Features • Prerequisites • Usage • Building • Running • Notes • License • Credits
ReLunacy is still in early development, but it comes with very interesting features, modders and speedrunners will really like it.
- Visualize levels
- Mobys, Ties and UFrags (terrain)
- Triggers & Volumes
- Light sources (WIP)
- Editing (WIP)
- Export (WIP)
- Thanks to @NefariousTechSupport, the AssetExtractor tool works for the essential things, but I will soon be implementing a better exportation tool directly in the level editor.
- Flexible editor
- Almost everything in the editor can be edited in Editor settings; camera speed, field of view, overlay, stats profiler, renderer...
- Dockable UI made for people who like to organise their work.
- Comfortable and user-friendly; the editor is made to be easy to use.
- (WIP) Customize the rendering by adding your own shaders to the editor.
Here are essential things you need to run ReLunacy, without those, the app might be slow or could just not run at all.
- (Windows) .NET 8.0 Desktop Runtime
- (Linux/Mac) .NET 8.0 Runtime
- A 64bits (x64) OS... I mean... 32bits (x32) OS doesn't exist anymore right ?
In first place, you need to extract the game you want to inspect the level of, with a tool like PS3GameExtractor or simply by using RPCS3.
Then, you need a tool to extract the .psarc
files, PS3GameExtractor can do it, but otherwise use PSArcTool by Periander.
Reach the level of your choice inside /packed/levels/<level_name>/
and extract level_cached.psarc
and level_uncached.psarc
with one of the previous tools.
Finally, go to the extracted files /packed/levels/<level_name>/built/levels/<level_name>/
and copy the full address, and paste it in the File > Open File
dialog frame.
Controls:
- Keybindings:
[W][A][S][D]
/[Z][Q][S][D]
to move around, depending on your keyboard.[E][Q]
/[E][A]
to go up and down, depending on your keyboard.[SHIFT]
to move faster (sets move speed to Editor Settings's max speed).[RMB]
+[Move Mouse]
to look around.
- Miscellaneous:
File > Open Level
to open a level.File > Close Level
to close a level.Edit > Editor Settings
to open settings of the editor.Tools > Translation
to select the translation tool (move objects).Tools > Rotation
to select the rotation tool (rotate objects).Tools > Scale
to select the scale tool (rescale objects).Tools > Deselect Object(s)
to deselect all the selected objects.View > Show Overlay
to show the stats overlay (FPS, level stats, camera info...).View > View 3D
to open or close the 3D View window.Render > Mobys
to render or not Mobys.Render > Ties
to render or not Ties.Render > UFrags
to render or not UFrags.Render > Volumes
to render or not volumes.About > Official Github
to reach this github page.About > Check for update
to check for updates. If nothing pops up, then you're up to date.- The Stats Overlay can be customized inside
Edit > Editor Settings > Overlay settings
. - The interface language can be changed inside
Edit > Editor Settings > Visual settings
.
- cd into the directory with the
Lunacy.sln
file - Run
dotnet build
- Run
ReLunacy.exe
by double-clicking it, or execute./ReLunacy.exe <path to level folder>
. - From the menu bar, access
File > Load Level
and enter the path to the level folder.- The folder is the folder that contains either
main.dat
orassetlookup.dat
file. - If
assetlookup.dat
is there,highmips.dat
fromlevel_uncached.psarc
must be included as well.
- The folder is the folder that contains either
- Run
Lunacy.exe <path to folder>
, where the folder contains either themain.dat
file or theassetlookup.dat
file - if
assetlookup.dat
is there,highmips.dat
fromlevel_uncached.psarc
must be included as well - Controls are as such:
[RMB]
+[Move]
to look around[W][A][S][D]
or[Z][Q][S][D]
to move,[SHIFT]
to move faster[P]
shows the names of all objects that the mouse is hovering over- Select an object in either the regions or zones windows to teleport to that object
- Add the command argument
--load-ufrags
to load UFrags in Lunacy Legacy.
- Run
AssetExtractor.exe <path to folder>
, where the folder contains either themain.dat
file or theassetlookup.dat
file - If
assetlookup.dat
is there,highmips.dat
fromlevel_uncached.psarc
must be included as well - Assets will be found in the inputted folder
- Including the
texstream.dat
file in the same place asmain.dat
will improve texture resolution (found inlevel_textures.psarc
) - Including the
debug.dat
file for a level in the same place asmain.dat
will include asset and instance names
Of course, I haven't been working alone on this, I wrote ReLunacy, but it would be very impolite to not credit everyone who's involved!
- @NefariousTechSupport is the original developer of Lunacy, they are also an important reverse engineer for the PS3 games. The new renderer is inspired by their 7th igRewrite (a Skylander level editor)
- @chaoticgd greatly helped me with the 3D rendering
- @MilchRatchet: I strongly inspired the global level editor from Replanetizer, of which they are the maintainer, mostly for the Frames systems.
- @PredatorCZ is one of the pioneer of Ratchet & Clank: Future Series reverse engineer, it makes sense that a lot of the code is based on their InsomniaToolset.
- @Nooga is the artist that made ReLunacy's Logo