![OpenAssetTools Logo](repo/logo_64_64.png) OpenAssetTools
============

OpenAssetTools (OAT) is a work in progress project aiming to create a modding tools suite for older Call Of Duty titles.
It is not a reimplementation of existing modding tools or related to them but aims to be as compatible as possible in terms of formats and add support for previously unsupported titles.

In its current form it is still incomplete and only offers a small subset of modding features.
It currently offers support for the PC versions of:

- [IW3 (COD4: Modern Warfare - 2007)](https://en.wikipedia.org/wiki/Call_of_Duty_4:_Modern_Warfare)
- [IW4 (Modern Warfare 2 - 2009)](https://en.wikipedia.org/wiki/Call_of_Duty:_Modern_Warfare_2)
- [IW5 (Modern Warfare 3 - 2011)](https://en.wikipedia.org/wiki/Call_of_Duty:_Modern_Warfare_3)
- [T5 (Black Ops - 2010)](https://en.wikipedia.org/wiki/Call_of_Duty:_Black_Ops)
- [T6 (Black Ops II - 2012)](https://en.wikipedia.org/wiki/Call_of_Duty:_Black_Ops_II) 

with very varying progress on the different games. 

## Features

While still incomplete these are the features that are currently available:

### Tools

The **Unlinker** tool allows loading any fastfile (.ff) of supported games and works standalone.
While being able to load any asset it can currently only dump a subset of these assets to disk, depending on the game.
The formats of the dumped assets are either as close as possible to the originally used formats for these games or a commonly used format.

The **Linker** tool allows building custom fastfiles (.ff) for the supported games.
It can also load existing zones and reuse their assets from in-memory.
Only a subset of assets can be read from disk however, depending on the game.

Additionally, there are a couple of libraries and tools.
A full list of the subcomponents can be found [here](./docs/OatComponents.md). 

## Getting started

Building OAT requires git to be installed on your machine and to be in your PATH.
This project uses premake to generate project files depending on your platform.

Note: The first time setting up will clone any submodules with git so the first initialization might take a bit.

### Windows

When building on Windows you will need to have Visual Studio 2022 installed.
It is also possible to use other compilers, however due to memory layout of structs being important you might
run into crashes or invalid data so no guarantees can be given.

Use `generate.bat` to generate Visual Studio solution files.
This will also clone any submodules with git so the first time running it might take a bit.
When this is done you will have a `build` folder with a `OpenAssetTools.sln` solution file within that you can open with Visual Studio.

Please note that due to having source files and project files in separate folders you need to pay attention that when adding new files in Visual Studio they are being placed in the correct folder.

Now you can just build the solution.
The resulting binaries can be found in `build/bin/<Debug_x86|Release_x86>`.

### Linux

When building on Linux you need to have g++ installed.
Since you are most likely on a 64bit machine you will also need multilib for compiling for 32bit.

Use `generate.sh` to generate make files.
When this is done you will have a `build` folder with a `Makefile`.
You now run `make` manually or use `./scripts/make_release.sh` or `./scripts/make_debug.sh` to build.

The resulting binaries can be found in `build/bin/<Debug_x86|Release_x86>`.

## Legal

OAT source code is licensed under [GPLv3](./LICENSE).

Extracting the contents of game files does not grant you any rights to them.
All rights remain to their respective owners.