgUtil Guide===&lt;br /&gt;
&lt;br /&gt;
* Unpacking [Placeholder]&lt;br /&gt;
* Repacking [Placeholder]&lt;br /&gt;
* Command arguments [Placeholder]&lt;br /&gt;
* Scripts [Placeholder]&lt;br /&gt;
* Updating &amp;lt;code&amp;gt;.asm_pc&amp;lt;/code&amp;gt; files [Placeholder]&lt;br /&gt;
&lt;br /&gt;
===Misc Notes===&lt;br /&gt;
&lt;br /&gt;
* When repacking &amp;lt;code&amp;gt;.vpp_pc&amp;lt;/code&amp;gt; files don't compress and/or condense them if they weren't like that in the vanilla game, it will cause the game to crash. Eg: &amp;lt;code&amp;gt;items.vpp_pc&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;interface.vpp_pc&amp;lt;/code&amp;gt;, map files etc. See the table below:&lt;br /&gt;
* &amp;lt;code&amp;gt;table.vpp_pc&amp;lt;/code&amp;gt; overwrites changes to &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files in &amp;lt;code&amp;gt;misc.vpp_pc&amp;lt;/code&amp;gt;. The work around for this with the legacy mod manager is to rename the file however this breaks multiplayer and reduces the stability of the game. You should edit the same &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files in both &amp;lt;code&amp;gt;misc.vpp_pc&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;table.vpp_pc&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Filename !! Alignment !! Compressed !! Condensed&lt;br /&gt;
|-&lt;br /&gt;
| ALL .str2      || 0      || Yes      || Yes&lt;br /&gt;
|-&lt;br /&gt;
| MOST .vpp_pc      || 2048      || No      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlc01_precache.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlcp01_misc.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| misc.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| mp_common.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| steam.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| terr01_precache.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| zonescript_dlc01.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| zonescript_terr01.vpp_pc      || 2048      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlc01_l1.vpp_pc      || 0      || No      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlcp01_voices_en_us.vpp_pc      || 0      || No      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlcp02_misc.vpp_pc      || 0      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlcp03_misc.vpp_pc      || 0      || Yes      || No&lt;br /&gt;
|-&lt;br /&gt;
| anims.vpp_pc      || 16      || Yes      || Yes&lt;br /&gt;
|-&lt;br /&gt;
| table.vpp_pc      || 64      || Yes      || Yes&lt;br /&gt;
|-&lt;br /&gt;
| skybox.vpp_pc      || 4096      || No      || No&lt;br /&gt;
|-&lt;br /&gt;
| dlcp01_personas_en_us.vpp_pc      || 4096      || No      || No&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Red Faction: Guerrilla Tools===&lt;br /&gt;
&lt;br /&gt;
* [https://github.com/Moneyl/RfgUtil/releases RfgUtil] - Used for unpacking most file formats and updating &amp;lt;code&amp;gt;.asm_pc&amp;lt;/code&amp;gt; files&lt;br /&gt;
* [https://github.com/Moneyl/Nanoforge/releases Nanoforge C++] - Map editor, texture editor, &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; editor and more&lt;br /&gt;
* [https://github.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch/raw/main/tools/mTools.zip mTools] - Drag and drop tool to convert &amp;lt;code&amp;gt;.asm_pc&amp;lt;/code&amp;gt; files to XML and vice versa&lt;br /&gt;
* [https://github.com/rsl-dev/RSL/releases RSL] - Script Loader&lt;br /&gt;
* [https://github.com/Moneyl/AsmTool AsmTool]- WIP Tool for modifying &amp;lt;code&amp;gt;.asm_pc&amp;lt;/code&amp;gt; files used by Red Faction Guerrilla. This is meant to replace hand editing them, which is very error prone and tedious&lt;br /&gt;
* [https://github.com/Rast1234/SyncFaction/releases/download/v9/SyncFaction.exe SyncFaction] - WIP tool for automatically installing the Terraform Patch and eventually replacing the old mod manager&lt;br /&gt;
* [https://www.factionfiles.com/ff.php?action=file&amp;amp;id=5686 xdelta UI] - GUI for generating &amp;lt;code&amp;gt;.xdelta&amp;lt;/code&amp;gt; (binary) patches&lt;br /&gt;
* [https://www.w3schools.com/xml/xml_validator.asp XML Validator] - Use this to validate &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; edits, any mistakes you make will crash the game&lt;br /&gt;
* [https://jsonformatter.org/xml-formatter XML Formatter] - Use this to format &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files so they are easier to read&lt;br /&gt;
* [https://www.factionfiles.com/ff.php?action=file&amp;amp;id=5995 Mod Manager Re-mars-tered v1.03] - Legacy mod manager&lt;br /&gt;
* [https://github.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch/raw/main/tools/Volition_Table_File_Editor.zip Volition Table File Editor] - GUI for editing &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files&lt;br /&gt;
* [https://onecompiler.com/lua/3ykpyrhhb LUA Validator] - Useful for validating RSL scripts for errors, note it's safe to ignore &amp;lt;code&amp;gt;attempt to index a nil value (global 'rfg')&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Useful Software===&lt;br /&gt;
&lt;br /&gt;
* [https://www.voidtools.com/ Voidtools Everything] - Locate files and folders by name instantly&lt;br /&gt;
* [https://www.mythicsoft.com/agentransack/ Agent Ransack] - Bulk search for keywords within unpacked files&lt;br /&gt;
* [https://notepad-plus-plus.org/downloads/ Notepad++] - Good text editor for manually editing &amp;lt;code&amp;gt;.xtbl&amp;lt;/code&amp;gt; files, set language as XML&lt;br /&gt;
&lt;br /&gt;
==Tutorials==&lt;br /&gt;
*[[Nanoforge basics]] - Introduction to Nanoforge and its features.&lt;br /&gt;
*[[Nanoforge xtbl editing]] - How to edit [[.xtbl]] files in Nanoforge.&lt;br /&gt;
*[[Nanoforge Texture Editing]] - How to edit textures using Nanoforge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Red Faction: Guerrilla]]&lt;br /&gt;
[[Category: RF:G Editing]]&lt;/div&gt;</summary>
		<author><name>Camo</name></author>
	</entry>
	<entry>
		<id>https://www.redfactionwiki.com/w/index.php?title=RF:G_Game_Night_News&amp;diff=8957</id>
		<title>RF:G Game Night News</title>
		<link rel="alternate" type="text/html" href="https://www.redfactionwiki.com/w/index.php?title=RF:G_Game_Night_News&amp;diff=8957"/>
		<updated>2023-06-10T13:44:00Z</updated>

		<summary type="html">&lt;p&gt;Camo: /* Troubleshooting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Under construction}}&lt;br /&gt;
&lt;br /&gt;
== News ==&lt;br /&gt;
&lt;br /&gt;
* Terraform Patch v1.07.5 was recently released on the 8th of June, 2023. Please update before game night!&lt;br /&gt;
* SyncFaction v9 was recently released on the 14th of March, 2023. Please update before game night!&lt;br /&gt;
&lt;br /&gt;
== Multiplayer Server Status ==&lt;br /&gt;
&lt;br /&gt;
* Steam version: Fix already included in latest update from Steam.&lt;br /&gt;
* GOG version: You will need to manually replace &amp;lt;code&amp;gt;sw_api.dll&amp;lt;/code&amp;gt; in the &amp;lt;code&amp;gt;Red Faction Guerrilla Re-Mars-tered&amp;lt;/code&amp;gt; folder with the one from here: https://github.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch/raw/main/z_debug/mp_fix/gog/sw_api.dll&lt;br /&gt;
&lt;br /&gt;
== Installing Terraform Patch ==&lt;br /&gt;
&lt;br /&gt;
# Download https://github.com/Rast1234/SyncFaction/releases/download/v9/SyncFaction.exe&lt;br /&gt;
# Open SyncFaction.&lt;br /&gt;
# The first time you run it SyncFaction will take some time verifying your game files are vanilla, if you encounter any errors please delete the &amp;lt;code&amp;gt;.syncfaction&amp;lt;/code&amp;gt; folder in &amp;lt;code&amp;gt;data&amp;lt;/code&amp;gt; and verify your game in Steam. You can quickly find your game folder by right clicking RF:G in your Steam library, selecting properties, clicking Local files and finally Browse. Verify integrity of game files is also found here.&lt;br /&gt;
# After SyncFaction is done verifying you will see a button at the bottom middle &amp;lt;code&amp;gt;Update to latest Community Patch&amp;lt;/code&amp;gt;, click it &amp;amp; SyncFaction will automatically download and install the patch; you will see the progress tracked in the log.&lt;br /&gt;
# When it has successfully installed the patch you will see this wiki page instead of the log along with &amp;lt;code&amp;gt;Run Game&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Apply&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;Refresh&amp;lt;/code&amp;gt; buttons, you don't need to do anything else and can close SyncFaction now.&lt;br /&gt;
&lt;br /&gt;
== Updating Terraform Patch ==&lt;br /&gt;
&lt;br /&gt;
* If you've played game nights before, get latest SF version and let it do the update: https://github.com/Rast1234/SyncFaction/releases/download/v9/SyncFaction.exe&lt;br /&gt;
* No need to waste time verifying game with Steam!&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
&lt;br /&gt;
* Make sure you're on the latest SF version and update: https://github.com/Rast1234/SyncFaction/releases/download/v9/SyncFaction.exe&lt;br /&gt;
* If you suspect your game is corrupted, please delete the &amp;lt;code&amp;gt;.syncfaction&amp;lt;/code&amp;gt; folder in &amp;lt;code&amp;gt;data&amp;lt;/code&amp;gt; and verify your game.&lt;br /&gt;
* Sometimes after installing the required .NET version you will need to restart your computer for SF to work.&lt;br /&gt;
* '''DON'T''' install any mods or maps on top of the patch or you'll corrupt your game!&lt;br /&gt;
* '''DON'T''' use RSL1 for the Steam version of the game, it won't allow you into multiplayer due to cheating concerns.&lt;br /&gt;
* If you have both the Steam &amp;amp; GOG versions installed, lots of drives or SF is having issues finding your game install try putting &amp;lt;code&amp;gt;SyncFaction.exe&amp;lt;/code&amp;gt; with &amp;lt;code&amp;gt;rfg.exe&amp;lt;/code&amp;gt; in the respective game versions folder.&lt;br /&gt;
* If your anti virus detects &amp;lt;code&amp;gt;SyncFaction.exe&amp;lt;/code&amp;gt; as malware you can be assured it's a false positive, it's open source on github and developed by a trusted member of the community. You can safely make an exception in your anti virus software.&lt;br /&gt;
* If SyncFaction has trouble downloading the patch and shows an error starting with &amp;lt;code&amp;gt;System.Net.Http.HttpRequestException&amp;lt;/code&amp;gt; it's probably being blocked by your firewall.&lt;br /&gt;
* If your game crashes on startup it's possible you incorrectly replaced &amp;lt;code&amp;gt;sw_api.dll&amp;lt;/code&amp;gt; for the Steam version when that is only needed for the GOG version, try restoring it to the Steam version: https://github.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch/raw/main/z_debug/mp_fix/steam/sw_api.dll&lt;br /&gt;
* If you're unable to move your character, pause the game and then unpause.&lt;br /&gt;
* '''NUCLEAR''' option if other troubleshooting steps above fail or your game is frequently crashing: delete the entire &amp;lt;code&amp;gt;data&amp;lt;/code&amp;gt; folder and verify game in Steam. If using GOG completely uninstall the game and install from scratch and then use the latest SF version to re-install the Terraform Patch.&lt;br /&gt;
* This app release is not tested thoroughly so please be patient &amp;amp; report any bugs to rast1234.&lt;br /&gt;
&lt;br /&gt;
=== Saving Space ===&lt;br /&gt;
&lt;br /&gt;
* After you've updated to the current latest version of the patch it's safe to delete the &amp;lt;code&amp;gt;\data\.syncfaction\mod_xxx&amp;lt;/code&amp;gt; folders.&lt;br /&gt;
* This is because previous patch versions are cached there and not needed since last update is not incremental.&lt;br /&gt;
&lt;br /&gt;
=== Confirming Patch Installed Correctly === &lt;br /&gt;
&lt;br /&gt;
* On the first loading screen before the main menu you should see &amp;lt;code&amp;gt;Terraform Patch v1.075 ALPHA&amp;lt;/code&amp;gt; at the bottom right. Example: https://raw.githubusercontent.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch/main/misc.vpp_pc/E_TEXTURE_CHANGES/SOURCE/ui_loading_init.png?raw=true&lt;br /&gt;
* When creating a custom match the default options should have fleetfoot selected as the starting backpack.&lt;br /&gt;
* You should see DLC Wrecking Crew &amp;amp; custom maps when going through map selection such as Storage, Abandoned, Nordic Bonus, Ruins, Imperial etc.&lt;br /&gt;
* You should see DLC Weapons when going through weapons such as the Subverter, Spiker, Misslepod etc.&lt;br /&gt;
* You should see new characters in the multiplayer customization screen such as Jenkins, Sam, Voice of Mars etc.&lt;br /&gt;
&lt;br /&gt;
=== Networking Issues === &lt;br /&gt;
&lt;br /&gt;
* As the game relies on THQN servers and it seems NAT punching isn't always reliable some connection issues like not being able to join certain players, players not being able to join you or an unusual issue where you're stuck spectating when the game begins may require manual configuration of your network to resolve.&lt;br /&gt;
* Ensure &amp;lt;code&amp;gt;rfg.exe&amp;lt;/code&amp;gt; isn't blocked by the Windows Firewall for both &amp;lt;code&amp;gt;Inbound&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;Outbound&amp;lt;/code&amp;gt; connections. You can make new rules to &amp;lt;code&amp;gt;Allow the connection&amp;lt;/code&amp;gt; for both &amp;lt;code&amp;gt;Inbound&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;Outbound&amp;lt;/code&amp;gt; by searching for &amp;lt;code&amp;gt;Windows Defender Firewall with Advanced Security&amp;lt;/code&amp;gt;. See the guide below for more advanced instructions.&lt;br /&gt;
* Ensure all the games ports are forwarded in your routers firewall: you will need to setup a Static IP on your computer and forward the following ports in your router: &amp;lt;code&amp;gt;TCP: 80&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;UDP: 88&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;TCP/UDP: 443&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;TCP/UDP: 3074&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;UDP: 3478&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;UDP: 4379-4380&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;TCP/UDP: 23022&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;TCP/UDP: 38888&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;TCP/UDP 27000-27100&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;TCP/UDP: 61111&amp;lt;/code&amp;gt;. Consult your routers manual on how to do this and see the guide below for detailed instructions on setting up a Static IP.&lt;br /&gt;
* You can also setup DMZ for your Static IP but this is less secure. Consult your routers manual on how to do this.&lt;br /&gt;
* It's possible your ISP is blocking ports, you can try using their app if they provide one or calling them and asking them to unblock all ports.&lt;br /&gt;
* It's possible issues may be caused by a bad router/modem.&lt;br /&gt;
* [https://www.howtogeek.com/19249/how-to-assign-a-static-ip-address-in-xp-vista-or-windows-7/ How to Assign a Static IP Address in Windows 10 or 11]&lt;br /&gt;
* [https://www.howtogeek.com/112564/how-to-create-advanced-firewall-rules-in-the-windows-firewall/ How to Create Advanced Firewall Rules in the Windows Firewall]&lt;br /&gt;
&lt;br /&gt;
=== Configs &amp;amp; Save Data Corruption ===&lt;br /&gt;
&lt;br /&gt;
* It's unknown if this is required but it might be worth a try if you've followed all previous troubleshooting steps and you're still having issues with your game.&lt;br /&gt;
* Delete &amp;lt;code&amp;gt;config.ini&amp;lt;/code&amp;gt; in &amp;lt;code&amp;gt;%APPDATA%\kaiko\rfg\&amp;lt;/code&amp;gt;. This will reset all your settings to default and you will have to reconfigure them the next time you start your game.&lt;br /&gt;
* Steam save: &amp;lt;code&amp;gt;&amp;lt;Steam-folder&amp;gt;\userdata\&amp;lt;user-id&amp;gt;\667720\remote\&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;&amp;lt;Steam-folder&amp;gt;\userdata\&amp;lt;user-id&amp;gt;\667720\remote\autocloud\save&amp;lt;/code&amp;gt;. Backup &amp;lt;code&amp;gt;keen_savegame_0_0.sav&amp;lt;/code&amp;gt; and delete it. Warning: this will reset both your singleplayer and multiplayer progress.&lt;br /&gt;
* GOG save: &amp;lt;code&amp;gt;%LOCALAPPDATA%\GOG.com\Galaxy\Applications\51153410217180642\Storage\Shared\Files\autocloud\save\&amp;lt;/code&amp;gt;. Backup &amp;lt;code&amp;gt;keen_savegame_0_0.sav&amp;lt;/code&amp;gt; and delete it. Warning: this will reset both your singleplayer and multiplayer progress.&lt;br /&gt;
* Note: It's possible to transfer the Steam save to GOG or vice versa so you can try that also.&lt;br /&gt;
&lt;br /&gt;
=== Improving Game Stability ===&lt;br /&gt;
&lt;br /&gt;
# Right click &amp;lt;code&amp;gt;rfg.exe&amp;lt;/code&amp;gt; in your game folder.&lt;br /&gt;
# Select &amp;lt;code&amp;gt;Properties&amp;lt;/code&amp;gt; in the context menu.&lt;br /&gt;
# Select the &amp;lt;code&amp;gt;Compatibility&amp;lt;/code&amp;gt; tab.&lt;br /&gt;
# Tick &amp;lt;code&amp;gt;Disable fullscreen optimizations&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Click &amp;lt;code&amp;gt;Change high DPI settings&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Tick &amp;lt;code&amp;gt;Override high DPI scaling Behavior. Scaling performed by: Application&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Click ok to both windows.&lt;br /&gt;
# If on Windows 11 follow the below additional steps.&lt;br /&gt;
# Open the &amp;lt;code&amp;gt;Settings&amp;lt;/code&amp;gt; app.&lt;br /&gt;
# Navigate to System &amp;gt; Display &amp;gt; Graphics &amp;gt; Add an app &amp;gt; Desktop app &amp;gt; Find &amp;lt;code&amp;gt;rfg.exe&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Once it's added, search for rfg and click &amp;lt;code&amp;gt;Options&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Tick &amp;lt;code&amp;gt;Don't use optimizations for windowed games&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Make sure you select exclusive fullscreen inside the games option menu.&lt;br /&gt;
[[File:GameStabilityFix.jpeg|frameless|512px]]&lt;br /&gt;
&lt;br /&gt;
=== Microstuttering Fix ===&lt;br /&gt;
&lt;br /&gt;
* Disable '''VSYNC''' in the games option menu.&lt;br /&gt;
* Force '''VSYNC''' in your graphics card control panel. &lt;br /&gt;
* Cap the framerate to your refresh rate in your graphics card control panel.&lt;br /&gt;
* Make sure you select exclusive fullscreen inside the games option menu.&lt;br /&gt;
&lt;br /&gt;
== Terraform Patch Info ==&lt;br /&gt;
&lt;br /&gt;
* Changelog: https://raw.githubusercontent.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch/main/changelog.txt&lt;br /&gt;
* Known Issues: https://github.com/users/CamoRF/projects/3/views/1&lt;br /&gt;
* Github: https://github.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch&lt;br /&gt;
* This patch is an alpha version so you may encounter bugs, please ping Camo in the rfg-modding channel to report any issues.&lt;br /&gt;
&lt;br /&gt;
== Recommended Competitive Game Settings ==&lt;br /&gt;
&lt;br /&gt;
* Note: settings are always personal preference but this should serve as a decent starting guide if you want to play more competitively.&lt;br /&gt;
* The default keybindings for RF:G are unusual compared to other shooters, most members in the community recommend the following settings:&lt;br /&gt;
* All options are found under &amp;lt;code&amp;gt;Main Menu&amp;lt;/code&amp;gt; --&amp;gt; &amp;lt;code&amp;gt;Options&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Controls &amp;amp; Keybindings&lt;br /&gt;
 * Zoom: Right Click&lt;br /&gt;
 * Melee Attack: F&lt;br /&gt;
 * Melee Attack 2: Side Mouse Button if your mouse has one&lt;br /&gt;
 * Shoulder Switch: Side Mouse Button if your mouse has one&lt;br /&gt;
 * Zoom: Hold&lt;br /&gt;
 * Crouch: Toggle&lt;br /&gt;
&lt;br /&gt;
* Audio Options (These will allow you to hear enemy movement more clearly)&lt;br /&gt;
 * Ambience: 50%&lt;br /&gt;
 * Music: 0%&lt;br /&gt;
 * Voice: 50%&lt;br /&gt;
 * SFX: 100%&lt;br /&gt;
&lt;br /&gt;
* Graphics Options&lt;br /&gt;
 * FOV: 85&lt;br /&gt;
 * Depth of Field: Disabled&lt;br /&gt;
 * Motion Blur: Disabled&lt;br /&gt;
&lt;br /&gt;
* Game Options&lt;br /&gt;
 * Camera Shake: Disabled&lt;br /&gt;
&lt;br /&gt;
== Run game ==&lt;br /&gt;
&lt;br /&gt;
All maps are included in the Terraform Patch and you don't need to install anything else. Join the [https://discord.gg/factionfiles FactionFiles Discord] and subscribe to RF:G Game Night event!&lt;/div&gt;</summary>
		<author><name>Camo</name></author>
	</entry>
	<entry>
		<id>https://www.redfactionwiki.com/w/index.php?title=RF:G_Game_Night_News&amp;diff=8956</id>
		<title>RF:G Game Night News</title>
		<link rel="alternate" type="text/html" href="https://www.redfactionwiki.com/w/index.php?title=RF:G_Game_Night_News&amp;diff=8956"/>
		<updated>2023-06-10T13:42:32Z</updated>

		<summary type="html">&lt;p&gt;Camo: Improved networking troubleshooting section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Under construction}}&lt;br /&gt;
&lt;br /&gt;
== News ==&lt;br /&gt;
&lt;br /&gt;
* Terraform Patch v1.07.5 was recently released on the 8th of June, 2023. Please update before game night!&lt;br /&gt;
* SyncFaction v9 was recently released on the 14th of March, 2023. Please update before game night!&lt;br /&gt;
&lt;br /&gt;
== Multiplayer Server Status ==&lt;br /&gt;
&lt;br /&gt;
* Steam version: Fix already included in latest update from Steam.&lt;br /&gt;
* GOG version: You will need to manually replace &amp;lt;code&amp;gt;sw_api.dll&amp;lt;/code&amp;gt; in the &amp;lt;code&amp;gt;Red Faction Guerrilla Re-Mars-tered&amp;lt;/code&amp;gt; folder with the one from here: https://github.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch/raw/main/z_debug/mp_fix/gog/sw_api.dll&lt;br /&gt;
&lt;br /&gt;
== Installing Terraform Patch ==&lt;br /&gt;
&lt;br /&gt;
