Initially, this inventory/equipment system that I designed in Unreal Engine was going to be used within an obscure video game project that I was developing at the time. This system essentially combined the functionality of the Ascent Combat Framework plugin with the RPG Inventory System plugin to create a system that provided a more specialized way of viewing, adding, and deleting items, as well equipping armor pieces and weapons that worked for my needs.
GParam Studio is a feature-rich toolset primarily designed for use by lighting artists to view and modify FromSoftware's GPARAM file format, which controls the appearance of certain aspects of the game's lighting and other graphically-rendered content. GParam Studio allows users to change various attributes, such as color and angle or altitude, within these files by providing visual, interactive controls which are very robust, yet simple and easy to use.
FLVER Editor 2.0 is a complete re-imagination of the original FLVER Editor tool developed by Alan Zhang. This new tool offers a wide variety of new functionality, including the ability to transform mesh and dummy points in real-time with little to no latency, as well as a plethora of quality-of-life features that enhance the overall user experience, such as a button for re-centering objects placed far from the world origin.
The tool utilizes Microsoft's .NET 4.8 Framework SDK, the Visual Studio IDE for handling of the user interface, and the SoulsFormats library for internal file parsing.
Documentation for the tool includes a comprehensive overview video of an earlier version of the tool commentated by me, which you can find here on the COTA Studios YouTube channel: https://www.youtube.com/watch?v=YVg8hiCWYCo
The model/texture swap tool allows for swapping textures and models within God of War 3's .WAD format, an archive containing a majority of the game's files. It works by having the user input the name of a pre-existing model/texture file which they want to replace, a file buffer containing the data for a new texture/model file, and a flag for the target platform, the only options being PS3 or PS4.
The purpose of the model importer tool is quite self-explanatory: to provide the ability to import completely new models into the game that weren't there in the first place. Models are required to be exported in the XNALara XPS model format in order to be converted back properly to the game's native format, which actually uses a filename prefix, such as "MG_", for identification, as opposed to a file extension. Both tools were written entirely in JavaScript, and they admittedly took quite a while for them to be able to work perfectly without any issues.
Below are video examples showcasing the power of the model/texture swap tool, which was used to re-depict Kratos in his prototype design.
Throughout my video game modding journey surrounding the LittleBigPlanet video game series, I found the need to create a specialized tool utilizing the Node.JS runtime written in JavaScript that would allow me to convert a local user profile and/or its associated file resources from any of the mainline LittleBigPlanet games to and from an attribute-based JSON file format. In order for the converter to function properly, a few Node.JS modules are required, which include the following: iconv-lite, number-util, safer-buffer, and zlib.
This is where the beginning of my computer programming and software development journey began: with the creation of what was intended to be a multi-purpose utility that would provide features for modding certain aspects of the mainline LittleBigPlanet games that weren't available in other programs at the time.
The original tool was written in JavaScript, with Microsoft's Batch Scripting Language being utilized to create a rough interface for the user to be able to interact with the tool. Its most prominent feature was a real-time input system for carrying out conversions for the game's native data-types. The tool's logo was entirely designed in Adobe Photoshop, resembling a red letter V and blue letter N next to each other, which stayed consistent as the tool migrated over to using C# and Microsoft's .NET Framework SDK during development.
The new tool took advantage of the designer offered by Microsoft's Visual Studio IDE, which made the process of constructing the user interface exponentially easier. The new tool provided additional features for manipulating user profiles, archives files, model files, and language databases in the mainline games. A console output feature and two extra converters for hexadecimal and floating-point were also implemented.