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[REL|BIN/SRC|Beta] SparkIV

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r0b
  • r0b

    Mark Chump & Proud.

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#241

Posted 01 January 2009 - 11:23 PM

awesome tool, i thought the guy who works for roman deserved a little something:

user posted image

QwertyAAA
  • QwertyAAA

    Ceci n'est pas une pipe, c'est le logo de Rockstar

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#242

Posted 02 January 2009 - 12:29 AM

Haha awesome.
Reminds me of Dimitri Ravinoff, with "Poor Impulse Control" on his forehead.

Indi
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#243

Posted 02 January 2009 - 03:34 AM

HHAHAhA! Guys, SparkIV won't save my textures now, why I don't know sad.gif

R.F.
  • R.F.

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#244

Posted 02 January 2009 - 04:46 AM Edited by R.F., 02 January 2009 - 05:15 AM.

I replaced niko`s face texture with one of mine (png) and when i enter the game after loading i get the "don`t send" crash confused.gif
Please help!

nvm i found your other gta iv tool : magic iv colgate.gif

Indi
  • Indi

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#245

Posted 02 January 2009 - 05:50 AM

aru, I think you need support for all textures, because I checked and it doesn't work with every texture

jessy-maus
  • jessy-maus

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#246

Posted 02 January 2009 - 11:24 AM

smile.gif smile.gif smile.gif

user posted image
user posted image

user posted image
user posted image

Jack Daniels Bike Jacke

aceship
  • aceship

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#247

Posted 02 January 2009 - 03:04 PM Edited by aceship, 02 January 2009 - 03:43 PM.

can this add model?

Just made it one
user posted image
Its like a EMP Launcher

mira22
  • mira22

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#248

Posted 02 January 2009 - 07:09 PM

FOR EVERYONE !

Have you your mod?

PLS send me on : mira22.mira@gmail.com
I have" Big website about GTA.
We will have got Eng version too.