# Download https://github.com/Rast1234/SyncFaction/releases/download/v9/SyncFaction.exe&lt;br /&gt;
# Open SyncFaction.&lt;br /&gt;
# The first time you run it SyncFaction will take some time verifying your game files are vanilla, if you encounter any errors please delete the &amp;lt;code&amp;gt;.syncfaction&amp;lt;/code&amp;gt; folder in &amp;lt;code&amp;gt;data&amp;lt;/code&amp;gt; and verify your game in Steam. You can quickly find your game folder by right clicking RF:G in your Steam library, selecting properties, clicking Local files and finally Browse. Verify integrity of game files is also found here.&lt;br /&gt;
# After SyncFaction is done verifying you will see a button at the bottom middle &amp;lt;code&amp;gt;Update to latest Community Patch&amp;lt;/code&amp;gt;, click it &amp;amp; SyncFaction will automatically download and install the patch; you will see the progress tracked in the log.&lt;br /&gt;
# When it has successfully installed the patch you will see this wiki page instead of the log along with &amp;lt;code&amp;gt;Run Game&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Apply&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;Refresh&amp;lt;/code&amp;gt; buttons, you don't need to do anything else and can close SyncFaction now.&lt;br /&gt;
&lt;br /&gt;
== Updating Terraform Patch ==&lt;br /&gt;
&lt;br /&gt;
* If you've played game nights before, get latest SF version and let it do the update: https://github.com/Rast1234/SyncFaction/releases/download/v9/SyncFaction.exe&lt;br /&gt;
* No need to waste time verifying game with Steam!&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
&lt;br /&gt;
* Make sure you're on the latest SF version and update: https://github.com/Rast1234/SyncFaction/releases/download/v9/SyncFaction.exe&lt;br /&gt;
* If you suspect your game is corrupted, please delete the &amp;lt;code&amp;gt;.syncfaction&amp;lt;/code&amp;gt; folder in &amp;lt;code&amp;gt;data&amp;lt;/code&amp;gt; and verify your game.&lt;br /&gt;
* Sometimes after installing the required .NET version you will need to restart your computer for SF to work.&lt;br /&gt;
* '''DON'T''' install any mods or maps on top of the patch or you'll corrupt your game!&lt;br /&gt;
* If you have both the Steam &amp;amp; GOG versions installed, lots of drives or SF is having issues finding your game install try putting &amp;lt;code&amp;gt;SyncFaction.exe&amp;lt;/code&amp;gt; with &amp;lt;code&amp;gt;rfg.exe&amp;lt;/code&amp;gt; in the respective game versions folder.&lt;br /&gt;
* If your anti virus detects &amp;lt;code&amp;gt;SyncFaction.exe&amp;lt;/code&amp;gt; as malware you can be assured it's a false positive, it's open source on github and developed by a trusted member of the community. You can safely make an exception in your anti virus software.&lt;br /&gt;
* If SyncFaction has trouble downloading the patch and shows an error starting with &amp;lt;code&amp;gt;System.Net.Http.HttpRequestException&amp;lt;/code&amp;gt; it's probably being blocked by your firewall.&lt;br /&gt;
* If your game crashes on startup it's possible you incorrectly replaced &amp;lt;code&amp;gt;sw_api.dll&amp;lt;/code&amp;gt; for the Steam version when that is only needed for the GOG version, try restoring it to the Steam version: https://github.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch/raw/main/z_debug/mp_fix/steam/sw_api.dll&lt;br /&gt;
* If you're unable to move your character, pause the game and then unpause.&lt;br /&gt;
* '''NUCLEAR''' option if other troubleshooting steps above fail or your game is frequently crashing: delete the entire &amp;lt;code&amp;gt;data&amp;lt;/code&amp;gt; folder and verify game in Steam. If using GOG completely uninstall the game and install from scratch and then use the latest SF version to re-install the Terraform Patch.&lt;br /&gt;
* This app release is not tested thoroughly so please be patient &amp;amp; report any bugs to rast1234.&lt;br /&gt;
&lt;br /&gt;
=== Saving Space ===&lt;br /&gt;
&lt;br /&gt;
* After you've updated to the current latest version of the patch it's safe to delete the &amp;lt;code&amp;gt;\data\.syncfaction\mod_xxx&amp;lt;/code&amp;gt; folders.&lt;br /&gt;
* This is because previous patch versions are cached there and not needed since last update is not incremental.&lt;br /&gt;
&lt;br /&gt;
=== Confirming Patch Installed Correctly === &lt;br /&gt;
&lt;br /&gt;
* On the first loading screen before the main menu you should see &amp;lt;code&amp;gt;Terraform Patch v1.075 ALPHA&amp;lt;/code&amp;gt; at the bottom right. Example: https://raw.githubusercontent.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch/main/misc.vpp_pc/E_TEXTURE_CHANGES/SOURCE/ui_loading_init.png?raw=true&lt;br /&gt;
* When creating a custom match the default options should have fleetfoot selected as the starting backpack.&lt;br /&gt;
* You should see DLC Wrecking Crew &amp;amp; custom maps when going through map selection such as Storage, Abandoned, Nordic Bonus, Ruins, Imperial etc.&lt;br /&gt;
* You should see DLC Weapons when going through weapons such as the Subverter, Spiker, Misslepod etc.&lt;br /&gt;
* You should see new characters in the multiplayer customization screen such as Jenkins, Sam, Voice of Mars etc.&lt;br /&gt;
&lt;br /&gt;
=== Networking Issues === &lt;br /&gt;
&lt;br /&gt;
* As the game relies on THQN servers and it seems NAT punching isn't always reliable some connection issues like not being able to join certain players, players not being able to join you or an unusual issue where you're stuck spectating when the game begins may require manual configuration of your network to resolve.&lt;br /&gt;
* Ensure &amp;lt;code&amp;gt;rfg.exe&amp;lt;/code&amp;gt; isn't blocked by the Windows Firewall for both &amp;lt;code&amp;gt;Inbound&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;Outbound&amp;lt;/code&amp;gt; connections. You can make new rules to &amp;lt;code&amp;gt;Allow the connection&amp;lt;/code&amp;gt; for both &amp;lt;code&amp;gt;Inbound&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;Outbound&amp;lt;/code&amp;gt; by searching for &amp;lt;code&amp;gt;Windows Defender Firewall with Advanced Security&amp;lt;/code&amp;gt;. See the guide below for more advanced instructions.&lt;br /&gt;
* Ensure all the games ports are forwarded in your routers firewall: you will need to setup a Static IP on your computer and forward the following ports in your router: &amp;lt;code&amp;gt;TCP: 80&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;UDP: 88&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;TCP/UDP: 443&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;TCP/UDP: 3074&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;UDP: 3478&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;UDP: 4379-4380&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;TCP/UDP: 23022&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;TCP/UDP: 38888&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;TCP/UDP 27000-27100&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;TCP/UDP: 61111&amp;lt;/code&amp;gt;. Consult your routers manual on how to do this and see the guide below for detailed instructions on setting up a Static IP.&lt;br /&gt;
* You can also setup DMZ for your Static IP but this is less secure. Consult your routers manual on how to do this.&lt;br /&gt;
* It's possible your ISP is blocking ports, you can try using their app if they provide one or calling them and asking them to unblock all ports.&lt;br /&gt;
* It's possible issues may be caused by a bad router/modem.&lt;br /&gt;
* [https://www.howtogeek.com/19249/how-to-assign-a-static-ip-address-in-xp-vista-or-windows-7/ How to Assign a Static IP Address in Windows 10 or 11]&lt;br /&gt;
* [https://www.howtogeek.com/112564/how-to-create-advanced-firewall-rules-in-the-windows-firewall/ How to Create Advanced Firewall Rules in the Windows Firewall]&lt;br /&gt;
&lt;br /&gt;
=== Configs &amp;amp; Save Data Corruption ===&lt;br /&gt;
&lt;br /&gt;
* It's unknown if this is required but it might be worth a try if you've followed all previous troubleshooting steps and you're still having issues with your game.&lt;br /&gt;
* Delete &amp;lt;code&amp;gt;config.ini&amp;lt;/code&amp;gt; in &amp;lt;code&amp;gt;%APPDATA%\kaiko\rfg\&amp;lt;/code&amp;gt;. This will reset all your settings to default and you will have to reconfigure them the next time you start your game.&lt;br /&gt;
* Steam save: &amp;lt;code&amp;gt;&amp;lt;Steam-folder&amp;gt;\userdata\&amp;lt;user-id&amp;gt;\667720\remote\&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;&amp;lt;Steam-folder&amp;gt;\userdata\&amp;lt;user-id&amp;gt;\667720\remote\autocloud\save&amp;lt;/code&amp;gt;. Backup &amp;lt;code&amp;gt;keen_savegame_0_0.sav&amp;lt;/code&amp;gt; and delete it. Warning: this will reset both your singleplayer and multiplayer progress.&lt;br /&gt;
* GOG save: &amp;lt;code&amp;gt;%LOCALAPPDATA%\GOG.com\Galaxy\Applications\51153410217180642\Storage\Shared\Files\autocloud\save\&amp;lt;/code&amp;gt;. Backup &amp;lt;code&amp;gt;keen_savegame_0_0.sav&amp;lt;/code&amp;gt; and delete it. Warning: this will reset both your singleplayer and multiplayer progress.&lt;br /&gt;
* Note: It's possible to transfer the Steam save to GOG or vice versa so you can try that also.&lt;br /&gt;
&lt;br /&gt;
=== Improving Game Stability ===&lt;br /&gt;
&lt;br /&gt;
# Right click &amp;lt;code&amp;gt;rfg.exe&amp;lt;/code&amp;gt; in your game folder.&lt;br /&gt;
# Select &amp;lt;code&amp;gt;Properties&amp;lt;/code&amp;gt; in the context menu.&lt;br /&gt;
# Select the &amp;lt;code&amp;gt;Compatibility&amp;lt;/code&amp;gt; tab.&lt;br /&gt;
# Tick &amp;lt;code&amp;gt;Disable fullscreen optimizations&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Click &amp;lt;code&amp;gt;Change high DPI settings&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Tick &amp;lt;code&amp;gt;Override high DPI scaling Behavior. Scaling performed by: Application&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Click ok to both windows.&lt;br /&gt;
# If on Windows 11 follow the below additional steps.&lt;br /&gt;
# Open the &amp;lt;code&amp;gt;Settings&amp;lt;/code&amp;gt; app.&lt;br /&gt;
# Navigate to System &amp;gt; Display &amp;gt; Graphics &amp;gt; Add an app &amp;gt; Desktop app &amp;gt; Find &amp;lt;code&amp;gt;rfg.exe&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Once it's added, search for rfg and click &amp;lt;code&amp;gt;Options&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Tick &amp;lt;code&amp;gt;Don't use optimizations for windowed games&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Make sure you select exclusive fullscreen inside the games option menu.&lt;br /&gt;
[[File:GameStabilityFix.jpeg|frameless|512px]]&lt;br /&gt;
&lt;br /&gt;
=== Microstuttering Fix ===&lt;br /&gt;
&lt;br /&gt;
* Disable '''VSYNC''' in the games option menu.&lt;br /&gt;
* Force '''VSYNC''' in your graphics card control panel. &lt;br /&gt;
* Cap the framerate to your refresh rate in your graphics card control panel.&lt;br /&gt;
* Make sure you select exclusive fullscreen inside the games option menu.&lt;br /&gt;
&lt;br /&gt;
== Terraform Patch Info ==&lt;br /&gt;
&lt;br /&gt;
* Changelog: https://raw.githubusercontent.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch/main/changelog.txt&lt;br /&gt;
* Known Issues: https://github.com/users/CamoRF/projects/3/views/1&lt;br /&gt;
* Github: https://github.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch&lt;br /&gt;
* This patch is an alpha version so you may encounter bugs, please ping Camo in the rfg-modding channel to report any issues.&lt;br /&gt;
&lt;br /&gt;
== Recommended Competitive Game Settings ==&lt;br /&gt;
&lt;br /&gt;
* Note: settings are always personal preference but this should serve as a decent starting guide if you want to play more competitively.&lt;br /&gt;
* The default keybindings for RF:G are unusual compared to other shooters, most members in the community recommend the following settings:&lt;br /&gt;
* All options are found under &amp;lt;code&amp;gt;Main Menu&amp;lt;/code&amp;gt; --&amp;gt; &amp;lt;code&amp;gt;Options&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Controls &amp;amp; Keybindings&lt;br /&gt;
 * Zoom: Right Click&lt;br /&gt;
 * Melee Attack: F&lt;br /&gt;
 * Melee Attack 2: Side Mouse Button if your mouse has one&lt;br /&gt;
 * Shoulder Switch: Side Mouse Button if your mouse has one&lt;br /&gt;
 * Zoom: Hold&lt;br /&gt;
 * Crouch: Toggle&lt;br /&gt;
&lt;br /&gt;
* Audio Options (These will allow you to hear enemy movement more clearly)&lt;br /&gt;
 * Ambience: 50%&lt;br /&gt;
 * Music: 0%&lt;br /&gt;
 * Voice: 50%&lt;br /&gt;
 * SFX: 100%&lt;br /&gt;
&lt;br /&gt;
* Graphics Options&lt;br /&gt;
 * FOV: 85&lt;br /&gt;
 * Depth of Field: Disabled&lt;br /&gt;
 * Motion Blur: Disabled&lt;br /&gt;
&lt;br /&gt;
* Game Options&lt;br /&gt;
 * Camera Shake: Disabled&lt;br /&gt;
&lt;br /&gt;
== Run game ==&lt;br /&gt;
&lt;br /&gt;
All maps are included in the Terraform Patch and you don't need to install anything else. Join the [https://discord.gg/factionfiles FactionFiles Discord] and subscribe to RF:G Game Night event!&lt;/div&gt;</summary>
		<author><name>Camo</name></author>
	</entry>
	<entry>
		<id>https://www.redfactionwiki.com/w/index.php?title=RF:G_Game_Night_News&amp;diff=8955</id>
		<title>RF:G Game Night News</title>
		<link rel="alternate" type="text/html" href="https://www.redfactionwiki.com/w/index.php?title=RF:G_Game_Night_News&amp;diff=8955"/>
		<updated>2023-06-10T13:41:17Z</updated>

		<summary type="html">&lt;p&gt;Camo: /* Networking Issues */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Under construction}}&lt;br /&gt;
&lt;br /&gt;
== News ==&lt;br /&gt;
&lt;br /&gt;
* Terraform Patch v1.07.5 was recently released on the 8th of June, 2023. Please update before game night!&lt;br /&gt;
* SyncFaction v9 was recently released on the 14th of March, 2023. Please update before game night!&lt;br /&gt;
&lt;br /&gt;
== Multiplayer Server Status ==&lt;br /&gt;
&lt;br /&gt;
* Steam version: Fix already included in latest update from Steam.&lt;br /&gt;
* GOG version: You will need to manually replace &amp;lt;code&amp;gt;sw_api.dll&amp;lt;/code&amp;gt; in the &amp;lt;code&amp;gt;Red Faction Guerrilla Re-Mars-tered&amp;lt;/code&amp;gt; folder with the one from here: https://github.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch/raw/main/z_debug/mp_fix/gog/sw_api.dll&lt;br /&gt;
&lt;br /&gt;
== Installing Terraform Patch ==&lt;br /&gt;
&lt;br /&gt;
# Download https://github.com/Rast1234/SyncFaction/releases/download/v9/SyncFaction.exe&lt;br /&gt;
# Open SyncFaction.&lt;br /&gt;
# The first time you run it SyncFaction will take some time verifying your game files are vanilla, if you encounter any errors please delete the &amp;lt;code&amp;gt;.syncfaction&amp;lt;/code&amp;gt; folder in &amp;lt;code&amp;gt;data&amp;lt;/code&amp;gt; and verify your game in Steam. You can quickly find your game folder by right clicking RF:G in your Steam library, selecting properties, clicking Local files and finally Browse. Verify integrity of game files is also found here.&lt;br /&gt;
# After SyncFaction is done verifying you will see a button at the bottom middle &amp;lt;code&amp;gt;Update to latest Community Patch&amp;lt;/code&amp;gt;, click it &amp;amp; SyncFaction will automatically download and install the patch; you will see the progress tracked in the log.&lt;br /&gt;
# When it has successfully installed the patch you will see this wiki page instead of the log along with &amp;lt;code&amp;gt;Run Game&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Apply&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;Refresh&amp;lt;/code&amp;gt; buttons, you don't need to do anything else and can close SyncFaction now.&lt;br /&gt;
&lt;br /&gt;
== Updating Terraform Patch ==&lt;br /&gt;
&lt;br /&gt;
* If you've played game nights before, get latest SF version and let it do the update: https://github.com/Rast1234/SyncFaction/releases/download/v9/SyncFaction.exe&lt;br /&gt;
* No need to waste time verifying game with Steam!&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
&lt;br /&gt;
* Make sure you're on the latest SF version and update: https://github.com/Rast1234/SyncFaction/releases/download/v9/SyncFaction.exe&lt;br /&gt;
* If you suspect your game is corrupted, please delete the &amp;lt;code&amp;gt;.syncfaction&amp;lt;/code&amp;gt; folder in &amp;lt;code&amp;gt;data&amp;lt;/code&amp;gt; and verify your game.&lt;br /&gt;
* Sometimes after installing the required .NET version you will need to restart your computer for SF to work.&lt;br /&gt;
* '''DON'T''' install any mods or maps on top of the patch or you'll corrupt your game!&lt;br /&gt;
* If you have both the Steam &amp;amp; GOG versions installed, lots of drives or SF is having issues finding your game install try putting &amp;lt;code&amp;gt;SyncFaction.exe&amp;lt;/code&amp;gt; with &amp;lt;code&amp;gt;rfg.exe&amp;lt;/code&amp;gt; in the respective game versions folder.&lt;br /&gt;
* If your anti virus detects &amp;lt;code&amp;gt;SyncFaction.exe&amp;lt;/code&amp;gt; as malware you can be assured it's a false positive, it's open source on github and developed by a trusted member of the community. You can safely make an exception in your anti virus software.&lt;br /&gt;
* If SyncFaction has trouble downloading the patch and shows an error starting with &amp;lt;code&amp;gt;System.Net.Http.HttpRequestException&amp;lt;/code&amp;gt; it's probably being blocked by your firewall.&lt;br /&gt;
* If your game crashes on startup it's possible you incorrectly replaced &amp;lt;code&amp;gt;sw_api.dll&amp;lt;/code&amp;gt; for the Steam version when that is only needed for the GOG version, try restoring it to the Steam version: https://github.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch/raw/main/z_debug/mp_fix/steam/sw_api.dll&lt;br /&gt;
* If you're unable to move your character, pause the game and then unpause.&lt;br /&gt;
* '''NUCLEAR''' option if other troubleshooting steps above fail or your game is frequently crashing: delete the entire &amp;lt;code&amp;gt;data&amp;lt;/code&amp;gt; folder and verify game in Steam. If using GOG completely uninstall the game and install from scratch and then use the latest SF version to re-install the Terraform Patch.&lt;br /&gt;
* This app release is not tested thoroughly so please be patient &amp;amp; report any bugs to rast1234.&lt;br /&gt;
&lt;br /&gt;
=== Saving Space ===&lt;br /&gt;
&lt;br /&gt;
* After you've updated to the current latest version of the patch it's safe to delete the &amp;lt;code&amp;gt;\data\.syncfaction\mod_xxx&amp;lt;/code&amp;gt; folders.&lt;br /&gt;
* This is because previous patch versions are cached there and not needed since last update is not incremental.&lt;br /&gt;
&lt;br /&gt;
=== Confirming Patch Installed Correctly === &lt;br /&gt;
&lt;br /&gt;
* On the first loading screen before the main menu you should see &amp;lt;code&amp;gt;Terraform Patch v1.075 ALPHA&amp;lt;/code&amp;gt; at the bottom right. Example: https://raw.githubusercontent.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch/main/misc.vpp_pc/E_TEXTURE_CHANGES/SOURCE/ui_loading_init.png?raw=true&lt;br /&gt;
* When creating a custom match the default options should have fleetfoot selected as the starting backpack.&lt;br /&gt;
* You should see DLC Wrecking Crew &amp;amp; custom maps when going through map selection such as Storage, Abandoned, Nordic Bonus, Ruins, Imperial etc.&lt;br /&gt;
* You should see DLC Weapons when going through weapons such as the Subverter, Spiker, Misslepod etc.&lt;br /&gt;
* You should see new characters in the multiplayer customization screen such as Jenkins, Sam, Voice of Mars etc.&lt;br /&gt;
&lt;br /&gt;
=== Networking Issues === &lt;br /&gt;
&lt;br /&gt;
* As the game relies on THQN servers and it seems NAT punching isn't always reliable some connection issues like not being able to join certain players, players not being able to join you or an unusual issue where you're stuck spectating when the game begins may require manual configuration of your network to resolve.&lt;br /&gt;
* Ensure &amp;lt;code&amp;gt;rfg.exe&amp;lt;/code&amp;gt; isn't blocked by the Windows Firewall for both inbound and outbound connections. You can make new rules to &amp;lt;code&amp;gt;Allow the connection&amp;lt;/code&amp;gt; for both &amp;lt;code&amp;gt;Inbound&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;Outbound&amp;lt;/code&amp;gt; by searching for &amp;lt;code&amp;gt;Windows Defender Firewall with Advanced Security&amp;lt;/code&amp;gt;. See the guide below for more advanced instructions.&lt;br /&gt;
* Ensure all the games ports are forwarded in your routers firewall: you will need to setup a Static IP on your computer and forward the following ports in your router: &amp;lt;code&amp;gt;TCP: 80&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;UDP: 88&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;TCP/UDP: 443&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;TCP/UDP: 3074&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;UDP: 3478&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;UDP: 4379-4380&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;TCP/UDP: 23022&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;TCP/UDP: 38888&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;TCP/UDP 27000-27100&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;TCP/UDP: 61111&amp;lt;/code&amp;gt;. Consult your routers manual on how to do this and see the guide below for detailed instructions on setting up a Static IP.&lt;br /&gt;
* You can also setup DMZ for your Static IP but this is less secure. Consult your routers manual on how to do this.&lt;br /&gt;
* It's possible your ISP is blocking ports, you can try using their app if they provide one or calling them and asking them to unblock all ports.&lt;br /&gt;
* It's possible issues may be caused by a bad router/modem.&lt;br /&gt;
* [https://www.howtogeek.com/19249/how-to-assign-a-static-ip-address-in-xp-vista-or-windows-7/ How to Assign a Static IP Address in Windows 10 or 11]&lt;br /&gt;
* [https://www.howtogeek.com/112564/how-to-create-advanced-firewall-rules-in-the-windows-firewall/ How to Create Advanced Firewall Rules in the Windows Firewall]&lt;br /&gt;
&lt;br /&gt;
=== Configs &amp;amp; Save Data Corruption ===&lt;br /&gt;
&lt;br /&gt;
* It's unknown if this is required but it might be worth a try if you've followed all previous troubleshooting steps and you're still having issues with your game.&lt;br /&gt;
