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[IV|WIP] OpenIV project

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saintone
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#301

Posted 11 December 2008 - 11:35 AM Edited by saintone, 11 December 2008 - 01:56 PM.

QUOTE (mr.Dageron @ Dec 11 2008, 10:35)
Models are not opened yet, but here is some progress:
user posted image
(the model of bat)

Also, if you know MAXScript, you may help with models openeig: http://openiv.com/tmp/modelsPC.rar (some of them)

icon14.gif

Shadow-Link
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#302

Posted 11 December 2008 - 11:39 AM

Pretty sure the white dots are the vertex. When you connect them the baseball bat is visible.

saintone
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#303

Posted 11 December 2008 - 01:49 PM

user posted image biggrin.gif

mr.Dageron
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#304

Posted 11 December 2008 - 02:24 PM

3d ripper... biggrin.gif

saintone
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#305

Posted 11 December 2008 - 02:40 PM Edited by saintone, 13 December 2008 - 04:59 PM.

QUOTE (mr.Dageron @ Dec 11 2008, 14:24)
3d ripper...  biggrin.gif

of course it 3d ripper dx!

> alien.gif стати слышал тебе лоадскрины нужны были,так вот рипишь их во время игры,
и они сохранятся - отдельно персонаж с альфой,отдельно бэкграунд,то-же и с
шрифтами... alien.gif

mr.Dageron
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#306

Posted 11 December 2008 - 02:42 PM Edited by mr.Dageron, 11 December 2008 - 03:50 PM.

Hm, interesting... maybe it is right to try convert some of IV cars to SA? smile.gif

alien.gif Шрифты - очень интересно, можешь выложить текстурки? alien.gif

schaefft
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#307

Posted 11 December 2008 - 03:34 PM

Yeah, post some more pics. Id like to see the wire frames and details of gta4s cars.

DexX
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#308

Posted 11 December 2008 - 04:03 PM

QUOTE (mr.Dageron @ Dec 11 2008, 04:35)
Also, if you know MAXScript, you may help with models openeig: http://openiv.com/tmp/modelsPC.rar (some of them)

Try to put in the smallest models (filesize) possible. They're easiest to figure out the model formats with. The only model i'm even going to seriously look at is the bat.

zbos
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#309

Posted 11 December 2008 - 04:29 PM

Здорово у вас получается.
А можно ли менять видео настройки с вашей прогой? Ну там отключать тени и другую графику менять?

Thanks, nice tool!

mr.Dageron
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#310

Posted 11 December 2008 - 04:33 PM

DexX, ask GooD-NTS for that icon14.gif

Please, no more russian language here.. respect people from other countries!
Russians, go there:
http://gtamaps.net/f...80

DexX
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#311

Posted 11 December 2008 - 05:38 PM

Dageron, are you discussing the model format any where? I don't want to hijack this topic for it..

I don't know what you guys know (the guy writing that program probably knows more than me) but i've got some info, and have some questions.

mr.Dageron
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#312

Posted 11 December 2008 - 06:04 PM

Ask GooD-NTS or Alexander Blade... I am only a person who is looking for progress, compare information from differen forums and post it here))

You want to keep everything in a secret like other information about GTAIV formats? Please, not...

Model format is hacking by CrashBandicoot and listener (I just only translated their speech to english)

CrashBandicoot:
QUOTE

Model file has symmetrical structure, and what he needed.
Here's what new research showed.
Usually, the files coords 3D data points are written in succession on 12 bytes. 1 point = 12 bytes (float x, float y, float z). Considering model with the bat (file rpg.wdr.rsc) proved that point is 36 bytes. The first 12 - are coordinates x, y, z. The next 12 bytes this point on the circle around bits (that is, is the "garbage" around bits). But next 12 bytes - is not clear at all that: The first 4 bytes - not the number (not exactly float), second and third quite similar to the number of type float.

1 point is this:
offset | description
-----------------
0 float coord_X
4 float coord_Y
8 float coord_Z
12 float unk_X
16 float unk_Y
20 float unk_Z
24 unk2
28 float unk3_1
32 float unk3_2

unk2 - the number does not seem to be some flags. For example, what it can be value: 9B 9B 9B FF, B3 B3 B3 FF, 96 96 96 FF, 9C 9C 9C FF, 93 93 93 FF, B5 B5 B5 FF, 94 94 94 FF, etc.

At the expense of unk3_1 and unk_3_2 - float values from 0 to 1. Perhaps texture coordinates.


listener:
QUOTE

In bat file, at 0x1000 begins GPU-segment. All that it is to be standart D3D structures.

