ultratears
Unofficial native Windows port of Tears of the Kingdom 1.4.3 using static recompilation. Builds locally from the player's own extracted game dump; no game files included.
A native rewrite of Resorep. Replace, dump, sort and tint Rainbow Six Siege textures with one small Windows app and a d3d11.dll proxy. Existing Resorep packs keep working.
GamesC++ · CMakeGitHub @SosigDOGGOOnlineOwner unconfirmed
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Texture replacer for DirectX 11 Rainbow Six Siege: a native rewrite of Resorep, with a texture manager and a d3d11.dll proxy. Resorep packs keep working.
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Read the full README ↗A native rewrite of Resorep, the DirectX 11 texture replacer, aimed at Rainbow Six Siege
modding. It has no Java requirement: a single ReResorep.exe texture manager plus a d3d11.dll
proxy. Neither needs a runtime or a VC++ redistributable.
Existing Resorep texture packs keep working unchanged. That includes <hash>.dds,
<hash>~name.dds, encrypted resorep1 packs, and the original's ±2 hash tolerance.
DirectX 12: current Siege (Y10S1 and later, including Siege X) runs on DirectX 12 only, so the
d3d11.dllproxy only works with older builds that still had DX11. D3D12 support is not implemented yet; see docs/DX12.md for how it could work.
Anti-cheat: online Siege runs BattlEye, and a replacement
d3d11.dllin the game folder is the kind of thing it can flag. Use this for offline/modded setups.
ReResorep.exe.RainbowSix.exe) → Install.
This copies proxy\d3d11.dll next to the exe and writes dllsettings.ini. If the game folder
already has a d3d11.dll (ReShade, for example), it is kept as ori_d3d11.dll and still loads..dds textures and exports your edits back to .dds.labels.txt next to ReResorep.exe, shared by the dump and every mod for that hash, and
included when searching. Settings → Labels imports and exports them. The format is
hash=label per line; CSV and tab-separated also work.texture_analysis.cache. The types are colour, normal map and
depth/grayscale. The last covers masks, roughness, height and monochrome icons. Hide
normal maps and Hide depth / grayscale filter the grids.Group textures into folders inside the modded folder. A top-level folder is a mod, and any folder inside it is a category:
modded/
12345.dds loose texture
Ash Elite/ mod
Uniform/ 2233445566.dds category
Weapons/ 3344556677.dds category
In the Mods tab, the sidebar lists every mod and category with an on/off checkbox and an
"active/total" count. Clicking one shows only its textures, and imports go into it. Right-click
for New category, Import .dds here, Open folder and Move to Recycle Bin. Right-click a
texture and use Move to to put it in a different category. Any texture, category or whole mod can
be turned off. On/off choices are saved in modded/reresorep_disabled.ini, and files are never
moved, so turning something back on restores it exactly.
Right-click a mod texture, or one of several selected, and choose Tint... to recolor them, for example to turn Black Ice red. Pick a colour, and the dialog shows a before/after preview:
Strength, Saturation and Brightness fine-tune the result. Normal maps and packed material maps are left out unless you tick the box for them. Each texture keeps its format and mips (BC1, BC2, BC3, BC7 and 8-bit RGBA can be tinted; BC7 is re-encoded with a simpler encoder, which can soften fine detail a little). Originals go to the Recycle Bin, so a tint can be undone from there. Encrypted (resorep1) textures can't be tinted.
Right-click a mod, or a category, and choose Export… to save it as a .zip. The zip
contains:
Both of the last two are optional. Any zip tool can open the package.
This is the beginning of the README. Read the rest at the original. Read the full README ↗