* Delete &amp;lt;code&amp;gt;config.ini&amp;lt;/code&amp;gt; in &amp;lt;code&amp;gt;%APPDATA%\kaiko\rfg\&amp;lt;/code&amp;gt;. This will reset all your settings to default and you will have to reconfigure them the next time you start your game.&lt;br /&gt;
* Steam save: &amp;lt;code&amp;gt;&amp;lt;Steam-folder&amp;gt;\userdata\&amp;lt;user-id&amp;gt;\667720\remote\&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;&amp;lt;Steam-folder&amp;gt;\userdata\&amp;lt;user-id&amp;gt;\667720\remote\autocloud\save&amp;lt;/code&amp;gt;. Backup &amp;lt;code&amp;gt;keen_savegame_0_0.sav&amp;lt;/code&amp;gt; and delete it. Warning: this will reset both your singleplayer and multiplayer progress.&lt;br /&gt;
* GOG save: &amp;lt;code&amp;gt;%LOCALAPPDATA%\GOG.com\Galaxy\Applications\51153410217180642\Storage\Shared\Files\autocloud\save\&amp;lt;/code&amp;gt;. Backup &amp;lt;code&amp;gt;keen_savegame_0_0.sav&amp;lt;/code&amp;gt; and delete it. Warning: this will reset both your singleplayer and multiplayer progress.&lt;br /&gt;
* Note: It's possible to transfer the Steam save to GOG or vice versa so you can try that also.&lt;br /&gt;
&lt;br /&gt;
=== Improving Game Stability ===&lt;br /&gt;
&lt;br /&gt;
# Right click &amp;lt;code&amp;gt;rfg.exe&amp;lt;/code&amp;gt; in your game folder.&lt;br /&gt;
# Select &amp;lt;code&amp;gt;Properties&amp;lt;/code&amp;gt; in the context menu.&lt;br /&gt;
# Select the &amp;lt;code&amp;gt;Compatibility&amp;lt;/code&amp;gt; tab.&lt;br /&gt;
# Tick &amp;lt;code&amp;gt;Disable fullscreen optimizations&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Click &amp;lt;code&amp;gt;Change high DPI settings&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Tick &amp;lt;code&amp;gt;Override high DPI scaling Behavior. Scaling performed by: Application&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Click ok to both windows.&lt;br /&gt;
# If on Windows 11 follow the below additional steps.&lt;br /&gt;
# Open the &amp;lt;code&amp;gt;Settings&amp;lt;/code&amp;gt; app.&lt;br /&gt;
# Navigate to System &amp;gt; Display &amp;gt; Graphics &amp;gt; Add an app &amp;gt; Desktop app &amp;gt; Find &amp;lt;code&amp;gt;rfg.exe&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Once it's added, search for rfg and click &amp;lt;code&amp;gt;Options&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Tick &amp;lt;code&amp;gt;Don't use optimizations for windowed games&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Make sure you select exclusive fullscreen inside the games option menu.&lt;br /&gt;
[[File:GameStabilityFix.jpeg|frameless|512px]]&lt;br /&gt;
&lt;br /&gt;
=== Microstuttering Fix ===&lt;br /&gt;
&lt;br /&gt;
* Disable '''VSYNC''' in the games option menu.&lt;br /&gt;
* Force '''VSYNC''' in your graphics card control panel. &lt;br /&gt;
* Cap the framerate to your refresh rate in your graphics card control panel.&lt;br /&gt;
* Make sure you select exclusive fullscreen inside the games option menu.&lt;br /&gt;
&lt;br /&gt;
== Terraform Patch Info ==&lt;br /&gt;
&lt;br /&gt;
* Changelog: https://raw.githubusercontent.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch/main/changelog.txt&lt;br /&gt;
* Known Issues: https://github.com/users/CamoRF/projects/3/views/1&lt;br /&gt;
* Github: https://github.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch&lt;br /&gt;
* This patch is an alpha version so you may encounter bugs, please ping Camo in the rfg-modding channel to report any issues.&lt;br /&gt;
&lt;br /&gt;
== Recommended Competitive Game Settings ==&lt;br /&gt;
&lt;br /&gt;
* Note: settings are always personal preference but this should serve as a decent starting guide if you want to play more competitively.&lt;br /&gt;
* The default keybindings for RF:G are unusual compared to other shooters, most members in the community recommend the following settings:&lt;br /&gt;
* All options are found under &amp;lt;code&amp;gt;Main Menu&amp;lt;/code&amp;gt; --&amp;gt; &amp;lt;code&amp;gt;Options&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Controls &amp;amp; Keybindings&lt;br /&gt;
 * Zoom: Right Click&lt;br /&gt;
 * Melee Attack: F&lt;br /&gt;
 * Melee Attack 2: Side Mouse Button if your mouse has one&lt;br /&gt;
 * Shoulder Switch: Side Mouse Button if your mouse has one&lt;br /&gt;
 * Zoom: Hold&lt;br /&gt;
 * Crouch: Toggle&lt;br /&gt;
&lt;br /&gt;
* Audio Options (These will allow you to hear enemy movement more clearly)&lt;br /&gt;
 * Ambience: 50%&lt;br /&gt;
 * Music: 0%&lt;br /&gt;
 * Voice: 50%&lt;br /&gt;
 * SFX: 100%&lt;br /&gt;
&lt;br /&gt;
* Graphics Options&lt;br /&gt;
 * FOV: 85&lt;br /&gt;
 * Depth of Field: Disabled&lt;br /&gt;
 * Motion Blur: Disabled&lt;br /&gt;
&lt;br /&gt;
* Game Options&lt;br /&gt;
 * Camera Shake: Disabled&lt;br /&gt;
&lt;br /&gt;
== Run game ==&lt;br /&gt;
&lt;br /&gt;
All maps are included in the Terraform Patch and you don't need to install anything else. Join the [https://discord.gg/factionfiles FactionFiles Discord] and subscribe to RF:G Game Night event!&lt;/div&gt;</summary>
		<author><name>Camo</name></author>
	</entry>
	<entry>
		<id>https://www.redfactionwiki.com/w/index.php?title=RF:G_Game_Night_News&amp;diff=8954</id>
		<title>RF:G Game Night News</title>
		<link rel="alternate" type="text/html" href="https://www.redfactionwiki.com/w/index.php?title=RF:G_Game_Night_News&amp;diff=8954"/>
		<updated>2023-06-10T13:40:38Z</updated>

		<summary type="html">&lt;p&gt;Camo: /* Networking Issues */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Under construction}}&lt;br /&gt;
&lt;br /&gt;
== News ==&lt;br /&gt;
&lt;br /&gt;
* Terraform Patch v1.07.5 was recently released on the 8th of June, 2023. Please update before game night!&lt;br /&gt;
* SyncFaction v9 was recently released on the 14th of March, 2023. Please update before game night!&lt;br /&gt;
&lt;br /&gt;
== Multiplayer Server Status ==&lt;br /&gt;
&lt;br /&gt;
* Steam version: Fix already included in latest update from Steam.&lt;br /&gt;
* GOG version: You will need to manually replace &amp;lt;code&amp;gt;sw_api.dll&amp;lt;/code&amp;gt; in the &amp;lt;code&amp;gt;Red Faction Guerrilla Re-Mars-tered&amp;lt;/code&amp;gt; folder with the one from here: https://github.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch/raw/main/z_debug/mp_fix/gog/sw_api.dll&lt;br /&gt;
&lt;br /&gt;
== Installing Terraform Patch ==&lt;br /&gt;
&lt;br /&gt;
# Download https://github.com/Rast1234/SyncFaction/releases/download/v9/SyncFaction.exe&lt;br /&gt;
# Open SyncFaction.&lt;br /&gt;
# The first time you run it SyncFaction will take some time verifying your game files are vanilla, if you encounter any errors please delete the &amp;lt;code&amp;gt;.syncfaction&amp;lt;/code&amp;gt; folder in &amp;lt;code&amp;gt;data&amp;lt;/code&amp;gt; and verify your game in Steam. You can quickly find your game folder by right clicking RF:G in your Steam library, selecting properties, clicking Local files and finally Browse. Verify integrity of game files is also found here.&lt;br /&gt;
# After SyncFaction is done verifying you will see a button at the bottom middle &amp;lt;code&amp;gt;Update to latest Community Patch&amp;lt;/code&amp;gt;, click it &amp;amp; SyncFaction will automatically download and install the patch; you will see the progress tracked in the log.&lt;br /&gt;
# When it has successfully installed the patch you will see this wiki page instead of the log along with &amp;lt;code&amp;gt;Run Game&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Apply&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;Refresh&amp;lt;/code&amp;gt; buttons, you don't need to do anything else and can close SyncFaction now.&lt;br /&gt;
&lt;br /&gt;
== Updating Terraform Patch ==&lt;br /&gt;
&lt;br /&gt;
* If you've played game nights before, get latest SF version and let it do the update: https://github.com/Rast1234/SyncFaction/releases/download/v9/SyncFaction.exe&lt;br /&gt;
* No need to waste time verifying game with Steam!&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
&lt;br /&gt;
* Make sure you're on the latest SF version and update: https://github.com/Rast1234/SyncFaction/releases/download/v9/SyncFaction.exe&lt;br /&gt;
* If you suspect your game is corrupted, please delete the &amp;lt;code&amp;gt;.syncfaction&amp;lt;/code&amp;gt; folder in &amp;lt;code&amp;gt;data&amp;lt;/code&amp;gt; and verify your game.&lt;br /&gt;
* Sometimes after installing the required .NET version you will need to restart your computer for SF to work.&lt;br /&gt;
* '''DON'T''' install any mods or maps on top of the patch or you'll corrupt your game!&lt;br /&gt;
* If you have both the Steam &amp;amp; GOG versions installed, lots of drives or SF is having issues finding your game install try putting &amp;lt;code&amp;gt;SyncFaction.exe&amp;lt;/code&amp;gt; with &amp;lt;code&amp;gt;rfg.exe&amp;lt;/code&amp;gt; in the respective game versions folder.&lt;br /&gt;
* If your anti virus detects &amp;lt;code&amp;gt;SyncFaction.exe&amp;lt;/code&amp;gt; as malware you can be assured it's a false positive, it's open source on github and developed by a trusted member of the community. You can safely make an exception in your anti virus software.&lt;br /&gt;
* If SyncFaction has trouble downloading the patch and shows an error starting with &amp;lt;code&amp;gt;System.Net.Http.HttpRequestException&amp;lt;/code&amp;gt; it's probably being blocked by your firewall.&lt;br /&gt;
* If your game crashes on startup it's possible you incorrectly replaced &amp;lt;code&amp;gt;sw_api.dll&amp;lt;/code&amp;gt; for the Steam version when that is only needed for the GOG version, try restoring it to the Steam version: https://github.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch/raw/main/z_debug/mp_fix/steam/sw_api.dll&lt;br /&gt;
* If you're unable to move your character, pause the game and then unpause.&lt;br /&gt;
* '''NUCLEAR''' option if other troubleshooting steps above fail or your game is frequently crashing: delete the entire &amp;lt;code&amp;gt;data&amp;lt;/code&amp;gt; folder and verify game in Steam. If using GOG completely uninstall the game and install from scratch and then use the latest SF version to re-install the Terraform Patch.&lt;br /&gt;
* This app release is not tested thoroughly so please be patient &amp;amp; report any bugs to rast1234.&lt;br /&gt;
&lt;br /&gt;
=== Saving Space ===&lt;br /&gt;
&lt;br /&gt;
* After you've updated to the current latest version of the patch it's safe to delete the &amp;lt;code&amp;gt;\data\.syncfaction\mod_xxx&amp;lt;/code&amp;gt; folders.&lt;br /&gt;
* This is because previous patch versions are cached there and not needed since last update is not incremental.&lt;br /&gt;
&lt;br /&gt;
=== Confirming Patch Installed Correctly === &lt;br /&gt;
&lt;br /&gt;
* On the first loading screen before the main menu you should see &amp;lt;code&amp;gt;Terraform Patch v1.075 ALPHA&amp;lt;/code&amp;gt; at the bottom right. Example: https://raw.githubusercontent.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch/main/misc.vpp_pc/E_TEXTURE_CHANGES/SOURCE/ui_loading_init.png?raw=true&lt;br /&gt;
* When creating a custom match the default options should have fleetfoot selected as the starting backpack.&lt;br /&gt;
* You should see DLC Wrecking Crew &amp;amp; custom maps when going through map selection such as Storage, Abandoned, Nordic Bonus, Ruins, Imperial etc.&lt;br /&gt;
* You should see DLC Weapons when going through weapons such as the Subverter, Spiker, Misslepod etc.&lt;br /&gt;
* You should see new characters in the multiplayer customization screen such as Jenkins, Sam, Voice of Mars etc.&lt;br /&gt;
&lt;br /&gt;
=== Networking Issues === &lt;br /&gt;
&lt;br /&gt;
* As the game relies on THQN servers and it seems NAT punching isn't always reliable some connection issues like not being able to join certain players, players not being able to join you or an unusual issue where you're stuck spectating when the game begins may require manual configuration of your network to resolve.&lt;br /&gt;
* Ensure &amp;lt;code&amp;gt;rfg.exe&amp;lt;/code&amp;gt; isn't blocked by the Windows Firewall for both inbound and outbound connections. You can make a new rules to &amp;lt;code&amp;gt;allow the connection&amp;lt;/code&amp;gt; for both &amp;lt;code&amp;gt;inbound&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;outbound&amp;lt;/code&amp;gt; by searching for &amp;lt;code&amp;gt;Windows Defender Firewall with Advanced Security&amp;lt;/code&amp;gt;. See the guide below for more advanced instructions.&lt;br /&gt;
* Ensure all the games ports are forwarded in your routers firewall: you will need to setup a Static IP on your computer and forward the following ports in your router: &amp;lt;code&amp;gt;TCP: 80&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;UDP: 88&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;TCP/UDP: 443&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;TCP/UDP: 3074&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;UDP: 3478&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;UDP: 4379-4380&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;TCP/UDP: 23022&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;TCP/UDP: 38888&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;TCP/UDP 27000-27100&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;TCP/UDP: 61111&amp;lt;/code&amp;gt;. Consult your routers manual on how to do this and see the guide below for detailed instructions on setting up a Static IP.&lt;br /&gt;
* You can also setup DMZ for your Static IP but this is less secure. Consult your routers manual on how to do this.&lt;br /&gt;
* It's possible your ISP is blocking ports, you can try using their app if they provide one or calling them and asking them to unblock all ports.&lt;br /&gt;
* It's possible issues may be caused by a bad router/modem.&lt;br /&gt;
* [https://www.howtogeek.com/19249/how-to-assign-a-static-ip-address-in-xp-vista-or-windows-7/ How to Assign a Static IP Address in Windows 10 or 11]&lt;br /&gt;
* [https://www.howtogeek.com/112564/how-to-create-advanced-firewall-rules-in-the-windows-firewall/ How to Create Advanced Firewall Rules in the Windows Firewall]&lt;br /&gt;
&lt;br /&gt;
=== Configs &amp;amp; Save Data Corruption ===&lt;br /&gt;
&lt;br /&gt;
* It's unknown if this is required but it might be worth a try if you've followed all previous troubleshooting steps and you're still having issues with your game.&lt;br /&gt;
* Delete &amp;lt;code&amp;gt;config.ini&amp;lt;/code&amp;gt; in &amp;lt;code&amp;gt;%APPDATA%\kaiko\rfg\&amp;lt;/code&amp;gt;. This will reset all your settings to default and you will have to reconfigure them the next time you start your game.&lt;br /&gt;
* Steam save: &amp;lt;code&amp;gt;&amp;lt;Steam-folder&amp;gt;\userdata\&amp;lt;user-id&amp;gt;\667720\remote\&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;&amp;lt;Steam-folder&amp;gt;\userdata\&amp;lt;user-id&amp;gt;\667720\remote\autocloud\save&amp;lt;/code&amp;gt;. Backup &amp;lt;code&amp;gt;keen_savegame_0_0.sav&amp;lt;/code&amp;gt; and delete it. Warning: this will reset both your singleplayer and multiplayer progress.&lt;br /&gt;
* GOG save: &amp;lt;code&amp;gt;%LOCALAPPDATA%\GOG.com\Galaxy\Applications\51153410217180642\Storage\Shared\Files\autocloud\save\&amp;lt;/code&amp;gt;. Backup &amp;lt;code&amp;gt;keen_savegame_0_0.sav&amp;lt;/code&amp;gt; and delete it. Warning: this will reset both your singleplayer and multiplayer progress.&lt;br /&gt;
* Note: It's possible to transfer the Steam save to GOG or vice versa so you can try that also.&lt;br /&gt;
&lt;br /&gt;
=== Improving Game Stability ===&lt;br /&gt;
&lt;br /&gt;
# Right click &amp;lt;code&amp;gt;rfg.exe&amp;lt;/code&amp;gt; in your game folder.&lt;br /&gt;
# Select &amp;lt;code&amp;gt;Properties&amp;lt;/code&amp;gt; in the context menu.&lt;br /&gt;
# Select the &amp;lt;code&amp;gt;Compatibility&amp;lt;/code&amp;gt; tab.&lt;br /&gt;
# Tick &amp;lt;code&amp;gt;Disable fullscreen optimizations&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Click &amp;lt;code&amp;gt;Change high DPI settings&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Tick &amp;lt;code&amp;gt;Override high DPI scaling Behavior. Scaling performed by: Application&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Click ok to both windows.&lt;br /&gt;
# If on Windows 11 follow the below additional steps.&lt;br /&gt;
# Open the &amp;lt;code&amp;gt;Settings&amp;lt;/code&amp;gt; app.&lt;br /&gt;
# Navigate to System &amp;gt; Display &amp;gt; Graphics &amp;gt; Add an app &amp;gt; Desktop app &amp;gt; Find &amp;lt;code&amp;gt;rfg.exe&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Once it's added, search for rfg and click &amp;lt;code&amp;gt;Options&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Tick &amp;lt;code&amp;gt;Don't use optimizations for windowed games&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Make sure you select exclusive fullscreen inside the games option menu.&lt;br /&gt;
[[File:GameStabilityFix.jpeg|frameless|512px]]&lt;br /&gt;
&lt;br /&gt;
=== Microstuttering Fix ===&lt;br /&gt;
&lt;br /&gt;
* Disable '''VSYNC''' in the games option menu.&lt;br /&gt;
* Force '''VSYNC''' in your graphics card control panel. &lt;br /&gt;
* Cap the framerate to your refresh rate in your graphics card control panel.&lt;br /&gt;
* Make sure you select exclusive fullscreen inside the games option menu.&lt;br /&gt;
&lt;br /&gt;
== Terraform Patch Info ==&lt;br /&gt;
&lt;br /&gt;
* Changelog: https://raw.githubusercontent.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch/main/changelog.txt&lt;br /&gt;
* Known Issues: https://github.com/users/CamoRF/projects/3/views/1&lt;br /&gt;
* Github: https://github.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch&lt;br /&gt;
* This patch is an alpha version so you may encounter bugs, please ping Camo in the rfg-modding channel to report any issues.&lt;br /&gt;
&lt;br /&gt;
== Recommended Competitive Game Settings ==&lt;br /&gt;
&lt;br /&gt;
* Note: settings are always personal preference but this should serve as a decent starting guide if you want to play more competitively.&lt;br /&gt;
* The default keybindings for RF:G are unusual compared to other shooters, most members in the community recommend the following settings:&lt;br /&gt;
* All options are found under &amp;lt;code&amp;gt;Main Menu&amp;lt;/code&amp;gt; --&amp;gt; &amp;lt;code&amp;gt;Options&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Controls &amp;amp; Keybindings&lt;br /&gt;
 * Zoom: Right Click&lt;br /&gt;
 * Melee Attack: F&lt;br /&gt;
 * Melee Attack 2: Side Mouse Button if your mouse has one&lt;br /&gt;
 * Shoulder Switch: Side Mouse Button if your mouse has one&lt;br /&gt;
 * Zoom: Hold&lt;br /&gt;
 * Crouch: Toggle&lt;br /&gt;
&lt;br /&gt;
* Audio Options (These will allow you to hear enemy movement more clearly)&lt;br /&gt;
 * Ambience: 50%&lt;br /&gt;
 * Music: 0%&lt;br /&gt;
 * Voice: 50%&lt;br /&gt;
 * SFX: 100%&lt;br /&gt;
&lt;br /&gt;
* Graphics Options&lt;br /&gt;
 * FOV: 85&lt;br /&gt;
 * Depth of Field: Disabled&lt;br /&gt;
 * Motion Blur: Disabled&lt;br /&gt;
&lt;br /&gt;
* Game Options&lt;br /&gt;
 * Camera Shake: Disabled&lt;br /&gt;
&lt;br /&gt;
== Run game ==&lt;br /&gt;
&lt;br /&gt;
All maps are included in the Terraform Patch and you don't need to install anything else. Join the [https://discord.gg/factionfiles FactionFiles Discord] and subscribe to RF:G Game Night event!&lt;/div&gt;</summary>
		<author><name>Camo</name></author>
	</entry>
	<entry>
		<id>https://www.redfactionwiki.com/w/index.php?title=RF:G_Game_Night_News&amp;diff=8953</id>
		<title>RF:G Game Night News</title>
		<link rel="alternate" type="text/html" href="https://www.redfactionwiki.com/w/index.php?title=RF:G_Game_Night_News&amp;diff=8953"/>
		<updated>2023-06-10T13:37:11Z</updated>

		<summary type="html">&lt;p&gt;Camo: Fixed Steam MP Fix download link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Under construction}}&lt;br /&gt;
&lt;br /&gt;
== News ==&lt;br /&gt;
&lt;br /&gt;
* Terraform Patch v1.07.5 was recently released on the 8th of June, 2023. Please update before game night!&lt;br /&gt;
* SyncFaction v9 was recently released on the 14th of March, 2023. Please update before game night!&lt;br /&gt;
&lt;br /&gt;
== Multiplayer Server Status ==&lt;br /&gt;
&lt;br /&gt;
* Steam version: Fix already included in latest update from Steam.&lt;br /&gt;
* GOG version: You will need to manually replace &amp;lt;code&amp;gt;sw_api.dll&amp;lt;/code&amp;gt; in the &amp;lt;code&amp;gt;Red Faction Guerrilla Re-Mars-tered&amp;lt;/code&amp;gt; folder with the one from here: https://github.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch/raw/main/z_debug/mp_fix/gog/sw_api.dll&lt;br /&gt;
&lt;br /&gt;
== Installing Terraform Patch ==&lt;br /&gt;
&lt;br /&gt;
# Download https://github.com/Rast1234/SyncFaction/releases/download/v9/SyncFaction.exe&lt;br /&gt;
# Open SyncFaction.&lt;br /&gt;
# The first time you run it SyncFaction will take some time verifying your game files are vanilla, if you encounter any errors please delete the &amp;lt;code&amp;gt;.syncfaction&amp;lt;/code&amp;gt; folder in &amp;lt;code&amp;gt;data&amp;lt;/code&amp;gt; and verify your game in Steam. You can quickly find your game folder by right clicking RF:G in your Steam library, selecting properties, clicking Local files and finally Browse. Verify integrity of game files is also found here.&lt;br /&gt;
# After SyncFaction is done verifying you will see a button at the bottom middle &amp;lt;code&amp;gt;Update to latest Community Patch&amp;lt;/code&amp;gt;, click it &amp;amp; SyncFaction will automatically download and install the patch; you will see the progress tracked in the log.&lt;br /&gt;
# When it has successfully installed the patch you will see this wiki page instead of the log along with &amp;lt;code&amp;gt;Run Game&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Apply&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;Refresh&amp;lt;/code&amp;gt; buttons, you don't need to do anything else and can close SyncFaction now.&lt;br /&gt;
&lt;br /&gt;
== Updating Terraform Patch ==&lt;br /&gt;
&lt;br /&gt;
* If you've played game nights before, get latest SF version and let it do the update: https://github.com/Rast1234/SyncFaction/releases/download/v9/SyncFaction.exe&lt;br /&gt;