Lhen it is possible to saw vertex and index array. (Fields filled 0xCD - not-inicialised data). Total size of the buffer index produced 480 triangles.

oCain
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#313

Posted 11 December 2008 - 06:08 PM Edited by oCain, 11 December 2008 - 06:13 PM.

hmm...
user posted image
It was just a test and for the 'w_bat.wdr.rsc' file only. As you can see it's not perfect. blush.gif
But as DexX already sad...a really simple model would be nice and I also think he/we/you should make an extra topic for the model'izm.

Greetz! (sorry for my write-lazyness...I'm tired)

//Edit-->Whoops!...not fast enough

About the 'unk2' thing...maybe vertex-colors? (rgba)

DexX
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#314

Posted 11 December 2008 - 06:10 PM

QUOTE
You want to keep everything in a secret like other information about GTAIV formats? Please, not...

Nono, not at all. Quite the opposite. I was debating whether or not to make a topic here, and i probably will after this post.

edit;
here.

mr.Dageron
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#315

Posted 11 December 2008 - 06:32 PM Edited by mr.Dageron, 12 December 2008 - 11:16 AM.

<deleted>

Shadow-Link
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#316

Posted 11 December 2008 - 06:50 PM

Looks like dexx also created a model format discussion thread. Link

Edit: Dexx already edited his post with the link.. sorry

dalte89
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#317

Posted 11 December 2008 - 07:30 PM

Hey mr.Dageron great work with this, its excellent so far. One thing tho i was wondering if u could check the file format for the sound files (like gun shots, bullet hits, etc) is it a WAV file or somethin else, and if its something else do u know if its still editable. I wanna make a weapon sound pack once the tool is released

THanks alot man good luck wit this

Sniper Pilot
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#318

Posted 13 December 2008 - 11:35 AM

Im sorry if I sound noobish, but i would really like to get into modding GTAIV...

With that said, If any of you could point me in the right direction into how to extract the .RPF Audio files in GTAIV, it would be greatly appreciated.

Shadow-Link
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#319

Posted 13 December 2008 - 03:20 PM

QUOTE (Sniper Pilot @ Dec 13 2008, 13:35)
Im sorry if I sound noobish, but i would really like to get into modding GTAIV...

With that said, If any of you could point me in the right direction into how to extract the .RPF Audio files in GTAIV, it would be greatly appreciated.

Not possible as of yet. People are still creating tools to open/edit files. I don't think it will take long before it's possible to fully mod GTA IV (Don't blame me if I am wrong!) blush.gif

Sniper Pilot
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#320

Posted 13 December 2008 - 11:14 PM

Thanks, i guess we just have to resort to our good friend that never gets old:

Patience.

simkas
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#321

Posted 14 December 2008 - 11:19 AM

Are there any plans on when is this program going to be released?

Glumok
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#322

Posted 15 December 2008 - 04:38 AM Edited by gorgeprofondegta4, 15 December 2008 - 04:43 AM.

QUOTE (simkas @ Dec 14 2008, 12:19)
Are there any plans on when is this program going to be released?

I guess it will be Duke Nukem Forever's way : When it's done.
But unlike DNF, we will not have to wait 11 (or more ?) years smile.gif

Be patient, the tool is already very advanced, check the OpenIV blog : OpenIV blog

If you really CAN'T WAIT (like me) you can check this tool by REspawn ImgIV, to open IMG files.

firefly2442
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#323

Posted 15 December 2008 - 07:27 AM

Hey, this looks promising.

1) Have you been able to open any of the audio files? It looks like they are .rpf files.

2) What are you programming this tool in?

simkas
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#324

Posted 15 December 2008 - 05:44 PM

Can this program open .wtd files at this current state?

mr.Dageron
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#325

Posted 15 December 2008 - 05:48 PM

check screens on the prev. pages - yes) icon14.gif

SLAYERMAGGOT
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#326

Posted 15 December 2008 - 08:53 PM

Is the site down? It says "Error establishing a database connection".
And we all wait for the beta release icon14.gif

morphadron
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#327

Posted 16 December 2008 - 05:28 PM

closed beta*

So you dont get your hopes up.But that tool will be just... OMG

simkas
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#328

Posted 17 December 2008 - 04:59 PM

Can someone tell me why exactly aren't you releasing a public beta if, by the looks of it, this program is already working fine?

adijaga2
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#329

Posted 17 December 2008 - 05:39 PM

QUOTE (simkas @ Dec 17 2008, 16:59)
Can someone tell me why exactly aren't you releasing a public beta if, by the looks of it, this program is already working fine?

agree
Why the hell somone don't relase the beta?

supertin
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#330

Posted 18 December 2008 - 01:48 AM

QUOTE (adijaga2 @ Dec 17 2008, 17:39)
Why the hell somone don't relase the beta?

Well, if someone other than the author releases the beta, then it's just rude (and technically illegal even if it's free software).

I personally really want to see the program, but if it's closed beta, I respect the author's rights to do that.




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