How muludag718/mu.gametools works
MU.GameTools is a collection of game-asset and data-format tools, including a 3D editor/viewer, Prototype 1/2 Pure3D import/export, fight-data models, and supporting binary-format utilities. The main user workflow is opening or exporting game assets through the editor or format tools; internal format readers and writers handle the structured data. The README is empty, so capability coverage comes from the tree and source index. Edges are limited to relationships visible in indexed references or excerpts; unsampled subsystem wiring is not inferred.
Main entry points: Endian.cs Endian Support · Vector3.cs Common Vector3 · MU.GameTools.Prototype1/ImportP3D.cs P1 Import · MU.GameTools.Prototype2/ImportP3D.cs P2 Import
Components 20
3D Editor
Asset Conversion
- P1 Import
MU.GameTools.Prototype1/ImportP3D.cs - P1 Mesh Export
MU.GameTools.Prototype1/Exporting/Mesh.cs - P2 Import
MU.GameTools.Prototype2/ImportP3D.cs - P2 Mesh Import
MU.GameTools.Prototype2/Importing/Mesh.cs - P2 Mesh Export
MU.GameTools.Prototype2/Exporting/Mesh.cs
Format Models
- Pure3D Files
MU.GameTools.Prototype.FileFormats/Pure3DFile.cs - Asset Primitives
MU.GameTools.Prototype.FileFormats - Vector Converter
MU.GameTools.Prototype.FileFormats/VectorTypeConverter.cs - TOD Metadata
MU.GameTools.Prototype.Tod/MetaObjectFactory.cs - DDS Codec
MU.GameTools.Squish/DDSFile.cs
Fight Data
- Fight Model
MU.GameTools.Prototype.Fight/BaseProperty.cs - P1 Conditions
MU.GameTools.Prototype.Fight/Prototype1/Condition - P1 Tracks
MU.GameTools.Prototype.Fight/Prototype1/Track
Shared Utilities
- Endian Support
MU.GameTools.IO/Endian.cs - Common Vector3
MU.GameTools.Common/Vector3.cs - Game Variant
MU.GameTools.Common/PrototypeGame.cs
Other components
- Asset User
Connections 23
- Asset User → Editor UI: uses
- Editor UI → 3D Viewer: opens
- Editor UI → RZ Tool: hosts
MU.GameTools.Edit3D/Tools/RZTool.cs - RZ Tool → Game Variant: selects variant
MU.GameTools.Edit3D/Tools/RZTool.cs - P1 Import → Pure3D Files: reads
MU.GameTools.Prototype1/ImportP3D.cs - P1 Import → Endian Support: uses
MU.GameTools.Prototype1/ImportP3D.cs - P1 Import → Common Vector3: uses
MU.GameTools.Prototype1/ImportP3D.cs - P1 Mesh Export → Endian Support: writes with
MU.GameTools.Prototype1/Exporting/Mesh.cs - P1 Mesh Export → Common Vector3: uses
MU.GameTools.Prototype1/Exporting/Mesh.cs - P2 Import → Pure3D Files: reads
MU.GameTools.Prototype2/ImportP3D.cs - P2 Import → Endian Support: uses
MU.GameTools.Prototype2/ImportP3D.cs - P2 Import → Common Vector3: uses
MU.GameTools.Prototype2/ImportP3D.cs - P2 Mesh Import → Pure3D Files: reads
MU.GameTools.Prototype2/Importing/Mesh.cs - P2 Mesh Export → Endian Support: writes with
MU.GameTools.Prototype2/Exporting/Mesh.cs - P2 Mesh Export → Common Vector3: uses
MU.GameTools.Prototype2/Exporting/Mesh.cs - Vector Converter → Common Vector3: formats
MU.GameTools.Prototype.FileFormats/VectorTypeConverter.cs - Vector Converter → Asset Primitives: formats
MU.GameTools.Prototype.FileFormats/VectorTypeConverter.cs - P1 Conditions → Fight Model: uses properties
MU.GameTools.Prototype.Fight/Prototype1/Condition/SpatialQueryCondition.cs - P1 Conditions → Endian Support: reads with
MU.GameTools.Prototype.Fight/Prototype1/Condition/SpatialQueryCondition.cs - P1 Tracks → Endian Support: reads with
MU.GameTools.Prototype.Fight/Prototype1/Track/EnableRagdollTrack.cs - TOD Metadata → Game Variant: uses variant
MU.GameTools.Prototype.Tod/MetaObjectFactory.cs - DDS Codec → Endian Support: reads with
MU.GameTools.Squish/DDSFile.cs - DDS Codec → Asset Primitives: uses color
MU.GameTools.Squish/DDSFile.cs