* No need to waste time verifying game with Steam!&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
&lt;br /&gt;
* Make sure you're on the latest SF version and update: https://github.com/Rast1234/SyncFaction/releases/download/v9/SyncFaction.exe&lt;br /&gt;
* If you suspect your game is corrupted, please delete the &amp;lt;code&amp;gt;.syncfaction&amp;lt;/code&amp;gt; folder in &amp;lt;code&amp;gt;data&amp;lt;/code&amp;gt; and verify your game.&lt;br /&gt;
* Sometimes after installing the required .NET version you will need to restart your computer for SF to work.&lt;br /&gt;
* '''DON'T''' install any mods or maps on top of the patch or you'll corrupt your game!&lt;br /&gt;
* If you have both the Steam &amp;amp; GOG versions installed, lots of drives or SF is having issues finding your game install try putting &amp;lt;code&amp;gt;SyncFaction.exe&amp;lt;/code&amp;gt; with &amp;lt;code&amp;gt;rfg.exe&amp;lt;/code&amp;gt; in the respective game versions folder.&lt;br /&gt;
* If your anti virus detects &amp;lt;code&amp;gt;SyncFaction.exe&amp;lt;/code&amp;gt; as malware you can be assured it's a false positive, it's open source on github and developed by a trusted member of the community. You can safely make an exception in your anti virus software.&lt;br /&gt;
* If SyncFaction has trouble downloading the patch and shows an error starting with &amp;lt;code&amp;gt;System.Net.Http.HttpRequestException&amp;lt;/code&amp;gt; it's probably being blocked by your firewall.&lt;br /&gt;
* If your game crashes on startup it's possible you incorrectly replaced &amp;lt;code&amp;gt;sw_api.dll&amp;lt;/code&amp;gt; for the Steam version when that is only needed for the GOG version, try restoring it to the Steam version: https://github.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch/raw/main/z_debug/mp_fix/steam/sw_api.dll&lt;br /&gt;
* If you're unable to move your character, pause the game and then unpause.&lt;br /&gt;
* '''NUCLEAR''' option if other troubleshooting steps above fail or your game is frequently crashing: delete the entire &amp;lt;code&amp;gt;data&amp;lt;/code&amp;gt; folder and verify game in Steam. If using GOG completely uninstall the game and install from scratch and then use the latest SF version to re-install the Terraform Patch.&lt;br /&gt;
* This app release is not tested thoroughly so please be patient &amp;amp; report any bugs to rast1234.&lt;br /&gt;
&lt;br /&gt;
=== Saving Space ===&lt;br /&gt;
&lt;br /&gt;
* After you've updated to the current latest version of the patch it's safe to delete the &amp;lt;code&amp;gt;\data\.syncfaction\mod_xxx&amp;lt;/code&amp;gt; folders.&lt;br /&gt;
* This is because previous patch versions are cached there and not needed since last update is not incremental.&lt;br /&gt;
&lt;br /&gt;
=== Confirming Patch Installed Correctly === &lt;br /&gt;
&lt;br /&gt;
* On the first loading screen before the main menu you should see &amp;lt;code&amp;gt;Terraform Patch v1.075 ALPHA&amp;lt;/code&amp;gt; at the bottom right. Example: https://raw.githubusercontent.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch/main/misc.vpp_pc/E_TEXTURE_CHANGES/SOURCE/ui_loading_init.png?raw=true&lt;br /&gt;
* When creating a custom match the default options should have fleetfoot selected as the starting backpack.&lt;br /&gt;
* You should see DLC Wrecking Crew &amp;amp; custom maps when going through map selection such as Storage, Abandoned, Nordic Bonus, Ruins, Imperial etc.&lt;br /&gt;
* You should see DLC Weapons when going through weapons such as the Subverter, Spiker, Misslepod etc.&lt;br /&gt;
* You should see new characters in the multiplayer customization screen such as Jenkins, Sam, Voice of Mars etc.&lt;br /&gt;
&lt;br /&gt;
=== Networking Issues === &lt;br /&gt;
&lt;br /&gt;
* As the game relies on THQN servers and it seems NAT punching isn't always reliable some connection issues like not being able to join certain players, players not being able to join you or an unusual issue where you're stuck spectating when the game begins may require manual configuration of your network to resolve.&lt;br /&gt;
* Ensure &amp;lt;code&amp;gt;rfg.exe&amp;lt;/code&amp;gt; isn't blocked by the Windows Firewall for both inbound and outbound connections. You can make a new rule by searching for &amp;lt;code&amp;gt;Windows Defender Firewall with Advanced Security&amp;lt;/code&amp;gt;. See the guide below for more advanced instructions.&lt;br /&gt;
* Ensure all the games ports are forwarded in your routers firewall: you will need to setup a Static IP on your computer and forward the following ports in your router: &amp;lt;code&amp;gt;TCP: 80&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;UDP: 88&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;TCP/UDP: 443&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;TCP/UDP: 3074&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;UDP: 3478&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;UDP: 4379-4380&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;TCP/UDP: 23022&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;TCP/UDP: 38888&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;TCP/UDP 27000-27100&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;TCP/UDP: 61111&amp;lt;/code&amp;gt;. Consult your routers manual on how to do this and see the guide below for detailed instructions on setting up a Static IP.&lt;br /&gt;
* You can also setup DMZ for your Static IP but this is less secure. Consult your routers manual on how to do this.&lt;br /&gt;
* It's possible your ISP is blocking ports, you can try using their app if they provide one or calling them and asking them to unblock all ports.&lt;br /&gt;
* It's possible issues may be caused by a bad router/modem.&lt;br /&gt;
* [https://www.howtogeek.com/19249/how-to-assign-a-static-ip-address-in-xp-vista-or-windows-7/ How to Assign a Static IP Address in Windows 10 or 11]&lt;br /&gt;
* [https://www.howtogeek.com/112564/how-to-create-advanced-firewall-rules-in-the-windows-firewall/ How to Create Advanced Firewall Rules in the Windows Firewall]&lt;br /&gt;
&lt;br /&gt;
=== Configs &amp;amp; Save Data Corruption ===&lt;br /&gt;
&lt;br /&gt;
* It's unknown if this is required but it might be worth a try if you've followed all previous troubleshooting steps and you're still having issues with your game.&lt;br /&gt;
* Delete &amp;lt;code&amp;gt;config.ini&amp;lt;/code&amp;gt; in &amp;lt;code&amp;gt;%APPDATA%\kaiko\rfg\&amp;lt;/code&amp;gt;. This will reset all your settings to default and you will have to reconfigure them the next time you start your game.&lt;br /&gt;
* Steam save: &amp;lt;code&amp;gt;&amp;lt;Steam-folder&amp;gt;\userdata\&amp;lt;user-id&amp;gt;\667720\remote\&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;&amp;lt;Steam-folder&amp;gt;\userdata\&amp;lt;user-id&amp;gt;\667720\remote\autocloud\save&amp;lt;/code&amp;gt;. Backup &amp;lt;code&amp;gt;keen_savegame_0_0.sav&amp;lt;/code&amp;gt; and delete it. Warning: this will reset both your singleplayer and multiplayer progress.&lt;br /&gt;
* GOG save: &amp;lt;code&amp;gt;%LOCALAPPDATA%\GOG.com\Galaxy\Applications\51153410217180642\Storage\Shared\Files\autocloud\save\&amp;lt;/code&amp;gt;. Backup &amp;lt;code&amp;gt;keen_savegame_0_0.sav&amp;lt;/code&amp;gt; and delete it. Warning: this will reset both your singleplayer and multiplayer progress.&lt;br /&gt;
* Note: It's possible to transfer the Steam save to GOG or vice versa so you can try that also.&lt;br /&gt;
&lt;br /&gt;
=== Improving Game Stability ===&lt;br /&gt;
&lt;br /&gt;
# Right click &amp;lt;code&amp;gt;rfg.exe&amp;lt;/code&amp;gt; in your game folder.&lt;br /&gt;
# Select &amp;lt;code&amp;gt;Properties&amp;lt;/code&amp;gt; in the context menu.&lt;br /&gt;
# Select the &amp;lt;code&amp;gt;Compatibility&amp;lt;/code&amp;gt; tab.&lt;br /&gt;
# Tick &amp;lt;code&amp;gt;Disable fullscreen optimizations&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Click &amp;lt;code&amp;gt;Change high DPI settings&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Tick &amp;lt;code&amp;gt;Override high DPI scaling Behavior. Scaling performed by: Application&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Click ok to both windows.&lt;br /&gt;
# If on Windows 11 follow the below additional steps.&lt;br /&gt;
# Open the &amp;lt;code&amp;gt;Settings&amp;lt;/code&amp;gt; app.&lt;br /&gt;
# Navigate to System &amp;gt; Display &amp;gt; Graphics &amp;gt; Add an app &amp;gt; Desktop app &amp;gt; Find &amp;lt;code&amp;gt;rfg.exe&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Once it's added, search for rfg and click &amp;lt;code&amp;gt;Options&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Tick &amp;lt;code&amp;gt;Don't use optimizations for windowed games&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Make sure you select exclusive fullscreen inside the games option menu.&lt;br /&gt;
[[File:GameStabilityFix.jpeg|frameless|512px]]&lt;br /&gt;
&lt;br /&gt;
=== Microstuttering Fix ===&lt;br /&gt;
&lt;br /&gt;
* Disable '''VSYNC''' in the games option menu.&lt;br /&gt;
* Force '''VSYNC''' in your graphics card control panel. &lt;br /&gt;
* Cap the framerate to your refresh rate in your graphics card control panel.&lt;br /&gt;
* Make sure you select exclusive fullscreen inside the games option menu.&lt;br /&gt;
&lt;br /&gt;
== Terraform Patch Info ==&lt;br /&gt;
&lt;br /&gt;
* Changelog: https://raw.githubusercontent.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch/main/changelog.txt&lt;br /&gt;
* Known Issues: https://github.com/users/CamoRF/projects/3/views/1&lt;br /&gt;
* Github: https://github.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch&lt;br /&gt;
* This patch is an alpha version so you may encounter bugs, please ping Camo in the rfg-modding channel to report any issues.&lt;br /&gt;
&lt;br /&gt;
== Recommended Competitive Game Settings ==&lt;br /&gt;
&lt;br /&gt;
* Note: settings are always personal preference but this should serve as a decent starting guide if you want to play more competitively.&lt;br /&gt;
* The default keybindings for RF:G are unusual compared to other shooters, most members in the community recommend the following settings:&lt;br /&gt;
* All options are found under &amp;lt;code&amp;gt;Main Menu&amp;lt;/code&amp;gt; --&amp;gt; &amp;lt;code&amp;gt;Options&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Controls &amp;amp; Keybindings&lt;br /&gt;
 * Zoom: Right Click&lt;br /&gt;
 * Melee Attack: F&lt;br /&gt;
 * Melee Attack 2: Side Mouse Button if your mouse has one&lt;br /&gt;
 * Shoulder Switch: Side Mouse Button if your mouse has one&lt;br /&gt;
 * Zoom: Hold&lt;br /&gt;
 * Crouch: Toggle&lt;br /&gt;
&lt;br /&gt;
* Audio Options (These will allow you to hear enemy movement more clearly)&lt;br /&gt;
 * Ambience: 50%&lt;br /&gt;
 * Music: 0%&lt;br /&gt;
 * Voice: 50%&lt;br /&gt;
 * SFX: 100%&lt;br /&gt;
&lt;br /&gt;
* Graphics Options&lt;br /&gt;
 * FOV: 85&lt;br /&gt;
 * Depth of Field: Disabled&lt;br /&gt;
 * Motion Blur: Disabled&lt;br /&gt;
&lt;br /&gt;
* Game Options&lt;br /&gt;
 * Camera Shake: Disabled&lt;br /&gt;
&lt;br /&gt;
== Run game ==&lt;br /&gt;
&lt;br /&gt;
All maps are included in the Terraform Patch and you don't need to install anything else. Join the [https://discord.gg/factionfiles FactionFiles Discord] and subscribe to RF:G Game Night event!&lt;/div&gt;</summary>
		<author><name>Camo</name></author>
	</entry>
	<entry>
		<id>https://www.redfactionwiki.com/w/index.php?title=RF:G_Game_Night_News&amp;diff=8952</id>
		<title>RF:G Game Night News</title>
		<link rel="alternate" type="text/html" href="https://www.redfactionwiki.com/w/index.php?title=RF:G_Game_Night_News&amp;diff=8952"/>
		<updated>2023-06-10T13:36:11Z</updated>

		<summary type="html">&lt;p&gt;Camo: Fixed GOG MP fix download link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Under construction}}&lt;br /&gt;
&lt;br /&gt;
== News ==&lt;br /&gt;
&lt;br /&gt;
* Terraform Patch v1.07.5 was recently released on the 8th of June, 2023. Please update before game night!&lt;br /&gt;
* SyncFaction v9 was recently released on the 14th of March, 2023. Please update before game night!&lt;br /&gt;
&lt;br /&gt;
== Multiplayer Server Status ==&lt;br /&gt;
&lt;br /&gt;
* Steam version: Fix already included in latest update from Steam.&lt;br /&gt;
* GOG version: You will need to manually replace &amp;lt;code&amp;gt;sw_api.dll&amp;lt;/code&amp;gt; in the &amp;lt;code&amp;gt;Red Faction Guerrilla Re-Mars-tered&amp;lt;/code&amp;gt; folder with the one from here: https://github.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch/raw/main/z_debug/mp_fix/gog/sw_api.dll&lt;br /&gt;
&lt;br /&gt;
== Installing Terraform Patch ==&lt;br /&gt;
&lt;br /&gt;
# Download https://github.com/Rast1234/SyncFaction/releases/download/v9/SyncFaction.exe&lt;br /&gt;
# Open SyncFaction.&lt;br /&gt;
# The first time you run it SyncFaction will take some time verifying your game files are vanilla, if you encounter any errors please delete the &amp;lt;code&amp;gt;.syncfaction&amp;lt;/code&amp;gt; folder in &amp;lt;code&amp;gt;data&amp;lt;/code&amp;gt; and verify your game in Steam. You can quickly find your game folder by right clicking RF:G in your Steam library, selecting properties, clicking Local files and finally Browse. Verify integrity of game files is also found here.&lt;br /&gt;
# After SyncFaction is done verifying you will see a button at the bottom middle &amp;lt;code&amp;gt;Update to latest Community Patch&amp;lt;/code&amp;gt;, click it &amp;amp; SyncFaction will automatically download and install the patch; you will see the progress tracked in the log.&lt;br /&gt;
# When it has successfully installed the patch you will see this wiki page instead of the log along with &amp;lt;code&amp;gt;Run Game&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Apply&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;Refresh&amp;lt;/code&amp;gt; buttons, you don't need to do anything else and can close SyncFaction now.&lt;br /&gt;
&lt;br /&gt;
== Updating Terraform Patch ==&lt;br /&gt;
&lt;br /&gt;
* If you've played game nights before, get latest SF version and let it do the update: https://github.com/Rast1234/SyncFaction/releases/download/v9/SyncFaction.exe&lt;br /&gt;
* No need to waste time verifying game with Steam!&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
&lt;br /&gt;
* Make sure you're on the latest SF version and update: https://github.com/Rast1234/SyncFaction/releases/download/v9/SyncFaction.exe&lt;br /&gt;
* If you suspect your game is corrupted, please delete the &amp;lt;code&amp;gt;.syncfaction&amp;lt;/code&amp;gt; folder in &amp;lt;code&amp;gt;data&amp;lt;/code&amp;gt; and verify your game.&lt;br /&gt;
* Sometimes after installing the required .NET version you will need to restart your computer for SF to work.&lt;br /&gt;
* '''DON'T''' install any mods or maps on top of the patch or you'll corrupt your game!&lt;br /&gt;
* If you have both the Steam &amp;amp; GOG versions installed, lots of drives or SF is having issues finding your game install try putting &amp;lt;code&amp;gt;SyncFaction.exe&amp;lt;/code&amp;gt; with &amp;lt;code&amp;gt;rfg.exe&amp;lt;/code&amp;gt; in the respective game versions folder.&lt;br /&gt;
* If your anti virus detects &amp;lt;code&amp;gt;SyncFaction.exe&amp;lt;/code&amp;gt; as malware you can be assured it's a false positive, it's open source on github and developed by a trusted member of the community. You can safely make an exception in your anti virus software.&lt;br /&gt;
* If SyncFaction has trouble downloading the patch and shows an error starting with &amp;lt;code&amp;gt;System.Net.Http.HttpRequestException&amp;lt;/code&amp;gt; it's probably being blocked by your firewall.&lt;br /&gt;
* If your game crashes on startup it's possible you incorrectly replaced &amp;lt;code&amp;gt;sw_api.dll&amp;lt;/code&amp;gt; for the Steam version when that is only needed for the GOG version, try restoring it to the Steam version: https://github.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch/raw/main/debug/mp_fix/steam/sw_api.dll&lt;br /&gt;
* If you're unable to move your character, pause the game and then unpause.&lt;br /&gt;
* '''NUCLEAR''' option if other troubleshooting steps above fail or your game is frequently crashing: delete the entire &amp;lt;code&amp;gt;data&amp;lt;/code&amp;gt; folder and verify game in Steam. If using GOG completely uninstall the game and install from scratch and then use the latest SF version to re-install the Terraform Patch.&lt;br /&gt;
* This app release is not tested thoroughly so please be patient &amp;amp; report any bugs to rast1234.&lt;br /&gt;
&lt;br /&gt;
=== Saving Space ===&lt;br /&gt;
&lt;br /&gt;
* After you've updated to the current latest version of the patch it's safe to delete the &amp;lt;code&amp;gt;\data\.syncfaction\mod_xxx&amp;lt;/code&amp;gt; folders.&lt;br /&gt;
* This is because previous patch versions are cached there and not needed since last update is not incremental.&lt;br /&gt;
&lt;br /&gt;
=== Confirming Patch Installed Correctly === &lt;br /&gt;
&lt;br /&gt;
* On the first loading screen before the main menu you should see &amp;lt;code&amp;gt;Terraform Patch v1.075 ALPHA&amp;lt;/code&amp;gt; at the bottom right. Example: https://raw.githubusercontent.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch/main/misc.vpp_pc/E_TEXTURE_CHANGES/SOURCE/ui_loading_init.png?raw=true&lt;br /&gt;
* When creating a custom match the default options should have fleetfoot selected as the starting backpack.&lt;br /&gt;
* You should see DLC Wrecking Crew &amp;amp; custom maps when going through map selection such as Storage, Abandoned, Nordic Bonus, Ruins, Imperial etc.&lt;br /&gt;
* You should see DLC Weapons when going through weapons such as the Subverter, Spiker, Misslepod etc.&lt;br /&gt;
* You should see new characters in the multiplayer customization screen such as Jenkins, Sam, Voice of Mars etc.&lt;br /&gt;
&lt;br /&gt;
=== Networking Issues === &lt;br /&gt;
&lt;br /&gt;
* As the game relies on THQN servers and it seems NAT punching isn't always reliable some connection issues like not being able to join certain players, players not being able to join you or an unusual issue where you're stuck spectating when the game begins may require manual configuration of your network to resolve.&lt;br /&gt;
* Ensure &amp;lt;code&amp;gt;rfg.exe&amp;lt;/code&amp;gt; isn't blocked by the Windows Firewall for both inbound and outbound connections. You can make a new rule by searching for &amp;lt;code&amp;gt;Windows Defender Firewall with Advanced Security&amp;lt;/code&amp;gt;. See the guide below for more advanced instructions.&lt;br /&gt;
* Ensure all the games ports are forwarded in your routers firewall: you will need to setup a Static IP on your computer and forward the following ports in your router: &amp;lt;code&amp;gt;TCP: 80&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;UDP: 88&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;TCP/UDP: 443&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;TCP/UDP: 3074&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;UDP: 3478&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;UDP: 4379-4380&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;TCP/UDP: 23022&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;TCP/UDP: 38888&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;TCP/UDP 27000-27100&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;TCP/UDP: 61111&amp;lt;/code&amp;gt;. Consult your routers manual on how to do this and see the guide below for detailed instructions on setting up a Static IP.&lt;br /&gt;
* You can also setup DMZ for your Static IP but this is less secure. Consult your routers manual on how to do this.&lt;br /&gt;
* It's possible your ISP is blocking ports, you can try using their app if they provide one or calling them and asking them to unblock all ports.&lt;br /&gt;
* It's possible issues may be caused by a bad router/modem.&lt;br /&gt;
* [https://www.howtogeek.com/19249/how-to-assign-a-static-ip-address-in-xp-vista-or-windows-7/ How to Assign a Static IP Address in Windows 10 or 11]&lt;br /&gt;
* [https://www.howtogeek.com/112564/how-to-create-advanced-firewall-rules-in-the-windows-firewall/ How to Create Advanced Firewall Rules in the Windows Firewall]&lt;br /&gt;
&lt;br /&gt;
=== Configs &amp;amp; Save Data Corruption ===&lt;br /&gt;
&lt;br /&gt;
* It's unknown if this is required but it might be worth a try if you've followed all previous troubleshooting steps and you're still having issues with your game.&lt;br /&gt;
* Delete &amp;lt;code&amp;gt;config.ini&amp;lt;/code&amp;gt; in &amp;lt;code&amp;gt;%APPDATA%\kaiko\rfg\&amp;lt;/code&amp;gt;. This will reset all your settings to default and you will have to reconfigure them the next time you start your game.&lt;br /&gt;
* Steam save: &amp;lt;code&amp;gt;&amp;lt;Steam-folder&amp;gt;\userdata\&amp;lt;user-id&amp;gt;\667720\remote\&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;&amp;lt;Steam-folder&amp;gt;\userdata\&amp;lt;user-id&amp;gt;\667720\remote\autocloud\save&amp;lt;/code&amp;gt;. Backup &amp;lt;code&amp;gt;keen_savegame_0_0.sav&amp;lt;/code&amp;gt; and delete it. Warning: this will reset both your singleplayer and multiplayer progress.&lt;br /&gt;
* GOG save: &amp;lt;code&amp;gt;%LOCALAPPDATA%\GOG.com\Galaxy\Applications\51153410217180642\Storage\Shared\Files\autocloud\save\&amp;lt;/code&amp;gt;. Backup &amp;lt;code&amp;gt;keen_savegame_0_0.sav&amp;lt;/code&amp;gt; and delete it. Warning: this will reset both your singleplayer and multiplayer progress.&lt;br /&gt;
* Note: It's possible to transfer the Steam save to GOG or vice versa so you can try that also.&lt;br /&gt;
&lt;br /&gt;
=== Improving Game Stability ===&lt;br /&gt;
&lt;br /&gt;
