ivy Posted September 7 Share Posted September 7 Hey all! I've recently gotten back into RCT, and have even found some success creating custom scenery using the object editor to make objects in .DAT format. I've been *trying* to get into making scenery (and hopefully rides!) in the PARKOBJ format, but I can't seem to locate the right info. I've gotten as far as extracting the JSON and images.dat files, and from there I can see that we have the object info in the JSON file (price, name, etc.). But then we have the 'images.dat' file, which AFAIK contains the images and the position information (like the pos.txt in Buggy's Ridemaker) - but how the heck do I make one of these? or read it... or repackage(re-zip?) the PARKOBJ file lol... I'm hoping to figure out where to go from here- I'm missing some key information but I'm not sure what or where to look, any related info will be helpful! I figure that if I find out how to cook up a proper 'images.dat' and find out how to properly repackage them into the PARKOBJ then I'm good to go, but of course I can't be sure... Link to comment
X7123M3-256 Posted September 7 Share Posted September 7 (edited) > But then we have the 'images.dat' file, which AFAIK contains the images and the position information (like the pos.txt in Buggy's Ridemaker) - but how the heck do I make one of these? You don't actually need to. You can just have an "images" folder with .png images inside of it. Take a look at this object for example. The reason some objects have images.dat instead is that it loads faster in game. That file is in the same format as the original .DAT image table. I can't tell you how to make one because I have yet to do so myself, all my objects still use PNG images. I believe there is a program called "gxc" that is used to make those tables - maybe ask about it on the OpenRCT2 discord if you want to know but you don't need it, it's just an optimization. It is most beneficial for rides as they have a lot of sprites. Edited September 7 by X7123M3-256 1 Link to comment
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