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[DOC]IV model formats - .wft, .wdr, .wdd

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Picolini
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#31

Posted 22 December 2008 - 06:41 AM

QUOTE (mr.Dageron @ Dec 21 2008, 12:16)
QUOTE (Picolini @ Dec 21 2008, 16:52)
Glad to see people working on all this technical stuff, keep it up guys  icon14.gif
I wouldn't know where to start.

You're the core of proper modding!

Impossible yet confused.gif

Ummm... what? dontgetit.gif

JKM
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#32

Posted 22 December 2008 - 11:27 PM

just one question:

found some stuff in the vehOff.csv ... don't know if this is helpfull....
but there seems to be some dummie info in it... cause there are a lot of cars in it with different parts of a car and the position (rotations) defined by x,y and z coords...

CODE

VEHICLE supergt FIELD BOOT_OPEN POS 0.061731 -1.617356 0.259185 ANGLES 0.277786 0.000289 3.102364 FOV 55.000000
VEHICLE supergt FIELD BONNET_FWD POS -0.001976 0.426270 0.610474 ANGLES -0.000000 0.000000 -0.000000 FOV 55.000000
VEHICLE supergt FIELD BONNET_BWD POS 0.009232 -1.362427 0.631226 ANGLES -0.000270 -0.000000 -3.141561 FOV 55.000000
VEHICLE supergt FIELD CINEY_WHEEL POS -1.188975 0.090558 -0.093750 ANGLES -0.059871 -0.000249 0.067720 FOV 55.000000
VEHICLE supergt FIELD CINEY_UNDER POS -0.000053 -0.021643 -0.453491 ANGLES -0.015633 -0.000248 -0.001641 FOV 55.000000
VEHICLE supergt FIELD CINEY_MISC_1 POS 0.936034 -4.950626 0.796665 ANGLES -0.126822 -0.168751 0.027251 FOV 45.000000
VEHICLE supergt FIELD CINEY_MISC_2 POS -0.824909 -1.479241 0.476706 ANGLES -0.223089 -0.181958 -0.099591 FOV 55.000000
VEHICLE supergt FIELD JACKED POS 0.091142 0.155273 0.136475 ANGLES 0.176075 0.000000 2.020782 FOV 55.000000
VEHICLE supergt FIELD BUSTED POS -0.561832 0.451538 0.419556 ANGLES -0.122816 0.000000 2.708006 FOV 55.000000
VEHICLE supergt FIELD CARPHONE POS -0.406235 0.733643 0.470947 ANGLES -0.000000 0.000000 -0.000000 FOV 55.000000
VEHICLE supergt FIELD BONNET_L POS -0.580627 -0.266113 0.529053 ANGLES 0.000693 -0.000000 1.568285 FOV 55.000000
VEHICLE supergt FIELD BONNET_R POS 0.576698 -0.266113 0.529053 ANGLES 0.000693 0.000000 -1.569906 FOV 55.000000
VEHICLE supergt FIELD CINEY_WHEEL_2 POS 1.164322 -1.741577 -0.028198 ANGLES -0.039028 0.074307 -0.006470 FOV 55.000000
VEHICLE supergt FIELD CINEY_BACK POS -1.058823 0.342163 0.503906 ANGLES -0.261047 0.112661 -2.830234 FOV 55.000000
VEHICLE supergt FIELD BUMPER POS 0.000000 1.995605 -0.363159 ANGLES -0.000000 0.000000 -0.000000 FOV 55.000000
VEHICLE supergt FIELD AIM_FR POS 0.000000 -0.542480 0.950562 ANGLES -1.562062 0.000000 0.000000 FOV 55.000000
VEHICLE supergt FIELD CINEY_FAR_1 POS -2.266790 -4.087227 0.411653 ANGLES -0.129408 -0.183386 -0.374963 FOV 55.000000
VEHICLE supergt FIELD CINEY_FAR_2 POS 1.535310 -4.258360 0.947951 ANGLES -0.218734 0.152293 0.132267 FOV 55.000000
VEHICLE supergt FIELD CINEY_FAR_3 POS 1.532124 2.763670 -0.141933 ANGLES 0.091261 -0.160179 2.403273 FOV 74.300003
VEHICLE supergt FIELD CINEY_FAR_4 POS -1.449651 3.729224 1.015724 ANGLES -0.310347 0.152480 -2.843116 FOV 55.000000


didn't know where to post it^^ so maybe a mod can delete it if its uninteresting^^

Gforce
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#33

Posted 23 December 2008 - 01:19 AM

could csv stand for "cut scene vehicles", maybe vehicle setups for cutscene car use.

just a guess given file content.