# Right click &amp;lt;code&amp;gt;rfg.exe&amp;lt;/code&amp;gt; in your game folder.&lt;br /&gt;
# Select &amp;lt;code&amp;gt;Properties&amp;lt;/code&amp;gt; in the context menu.&lt;br /&gt;
# Select the &amp;lt;code&amp;gt;Compatibility&amp;lt;/code&amp;gt; tab.&lt;br /&gt;
# Tick &amp;lt;code&amp;gt;Disable fullscreen optimizations&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Click &amp;lt;code&amp;gt;Change high DPI settings&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Tick &amp;lt;code&amp;gt;Override high DPI scaling Behavior. Scaling performed by: Application&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Click ok to both windows.&lt;br /&gt;
# If on Windows 11 follow the below additional steps.&lt;br /&gt;
# Open the &amp;lt;code&amp;gt;Settings&amp;lt;/code&amp;gt; app.&lt;br /&gt;
# Navigate to System &amp;gt; Display &amp;gt; Graphics &amp;gt; Add an app &amp;gt; Desktop app &amp;gt; Find &amp;lt;code&amp;gt;rfg.exe&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Once it's added, search for rfg and click &amp;lt;code&amp;gt;Options&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Tick &amp;lt;code&amp;gt;Don't use optimizations for windowed games&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Make sure you select exclusive fullscreen inside the games option menu.&lt;br /&gt;
[[File:GameStabilityFix.jpeg|frameless|512px]]&lt;br /&gt;
&lt;br /&gt;
=== Microstuttering Fix ===&lt;br /&gt;
&lt;br /&gt;
* Disable '''VSYNC''' in the games option menu.&lt;br /&gt;
* Force '''VSYNC''' in your graphics card control panel. &lt;br /&gt;
* Cap the framerate to your refresh rate in your graphics card control panel.&lt;br /&gt;
* Make sure you select exclusive fullscreen inside the games option menu.&lt;br /&gt;
&lt;br /&gt;
== Terraform Patch Info ==&lt;br /&gt;
&lt;br /&gt;
* Changelog: https://raw.githubusercontent.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch/main/changelog.txt&lt;br /&gt;
* Known Issues: https://github.com/users/CamoRF/projects/3/views/1&lt;br /&gt;
* Github: https://github.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch&lt;br /&gt;
* This patch is an alpha version so you may encounter bugs, please ping Camo in the rfg-modding channel to report any issues.&lt;br /&gt;
&lt;br /&gt;
== Recommended Competitive Game Settings ==&lt;br /&gt;
&lt;br /&gt;
* Note: settings are always personal preference but this should serve as a decent starting guide if you want to play more competitively.&lt;br /&gt;
* The default keybindings for RF:G are unusual compared to other shooters, most members in the community recommend the following settings:&lt;br /&gt;
* All options are found under &amp;lt;code&amp;gt;Main Menu&amp;lt;/code&amp;gt; --&amp;gt; &amp;lt;code&amp;gt;Options&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Controls &amp;amp; Keybindings&lt;br /&gt;
 * Zoom: Right Click&lt;br /&gt;
 * Melee Attack: F&lt;br /&gt;
 * Melee Attack 2: Side Mouse Button if your mouse has one&lt;br /&gt;
 * Shoulder Switch: Side Mouse Button if your mouse has one&lt;br /&gt;
 * Zoom: Hold&lt;br /&gt;
 * Crouch: Toggle&lt;br /&gt;
&lt;br /&gt;
* Audio Options (These will allow you to hear enemy movement more clearly)&lt;br /&gt;
 * Ambience: 50%&lt;br /&gt;
 * Music: 0%&lt;br /&gt;
 * Voice: 50%&lt;br /&gt;
 * SFX: 100%&lt;br /&gt;
&lt;br /&gt;
* Graphics Options&lt;br /&gt;
 * FOV: 85&lt;br /&gt;
 * Depth of Field: Disabled&lt;br /&gt;
 * Motion Blur: Disabled&lt;br /&gt;
&lt;br /&gt;
* Game Options&lt;br /&gt;
 * Camera Shake: Disabled&lt;br /&gt;
&lt;br /&gt;
== Run game ==&lt;br /&gt;
&lt;br /&gt;
All maps are included in the Terraform Patch and you don't need to install anything else. Join the [https://discord.gg/factionfiles FactionFiles Discord] and subscribe to RF:G Game Night event!&lt;/div&gt;</summary>
		<author><name>Camo</name></author>
	</entry>
	<entry>
		<id>https://www.redfactionwiki.com/w/index.php?title=RF:G_Game_Night_News&amp;diff=8951</id>
		<title>RF:G Game Night News</title>
		<link rel="alternate" type="text/html" href="https://www.redfactionwiki.com/w/index.php?title=RF:G_Game_Night_News&amp;diff=8951"/>
		<updated>2023-06-10T04:24:33Z</updated>

		<summary type="html">&lt;p&gt;Camo: /* Troubleshooting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Under construction}}&lt;br /&gt;
&lt;br /&gt;
== News ==&lt;br /&gt;
&lt;br /&gt;
* Terraform Patch v1.07.5 was recently released on the 8th of June, 2023. Please update before game night!&lt;br /&gt;
* SyncFaction v9 was recently released on the 14th of March, 2023. Please update before game night!&lt;br /&gt;
&lt;br /&gt;
== Multiplayer Server Status ==&lt;br /&gt;
&lt;br /&gt;
* Steam version: Fix already included in latest update from Steam.&lt;br /&gt;
* GOG version: You will need to manually replace &amp;lt;code&amp;gt;sw_api.dll&amp;lt;/code&amp;gt; in the &amp;lt;code&amp;gt;Red Faction Guerrilla Re-Mars-tered&amp;lt;/code&amp;gt; folder with the one from here: https://github.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch/raw/main/debug/mp_fix/gog/sw_api.dll&lt;br /&gt;
&lt;br /&gt;
== Installing Terraform Patch ==&lt;br /&gt;
&lt;br /&gt;
# Download https://github.com/Rast1234/SyncFaction/releases/download/v9/SyncFaction.exe&lt;br /&gt;
# Open SyncFaction.&lt;br /&gt;
# The first time you run it SyncFaction will take some time verifying your game files are vanilla, if you encounter any errors please delete the &amp;lt;code&amp;gt;.syncfaction&amp;lt;/code&amp;gt; folder in &amp;lt;code&amp;gt;data&amp;lt;/code&amp;gt; and verify your game in Steam. You can quickly find your game folder by right clicking RF:G in your Steam library, selecting properties, clicking Local files and finally Browse. Verify integrity of game files is also found here.&lt;br /&gt;
# After SyncFaction is done verifying you will see a button at the bottom middle &amp;lt;code&amp;gt;Update to latest Community Patch&amp;lt;/code&amp;gt;, click it &amp;amp; SyncFaction will automatically download and install the patch; you will see the progress tracked in the log.&lt;br /&gt;
# When it has successfully installed the patch you will see this wiki page instead of the log along with &amp;lt;code&amp;gt;Run Game&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Apply&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;Refresh&amp;lt;/code&amp;gt; buttons, you don't need to do anything else and can close SyncFaction now.&lt;br /&gt;
&lt;br /&gt;
== Updating Terraform Patch ==&lt;br /&gt;
&lt;br /&gt;
* If you've played game nights before, get latest SF version and let it do the update: https://github.com/Rast1234/SyncFaction/releases/download/v9/SyncFaction.exe&lt;br /&gt;
* No need to waste time verifying game with Steam!&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
&lt;br /&gt;
* Make sure you're on the latest SF version and update: https://github.com/Rast1234/SyncFaction/releases/download/v9/SyncFaction.exe&lt;br /&gt;
* If you suspect your game is corrupted, please delete the &amp;lt;code&amp;gt;.syncfaction&amp;lt;/code&amp;gt; folder in &amp;lt;code&amp;gt;data&amp;lt;/code&amp;gt; and verify your game.&lt;br /&gt;
* Sometimes after installing the required .NET version you will need to restart your computer for SF to work.&lt;br /&gt;
* '''DON'T''' install any mods or maps on top of the patch or you'll corrupt your game!&lt;br /&gt;
* If you have both the Steam &amp;amp; GOG versions installed, lots of drives or SF is having issues finding your game install try putting &amp;lt;code&amp;gt;SyncFaction.exe&amp;lt;/code&amp;gt; with &amp;lt;code&amp;gt;rfg.exe&amp;lt;/code&amp;gt; in the respective game versions folder.&lt;br /&gt;
* If your anti virus detects &amp;lt;code&amp;gt;SyncFaction.exe&amp;lt;/code&amp;gt; as malware you can be assured it's a false positive, it's open source on github and developed by a trusted member of the community. You can safely make an exception in your anti virus software.&lt;br /&gt;
* If SyncFaction has trouble downloading the patch and shows an error starting with &amp;lt;code&amp;gt;System.Net.Http.HttpRequestException&amp;lt;/code&amp;gt; it's probably being blocked by your firewall.&lt;br /&gt;
* If your game crashes on startup it's possible you incorrectly replaced &amp;lt;code&amp;gt;sw_api.dll&amp;lt;/code&amp;gt; for the Steam version when that is only needed for the GOG version, try restoring it to the Steam version: https://github.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch/raw/main/debug/mp_fix/steam/sw_api.dll&lt;br /&gt;
* If you're unable to move your character, pause the game and then unpause.&lt;br /&gt;
* '''NUCLEAR''' option if other troubleshooting steps above fail or your game is frequently crashing: delete the entire &amp;lt;code&amp;gt;data&amp;lt;/code&amp;gt; folder and verify game in Steam. If using GOG completely uninstall the game and install from scratch and then use the latest SF version to re-install the Terraform Patch.&lt;br /&gt;
* This app release is not tested thoroughly so please be patient &amp;amp; report any bugs to rast1234.&lt;br /&gt;
&lt;br /&gt;
=== Saving Space ===&lt;br /&gt;
&lt;br /&gt;
* After you've updated to the current latest version of the patch it's safe to delete the &amp;lt;code&amp;gt;\data\.syncfaction\mod_xxx&amp;lt;/code&amp;gt; folders.&lt;br /&gt;
* This is because previous patch versions are cached there and not needed since last update is not incremental.&lt;br /&gt;
&lt;br /&gt;
=== Confirming Patch Installed Correctly === &lt;br /&gt;
&lt;br /&gt;
* On the first loading screen before the main menu you should see &amp;lt;code&amp;gt;Terraform Patch v1.075 ALPHA&amp;lt;/code&amp;gt; at the bottom right. Example: https://raw.githubusercontent.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch/main/misc.vpp_pc/E_TEXTURE_CHANGES/SOURCE/ui_loading_init.png?raw=true&lt;br /&gt;
* When creating a custom match the default options should have fleetfoot selected as the starting backpack.&lt;br /&gt;
* You should see DLC Wrecking Crew &amp;amp; custom maps when going through map selection such as Storage, Abandoned, Nordic Bonus, Ruins, Imperial etc.&lt;br /&gt;
* You should see DLC Weapons when going through weapons such as the Subverter, Spiker, Misslepod etc.&lt;br /&gt;
* You should see new characters in the multiplayer customization screen such as Jenkins, Sam, Voice of Mars etc.&lt;br /&gt;
&lt;br /&gt;
=== Networking Issues === &lt;br /&gt;
&lt;br /&gt;
* As the game relies on THQN servers and it seems NAT punching isn't always reliable some connection issues like not being able to join certain players, players not being able to join you or an unusual issue where you're stuck spectating when the game begins may require manual configuration of your network to resolve.&lt;br /&gt;
* Ensure &amp;lt;code&amp;gt;rfg.exe&amp;lt;/code&amp;gt; isn't blocked by the Windows Firewall for both inbound and outbound connections. You can make a new rule by searching for &amp;lt;code&amp;gt;Windows Defender Firewall with Advanced Security&amp;lt;/code&amp;gt;. See the guide below for more advanced instructions.&lt;br /&gt;
* Ensure all the games ports are forwarded in your routers firewall: you will need to setup a Static IP on your computer and forward the following ports in your router: &amp;lt;code&amp;gt;TCP: 80&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;UDP: 88&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;TCP/UDP: 443&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;TCP/UDP: 3074&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;UDP: 3478&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;UDP: 4379-4380&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;TCP/UDP: 23022&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;TCP/UDP: 38888&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;TCP/UDP 27000-27100&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;TCP/UDP: 61111&amp;lt;/code&amp;gt;. Consult your routers manual on how to do this and see the guide below for detailed instructions on setting up a Static IP.&lt;br /&gt;
* You can also setup DMZ for your Static IP but this is less secure. Consult your routers manual on how to do this.&lt;br /&gt;
* It's possible your ISP is blocking ports, you can try using their app if they provide one or calling them and asking them to unblock all ports.&lt;br /&gt;
* It's possible issues may be caused by a bad router/modem.&lt;br /&gt;
* [https://www.howtogeek.com/19249/how-to-assign-a-static-ip-address-in-xp-vista-or-windows-7/ How to Assign a Static IP Address in Windows 10 or 11]&lt;br /&gt;
* [https://www.howtogeek.com/112564/how-to-create-advanced-firewall-rules-in-the-windows-firewall/ How to Create Advanced Firewall Rules in the Windows Firewall]&lt;br /&gt;
&lt;br /&gt;
=== Configs &amp;amp; Save Data Corruption ===&lt;br /&gt;
&lt;br /&gt;
* It's unknown if this is required but it might be worth a try if you've followed all previous troubleshooting steps and you're still having issues with your game.&lt;br /&gt;
* Delete &amp;lt;code&amp;gt;config.ini&amp;lt;/code&amp;gt; in &amp;lt;code&amp;gt;%APPDATA%\kaiko\rfg\&amp;lt;/code&amp;gt;. This will reset all your settings to default and you will have to reconfigure them the next time you start your game.&lt;br /&gt;
* Steam save: &amp;lt;code&amp;gt;&amp;lt;Steam-folder&amp;gt;\userdata\&amp;lt;user-id&amp;gt;\667720\remote\&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;&amp;lt;Steam-folder&amp;gt;\userdata\&amp;lt;user-id&amp;gt;\667720\remote\autocloud\save&amp;lt;/code&amp;gt;. Backup &amp;lt;code&amp;gt;keen_savegame_0_0.sav&amp;lt;/code&amp;gt; and delete it. Warning: this will reset both your singleplayer and multiplayer progress.&lt;br /&gt;
* GOG save: &amp;lt;code&amp;gt;%LOCALAPPDATA%\GOG.com\Galaxy\Applications\51153410217180642\Storage\Shared\Files\autocloud\save\&amp;lt;/code&amp;gt;. Backup &amp;lt;code&amp;gt;keen_savegame_0_0.sav&amp;lt;/code&amp;gt; and delete it. Warning: this will reset both your singleplayer and multiplayer progress.&lt;br /&gt;
* Note: It's possible to transfer the Steam save to GOG or vice versa so you can try that also.&lt;br /&gt;
&lt;br /&gt;
=== Improving Game Stability ===&lt;br /&gt;
&lt;br /&gt;
# Right click &amp;lt;code&amp;gt;rfg.exe&amp;lt;/code&amp;gt; in your game folder.&lt;br /&gt;
# Select &amp;lt;code&amp;gt;Properties&amp;lt;/code&amp;gt; in the context menu.&lt;br /&gt;
# Select the &amp;lt;code&amp;gt;Compatibility&amp;lt;/code&amp;gt; tab.&lt;br /&gt;
# Tick &amp;lt;code&amp;gt;Disable fullscreen optimizations&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Click &amp;lt;code&amp;gt;Change high DPI settings&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Tick &amp;lt;code&amp;gt;Override high DPI scaling Behavior. Scaling performed by: Application&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Click ok to both windows.&lt;br /&gt;
# If on Windows 11 follow the below additional steps.&lt;br /&gt;
# Open the &amp;lt;code&amp;gt;Settings&amp;lt;/code&amp;gt; app.&lt;br /&gt;
# Navigate to System &amp;gt; Display &amp;gt; Graphics &amp;gt; Add an app &amp;gt; Desktop app &amp;gt; Find &amp;lt;code&amp;gt;rfg.exe&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Once it's added, search for rfg and click &amp;lt;code&amp;gt;Options&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Tick &amp;lt;code&amp;gt;Don't use optimizations for windowed games&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Make sure you select exclusive fullscreen inside the games option menu.&lt;br /&gt;
[[File:GameStabilityFix.jpeg|frameless|512px]]&lt;br /&gt;
&lt;br /&gt;
=== Microstuttering Fix ===&lt;br /&gt;
&lt;br /&gt;
* Disable '''VSYNC''' in the games option menu.&lt;br /&gt;
* Force '''VSYNC''' in your graphics card control panel. &lt;br /&gt;
* Cap the framerate to your refresh rate in your graphics card control panel.&lt;br /&gt;
* Make sure you select exclusive fullscreen inside the games option menu.&lt;br /&gt;
&lt;br /&gt;
== Terraform Patch Info ==&lt;br /&gt;
&lt;br /&gt;
* Changelog: https://raw.githubusercontent.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch/main/changelog.txt&lt;br /&gt;
* Known Issues: https://github.com/users/CamoRF/projects/3/views/1&lt;br /&gt;
* Github: https://github.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch&lt;br /&gt;
* This patch is an alpha version so you may encounter bugs, please ping Camo in the rfg-modding channel to report any issues.&lt;br /&gt;
&lt;br /&gt;
== Recommended Competitive Game Settings ==&lt;br /&gt;
&lt;br /&gt;
* Note: settings are always personal preference but this should serve as a decent starting guide if you want to play more competitively.&lt;br /&gt;
* The default keybindings for RF:G are unusual compared to other shooters, most members in the community recommend the following settings:&lt;br /&gt;
* All options are found under &amp;lt;code&amp;gt;Main Menu&amp;lt;/code&amp;gt; --&amp;gt; &amp;lt;code&amp;gt;Options&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Controls &amp;amp; Keybindings&lt;br /&gt;
 * Zoom: Right Click&lt;br /&gt;
 * Melee Attack: F&lt;br /&gt;
 * Melee Attack 2: Side Mouse Button if your mouse has one&lt;br /&gt;
 * Shoulder Switch: Side Mouse Button if your mouse has one&lt;br /&gt;
 * Zoom: Hold&lt;br /&gt;
 * Crouch: Toggle&lt;br /&gt;
&lt;br /&gt;
* Audio Options (These will allow you to hear enemy movement more clearly)&lt;br /&gt;
 * Ambience: 50%&lt;br /&gt;
 * Music: 0%&lt;br /&gt;
 * Voice: 50%&lt;br /&gt;
 * SFX: 100%&lt;br /&gt;
&lt;br /&gt;
* Graphics Options&lt;br /&gt;
 * FOV: 85&lt;br /&gt;
 * Depth of Field: Disabled&lt;br /&gt;
 * Motion Blur: Disabled&lt;br /&gt;
&lt;br /&gt;
* Game Options&lt;br /&gt;
 * Camera Shake: Disabled&lt;br /&gt;
&lt;br /&gt;
== Run game ==&lt;br /&gt;
&lt;br /&gt;
All maps are included in the Terraform Patch and you don't need to install anything else. Join the [https://discord.gg/factionfiles FactionFiles Discord] and subscribe to RF:G Game Night event!&lt;/div&gt;</summary>
		<author><name>Camo</name></author>
	</entry>
	<entry>
		<id>https://www.redfactionwiki.com/w/index.php?title=RF:G_Game_Night_News&amp;diff=8950</id>
		<title>RF:G Game Night News</title>
		<link rel="alternate" type="text/html" href="https://www.redfactionwiki.com/w/index.php?title=RF:G_Game_Night_News&amp;diff=8950"/>
		<updated>2023-06-10T02:56:20Z</updated>

		<summary type="html">&lt;p&gt;Camo: /* Troubleshooting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Under construction}}&lt;br /&gt;
&lt;br /&gt;
== News ==&lt;br /&gt;
&lt;br /&gt;
* Terraform Patch v1.07.5 was recently released on the 8th of June, 2023. Please update before game night!&lt;br /&gt;
* SyncFaction v9 was recently released on the 14th of March, 2023. Please update before game night!&lt;br /&gt;
&lt;br /&gt;
== Multiplayer Server Status ==&lt;br /&gt;
&lt;br /&gt;
* Steam version: Fix already included in latest update from Steam.&lt;br /&gt;
* GOG version: You will need to manually replace &amp;lt;code&amp;gt;sw_api.dll&amp;lt;/code&amp;gt; in the &amp;lt;code&amp;gt;Red Faction Guerrilla Re-Mars-tered&amp;lt;/code&amp;gt; folder with the one from here: https://github.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch/raw/main/debug/mp_fix/gog/sw_api.dll&lt;br /&gt;
&lt;br /&gt;
== Installing Terraform Patch ==&lt;br /&gt;
&lt;br /&gt;
# Download https://github.com/Rast1234/SyncFaction/releases/download/v9/SyncFaction.exe&lt;br /&gt;
# Open SyncFaction.&lt;br /&gt;
# The first time you run it SyncFaction will take some time verifying your game files are vanilla, if you encounter any errors please delete the &amp;lt;code&amp;gt;.syncfaction&amp;lt;/code&amp;gt; folder in &amp;lt;code&amp;gt;data&amp;lt;/code&amp;gt; and verify your game in Steam. You can quickly find your game folder by right clicking RF:G in your Steam library, selecting properties, clicking Local files and finally Browse. Verify integrity of game files is also found here.&lt;br /&gt;
# After SyncFaction is done verifying you will see a button at the bottom middle &amp;lt;code&amp;gt;Update to latest Community Patch&amp;lt;/code&amp;gt;, click it &amp;amp; SyncFaction will automatically download and install the patch; you will see the progress tracked in the log.&lt;br /&gt;
# When it has successfully installed the patch you will see this wiki page instead of the log along with &amp;lt;code&amp;gt;Run Game&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Apply&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;Refresh&amp;lt;/code&amp;gt; buttons, you don't need to do anything else and can close SyncFaction now.&lt;br /&gt;
&lt;br /&gt;
== Updating Terraform Patch ==&lt;br /&gt;
&lt;br /&gt;
* If you've played game nights before, get latest SF version and let it do the update: https://github.com/Rast1234/SyncFaction/releases/download/v9/SyncFaction.exe&lt;br /&gt;
* No need to waste time verifying game with Steam!&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
&lt;br /&gt;
* Make sure you're on the latest SF version and update: https://github.com/Rast1234/SyncFaction/releases/download/v9/SyncFaction.exe&lt;br /&gt;
* If you suspect your game is corrupted, please delete the &amp;lt;code&amp;gt;.syncfaction&amp;lt;/code&amp;gt; folder in &amp;lt;code&amp;gt;data&amp;lt;/code&amp;gt; and verify your game.&lt;br /&gt;
* Sometimes after installing the required .NET version you will need to restart your computer for SF to work.&lt;br /&gt;
* '''DON'T''' install any mods or maps on top of the patch or you'll corrupt your game!&lt;br /&gt;
* If you have both the Steam &amp;amp; GOG versions installed, lots of drives or SF is having issues finding your game install try putting &amp;lt;code&amp;gt;SyncFaction.exe&amp;lt;/code&amp;gt; with &amp;lt;code&amp;gt;rfg.exe&amp;lt;/code&amp;gt; in the respective game versions folder.&lt;br /&gt;
* If your anti virus detects &amp;lt;code&amp;gt;SyncFaction.exe&amp;lt;/code&amp;gt; as malware you can be assured it's a false positive, it's open source on github and developed by a trusted member of the community. You can safely make an exception in your anti virus software.&lt;br /&gt;
* If SyncFaction has trouble downloading the patch and shows an error starting with &amp;lt;code&amp;gt;System.Net.Http.HttpRequestException&amp;lt;/code&amp;gt; it's probably being blocked by your firewall.&lt;br /&gt;
* If your game crashes on startup it's possible you incorrectly replaced &amp;lt;code&amp;gt;sw_api.dll&amp;lt;/code&amp;gt; for the Steam version when that is only needed for the GOG version, try restoring it to the Steam version: https://github.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch/raw/main/debug/mp_fix/steam/sw_api.dll&lt;br /&gt;
