ResForge - a decompiler / editor / recompiler for .res files

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Re: ResForge - a decompiler / editor / recompiler for .res f

Postby Nightdawg » Mon Jul 13, 2026 7:48 pm

Updated to 1.2.1 - fixes multi-layer skeletal animation exports in Blender, improves responsiveness while rotating models in the 3D viewer, and speeds up the game-cache resource picker. Full notes on the releases page.
jorb wrote:I do not want to over-promise or hype up stuff that could be months out.

"Our primary development direction is toward object-controlled-objects"
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Re: ResForge - a decompiler / editor / recompiler for .res f

Postby Halbertz » Thu Jul 16, 2026 9:00 am

Feature Request:
It would be nice to have some kind of auxiliary tool for calculating equipment points. Currently, I have to change magic numbers, apply JSON, save, launch the client, see that everything is broken, close the client, repeat.
Thanks for the work!
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Re: ResForge - a decompiler / editor / recompiler for .res f

Postby Nightdawg » Thu Jul 16, 2026 10:00 am

Halbertz wrote:Feature Request:
It would be nice to have some kind of auxiliary tool for calculating equipment points. Currently, I have to change magic numbers, apply JSON, save, launch the client, see that everything is broken, close the client, repeat.
Thanks for the work!


Will do, feel free to suggest anything else that comes to mind.
jorb wrote:I do not want to over-promise or hype up stuff that could be months out.

"Our primary development direction is toward object-controlled-objects"
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Re: ResForge - a decompiler / editor / recompiler for .res f

Postby mvgulik » Fri Jul 17, 2026 1:23 pm

I'm kinda in the dark about how one gets a client to use a user modified res file.

So ... when I like to modify some res stuff (not tried it yet though) ...
1) Where is/are the modified res files stored ?
If its in the java/game cached folder. I figure that at some point those modified res files are, or need to be, updated with potential game related updates. ???

2) Will the edited res change work of all clients, including the vanilla client ?
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Re: ResForge - a decompiler / editor / recompiler for .res f

Postby Nightdawg » Fri Jul 17, 2026 2:26 pm

mvgulik wrote:1) Where is/are the modified res files stored ?


Depends on the custom client.
I store them in the "res" folder in Hurricane. I don't develop/maintain other clients, so I don't know how they do it.

mvgulik wrote:2) Will the edited res change work of all clients, including the vanilla client ?


vanilla client doesn't have any custom .res file loading code. You need to add the code to the client and compile it.
jorb wrote:I do not want to over-promise or hype up stuff that could be months out.

"Our primary development direction is toward object-controlled-objects"
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Re: ResForge - a decompiler / editor / recompiler for .res f

Postby Nightdawg » Sun Jul 19, 2026 8:41 pm

Updated to 1.3.0 - expanded Blender support for rebuilding skeletal animations, including multi-layer and completely remade actions. This release also adds animated, live-updating equipped-item previews, fixes mirrored 3D models, and preserves modern mesh materials during rebuilds. Full notes on the releases page.

(edited OP as well)
jorb wrote:I do not want to over-promise or hype up stuff that could be months out.

"Our primary development direction is toward object-controlled-objects"
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Re: ResForge - a decompiler / editor / recompiler for .res f

Postby Nightdawg » Mon Jul 20, 2026 8:05 pm

Updated to 1.3.1 - fixed Blender skeletal rebuilds importing the wrong action. ResForge now asks which edited action or actions to rebuild, with matching CLI support. Full notes on the releases page.

(edited OP as well)
jorb wrote:I do not want to over-promise or hype up stuff that could be months out.

"Our primary development direction is toward object-controlled-objects"
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Re: ResForge - a decompiler / editor / recompiler for .res f

Postby ZamAlex » Tue Jul 21, 2026 4:15 am

May be I'm asking for to much, but can you look at the Gob Generator for Hurricane? I think graveyard ARD client had that option... Cheking something that is not easy acesseble at the game is such a pain, it will save a lot of time.
Thanks anyway! We are closer and closer to reach tity-anime-girl-borka guys.
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Re: ResForge - a decompiler / editor / recompiler for .res f

Postby Nightdawg » Tue Jul 21, 2026 9:44 am

ZamAlex wrote:May be I'm asking for to much, but can you look at the Gob Generator for Hurricane? I think graveyard ARD client had that option... Cheking something that is not easy acesseble at the game is such a pain, it will save a lot of time.
Thanks anyway! We are closer and closer to reach tity-anime-girl-borka guys.


This is the ResForge thread, not the Hurricane client thread.
also idk what gob generator is.
jorb wrote:I do not want to over-promise or hype up stuff that could be months out.

"Our primary development direction is toward object-controlled-objects"
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Re: ResForge - a decompiler / editor / recompiler for .res f

Postby Halbertz » Tue Jul 21, 2026 9:54 am

Nightdawg wrote:
ZamAlex wrote:May be I'm asking for to much, but can you look at the Gob Generator for Hurricane? I think graveyard ARD client had that option... Cheking something that is not easy acesseble at the game is such a pain, it will save a lot of time.
Thanks anyway! We are closer and closer to reach tity-anime-girl-borka guys.


This is the ResForge thread, not the Hurricane client thread.
also idk what gob generator is.

It's one of the Ard's client feature that allows to spawn any gob (with ability to resize it) for testing purposes. So if I changed frog model and want to check it out ingame, I don't have to patrol forest for 30 minutes looking for one.
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