JKM
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#34

Posted 23 December 2008 - 02:07 AM

could be but there are a lot inside.... we should compare a car list of all given cars in gta4 with this one.
I believe there are to much inside that file for only used in cut scenes....

poxitron
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#35

Posted 23 December 2008 - 10:11 AM

The values in vehOff.csv are for the camera position and rotation when you are inside of a car (normal and cinematic view)

pd: sorry for my bad english

rubiomhs
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#36

Posted 26 December 2008 - 11:14 AM

is it possible to divide the 5 geometries of one wdd file into 5 separate wdd files?


pitass
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#37

Posted 29 December 2008 - 12:23 PM

Hey, I tried to mod the texture of the sanchez and need some help,

I opend the vehicles image and edited the txd of the sanchez, saved it ( when I open the vehicles image, and find the sanchez its the one I made (CryzY instead of Sanchez) but when I go ingame on the sanchez I see 'Sanchez' not 'CryzY'

heres a pic of what I edited

http://img216.images...emporarytg7.jpg

RedAero
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#38

Posted 04 January 2009 - 10:29 AM

QUOTE (pitass @ Dec 29 2008, 12:23)
Hey, I tried to mod the texture of the sanchez and need some help,

I opend the vehicles image and edited the txd of the sanchez, saved it ( when I open the vehicles image, and find the sanchez its the one I made (CryzY instead of Sanchez) but when I go ingame on the sanchez I see 'Sanchez' not 'CryzY'

heres a pic of what I edited

http://img216.images...emporarytg7.jpg

I believe you have to edit the american.gxt file to edit the names of vehicles.

jos116
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#39

Posted 04 January 2009 - 06:24 PM

Ah man, i wish we still had KAM sticking around confused.gif . I bet he would have come up with some scripts soon.

Maybe our next best-shot is Deniska? Because hes very experianced with Max Script in my opinion. Is he still active on the forums? Havnt seen him for a while tho..

For the game being on PC for a pretty short period of time i think we can say process is going pretty well in modding.

BWARazor
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#40

Posted 05 January 2009 - 10:36 AM

Yeah, would be amazing , if in some days there will be a script to put the files in the game! icon14.gif

Oleg
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#41

Posted 06 January 2009 - 10:34 AM

--------- request from ZModeler developer ----------
Hi! I'm digging in *.wft files and need some assist to classify entries. There are VMT pointers stored in files and they seem to be the same in *.wft files. I'm not sure whether GTA dynamically writes proper addresses there when loading file, I suspect these addresses are already properly set and binded to some library or .exe file explicitly. I'll list these VMT pointers below and need someone to specify class-names or something that will make a sence what should I search for in associated class data.

Example:
0x006B223C, tMaterial, size 0x60
0x006B48F4, tPolyMesh, size 0x50
0x006B0234, tGeometryObject, size 0x1C

Unknown:
0x006A35F4, tUnkBlock14, variable size
0x0069A5BC, tUnkBlock15, size 0xC0
0x006A4678, tUnkStub, size 0x1C

********** tUnkBlock16Base, base class;
0x0069BBEC tUnkBlock16V0 : tUnkBlock16Base
0x0069D56C tUnkBlock16V0A : tUnkBlock16Base
0x0069D7F4 tUnkBlock16V0B : tUnkBlock16Base
0x0069BBEC tUnkBlock16V1 : tUnkBlock16V0
0x0069AAF4 tUnkBlock16V2 : tUnkBlock16V0
0x0069B41C tUnkBlock16V3 : tUnkBlock16V2

If you find out what these classes stand for, you can send a PM me, or e-mail, or post as guest in this thread of my forum:

http://forum.zmodele...opic.php?t=3553

Thank You!