* '''NUCLEAR''' option if other troubleshooting steps above fail or your game is frequently crashing: delete the entire &amp;lt;code&amp;gt;data&amp;lt;/code&amp;gt; folder and verify game in Steam. If using GOG completely uninstall the game and install from scratch and then use the latest SF version to re-install the Terraform Patch.&lt;br /&gt;
* If you're unable to move your character, pause the game and then unpause.&lt;br /&gt;
* This app release is not tested thoroughly so please be patient &amp;amp; report any bugs to rast1234.&lt;br /&gt;
&lt;br /&gt;
=== Saving Space ===&lt;br /&gt;
&lt;br /&gt;
* After you've updated to the current latest version of the patch it's safe to delete the &amp;lt;code&amp;gt;\data\.syncfaction\mod_xxx&amp;lt;/code&amp;gt; folders.&lt;br /&gt;
* This is because previous patch versions are cached there and not needed since last update is not incremental.&lt;br /&gt;
&lt;br /&gt;
=== Confirming Patch Installed Correctly === &lt;br /&gt;
&lt;br /&gt;
* On the first loading screen before the main menu you should see &amp;lt;code&amp;gt;Terraform Patch v1.075 ALPHA&amp;lt;/code&amp;gt; at the bottom right. Example: https://raw.githubusercontent.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch/main/misc.vpp_pc/E_TEXTURE_CHANGES/SOURCE/ui_loading_init.png?raw=true&lt;br /&gt;
* When creating a custom match the default options should have fleetfoot selected as the starting backpack.&lt;br /&gt;
* You should see DLC Wrecking Crew &amp;amp; custom maps when going through map selection such as Storage, Abandoned, Nordic Bonus, Ruins, Imperial etc.&lt;br /&gt;
* You should see DLC Weapons when going through weapons such as the Subverter, Spiker, Misslepod etc.&lt;br /&gt;
* You should see new characters in the multiplayer customization screen such as Jenkins, Sam, Voice of Mars etc.&lt;br /&gt;
&lt;br /&gt;
=== Networking Issues === &lt;br /&gt;
&lt;br /&gt;
* As the game relies on THQN servers and it seems NAT punching isn't always reliable some connection issues like not being able to join certain players, players not being able to join you or an unusual issue where you're stuck spectating when the game begins may require manual configuration of your network to resolve.&lt;br /&gt;
* Ensure &amp;lt;code&amp;gt;rfg.exe&amp;lt;/code&amp;gt; isn't blocked by the Windows Firewall for both inbound and outbound connections. You can make a new rule by searching for &amp;lt;code&amp;gt;Windows Defender Firewall with Advanced Security&amp;lt;/code&amp;gt;. See the guide below for more advanced instructions.&lt;br /&gt;
* Ensure all the games ports are forwarded in your routers firewall: you will need to setup a Static IP on your computer and forward the following ports in your router: &amp;lt;code&amp;gt;TCP: 80&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;UDP: 88&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;TCP/UDP: 443&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;TCP/UDP: 3074&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;UDP: 3478&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;UDP: 4379-4380&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;TCP/UDP: 23022&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;TCP/UDP: 38888&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;TCP/UDP 27000-27100&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;TCP/UDP: 61111&amp;lt;/code&amp;gt;. Consult your routers manual on how to do this and see the guide below for detailed instructions on setting up a Static IP.&lt;br /&gt;
* You can also setup DMZ for your Static IP but this is less secure. Consult your routers manual on how to do this.&lt;br /&gt;
* It's possible your ISP is blocking ports, you can try using their app if they provide one or calling them and asking them to unblock all ports.&lt;br /&gt;
* It's possible issues may be caused by a bad router/modem.&lt;br /&gt;
* [https://www.howtogeek.com/19249/how-to-assign-a-static-ip-address-in-xp-vista-or-windows-7/ How to Assign a Static IP Address in Windows 10 or 11]&lt;br /&gt;
* [https://www.howtogeek.com/112564/how-to-create-advanced-firewall-rules-in-the-windows-firewall/ How to Create Advanced Firewall Rules in the Windows Firewall]&lt;br /&gt;
&lt;br /&gt;
=== Configs &amp;amp; Save Data Corruption ===&lt;br /&gt;
&lt;br /&gt;
* It's unknown if this is required but it might be worth a try if you've followed all previous troubleshooting steps and you're still having issues with your game.&lt;br /&gt;
* Delete &amp;lt;code&amp;gt;config.ini&amp;lt;/code&amp;gt; in &amp;lt;code&amp;gt;%APPDATA%\kaiko\rfg\&amp;lt;/code&amp;gt;. This will reset all your settings to default and you will have to reconfigure them the next time you start your game.&lt;br /&gt;
* Steam save: &amp;lt;code&amp;gt;&amp;lt;Steam-folder&amp;gt;\userdata\&amp;lt;user-id&amp;gt;\667720\remote\&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;&amp;lt;Steam-folder&amp;gt;\userdata\&amp;lt;user-id&amp;gt;\667720\remote\autocloud\save&amp;lt;/code&amp;gt;. Backup &amp;lt;code&amp;gt;keen_savegame_0_0.sav&amp;lt;/code&amp;gt; and delete it. Warning: this will reset both your singleplayer and multiplayer progress.&lt;br /&gt;
* GOG save: &amp;lt;code&amp;gt;%LOCALAPPDATA%\GOG.com\Galaxy\Applications\51153410217180642\Storage\Shared\Files\autocloud\save\&amp;lt;/code&amp;gt;. Backup &amp;lt;code&amp;gt;keen_savegame_0_0.sav&amp;lt;/code&amp;gt; and delete it. Warning: this will reset both your singleplayer and multiplayer progress.&lt;br /&gt;
* Note: It's possible to transfer the Steam save to GOG or vice versa so you can try that also.&lt;br /&gt;
&lt;br /&gt;
=== Improving Game Stability ===&lt;br /&gt;
&lt;br /&gt;
# Right click &amp;lt;code&amp;gt;rfg.exe&amp;lt;/code&amp;gt; in your game folder.&lt;br /&gt;
# Select &amp;lt;code&amp;gt;Properties&amp;lt;/code&amp;gt; in the context menu.&lt;br /&gt;
# Select the &amp;lt;code&amp;gt;Compatibility&amp;lt;/code&amp;gt; tab.&lt;br /&gt;
# Tick &amp;lt;code&amp;gt;Disable fullscreen optimizations&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Click &amp;lt;code&amp;gt;Change high DPI settings&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Tick &amp;lt;code&amp;gt;Override high DPI scaling Behavior. Scaling performed by: Application&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Click ok to both windows.&lt;br /&gt;
# If on Windows 11 follow the below additional steps.&lt;br /&gt;
# Open the &amp;lt;code&amp;gt;Settings&amp;lt;/code&amp;gt; app.&lt;br /&gt;
# Navigate to System &amp;gt; Display &amp;gt; Graphics &amp;gt; Add an app &amp;gt; Desktop app &amp;gt; Find &amp;lt;code&amp;gt;rfg.exe&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Once it's added, search for rfg and click &amp;lt;code&amp;gt;Options&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Tick &amp;lt;code&amp;gt;Don't use optimizations for windowed games&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Make sure you select exclusive fullscreen inside the games option menu.&lt;br /&gt;
[[File:GameStabilityFix.jpeg|frameless|512px]]&lt;br /&gt;
&lt;br /&gt;
=== Microstuttering Fix ===&lt;br /&gt;
&lt;br /&gt;
* Disable '''VSYNC''' in the games option menu.&lt;br /&gt;
* Force '''VSYNC''' in your graphics card control panel. &lt;br /&gt;
* Cap the framerate to your refresh rate in your graphics card control panel.&lt;br /&gt;
* Make sure you select exclusive fullscreen inside the games option menu.&lt;br /&gt;
&lt;br /&gt;
== Terraform Patch Info ==&lt;br /&gt;
&lt;br /&gt;
* Changelog: https://raw.githubusercontent.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch/main/changelog.txt&lt;br /&gt;
* Known Issues: https://github.com/users/CamoRF/projects/3/views/1&lt;br /&gt;
* Github: https://github.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch&lt;br /&gt;
* This patch is an alpha version so you may encounter bugs, please ping Camo in the rfg-modding channel to report any issues.&lt;br /&gt;
&lt;br /&gt;
== Recommended Competitive Game Settings ==&lt;br /&gt;
&lt;br /&gt;
* Note: settings are always personal preference but this should serve as a decent starting guide if you want to play more competitively.&lt;br /&gt;
* The default keybindings for RF:G are unusual compared to other shooters, most members in the community recommend the following settings:&lt;br /&gt;
* All options are found under &amp;lt;code&amp;gt;Main Menu&amp;lt;/code&amp;gt; --&amp;gt; &amp;lt;code&amp;gt;Options&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Controls &amp;amp; Keybindings&lt;br /&gt;
 * Zoom: Right Click&lt;br /&gt;
 * Melee Attack: F&lt;br /&gt;
 * Melee Attack 2: Side Mouse Button if your mouse has one&lt;br /&gt;
 * Shoulder Switch: Side Mouse Button if your mouse has one&lt;br /&gt;
 * Zoom: Hold&lt;br /&gt;
 * Crouch: Toggle&lt;br /&gt;
&lt;br /&gt;
* Audio Options (These will allow you to hear enemy movement more clearly)&lt;br /&gt;
 * Ambience: 50%&lt;br /&gt;
 * Music: 0%&lt;br /&gt;
 * Voice: 50%&lt;br /&gt;
 * SFX: 100%&lt;br /&gt;
&lt;br /&gt;
* Graphics Options&lt;br /&gt;
 * FOV: 85&lt;br /&gt;
 * Depth of Field: Disabled&lt;br /&gt;
 * Motion Blur: Disabled&lt;br /&gt;
&lt;br /&gt;
* Game Options&lt;br /&gt;
 * Camera Shake: Disabled&lt;br /&gt;
&lt;br /&gt;
== Run game ==&lt;br /&gt;
&lt;br /&gt;
All maps are included in the Terraform Patch and you don't need to install anything else. Join the [https://discord.gg/factionfiles FactionFiles Discord] and subscribe to RF:G Game Night event!&lt;/div&gt;</summary>
		<author><name>Camo</name></author>
	</entry>
	<entry>
		<id>https://www.redfactionwiki.com/w/index.php?title=RF:G_Game_Night_News&amp;diff=8949</id>
		<title>RF:G Game Night News</title>
		<link rel="alternate" type="text/html" href="https://www.redfactionwiki.com/w/index.php?title=RF:G_Game_Night_News&amp;diff=8949"/>
		<updated>2023-06-10T02:56:06Z</updated>

		<summary type="html">&lt;p&gt;Camo: /* Troubleshooting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Under construction}}&lt;br /&gt;
&lt;br /&gt;
== News ==&lt;br /&gt;
&lt;br /&gt;
* Terraform Patch v1.07.5 was recently released on the 8th of June, 2023. Please update before game night!&lt;br /&gt;
* SyncFaction v9 was recently released on the 14th of March, 2023. Please update before game night!&lt;br /&gt;
&lt;br /&gt;
== Multiplayer Server Status ==&lt;br /&gt;
&lt;br /&gt;
* Steam version: Fix already included in latest update from Steam.&lt;br /&gt;
* GOG version: You will need to manually replace &amp;lt;code&amp;gt;sw_api.dll&amp;lt;/code&amp;gt; in the &amp;lt;code&amp;gt;Red Faction Guerrilla Re-Mars-tered&amp;lt;/code&amp;gt; folder with the one from here: https://github.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch/raw/main/debug/mp_fix/gog/sw_api.dll&lt;br /&gt;
&lt;br /&gt;
== Installing Terraform Patch ==&lt;br /&gt;
&lt;br /&gt;
# Download https://github.com/Rast1234/SyncFaction/releases/download/v9/SyncFaction.exe&lt;br /&gt;
# Open SyncFaction.&lt;br /&gt;
# The first time you run it SyncFaction will take some time verifying your game files are vanilla, if you encounter any errors please delete the &amp;lt;code&amp;gt;.syncfaction&amp;lt;/code&amp;gt; folder in &amp;lt;code&amp;gt;data&amp;lt;/code&amp;gt; and verify your game in Steam. You can quickly find your game folder by right clicking RF:G in your Steam library, selecting properties, clicking Local files and finally Browse. Verify integrity of game files is also found here.&lt;br /&gt;
# After SyncFaction is done verifying you will see a button at the bottom middle &amp;lt;code&amp;gt;Update to latest Community Patch&amp;lt;/code&amp;gt;, click it &amp;amp; SyncFaction will automatically download and install the patch; you will see the progress tracked in the log.&lt;br /&gt;
# When it has successfully installed the patch you will see this wiki page instead of the log along with &amp;lt;code&amp;gt;Run Game&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Apply&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;Refresh&amp;lt;/code&amp;gt; buttons, you don't need to do anything else and can close SyncFaction now.&lt;br /&gt;
&lt;br /&gt;
== Updating Terraform Patch ==&lt;br /&gt;
&lt;br /&gt;
* If you've played game nights before, get latest SF version and let it do the update: https://github.com/Rast1234/SyncFaction/releases/download/v9/SyncFaction.exe&lt;br /&gt;
* No need to waste time verifying game with Steam!&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
&lt;br /&gt;
* Make sure you're on the latest SF version and update: https://github.com/Rast1234/SyncFaction/releases/download/v9/SyncFaction.exe&lt;br /&gt;
* If you suspect your game is corrupted, please delete the &amp;lt;code&amp;gt;.syncfaction&amp;lt;/code&amp;gt; folder in &amp;lt;code&amp;gt;data&amp;lt;/code&amp;gt; and verify your game.&lt;br /&gt;
* Sometimes after installing the required .NET version you will need to restart your computer for SF to work.&lt;br /&gt;
* '''DON'T''' install any mods or maps on top of the patch or you'll corrupt your game!&lt;br /&gt;
* If you have both the Steam &amp;amp; GOG versions installed, lots of drives or SF is having issues finding your game install try putting &amp;lt;code&amp;gt;SyncFaction.exe&amp;lt;/code&amp;gt; with &amp;lt;code&amp;gt;rfg.exe&amp;lt;/code&amp;gt; in the respective game versions folder.&lt;br /&gt;
* If your anti virus detects &amp;lt;code&amp;gt;SyncFaction.exe&amp;lt;/code&amp;gt; as malware you can be assured it's a false positive, it's open source on github and developed by a trusted member of the community. You can safely make an exception in your anti virus software.&lt;br /&gt;
* If SyncFaction has trouble downloading the patch and shows an error starting with &amp;lt;code&amp;gt;System.Net.Http.HttpRequestException&amp;lt;/code&amp;gt; it's probably being blocked by your firewall.&lt;br /&gt;
* If your game crashes on startup it's possible you incorrectly replaced &amp;lt;code&amp;gt;sw_api.dll&amp;lt;/code&amp;gt; for the Steam version when that is only needed for the GOG version, try restoring it to the Steam version: https://github.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch/raw/main/debug/mp_fix/steam/sw_api.dll&lt;br /&gt;
* ```NUCLEAR``` option if other troubleshooting steps above fail or your game is frequently crashing: delete the entire &amp;lt;code&amp;gt;data&amp;lt;/code&amp;gt; folder and verify game in Steam. If using GOG completely uninstall the game and install from scratch and then use the latest SF version to re-install the Terraform Patch.&lt;br /&gt;
* If you're unable to move your character, pause the game and then unpause.&lt;br /&gt;
* This app release is not tested thoroughly so please be patient &amp;amp; report any bugs to rast1234.&lt;br /&gt;
&lt;br /&gt;
=== Saving Space ===&lt;br /&gt;
&lt;br /&gt;
* After you've updated to the current latest version of the patch it's safe to delete the &amp;lt;code&amp;gt;\data\.syncfaction\mod_xxx&amp;lt;/code&amp;gt; folders.&lt;br /&gt;
* This is because previous patch versions are cached there and not needed since last update is not incremental.&lt;br /&gt;
&lt;br /&gt;
=== Confirming Patch Installed Correctly === &lt;br /&gt;
&lt;br /&gt;
* On the first loading screen before the main menu you should see &amp;lt;code&amp;gt;Terraform Patch v1.075 ALPHA&amp;lt;/code&amp;gt; at the bottom right. Example: https://raw.githubusercontent.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch/main/misc.vpp_pc/E_TEXTURE_CHANGES/SOURCE/ui_loading_init.png?raw=true&lt;br /&gt;
* When creating a custom match the default options should have fleetfoot selected as the starting backpack.&lt;br /&gt;
* You should see DLC Wrecking Crew &amp;amp; custom maps when going through map selection such as Storage, Abandoned, Nordic Bonus, Ruins, Imperial etc.&lt;br /&gt;
* You should see DLC Weapons when going through weapons such as the Subverter, Spiker, Misslepod etc.&lt;br /&gt;
* You should see new characters in the multiplayer customization screen such as Jenkins, Sam, Voice of Mars etc.&lt;br /&gt;
&lt;br /&gt;
=== Networking Issues === &lt;br /&gt;
&lt;br /&gt;
* As the game relies on THQN servers and it seems NAT punching isn't always reliable some connection issues like not being able to join certain players, players not being able to join you or an unusual issue where you're stuck spectating when the game begins may require manual configuration of your network to resolve.&lt;br /&gt;
* Ensure &amp;lt;code&amp;gt;rfg.exe&amp;lt;/code&amp;gt; isn't blocked by the Windows Firewall for both inbound and outbound connections. You can make a new rule by searching for &amp;lt;code&amp;gt;Windows Defender Firewall with Advanced Security&amp;lt;/code&amp;gt;. See the guide below for more advanced instructions.&lt;br /&gt;
* Ensure all the games ports are forwarded in your routers firewall: you will need to setup a Static IP on your computer and forward the following ports in your router: &amp;lt;code&amp;gt;TCP: 80&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;UDP: 88&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;TCP/UDP: 443&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;TCP/UDP: 3074&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;UDP: 3478&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;UDP: 4379-4380&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;TCP/UDP: 23022&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;TCP/UDP: 38888&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;TCP/UDP 27000-27100&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;TCP/UDP: 61111&amp;lt;/code&amp;gt;. Consult your routers manual on how to do this and see the guide below for detailed instructions on setting up a Static IP.&lt;br /&gt;
* You can also setup DMZ for your Static IP but this is less secure. Consult your routers manual on how to do this.&lt;br /&gt;
* It's possible your ISP is blocking ports, you can try using their app if they provide one or calling them and asking them to unblock all ports.&lt;br /&gt;
* It's possible issues may be caused by a bad router/modem.&lt;br /&gt;
* [https://www.howtogeek.com/19249/how-to-assign-a-static-ip-address-in-xp-vista-or-windows-7/ How to Assign a Static IP Address in Windows 10 or 11]&lt;br /&gt;
* [https://www.howtogeek.com/112564/how-to-create-advanced-firewall-rules-in-the-windows-firewall/ How to Create Advanced Firewall Rules in the Windows Firewall]&lt;br /&gt;
&lt;br /&gt;
=== Configs &amp;amp; Save Data Corruption ===&lt;br /&gt;
&lt;br /&gt;
* It's unknown if this is required but it might be worth a try if you've followed all previous troubleshooting steps and you're still having issues with your game.&lt;br /&gt;
* Delete &amp;lt;code&amp;gt;config.ini&amp;lt;/code&amp;gt; in &amp;lt;code&amp;gt;%APPDATA%\kaiko\rfg\&amp;lt;/code&amp;gt;. This will reset all your settings to default and you will have to reconfigure them the next time you start your game.&lt;br /&gt;
* Steam save: &amp;lt;code&amp;gt;&amp;lt;Steam-folder&amp;gt;\userdata\&amp;lt;user-id&amp;gt;\667720\remote\&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;&amp;lt;Steam-folder&amp;gt;\userdata\&amp;lt;user-id&amp;gt;\667720\remote\autocloud\save&amp;lt;/code&amp;gt;. Backup &amp;lt;code&amp;gt;keen_savegame_0_0.sav&amp;lt;/code&amp;gt; and delete it. Warning: this will reset both your singleplayer and multiplayer progress.&lt;br /&gt;
* GOG save: &amp;lt;code&amp;gt;%LOCALAPPDATA%\GOG.com\Galaxy\Applications\51153410217180642\Storage\Shared\Files\autocloud\save\&amp;lt;/code&amp;gt;. Backup &amp;lt;code&amp;gt;keen_savegame_0_0.sav&amp;lt;/code&amp;gt; and delete it. Warning: this will reset both your singleplayer and multiplayer progress.&lt;br /&gt;
* Note: It's possible to transfer the Steam save to GOG or vice versa so you can try that also.&lt;br /&gt;
&lt;br /&gt;
=== Improving Game Stability ===&lt;br /&gt;
&lt;br /&gt;
# Right click &amp;lt;code&amp;gt;rfg.exe&amp;lt;/code&amp;gt; in your game folder.&lt;br /&gt;
# Select &amp;lt;code&amp;gt;Properties&amp;lt;/code&amp;gt; in the context menu.&lt;br /&gt;
# Select the &amp;lt;code&amp;gt;Compatibility&amp;lt;/code&amp;gt; tab.&lt;br /&gt;
# Tick &amp;lt;code&amp;gt;Disable fullscreen optimizations&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Click &amp;lt;code&amp;gt;Change high DPI settings&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Tick &amp;lt;code&amp;gt;Override high DPI scaling Behavior. Scaling performed by: Application&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Click ok to both windows.&lt;br /&gt;
# If on Windows 11 follow the below additional steps.&lt;br /&gt;
# Open the &amp;lt;code&amp;gt;Settings&amp;lt;/code&amp;gt; app.&lt;br /&gt;
# Navigate to System &amp;gt; Display &amp;gt; Graphics &amp;gt; Add an app &amp;gt; Desktop app &amp;gt; Find &amp;lt;code&amp;gt;rfg.exe&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Once it's added, search for rfg and click &amp;lt;code&amp;gt;Options&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Tick &amp;lt;code&amp;gt;Don't use optimizations for windowed games&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Make sure you select exclusive fullscreen inside the games option menu.&lt;br /&gt;
[[File:GameStabilityFix.jpeg|frameless|512px]]&lt;br /&gt;
&lt;br /&gt;
=== Microstuttering Fix ===&lt;br /&gt;
&lt;br /&gt;
* Disable '''VSYNC''' in the games option menu.&lt;br /&gt;
* Force '''VSYNC''' in your graphics card control panel. &lt;br /&gt;
* Cap the framerate to your refresh rate in your graphics card control panel.&lt;br /&gt;
* Make sure you select exclusive fullscreen inside the games option menu.&lt;br /&gt;
&lt;br /&gt;
== Terraform Patch Info ==&lt;br /&gt;
&lt;br /&gt;
* Changelog: https://raw.githubusercontent.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch/main/changelog.txt&lt;br /&gt;
* Known Issues: https://github.com/users/CamoRF/projects/3/views/1&lt;br /&gt;
* Github: https://github.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch&lt;br /&gt;
* This patch is an alpha version so you may encounter bugs, please ping Camo in the rfg-modding channel to report any issues.&lt;br /&gt;
&lt;br /&gt;
