As suspected the trc file does not have a complicated syntax still I have no clue what the values actually mean nevertheless I will post a 010 Editor template here so at least the structure of the file is known now.
structTRCHeader
{
int data_1<bgcolor=0x777777>;
int count_1<bgcolor=0x777777>;
int count_2<bgcolor=0x777777>;
int count_3<bgcolor=0x777777>;
int count_4<bgcolor=0x777777>;
};
structWeightedFloatDataType
{
short data_1<bgcolor=0x997777>;
short data_2<bgcolor=0x997777>;
int data_3<bgcolor=0x997777>;
int data_4<bgcolor=0x997777>;
float fData[14]<bgcolor=0xFFFF00>;
byte unkByte1;
};
structWeightedInt
{
char weight;
int data<bgcolor=0x997777>;
};
structType1Data
{
int count_1<bgcolor=0xFF7777>;
WeightedInt data[count_1];
int count_2<bgcolor=0xFF7777>;
WeightedFloatDataType floatData[count_2];
float fData[3]<bgcolor=0xFFFF00>;
int terminatingZero<bgcolor=0x009999>;
};
structFloatDataType
{
float fData[14]<bgcolor=0xFFFF00>;
byte unkByte_1;
};
structType2Data
{
int data_1<bgcolor=0x997777>;
int data_2<bgcolor=0x997777>;
int data_3<bgcolor=0x997777>;
float fData[6]<bgcolor=0xFFFF00>;
int unkZero<bgcolor=0x009999>;
int count<bgcolor=0xFF7777>;
FloatDataType floatDatas[count];
};
structType3Data
{
int data_1<bgcolor=0x997777>;
int data_2<bgcolor=0x997777>;
byte unkByte_1;
float fData_1[6]<bgcolor=0xFFFF00>;
int int_1<bgcolor=0x997777>;
int int_2<bgcolor=0x997777>;
float fData_2[3]<bgcolor=0xFFFF00>;
int data_3[5]<bgcolor=0x997777>;
float fData_3[2]<bgcolor=0xFFFF00>;
int minusOne<bgcolor=0x009999>;
int count<bgcolor=0xFF7777>;
FloatDataType floatDatas[count];
};
structFile
{
TRCHeader header;
Type1Data data1_1[header.count_1]<optimize=false>;
Type1Data data1_2[header.count_2]<optimize=false>;
Type2Data data2[header.count_3]<optimize=false>;
Type3Data data3[header.count_4]<optimize=false>;
} file;
Added 11 minutes later:
outrider,
I uploaded to the same link a new version.
The d3d.ini had my SlrrRoot defined in it...("F:\Prog\Game\Slrr\" this should simply be ".\" the point means the current directory if you write it as a path) whenever you enter the ReshadeConfig it writes it back from the versatile notation I want it to use.
Nevertheless it should be good now.
This post was edited by amilmand (2018-01-10 23:00, ago)