Creating the Pak File - FranklyGD/Spyro-Reignited-Trilogy-Asset-Replacement GitHub Wiki
At this point something we know only works in Windows so far, however don't be discouraged to try out in other OS's.
Go to File > Cook Content For Windows.
When that is done, head to this location:
<Project>\Saved\Cooked\WindowsNoEditor\<Project-Name-Again>\Plugins
Copy or cut out the folder and move it into a workspace. In your workspace, you need to recreate the file structure seen in the viewer, starting from Falcon.
At this point you can choose between the two methods.
You need the UnrealPak.exe
from the installed Unreal Engine.
You can locate it in:
<Epic Game Installed Folder>\UE_4.19\Engine\Binaries\Win64\unrealpak.exe
Make a copy of it and move it the same folder that Falcon is in, that is your workspace or "lab". You may need to make it three folders deep, meaning that it must be inside something like <workspace>\v4\2\3\UnrealPak.exe
(It is better to copy this anyways because the .bat
/.cmd
we will be using later references this path).
The only thing you need to do is to write out the resource's paths. In Windows, simple command would be:
dir .\Falcon /b/s /a:-d > assetlist.txt
where assetlist.txt
would be used to pack the files back. You still need to mimic the file paths found in the viewer by editing the generated text, replacing everything in each line before Falcon
with ..\..\..\
or using your favorite text editor by "Find & Replace" feature or equivalent (Regex enabled)
- Find:
^(.*)Falcon
- Replace:
..\..\..\Falcon
- Replace all
Here is an example in VSCode:
Run pack.cmd
, a file pakchunk3-WindowsNoEditor.pak
should be generated in the folder. If the size of the file shows to have 1 Kb, then it most likely didn't work and you must check your assetlist.txt
and go over what went wrong.
Download the u4pak.exe
and u4pak.cmd
files from releases of this repo and place it in your workspace folder. Simply run the u4pak.cmd
and you should see the .pak
files get created.
Next Step: Verifying and Applying the Mod