dumpVar: only available in dev mode
Table of Contents
Presumably the overall structure will still be similar to VT2.
Shaders
Shaders are compiled into DirectX Bytecode (can be found by the DXBC
magic header).
Attempting to decompile the shader code back into somewhat usable syntax would probably be a massive undertaking. A better approach for the beginning would be to to extract each shader in its compiled form, and reference them by a hash.
This way, we could build a repository of all existing code blobs, slowly fill it with meta information as we figure that out (e.g. what each blob does, what variables it uses, etc.) and all tools could pull from that repository. E.g. the .material
SJSON would have a special syntax to reference these code blobs, such that when DTMT is used to compile that material, it would know to pull that shader blob. Decompilation could then produce that syntax, making idempotent re-compiling and in-place edits possible.
Wiki
Building the source code
Obtaining the Oodle library
DTMM
Installing mods
Register DTMM as handler for Nexus downloads
DTMT
CLI Reference
Building your first mod
Migrating from loose files
dtmt.cfg
Reference
Murmur hashes and dictionaries
Reverse Engineering
Getting Started
Sound
Textures
File Types
Status
Bundle
Bundle Database
Texture
Material
Strings
Package
Wwise Event
Wwise Stream
Wwise Bank