== Recommended Competitive Game Settings ==&lt;br /&gt;
&lt;br /&gt;
* Note: settings are always personal preference but this should serve as a decent starting guide if you want to play more competitively.&lt;br /&gt;
* The default keybindings for RF:G are unusual compared to other shooters, most members in the community recommend the following settings:&lt;br /&gt;
* All options are found under &amp;lt;code&amp;gt;Main Menu&amp;lt;/code&amp;gt; --&amp;gt; &amp;lt;code&amp;gt;Options&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Controls &amp;amp; Keybindings&lt;br /&gt;
 * Zoom: Right Click&lt;br /&gt;
 * Melee Attack: F&lt;br /&gt;
 * Melee Attack 2: Side Mouse Button if your mouse has one&lt;br /&gt;
 * Shoulder Switch: Side Mouse Button if your mouse has one&lt;br /&gt;
 * Zoom: Hold&lt;br /&gt;
 * Crouch: Toggle&lt;br /&gt;
&lt;br /&gt;
* Audio Options (These will allow you to hear enemy movement more clearly)&lt;br /&gt;
 * Ambience: 50%&lt;br /&gt;
 * Music: 0%&lt;br /&gt;
 * Voice: 50%&lt;br /&gt;
 * SFX: 100%&lt;br /&gt;
&lt;br /&gt;
* Graphics Options&lt;br /&gt;
 * FOV: 85&lt;br /&gt;
 * Depth of Field: Disabled&lt;br /&gt;
 * Motion Blur: Disabled&lt;br /&gt;
&lt;br /&gt;
* Game Options&lt;br /&gt;
 * Camera Shake: Disabled&lt;br /&gt;
&lt;br /&gt;
== Run game ==&lt;br /&gt;
&lt;br /&gt;
All maps are included in the Terraform Patch and you don't need to install anything else. Join the [https://discord.gg/factionfiles FactionFiles Discord] and subscribe to RF:G Game Night event!&lt;/div&gt;</summary>
		<author><name>Camo</name></author>
	</entry>
	<entry>
		<id>https://www.redfactionwiki.com/w/index.php?title=RF:G_Game_Night_News&amp;diff=8948</id>
		<title>RF:G Game Night News</title>
		<link rel="alternate" type="text/html" href="https://www.redfactionwiki.com/w/index.php?title=RF:G_Game_Night_News&amp;diff=8948"/>
		<updated>2023-06-10T02:52:07Z</updated>

		<summary type="html">&lt;p&gt;Camo: /* Microstuttering Fix */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Under construction}}&lt;br /&gt;
&lt;br /&gt;
== News ==&lt;br /&gt;
&lt;br /&gt;
* Terraform Patch v1.07.5 was recently released on the 8th of June, 2023. Please update before game night!&lt;br /&gt;
* SyncFaction v9 was recently released on the 14th of March, 2023. Please update before game night!&lt;br /&gt;
&lt;br /&gt;
== Multiplayer Server Status ==&lt;br /&gt;
&lt;br /&gt;
* Steam version: Fix already included in latest update from Steam.&lt;br /&gt;
* GOG version: You will need to manually replace &amp;lt;code&amp;gt;sw_api.dll&amp;lt;/code&amp;gt; in the &amp;lt;code&amp;gt;Red Faction Guerrilla Re-Mars-tered&amp;lt;/code&amp;gt; folder with the one from here: https://github.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch/raw/main/debug/mp_fix/gog/sw_api.dll&lt;br /&gt;
&lt;br /&gt;
== Installing Terraform Patch ==&lt;br /&gt;
&lt;br /&gt;
# Download https://github.com/Rast1234/SyncFaction/releases/download/v9/SyncFaction.exe&lt;br /&gt;
# Open SyncFaction.&lt;br /&gt;
# The first time you run it SyncFaction will take some time verifying your game files are vanilla, if you encounter any errors please delete the &amp;lt;code&amp;gt;.syncfaction&amp;lt;/code&amp;gt; folder in &amp;lt;code&amp;gt;data&amp;lt;/code&amp;gt; and verify your game in Steam. You can quickly find your game folder by right clicking RF:G in your Steam library, selecting properties, clicking Local files and finally Browse. Verify integrity of game files is also found here.&lt;br /&gt;
# After SyncFaction is done verifying you will see a button at the bottom middle &amp;lt;code&amp;gt;Update to latest Community Patch&amp;lt;/code&amp;gt;, click it &amp;amp; SyncFaction will automatically download and install the patch; you will see the progress tracked in the log.&lt;br /&gt;
# When it has successfully installed the patch you will see this wiki page instead of the log along with &amp;lt;code&amp;gt;Run Game&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Apply&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;Refresh&amp;lt;/code&amp;gt; buttons, you don't need to do anything else and can close SyncFaction now.&lt;br /&gt;
&lt;br /&gt;
== Updating Terraform Patch ==&lt;br /&gt;
&lt;br /&gt;
* If you've played game nights before, get latest SF version and let it do the update: https://github.com/Rast1234/SyncFaction/releases/download/v9/SyncFaction.exe&lt;br /&gt;
* No need to waste time verifying game with Steam!&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
&lt;br /&gt;
* Make sure you're on the latest SF version and update: https://github.com/Rast1234/SyncFaction/releases/download/v9/SyncFaction.exe&lt;br /&gt;
* If you suspect your game is corrupted, please delete the &amp;lt;code&amp;gt;.syncfaction&amp;lt;/code&amp;gt; folder in &amp;lt;code&amp;gt;data&amp;lt;/code&amp;gt; and verify your game.&lt;br /&gt;
* Sometimes after installing the required .NET version you will need to restart your computer for SF to work.&lt;br /&gt;
* '''DON'T''' install any mods or maps on top of the patch or you'll corrupt your game!&lt;br /&gt;
* If you have both the Steam &amp;amp; GOG versions installed, lots of drives or SF is having issues finding your game install try putting &amp;lt;code&amp;gt;SyncFaction.exe&amp;lt;/code&amp;gt; with &amp;lt;code&amp;gt;rfg.exe&amp;lt;/code&amp;gt; in the respective game versions folder.&lt;br /&gt;
* If your anti virus detects &amp;lt;code&amp;gt;SyncFaction.exe&amp;lt;/code&amp;gt; as malware you can be assured it's a false positive, it's open source on github and developed by a trusted member of the community. You can safely make an exception in your anti virus software.&lt;br /&gt;
* If SyncFaction has trouble downloading the patch and shows an error starting with &amp;lt;code&amp;gt;System.Net.Http.HttpRequestException&amp;lt;/code&amp;gt; it's probably being blocked by your firewall.&lt;br /&gt;
* If your game crashes on startup it's possible you incorrectly replaced &amp;lt;code&amp;gt;sw_api.dll&amp;lt;/code&amp;gt; for the Steam version when that is only needed for the GOG version, try restoring it to the Steam version: https://github.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch/raw/main/debug/mp_fix/steam/sw_api.dll&lt;br /&gt;
* Nuclear option if other troubleshooting steps above fail: delete the entire &amp;lt;code&amp;gt;data&amp;lt;/code&amp;gt; folder and verify game in Steam. If using GOG completely uninstall the game and install from scratch and then use the latest SF version to re-install the Terraform Patch.&lt;br /&gt;
* If you're unable to move your character, pause the game and then unpause.&lt;br /&gt;
* This app release is not tested thoroughly so please be patient &amp;amp; report any bugs to rast1234.&lt;br /&gt;
&lt;br /&gt;
=== Saving Space ===&lt;br /&gt;
&lt;br /&gt;
* After you've updated to the current latest version of the patch it's safe to delete the &amp;lt;code&amp;gt;\data\.syncfaction\mod_xxx&amp;lt;/code&amp;gt; folders.&lt;br /&gt;
* This is because previous patch versions are cached there and not needed since last update is not incremental.&lt;br /&gt;
&lt;br /&gt;
=== Confirming Patch Installed Correctly === &lt;br /&gt;
&lt;br /&gt;
* On the first loading screen before the main menu you should see &amp;lt;code&amp;gt;Terraform Patch v1.075 ALPHA&amp;lt;/code&amp;gt; at the bottom right. Example: https://raw.githubusercontent.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch/main/misc.vpp_pc/E_TEXTURE_CHANGES/SOURCE/ui_loading_init.png?raw=true&lt;br /&gt;
* When creating a custom match the default options should have fleetfoot selected as the starting backpack.&lt;br /&gt;
* You should see DLC Wrecking Crew &amp;amp; custom maps when going through map selection such as Storage, Abandoned, Nordic Bonus, Ruins, Imperial etc.&lt;br /&gt;
* You should see DLC Weapons when going through weapons such as the Subverter, Spiker, Misslepod etc.&lt;br /&gt;
* You should see new characters in the multiplayer customization screen such as Jenkins, Sam, Voice of Mars etc.&lt;br /&gt;
&lt;br /&gt;
=== Networking Issues === &lt;br /&gt;
&lt;br /&gt;
* As the game relies on THQN servers and it seems NAT punching isn't always reliable some connection issues like not being able to join certain players, players not being able to join you or an unusual issue where you're stuck spectating when the game begins may require manual configuration of your network to resolve.&lt;br /&gt;
* Ensure &amp;lt;code&amp;gt;rfg.exe&amp;lt;/code&amp;gt; isn't blocked by the Windows Firewall for both inbound and outbound connections. You can make a new rule by searching for &amp;lt;code&amp;gt;Windows Defender Firewall with Advanced Security&amp;lt;/code&amp;gt;. See the guide below for more advanced instructions.&lt;br /&gt;
* Ensure all the games ports are forwarded in your routers firewall: you will need to setup a Static IP on your computer and forward the following ports in your router: &amp;lt;code&amp;gt;TCP: 80&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;UDP: 88&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;TCP/UDP: 443&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;TCP/UDP: 3074&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;UDP: 3478&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;UDP: 4379-4380&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;TCP/UDP: 23022&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;TCP/UDP: 38888&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;TCP/UDP 27000-27100&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;TCP/UDP: 61111&amp;lt;/code&amp;gt;. Consult your routers manual on how to do this and see the guide below for detailed instructions on setting up a Static IP.&lt;br /&gt;
* You can also setup DMZ for your Static IP but this is less secure. Consult your routers manual on how to do this.&lt;br /&gt;
* It's possible your ISP is blocking ports, you can try using their app if they provide one or calling them and asking them to unblock all ports.&lt;br /&gt;
* It's possible issues may be caused by a bad router/modem.&lt;br /&gt;
* [https://www.howtogeek.com/19249/how-to-assign-a-static-ip-address-in-xp-vista-or-windows-7/ How to Assign a Static IP Address in Windows 10 or 11]&lt;br /&gt;
* [https://www.howtogeek.com/112564/how-to-create-advanced-firewall-rules-in-the-windows-firewall/ How to Create Advanced Firewall Rules in the Windows Firewall]&lt;br /&gt;
&lt;br /&gt;
=== Configs &amp;amp; Save Data Corruption ===&lt;br /&gt;
&lt;br /&gt;
* It's unknown if this is required but it might be worth a try if you've followed all previous troubleshooting steps and you're still having issues with your game.&lt;br /&gt;
* Delete &amp;lt;code&amp;gt;config.ini&amp;lt;/code&amp;gt; in &amp;lt;code&amp;gt;%APPDATA%\kaiko\rfg\&amp;lt;/code&amp;gt;. This will reset all your settings to default and you will have to reconfigure them the next time you start your game.&lt;br /&gt;
* Steam save: &amp;lt;code&amp;gt;&amp;lt;Steam-folder&amp;gt;\userdata\&amp;lt;user-id&amp;gt;\667720\remote\&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;&amp;lt;Steam-folder&amp;gt;\userdata\&amp;lt;user-id&amp;gt;\667720\remote\autocloud\save&amp;lt;/code&amp;gt;. Backup &amp;lt;code&amp;gt;keen_savegame_0_0.sav&amp;lt;/code&amp;gt; and delete it. Warning: this will reset both your singleplayer and multiplayer progress.&lt;br /&gt;
* GOG save: &amp;lt;code&amp;gt;%LOCALAPPDATA%\GOG.com\Galaxy\Applications\51153410217180642\Storage\Shared\Files\autocloud\save\&amp;lt;/code&amp;gt;. Backup &amp;lt;code&amp;gt;keen_savegame_0_0.sav&amp;lt;/code&amp;gt; and delete it. Warning: this will reset both your singleplayer and multiplayer progress.&lt;br /&gt;
* Note: It's possible to transfer the Steam save to GOG or vice versa so you can try that also.&lt;br /&gt;
&lt;br /&gt;
=== Improving Game Stability ===&lt;br /&gt;
&lt;br /&gt;
# Right click &amp;lt;code&amp;gt;rfg.exe&amp;lt;/code&amp;gt; in your game folder.&lt;br /&gt;
# Select &amp;lt;code&amp;gt;Properties&amp;lt;/code&amp;gt; in the context menu.&lt;br /&gt;
# Select the &amp;lt;code&amp;gt;Compatibility&amp;lt;/code&amp;gt; tab.&lt;br /&gt;
# Tick &amp;lt;code&amp;gt;Disable fullscreen optimizations&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Click &amp;lt;code&amp;gt;Change high DPI settings&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Tick &amp;lt;code&amp;gt;Override high DPI scaling Behavior. Scaling performed by: Application&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Click ok to both windows.&lt;br /&gt;
# If on Windows 11 follow the below additional steps.&lt;br /&gt;
# Open the &amp;lt;code&amp;gt;Settings&amp;lt;/code&amp;gt; app.&lt;br /&gt;
# Navigate to System &amp;gt; Display &amp;gt; Graphics &amp;gt; Add an app &amp;gt; Desktop app &amp;gt; Find &amp;lt;code&amp;gt;rfg.exe&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Once it's added, search for rfg and click &amp;lt;code&amp;gt;Options&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Tick &amp;lt;code&amp;gt;Don't use optimizations for windowed games&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Make sure you select exclusive fullscreen inside the games option menu.&lt;br /&gt;
[[File:GameStabilityFix.jpeg|frameless|512px]]&lt;br /&gt;
&lt;br /&gt;
=== Microstuttering Fix ===&lt;br /&gt;
&lt;br /&gt;
* Disable '''VSYNC''' in the games option menu.&lt;br /&gt;
* Force '''VSYNC''' in your graphics card control panel. &lt;br /&gt;
* Cap the framerate to your refresh rate in your graphics card control panel.&lt;br /&gt;
* Make sure you select exclusive fullscreen inside the games option menu.&lt;br /&gt;
&lt;br /&gt;
== Terraform Patch Info ==&lt;br /&gt;
&lt;br /&gt;
* Changelog: https://raw.githubusercontent.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch/main/changelog.txt&lt;br /&gt;
* Known Issues: https://github.com/users/CamoRF/projects/3/views/1&lt;br /&gt;
* Github: https://github.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch&lt;br /&gt;
* This patch is an alpha version so you may encounter bugs, please ping Camo in the rfg-modding channel to report any issues.&lt;br /&gt;
&lt;br /&gt;
== Recommended Competitive Game Settings ==&lt;br /&gt;
&lt;br /&gt;
* Note: settings are always personal preference but this should serve as a decent starting guide if you want to play more competitively.&lt;br /&gt;
* The default keybindings for RF:G are unusual compared to other shooters, most members in the community recommend the following settings:&lt;br /&gt;
* All options are found under &amp;lt;code&amp;gt;Main Menu&amp;lt;/code&amp;gt; --&amp;gt; &amp;lt;code&amp;gt;Options&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Controls &amp;amp; Keybindings&lt;br /&gt;
 * Zoom: Right Click&lt;br /&gt;
 * Melee Attack: F&lt;br /&gt;
 * Melee Attack 2: Side Mouse Button if your mouse has one&lt;br /&gt;
 * Shoulder Switch: Side Mouse Button if your mouse has one&lt;br /&gt;
 * Zoom: Hold&lt;br /&gt;
 * Crouch: Toggle&lt;br /&gt;
&lt;br /&gt;
* Audio Options (These will allow you to hear enemy movement more clearly)&lt;br /&gt;
 * Ambience: 50%&lt;br /&gt;
 * Music: 0%&lt;br /&gt;
 * Voice: 50%&lt;br /&gt;
 * SFX: 100%&lt;br /&gt;
&lt;br /&gt;
* Graphics Options&lt;br /&gt;
 * FOV: 85&lt;br /&gt;
 * Depth of Field: Disabled&lt;br /&gt;
 * Motion Blur: Disabled&lt;br /&gt;
&lt;br /&gt;
* Game Options&lt;br /&gt;
 * Camera Shake: Disabled&lt;br /&gt;
&lt;br /&gt;
== Run game ==&lt;br /&gt;
&lt;br /&gt;
All maps are included in the Terraform Patch and you don't need to install anything else. Join the [https://discord.gg/factionfiles FactionFiles Discord] and subscribe to RF:G Game Night event!&lt;/div&gt;</summary>
		<author><name>Camo</name></author>
	</entry>
	<entry>
		<id>https://www.redfactionwiki.com/w/index.php?title=RF:G_Game_Night_News&amp;diff=8947</id>
		<title>RF:G Game Night News</title>
		<link rel="alternate" type="text/html" href="https://www.redfactionwiki.com/w/index.php?title=RF:G_Game_Night_News&amp;diff=8947"/>
		<updated>2023-06-10T02:48:30Z</updated>

		<summary type="html">&lt;p&gt;Camo: /* Improving Game Stability */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Under construction}}&lt;br /&gt;
&lt;br /&gt;
== News ==&lt;br /&gt;
&lt;br /&gt;
* Terraform Patch v1.07.5 was recently released on the 8th of June, 2023. Please update before game night!&lt;br /&gt;
* SyncFaction v9 was recently released on the 14th of March, 2023. Please update before game night!&lt;br /&gt;
&lt;br /&gt;
== Multiplayer Server Status ==&lt;br /&gt;
&lt;br /&gt;
* Steam version: Fix already included in latest update from Steam.&lt;br /&gt;
* GOG version: You will need to manually replace &amp;lt;code&amp;gt;sw_api.dll&amp;lt;/code&amp;gt; in the &amp;lt;code&amp;gt;Red Faction Guerrilla Re-Mars-tered&amp;lt;/code&amp;gt; folder with the one from here: https://github.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch/raw/main/debug/mp_fix/gog/sw_api.dll&lt;br /&gt;
&lt;br /&gt;
== Installing Terraform Patch ==&lt;br /&gt;
&lt;br /&gt;
# Download https://github.com/Rast1234/SyncFaction/releases/download/v9/SyncFaction.exe&lt;br /&gt;
# Open SyncFaction.&lt;br /&gt;
# The first time you run it SyncFaction will take some time verifying your game files are vanilla, if you encounter any errors please delete the &amp;lt;code&amp;gt;.syncfaction&amp;lt;/code&amp;gt; folder in &amp;lt;code&amp;gt;data&amp;lt;/code&amp;gt; and verify your game in Steam. You can quickly find your game folder by right clicking RF:G in your Steam library, selecting properties, clicking Local files and finally Browse. Verify integrity of game files is also found here.&lt;br /&gt;
# After SyncFaction is done verifying you will see a button at the bottom middle &amp;lt;code&amp;gt;Update to latest Community Patch&amp;lt;/code&amp;gt;, click it &amp;amp; SyncFaction will automatically download and install the patch; you will see the progress tracked in the log.&lt;br /&gt;
# When it has successfully installed the patch you will see this wiki page instead of the log along with &amp;lt;code&amp;gt;Run Game&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Apply&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;Refresh&amp;lt;/code&amp;gt; buttons, you don't need to do anything else and can close SyncFaction now.&lt;br /&gt;
&lt;br /&gt;
== Updating Terraform Patch ==&lt;br /&gt;
&lt;br /&gt;
* If you've played game nights before, get latest SF version and let it do the update: https://github.com/Rast1234/SyncFaction/releases/download/v9/SyncFaction.exe&lt;br /&gt;
* No need to waste time verifying game with Steam!&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
&lt;br /&gt;
* Make sure you're on the latest SF version and update: https://github.com/Rast1234/SyncFaction/releases/download/v9/SyncFaction.exe&lt;br /&gt;
* If you suspect your game is corrupted, please delete the &amp;lt;code&amp;gt;.syncfaction&amp;lt;/code&amp;gt; folder in &amp;lt;code&amp;gt;data&amp;lt;/code&amp;gt; and verify your game.&lt;br /&gt;
* Sometimes after installing the required .NET version you will need to restart your computer for SF to work.&lt;br /&gt;
* '''DON'T''' install any mods or maps on top of the patch or you'll corrupt your game!&lt;br /&gt;
* If you have both the Steam &amp;amp; GOG versions installed, lots of drives or SF is having issues finding your game install try putting &amp;lt;code&amp;gt;SyncFaction.exe&amp;lt;/code&amp;gt; with &amp;lt;code&amp;gt;rfg.exe&amp;lt;/code&amp;gt; in the respective game versions folder.&lt;br /&gt;
* If your anti virus detects &amp;lt;code&amp;gt;SyncFaction.exe&amp;lt;/code&amp;gt; as malware you can be assured it's a false positive, it's open source on github and developed by a trusted member of the community. You can safely make an exception in your anti virus software.&lt;br /&gt;
* If SyncFaction has trouble downloading the patch and shows an error starting with &amp;lt;code&amp;gt;System.Net.Http.HttpRequestException&amp;lt;/code&amp;gt; it's probably being blocked by your firewall.&lt;br /&gt;
* If your game crashes on startup it's possible you incorrectly replaced &amp;lt;code&amp;gt;sw_api.dll&amp;lt;/code&amp;gt; for the Steam version when that is only needed for the GOG version, try restoring it to the Steam version: https://github.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch/raw/main/debug/mp_fix/steam/sw_api.dll&lt;br /&gt;
* Nuclear option if other troubleshooting steps above fail: delete the entire &amp;lt;code&amp;gt;data&amp;lt;/code&amp;gt; folder and verify game in Steam. If using GOG completely uninstall the game and install from scratch and then use the latest SF version to re-install the Terraform Patch.&lt;br /&gt;
* If you're unable to move your character, pause the game and then unpause.&lt;br /&gt;
* This app release is not tested thoroughly so please be patient &amp;amp; report any bugs to rast1234.&lt;br /&gt;
&lt;br /&gt;
=== Saving Space ===&lt;br /&gt;
&lt;br /&gt;
* After you've updated to the current latest version of the patch it's safe to delete the &amp;lt;code&amp;gt;\data\.syncfaction\mod_xxx&amp;lt;/code&amp;gt; folders.&lt;br /&gt;
* This is because previous patch versions are cached there and not needed since last update is not incremental.&lt;br /&gt;
&lt;br /&gt;
=== Confirming Patch Installed Correctly === &lt;br /&gt;
&lt;br /&gt;
* On the first loading screen before the main menu you should see &amp;lt;code&amp;gt;Terraform Patch v1.075 ALPHA&amp;lt;/code&amp;gt; at the bottom right. Example: https://raw.githubusercontent.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch/main/misc.vpp_pc/E_TEXTURE_CHANGES/SOURCE/ui_loading_init.png?raw=true&lt;br /&gt;
* When creating a custom match the default options should have fleetfoot selected as the starting backpack.&lt;br /&gt;
* You should see DLC Wrecking Crew &amp;amp; custom maps when going through map selection such as Storage, Abandoned, Nordic Bonus, Ruins, Imperial etc.&lt;br /&gt;
* You should see DLC Weapons when going through weapons such as the Subverter, Spiker, Misslepod etc.&lt;br /&gt;
* You should see new characters in the multiplayer customization screen such as Jenkins, Sam, Voice of Mars etc.&lt;br /&gt;
&lt;br /&gt;
=== Networking Issues === &lt;br /&gt;
