When making mods that edit bins, it's common to "repath" the mod files before using or loading the mod, and there are two main ways of actually repathing the files atm. It's done by either inserting a custom top folder such as ASSETS\REP\Characters\Viego\Skins\Base\123.dds or by prefixing the folder after ASSETS with some phrase or character ASSETS\.repCharacters\Viego\Skins\Base\123.dds. Detecting either of these two types of prefixes will allow extraction of wads with custom filepaths, without using LtMAO's extract hashes or having to deal with garbled nonsense hashed filenames.
There should also be detection for multiple prefixes. Such as ASSETS/REP1, ASSETS/REP2, and ASSETS/REP3 being in the same mod, or ASSETS/.Characters and ASSETS/_Characters.
Also if this were to have a performance impact, put this behind this as an option such as -c for custom.
When making mods that edit bins, it's common to "repath" the mod files before using or loading the mod, and there are two main ways of actually repathing the files atm. It's done by either inserting a custom top folder such as
ASSETS\REP\Characters\Viego\Skins\Base\123.ddsor by prefixing the folder afterASSETSwith some phrase or characterASSETS\.repCharacters\Viego\Skins\Base\123.dds. Detecting either of these two types of prefixes will allow extraction of wads with custom filepaths, without using LtMAO's extract hashes or having to deal with garbled nonsense hashed filenames.There should also be detection for multiple prefixes. Such as
ASSETS/REP1,ASSETS/REP2, andASSETS/REP3being in the same mod, orASSETS/.CharactersandASSETS/_Characters.Also if this were to have a performance impact, put this behind this as an option such as
-cfor custom.