Millenia
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#42

Posted 07 January 2009 - 08:26 PM

QUOTE (mr.Dageron @ Dec 21 2008, 13:07)
WDR Viewer+3ds max import plugin by CrashBandicoot (gtamaps.net&OpenIV team)

DOWNLOAD

1) Extract models from IMG in *.wdr format.
2) If you need textures, extract them in JPEG format.
3) Open WDR in programm.
4) Export model file.
5) Open it with importer in 3ds max.
smile.gif

Anybody got a mirror for this or some other working script, the link's dead

FunGt
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#43

Posted 07 January 2009 - 08:33 PM

http://tjbp.net/upload/WDR_Viewer.zip

BWARazor
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#44

Posted 14 January 2009 - 01:00 PM

Anything new about export scripT?

jjcoolj91
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#45

Posted 19 January 2009 - 11:17 PM

are you guys gonna make an exporter that has the bones/skinning on the model too ?

Graphix14
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#46

Posted 19 January 2009 - 11:36 PM

Any tool able to extract geometry objects from wdr or wdd

BWARazor
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#47

Posted 20 January 2009 - 07:32 PM

WHats the status?

chngdman
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#48

Posted 23 January 2009 - 05:42 PM

QUOTE (Graphix14 @ Jan 19 2009, 23:36)
Any tool able to extract geometry objects from wdr or wdd

If you use that WDR viewer, you can probably use 3d ripper or w/e and rip from there, or directly from in-game, worth a shot.

GTARuss
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#49

Posted 26 January 2009 - 06:22 AM

Hm, and what about supporting Xbox360 model formats? (like .xtf, .xdr, .xdd)?

spatzenhirn
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#50

Posted 26 January 2009 - 09:25 AM

QUOTE (mr.Dageron @ Dec 21 2008, 13:07)
WDR Viewer+3ds max import plugin by CrashBandicoot (gtamaps.net&OpenIV team)

DOWNLOAD

1) Extract models from IMG in *.wdr format.
2) If you need textures, extract them in JPEG format.
3) Open WDR in programm.
4) Export model file.
5) Open it with importer in 3ds max.
smile.gif

Can anyone tell me how i extract .wtd to .jpeg ?

InTheCity
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#51

Posted 26 January 2009 - 06:04 PM

Has anybody had any luck with 3DRipper and extracting what's in view to an obj model?

Is there anything similar to 3DRipper that works.

ShamelessPie
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#52

Posted 26 January 2009 - 06:12 PM

Keep up the good work folks!

Soon we will be able to properly modify IV.

BWARazor
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#53

Posted 26 January 2009 - 07:18 PM

Damn i really need the importing tool, hope there will be one soon , would be so amazing!! icon14.gif

BWARazor
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#54

Posted 28 January 2009 - 06:30 PM

Can anyone please tell us if there is a progress?

Millenia
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#55

Posted 29 January 2009 - 06:05 PM

Don't you think somebody would post if they had significant progress? Patience.. confused.gif

Gen0cide_
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#56

Posted 29 January 2009 - 08:43 PM

What about .wft format, the format that cars are stored in, are they written the same way and if they aren't (I'm assuming as we still cant open them) any luck unencrypting them?

My biggest concern at the moment is how long until some brave adventurous modder will open up the world of custom cars to us.

dontgetit.gif
Hope your just busy at work and haven't moved all your progress to a private forum or anything.

BWARazor
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#57

Posted 29 January 2009 - 09:07 PM

I dont think he would move to another Forum or a private forum, because lots of people should be happy about something like that and they would be happy about that

DexX
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#58

Posted 29 January 2009 - 09:38 PM

Oleg is doing research on his own (afaik) and posts significant stuff in his own forums. I think our russian friends have their own discussion place as well, and many of the 'key' modders and toolmakers here, discuss their findings via IRC or IM. In short, much of the research and findings happens elsewhere, and this topic only covers the high points of discussions and/or releases of scripts and tools, if any.

Just because there are no posts, doesn't mean there is no progress, it just means there isn't anything worth posting.

BWARazor
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#59

Posted 29 January 2009 - 10:11 PM

Ok thanks for that post, now i know that the project is still alive icon14.gif

BWARazor
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#60

Posted 04 February 2009 - 02:28 PM

Can we have a link to any of these Forums? id like to see also the little progresses and the worthless things!




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