&lt;br /&gt;
* As the game relies on THQN servers and it seems NAT punching isn't always reliable some connection issues like not being able to join certain players, players not being able to join you or an unusual issue where you're stuck spectating when the game begins may require manual configuration of your network to resolve.&lt;br /&gt;
* Ensure &amp;lt;code&amp;gt;rfg.exe&amp;lt;/code&amp;gt; isn't blocked by the Windows Firewall for both inbound and outbound connections. You can make a new rule by searching for &amp;lt;code&amp;gt;Windows Defender Firewall with Advanced Security&amp;lt;/code&amp;gt;. See the guide below for more advanced instructions.&lt;br /&gt;
* Ensure all the games ports are forwarded in your routers firewall: you will need to setup a Static IP on your computer and forward the following ports in your router: &amp;lt;code&amp;gt;TCP: 80&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;UDP: 88&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;TCP/UDP: 443&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;TCP/UDP: 3074&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;UDP: 3478&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;UDP: 4379-4380&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;TCP/UDP: 23022&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;TCP/UDP: 38888&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;TCP/UDP 27000-27100&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;TCP/UDP: 61111&amp;lt;/code&amp;gt;. Consult your routers manual on how to do this and see the guide below for detailed instructions on setting up a Static IP.&lt;br /&gt;
* You can also setup DMZ for your Static IP but this is less secure. Consult your routers manual on how to do this.&lt;br /&gt;
* It's possible your ISP is blocking ports, you can try using their app if they provide one or calling them and asking them to unblock all ports.&lt;br /&gt;
* It's possible issues may be caused by a bad router/modem.&lt;br /&gt;
* [https://www.howtogeek.com/19249/how-to-assign-a-static-ip-address-in-xp-vista-or-windows-7/ How to Assign a Static IP Address in Windows 10 or 11]&lt;br /&gt;
* [https://www.howtogeek.com/112564/how-to-create-advanced-firewall-rules-in-the-windows-firewall/ How to Create Advanced Firewall Rules in the Windows Firewall]&lt;br /&gt;
&lt;br /&gt;
=== Configs &amp;amp; Save Data Corruption ===&lt;br /&gt;
&lt;br /&gt;
* It's unknown if this is required but it might be worth a try if you've followed all previous troubleshooting steps and you're still having issues with your game.&lt;br /&gt;
* Delete &amp;lt;code&amp;gt;config.ini&amp;lt;/code&amp;gt; in &amp;lt;code&amp;gt;%APPDATA%\kaiko\rfg\&amp;lt;/code&amp;gt;. This will reset all your settings to default and you will have to reconfigure them the next time you start your game.&lt;br /&gt;
* Steam save: &amp;lt;code&amp;gt;&amp;lt;Steam-folder&amp;gt;\userdata\&amp;lt;user-id&amp;gt;\667720\remote\&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;&amp;lt;Steam-folder&amp;gt;\userdata\&amp;lt;user-id&amp;gt;\667720\remote\autocloud\save&amp;lt;/code&amp;gt;. Backup &amp;lt;code&amp;gt;keen_savegame_0_0.sav&amp;lt;/code&amp;gt; and delete it. Warning: this will reset both your singleplayer and multiplayer progress.&lt;br /&gt;
* GOG save: &amp;lt;code&amp;gt;%LOCALAPPDATA%\GOG.com\Galaxy\Applications\51153410217180642\Storage\Shared\Files\autocloud\save\&amp;lt;/code&amp;gt;. Backup &amp;lt;code&amp;gt;keen_savegame_0_0.sav&amp;lt;/code&amp;gt; and delete it. Warning: this will reset both your singleplayer and multiplayer progress.&lt;br /&gt;
* Note: It's possible to transfer the Steam save to GOG or vice versa so you can try that also.&lt;br /&gt;
&lt;br /&gt;
=== Improving Game Stability ===&lt;br /&gt;
&lt;br /&gt;
# Right click &amp;lt;code&amp;gt;rfg.exe&amp;lt;/code&amp;gt; in your game folder.&lt;br /&gt;
# Select &amp;lt;code&amp;gt;Properties&amp;lt;/code&amp;gt; in the context menu.&lt;br /&gt;
# Select the &amp;lt;code&amp;gt;Compatibility&amp;lt;/code&amp;gt; tab.&lt;br /&gt;
# Tick &amp;lt;code&amp;gt;Disable fullscreen optimizations&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Click &amp;lt;code&amp;gt;Change high DPI settings&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Tick &amp;lt;code&amp;gt;Override high DPI scaling Behavior. Scaling performed by: Application&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Click ok to both windows.&lt;br /&gt;
# If on Windows 11 follow the below additional steps.&lt;br /&gt;
# Open the &amp;lt;code&amp;gt;Settings&amp;lt;/code&amp;gt; app.&lt;br /&gt;
# Navigate to System &amp;gt; Display &amp;gt; Graphics &amp;gt; Add an app &amp;gt; Desktop app &amp;gt; Find &amp;lt;code&amp;gt;rfg.exe&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Once it's added, search for rfg and click &amp;lt;code&amp;gt;Options&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Tick &amp;lt;code&amp;gt;Don't use optimizations for windowed games&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Make sure you select exclusive fullscreen inside the games option menu.&lt;br /&gt;
[[File:GameStabilityFix.jpeg|frameless|512px]]&lt;br /&gt;
&lt;br /&gt;
=== Microstuttering Fix ===&lt;br /&gt;
&lt;br /&gt;
* Disable VSYNC in the games option menu.&lt;br /&gt;
* Force VSYNC in your graphics cards control panel. &lt;br /&gt;
* Cap the framerate to your refresh rate in your graphics cards control panel.&lt;br /&gt;
* Make sure you select exclusive fullscreen inside the games option menu.&lt;br /&gt;
&lt;br /&gt;
== Terraform Patch Info ==&lt;br /&gt;
&lt;br /&gt;
* Changelog: https://raw.githubusercontent.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch/main/changelog.txt&lt;br /&gt;
* Known Issues: https://github.com/users/CamoRF/projects/3/views/1&lt;br /&gt;
* Github: https://github.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch&lt;br /&gt;
* This patch is an alpha version so you may encounter bugs, please ping Camo in the rfg-modding channel to report any issues.&lt;br /&gt;
&lt;br /&gt;
== Recommended Competitive Game Settings ==&lt;br /&gt;
&lt;br /&gt;
* Note: settings are always personal preference but this should serve as a decent starting guide if you want to play more competitively.&lt;br /&gt;
* The default keybindings for RF:G are unusual compared to other shooters, most members in the community recommend the following settings:&lt;br /&gt;
* All options are found under &amp;lt;code&amp;gt;Main Menu&amp;lt;/code&amp;gt; --&amp;gt; &amp;lt;code&amp;gt;Options&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Controls &amp;amp; Keybindings&lt;br /&gt;
 * Zoom: Right Click&lt;br /&gt;
 * Melee Attack: F&lt;br /&gt;
 * Melee Attack 2: Side Mouse Button if your mouse has one&lt;br /&gt;
 * Shoulder Switch: Side Mouse Button if your mouse has one&lt;br /&gt;
 * Zoom: Hold&lt;br /&gt;
 * Crouch: Toggle&lt;br /&gt;
&lt;br /&gt;
* Audio Options (These will allow you to hear enemy movement more clearly)&lt;br /&gt;
 * Ambience: 50%&lt;br /&gt;
 * Music: 0%&lt;br /&gt;
 * Voice: 50%&lt;br /&gt;
 * SFX: 100%&lt;br /&gt;
&lt;br /&gt;
* Graphics Options&lt;br /&gt;
 * FOV: 85&lt;br /&gt;
 * Depth of Field: Disabled&lt;br /&gt;
 * Motion Blur: Disabled&lt;br /&gt;
&lt;br /&gt;
* Game Options&lt;br /&gt;
 * Camera Shake: Disabled&lt;br /&gt;
&lt;br /&gt;
== Run game ==&lt;br /&gt;
&lt;br /&gt;
All maps are included in the Terraform Patch and you don't need to install anything else. Join the [https://discord.gg/factionfiles FactionFiles Discord] and subscribe to RF:G Game Night event!&lt;/div&gt;</summary>
		<author><name>Camo</name></author>
	</entry>
	<entry>
		<id>https://www.redfactionwiki.com/w/index.php?title=File:GameStabilityFix.jpeg&amp;diff=8946</id>
		<title>File:GameStabilityFix.jpeg</title>
		<link rel="alternate" type="text/html" href="https://www.redfactionwiki.com/w/index.php?title=File:GameStabilityFix.jpeg&amp;diff=8946"/>
		<updated>2023-06-10T02:46:26Z</updated>

		<summary type="html">&lt;p&gt;Camo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Camo</name></author>
	</entry>
	<entry>
		<id>https://www.redfactionwiki.com/w/index.php?title=RF:G_Game_Night_News&amp;diff=8945</id>
		<title>RF:G Game Night News</title>
		<link rel="alternate" type="text/html" href="https://www.redfactionwiki.com/w/index.php?title=RF:G_Game_Night_News&amp;diff=8945"/>
		<updated>2023-06-10T02:29:10Z</updated>

		<summary type="html">&lt;p&gt;Camo: /* Troubleshooting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Under construction}}&lt;br /&gt;
&lt;br /&gt;
== News ==&lt;br /&gt;
&lt;br /&gt;
* Terraform Patch v1.07.5 was recently released on the 8th of June, 2023. Please update before game night!&lt;br /&gt;
* SyncFaction v9 was recently released on the 14th of March, 2023. Please update before game night!&lt;br /&gt;
&lt;br /&gt;
== Multiplayer Server Status ==&lt;br /&gt;
&lt;br /&gt;
* Steam version: Fix already included in latest update from Steam.&lt;br /&gt;
* GOG version: You will need to manually replace &amp;lt;code&amp;gt;sw_api.dll&amp;lt;/code&amp;gt; in the &amp;lt;code&amp;gt;Red Faction Guerrilla Re-Mars-tered&amp;lt;/code&amp;gt; folder with the one from here: https://github.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch/raw/main/debug/mp_fix/gog/sw_api.dll&lt;br /&gt;
&lt;br /&gt;
== Installing Terraform Patch ==&lt;br /&gt;
&lt;br /&gt;
# Download https://github.com/Rast1234/SyncFaction/releases/download/v9/SyncFaction.exe&lt;br /&gt;
# Open SyncFaction.&lt;br /&gt;
# The first time you run it SyncFaction will take some time verifying your game files are vanilla, if you encounter any errors please delete the &amp;lt;code&amp;gt;.syncfaction&amp;lt;/code&amp;gt; folder in &amp;lt;code&amp;gt;data&amp;lt;/code&amp;gt; and verify your game in Steam. You can quickly find your game folder by right clicking RF:G in your Steam library, selecting properties, clicking Local files and finally Browse. Verify integrity of game files is also found here.&lt;br /&gt;
# After SyncFaction is done verifying you will see a button at the bottom middle &amp;lt;code&amp;gt;Update to latest Community Patch&amp;lt;/code&amp;gt;, click it &amp;amp; SyncFaction will automatically download and install the patch; you will see the progress tracked in the log.&lt;br /&gt;
# When it has successfully installed the patch you will see this wiki page instead of the log along with &amp;lt;code&amp;gt;Run Game&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Apply&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;Refresh&amp;lt;/code&amp;gt; buttons, you don't need to do anything else and can close SyncFaction now.&lt;br /&gt;
&lt;br /&gt;
== Updating Terraform Patch ==&lt;br /&gt;
&lt;br /&gt;
* If you've played game nights before, get latest SF version and let it do the update: https://github.com/Rast1234/SyncFaction/releases/download/v9/SyncFaction.exe&lt;br /&gt;
* No need to waste time verifying game with Steam!&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
&lt;br /&gt;
* Make sure you're on the latest SF version and update: https://github.com/Rast1234/SyncFaction/releases/download/v9/SyncFaction.exe&lt;br /&gt;
* If you suspect your game is corrupted, please delete the &amp;lt;code&amp;gt;.syncfaction&amp;lt;/code&amp;gt; folder in &amp;lt;code&amp;gt;data&amp;lt;/code&amp;gt; and verify your game.&lt;br /&gt;
* Sometimes after installing the required .NET version you will need to restart your computer for SF to work.&lt;br /&gt;
* '''DON'T''' install any mods or maps on top of the patch or you'll corrupt your game!&lt;br /&gt;
* If you have both the Steam &amp;amp; GOG versions installed, lots of drives or SF is having issues finding your game install try putting &amp;lt;code&amp;gt;SyncFaction.exe&amp;lt;/code&amp;gt; with &amp;lt;code&amp;gt;rfg.exe&amp;lt;/code&amp;gt; in the respective game versions folder.&lt;br /&gt;
* If your anti virus detects &amp;lt;code&amp;gt;SyncFaction.exe&amp;lt;/code&amp;gt; as malware you can be assured it's a false positive, it's open source on github and developed by a trusted member of the community. You can safely make an exception in your anti virus software.&lt;br /&gt;
* If SyncFaction has trouble downloading the patch and shows an error starting with &amp;lt;code&amp;gt;System.Net.Http.HttpRequestException&amp;lt;/code&amp;gt; it's probably being blocked by your firewall.&lt;br /&gt;
* If your game crashes on startup it's possible you incorrectly replaced &amp;lt;code&amp;gt;sw_api.dll&amp;lt;/code&amp;gt; for the Steam version when that is only needed for the GOG version, try restoring it to the Steam version: https://github.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch/raw/main/debug/mp_fix/steam/sw_api.dll&lt;br /&gt;
* Nuclear option if other troubleshooting steps above fail: delete the entire &amp;lt;code&amp;gt;data&amp;lt;/code&amp;gt; folder and verify game in Steam. If using GOG completely uninstall the game and install from scratch and then use the latest SF version to re-install the Terraform Patch.&lt;br /&gt;
* If you're unable to move your character, pause the game and then unpause.&lt;br /&gt;
* This app release is not tested thoroughly so please be patient &amp;amp; report any bugs to rast1234.&lt;br /&gt;
&lt;br /&gt;
=== Saving Space ===&lt;br /&gt;
&lt;br /&gt;
* After you've updated to the current latest version of the patch it's safe to delete the &amp;lt;code&amp;gt;\data\.syncfaction\mod_xxx&amp;lt;/code&amp;gt; folders.&lt;br /&gt;
* This is because previous patch versions are cached there and not needed since last update is not incremental.&lt;br /&gt;
&lt;br /&gt;
=== Confirming Patch Installed Correctly === &lt;br /&gt;
&lt;br /&gt;
* On the first loading screen before the main menu you should see &amp;lt;code&amp;gt;Terraform Patch v1.075 ALPHA&amp;lt;/code&amp;gt; at the bottom right. Example: https://raw.githubusercontent.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch/main/misc.vpp_pc/E_TEXTURE_CHANGES/SOURCE/ui_loading_init.png?raw=true&lt;br /&gt;
* When creating a custom match the default options should have fleetfoot selected as the starting backpack.&lt;br /&gt;
* You should see DLC Wrecking Crew &amp;amp; custom maps when going through map selection such as Storage, Abandoned, Nordic Bonus, Ruins, Imperial etc.&lt;br /&gt;
* You should see DLC Weapons when going through weapons such as the Subverter, Spiker, Misslepod etc.&lt;br /&gt;
* You should see new characters in the multiplayer customization screen such as Jenkins, Sam, Voice of Mars etc.&lt;br /&gt;
&lt;br /&gt;
=== Networking Issues === &lt;br /&gt;
&lt;br /&gt;
* As the game relies on THQN servers and it seems NAT punching isn't always reliable some connection issues like not being able to join certain players, players not being able to join you or an unusual issue where you're stuck spectating when the game begins may require manual configuration of your network to resolve.&lt;br /&gt;
* Ensure &amp;lt;code&amp;gt;rfg.exe&amp;lt;/code&amp;gt; isn't blocked by the Windows Firewall for both inbound and outbound connections. You can make a new rule by searching for &amp;lt;code&amp;gt;Windows Defender Firewall with Advanced Security&amp;lt;/code&amp;gt;. See the guide below for more advanced instructions.&lt;br /&gt;
* Ensure all the games ports are forwarded in your routers firewall: you will need to setup a Static IP on your computer and forward the following ports in your router: &amp;lt;code&amp;gt;TCP: 80&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;UDP: 88&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;TCP/UDP: 443&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;TCP/UDP: 3074&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;UDP: 3478&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;UDP: 4379-4380&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;TCP/UDP: 23022&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;TCP/UDP: 38888&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;TCP/UDP 27000-27100&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;TCP/UDP: 61111&amp;lt;/code&amp;gt;. Consult your routers manual on how to do this and see the guide below for detailed instructions on setting up a Static IP.&lt;br /&gt;
* You can also setup DMZ for your Static IP but this is less secure. Consult your routers manual on how to do this.&lt;br /&gt;
* It's possible your ISP is blocking ports, you can try using their app if they provide one or calling them and asking them to unblock all ports.&lt;br /&gt;
* It's possible issues may be caused by a bad router/modem.&lt;br /&gt;
* [https://www.howtogeek.com/19249/how-to-assign-a-static-ip-address-in-xp-vista-or-windows-7/ How to Assign a Static IP Address in Windows 10 or 11]&lt;br /&gt;
* [https://www.howtogeek.com/112564/how-to-create-advanced-firewall-rules-in-the-windows-firewall/ How to Create Advanced Firewall Rules in the Windows Firewall]&lt;br /&gt;
&lt;br /&gt;
=== Configs &amp;amp; Save Data Corruption ===&lt;br /&gt;
&lt;br /&gt;
* It's unknown if this is required but it might be worth a try if you've followed all previous troubleshooting steps and you're still having issues with your game.&lt;br /&gt;
* Delete &amp;lt;code&amp;gt;config.ini&amp;lt;/code&amp;gt; in &amp;lt;code&amp;gt;%APPDATA%\kaiko\rfg\&amp;lt;/code&amp;gt;. This will reset all your settings to default and you will have to reconfigure them the next time you start your game.&lt;br /&gt;
* Steam save: &amp;lt;code&amp;gt;&amp;lt;Steam-folder&amp;gt;\userdata\&amp;lt;user-id&amp;gt;\667720\remote\&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;&amp;lt;Steam-folder&amp;gt;\userdata\&amp;lt;user-id&amp;gt;\667720\remote\autocloud\save&amp;lt;/code&amp;gt;. Backup &amp;lt;code&amp;gt;keen_savegame_0_0.sav&amp;lt;/code&amp;gt; and delete it. Warning: this will reset both your singleplayer and multiplayer progress.&lt;br /&gt;
* GOG save: &amp;lt;code&amp;gt;%LOCALAPPDATA%\GOG.com\Galaxy\Applications\51153410217180642\Storage\Shared\Files\autocloud\save\&amp;lt;/code&amp;gt;. Backup &amp;lt;code&amp;gt;keen_savegame_0_0.sav&amp;lt;/code&amp;gt; and delete it. Warning: this will reset both your singleplayer and multiplayer progress.&lt;br /&gt;
* Note: It's possible to transfer the Steam save to GOG or vice versa so you can try that also.&lt;br /&gt;
&lt;br /&gt;
=== Improving Game Stability ===&lt;br /&gt;
&lt;br /&gt;
# Right click &amp;lt;code&amp;gt;rfg.exe&amp;lt;/code&amp;gt; in your game folder.&lt;br /&gt;
# Select &amp;lt;code&amp;gt;Properties&amp;lt;/code&amp;gt; in the context menu.&lt;br /&gt;
# Select the &amp;lt;code&amp;gt;Compatibility&amp;lt;/code&amp;gt; tab.&lt;br /&gt;
# Tick &amp;lt;code&amp;gt;Disable fullscreen optimizations&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Click &amp;lt;code&amp;gt;Change high DPI settings&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Tick &amp;lt;code&amp;gt;Override high DPI scaling Behavior. Scaling performed by: Application&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Click ok to both windows.&lt;br /&gt;
# If on Windows 11 follow the below additional steps.&lt;br /&gt;
# Open the &amp;lt;code&amp;gt;Settings&amp;lt;/code&amp;gt; app.&lt;br /&gt;
# Navigate to System &amp;gt; Display &amp;gt; Graphics &amp;gt; Add an app &amp;gt; Desktop app &amp;gt; Find &amp;lt;code&amp;gt;rfg.exe&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Once it's added, search for rfg and click &amp;lt;code&amp;gt;Options&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Tick &amp;lt;code&amp;gt;Don't use optimizations for windowed games&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Make sure you select exclusive fullscreen inside the games option menu.&lt;br /&gt;
&lt;br /&gt;
=== Microstuttering Fix ===&lt;br /&gt;
&lt;br /&gt;
* Disable VSYNC in the games option menu.&lt;br /&gt;
* Force VSYNC in your graphics cards control panel. &lt;br /&gt;
* Cap the framerate to your refresh rate in your graphics cards control panel.&lt;br /&gt;
* Make sure you select exclusive fullscreen inside the games option menu.&lt;br /&gt;
&lt;br /&gt;
== Terraform Patch Info ==&lt;br /&gt;
&lt;br /&gt;
* Changelog: https://raw.githubusercontent.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch/main/changelog.txt&lt;br /&gt;
* Known Issues: https://github.com/users/CamoRF/projects/3/views/1&lt;br /&gt;
* Github: https://github.com/CamoRF/Red-Faction-Guerrilla-Terraform-Patch&lt;br /&gt;
* This patch is an alpha version so you may encounter bugs, please ping Camo in the rfg-modding channel to report any issues.&lt;br /&gt;
&lt;br /&gt;
== Recommended Competitive Game Settings ==&lt;br /&gt;
&lt;br /&gt;
* Note: settings are always personal preference but this should serve as a decent starting guide if you want to play more competitively.&lt;br /&gt;
* The default keybindings for RF:G are unusual compared to other shooters, most members in the community recommend the following settings:&lt;br /&gt;
* All options are found under &amp;lt;code&amp;gt;Main Menu&amp;lt;/code&amp;gt; --&amp;gt; &amp;lt;code&amp;gt;Options&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Controls &amp;amp; Keybindings&lt;br /&gt;
 * Zoom: Right Click&lt;br /&gt;
 * Melee Attack: F&lt;br /&gt;
 * Melee Attack 2: Side Mouse Button if your mouse has one&lt;br /&gt;
 * Shoulder Switch: Side Mouse Button if your mouse has one&lt;br /&gt;
 * Zoom: Hold&lt;br /&gt;
 * Crouch: Toggle&lt;br /&gt;
&lt;br /&gt;
* Audio Options (These will allow you to hear enemy movement more clearly)&lt;br /&gt;
 * Ambience: 50%&lt;br /&gt;
 * Music: 0%&lt;br /&gt;
 * Voice: 50%&lt;br /&gt;
 * SFX: 100%&lt;br /&gt;
&lt;br /&gt;
* Graphics Options&lt;br /&gt;
 * FOV: 85&lt;br /&gt;
 * Depth of Field: Disabled&lt;br /&gt;
 * Motion Blur: Disabled&lt;br /&gt;
&lt;br /&gt;
* Game Options&lt;br /&gt;
 * Camera Shake: Disabled&lt;br /&gt;
&lt;br /&gt;
== Run game ==&lt;br /&gt;
&lt;br /&gt;
All maps are included in the Terraform Patch and you don't need to install anything else. Join the [https://discord.gg/factionfiles FactionFiles Discord] and subscribe to RF:G Game Night event!&lt;/div&gt;</summary>
		<author><name>Camo</name></author>
	</entry>
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