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Editing PCK files
The mode given from the main window is important for PCK as it tells the program what version of WWise to expect within the pcks, as well as adding in the file extensions used by each game. Make sure you have the proper one before opening.
In particular, pcks from Monster Hunter Rise will not open unless they are opened with the correct mode selected. Additionally, modes for RE Engine games add an extra function to the exporting of PCKs in order to work with particulars of that engine.
After importing a pck, all of the wems present within the pck will appear within the box in the center of the screen.
To create a new pck, click the "New" button and import some wems to start. You can add new wems to a pck by clicking the "Import Wems" button, or replace a singular wem by clicking on it in the view and then clicking "Replace Wem". You can remove a wem from the pck by clicking on it in the view and then clicking "Delete Wem" "Export Wems" will export all currently loaded wems to a folder. "ID Replace" will let you input a list of wem ids, and it will replace all of the ids of the currently loaded wems to the ones given.
You can manually edit the id of each wem, as well as give each wem in a pck a label that will be saved to a separate file and can be loaded in when re-opening the file.
For RE Engine games, only open PCKs from the "streaming" folder of the respective game. When exporting, a second file will be created alongside the main file. This file, with the extension "nonstream", is to be put in the regular "Sound" folder of your mod, while the main pck goes in the "streaming" folder.