Updated Settings Explanation (markdown)

Valentin 2022-08-24 00:29:24 +02:00
parent 8279e01f6e
commit fcfddd3170

@ -1,8 +1,8 @@
You may complain that FModel has too many settings, but *you can't complain it doesn't have enough*.
Here you will find explanation for various settings, grouped by their tab, and accessible by clicking on *Settings* at the top left of the main window. Some of these are pretty self-explanatory, so detailed descriptions have been omitted. Please visit the [Discord Server](http://fmodel.app/discord) for additional clarification or explanation.
Here you will find explanations for various settings, grouped by their tab, and accessible by clicking on *Settings* at the top left of the main window. Some of these are pretty self-explanatory, so detailed descriptions have been omitted. Please visit the [Discord Server](http://fmodel.app/discord) for additional clarification or explanation.
These settings are saved as `.json` under `%appdata%/FModel`, so if you're looking to reset them, close FModel and delete the folder.
These settings are saved as `.json` under `%appdata%/FModel`, so if you want to reset them, close FModel and delete the folder.
| Tabs | Settings |
| --- | --- |
@ -15,7 +15,6 @@ These settings are saved as `.json` under `%appdata%/FModel`, so if you're looki
|| [Presets](#presets)
|| [UE Versions](#ue-versions)
|| [Versioning Configuration](#versioning-configuration)
|| [Texture Platform](#texture-platform)
|| [Endpoint Configuration](#endpoint-configuration)
|| [Keep Directory Structure](#keep-directory-structure)
||
@ -51,12 +50,40 @@ There are 2 different versions of FModel, `Beta` and `Stable`, and obviously, on
This is the language, localized strings embedded in packages, will be translated to. There are a bunch of languages available, but them working, all depends on the game you're loading.
## Presets
## UE Versions
## Versioning Configuration
## Texture Platform
## Endpoint Configuration
## Keep Directory Structure
This automatically sets the [UE Versions](#ue-versions) and [Versioning Configuration](#versioning-configuration) accordingly to the selected preset. It's only available for Fortnite and to be honest, is somewhat deprecated today, but it's there.
## UE Versions
Might be the most important setting of all, this should represent the Unreal Engine version your game runs on. If you have errors with archives or packages, it is most likely because of this not being correctly set.
## Versioning Configuration
These two are for programmers and nobody else.
### Custom Versions
Allows you to override [Object-Level Versioning](https://docs.unrealengine.com/4.27/en-US/ProgrammingAndScripting/ProgrammingWithCPP/UnrealArchitecture/VersioningAssetsAndPackages/#:~:text=custom%20serialization%20code.-,Object%2DLevel%20Serialization%20and%20Versioning,-To%20support%20parallel).
### Options
Really useful to enable/disable parts of the package's deserialization process. Example and default options can be found [here](https://github.com/FabianFG/CUE4Parse/blob/master/CUE4Parse/UE4/Assets/Exports/Texture/FTexturePlatformData.cs#L67-L74) and [there](https://github.com/FabianFG/CUE4Parse/blob/master/CUE4Parse/UE4/Versions/VersionContainer.cs#L62-L72).
## Endpoint Configuration
These two are for people who know what they are doing and allow you to customize endpoints used to fetch [AES encryption key]() and [mappings](). They both use the [JSONPath syntax](https://support.smartbear.com/alertsite/docs/monitors/api/endpoint/jsonpath.html) to reformat the endpoint response in order for FModel to understand it dynamically.
### AES
This expression can either return a single element, that represents the main AES encryption key, or a set of 2 elements where the first one is the main AES encryption key and the second one is the list of dynamic keys. Said list should at least be formatted as follow:
```jsonc
[
{
"guid": "00000000000000000000000000000000", // Archive Guid
"key": "0x0000000000000000000000000000000000000000000000000000000000000000", // Archive AES
"name": "pakchunk0-WindowsClient.pak", // Archive Name (optional)
}
]
```
### Mapping
This expression can either return 1 element or a set of up to 2 elements. The first one represents the mapping download URL and the second one represents the mapping file name. If said file name is unspecified, it will be grabbed from the URL.
## Keep Directory Structure
If enabled, the package's property will be auto-saved according to its game directory structure. Else it will be auto-saved, by default, at `/Output/Exports/`.
# Creator
# Models
# Keybindings