www.gta.cz

PLs send your mods, ad people will download it wink.gif
thx

Indi
  • Indi

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#249

Posted 02 January 2009 - 08:46 PM

CODE
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.ArgumentOutOfRangeException: Specified argument was out of the range of valid values.
  at RageLib.Textures.Resource.TextureInfo.ReadData(BinaryReader br)
  at RageLib.Textures.Resource.File.Open(Stream systemMemory, Stream graphicsMemory)
  at RageLib.Textures.Resource.File.Open(Stream stream)
  at RageLib.Textures.TextureFile.Open(Stream stream)
  at SparkIV.Viewer.Textures.TextureViewer.GetView(File file)
  at SparkIV.Viewer.Viewers.GetControl(File file)
  at SparkIV.MainForm.PreviewFile(File file)
  at SparkIV.MainForm.PreviewOrEditFile(File file)
  at SparkIV.MainForm.lvFiles_MouseDoubleClick(Object sender, MouseEventArgs e)
  at System.Windows.Forms.Control.OnMouseDoubleClick(MouseEventArgs e)
  at System.Windows.Forms.ListView.WndProc(Message& m)
  at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
  at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
  at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
   Assembly Version: 2.0.0.0
   Win32 Version: 2.0.50727.42 (RTM.050727-4200)
   CodeBase: file:///C:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
SparkIV
   Assembly Version: 0.5.2.0
   Win32 Version: 0.5.2.0
   CodeBase: file:///C:/DOCUME~1/COMPAQ~1/LOCALS~1/Temp/Rar$EX00.687/SparkIV.exe
----------------------------------------
System.Windows.Forms
   Assembly Version: 2.0.0.0
   Win32 Version: 2.0.50727.42 (RTM.050727-4200)
   CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
   Assembly Version: 2.0.0.0
   Win32 Version: 2.0.50727.42 (RTM.050727-4200)
   CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
   Assembly Version: 2.0.0.0
   Win32 Version: 2.0.50727.42 (RTM.050727-4200)
   CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
RageLib.Common
   Assembly Version: 0.5.2.0
   Win32 Version: 0.5.2.0
   CodeBase: file:///C:/DOCUME~1/COMPAQ~1/LOCALS~1/Temp/Rar$EX00.687/RageLib.Common.DLL
----------------------------------------
RageLib.FileSystem
   Assembly Version: 0.5.2.0
   Win32 Version: 0.5.2.0
   CodeBase: file:///C:/DOCUME~1/COMPAQ~1/LOCALS~1/Temp/Rar$EX00.687/RageLib.FileSystem.DLL
----------------------------------------
System.Xml
   Assembly Version: 2.0.0.0
   Win32 Version: 2.0.50727.42 (RTM.050727-4200)
   CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
System.Configuration
   Assembly Version: 2.0.0.0
   Win32 Version: 2.0.50727.42 (RTM.050727-4200)
   CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Configuration/2.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
zhwxkcku
   Assembly Version: 0.5.2.0
   Win32 Version: 2.0.50727.42 (RTM.050727-4200)
   CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
RageLib.Textures
   Assembly Version: 0.5.2.0
   Win32 Version: 0.5.2.0
   CodeBase: file:///C:/DOCUME~1/COMPAQ~1/LOCALS~1/Temp/Rar$EX00.687/RageLib.Textures.DLL
----------------------------------------
ICSharpCode.SharpZipLib
   Assembly Version: 0.85.5.452
   Win32 Version: 0.85.5.452
   CodeBase: file:///C:/DOCUME~1/COMPAQ~1/LOCALS~1/Temp/Rar$EX00.687/ICSharpCode.SharpZipLib.DLL
----------------------------------------
Accessibility
   Assembly Version: 2.0.0.0
   Win32 Version: 2.0.50727.42 (RTM.050727-4200)
   CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/Accessibility/2.0.0.0__b03f5f7f11d50a3a/Accessibility.dll
----------------------------------------
RageLib.Models
   Assembly Version: 0.5.2.0
   Win32 Version: 0.5.2.0
   CodeBase: file:///C:/DOCUME~1/COMPAQ~1/LOCALS~1/Temp/Rar$EX00.687/RageLib.Models.DLL
----------------------------------------
PresentationFramework
   Assembly Version: 3.0.0.0
   Win32 Version: 3.0.6920.0 (vista_rtm_wcp.061020-1904)
   CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/PresentationFramework/3.0.0.0__31bf3856ad364e35/PresentationFramework.dll
----------------------------------------
PresentationCore
   Assembly Version: 3.0.0.0
   Win32 Version: 3.0.6920.0 (vista_rtm_wcp.061020-1904)
   CodeBase: file:///C:/WINDOWS/assembly/GAC_32/PresentationCore/3.0.0.0__31bf3856ad364e35/PresentationCore.dll
----------------------------------------
WindowsBase
   Assembly Version: 3.0.0.0
   Win32 Version: 3.0.6920.0 (vista_rtm_wcp.061020-1904)
   CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/WindowsBase/3.0.0.0__31bf3856ad364e35/WindowsBase.dll
----------------------------------------
WindowsFormsIntegration
   Assembly Version: 3.0.0.0
   Win32 Version: 3.0.6920.0 (vista_rtm_wcp.061020-1904)
   CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/WindowsFormsIntegration/3.0.0.0__31bf3856ad364e35/WindowsFormsIntegration.dll
----------------------------------------
PresentationFramework.Luna
   Assembly Version: 3.0.0.0
   Win32 Version: 3.0.6920.0 (vista_rtm_wcp.061020-1904)
   CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/PresentationFramework.Luna/3.0.0.0__31bf3856ad364e35/PresentationFramework.Luna.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
   <system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.




Why...?

WideBoy
  • WideBoy

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#250

Posted 02 January 2009 - 10:15 PM

I am sorry if this is answerd in the thread. But is there an step by step tutorial on how to extrackt the textures and import them back in edited without screwing up?

When i have extraced the png file and edited it and importing it again the file is useless.

UnknownProjects
  • UnknownProjects

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#251

Posted 02 January 2009 - 10:53 PM Edited by UnknownProjects, 02 January 2009 - 10:57 PM.

QUOTE (WideBoy @ Jan 2 2009, 22:15)
I am sorry if this is answerd in the thread. But is there an step by step tutorial on how to extrackt the textures and import them back in edited without screwing up?

When i have extraced the png file and edited it and importing it again the file is useless.

The following guide explains how to change any texture.
Translated from GTA-Modding.it
QUOTE

highly recommended to back up files or img RPF which change.

    1. Download SparkIV and click Open or Browse.
    2. Open an IMG or RPF file that contains the .wdt files, those are texture files.
    3. Select the file you want to edit and click Edit.
    4. Select the image you want to replace, and click Import Texture.
    5. Select your a replacement image from your PC must be .PNG image format.
    6. Click Save and Close when you are finished.
    7. Click Save and Rebuild.
    8. Close SparkIV and play.


Here is a little picture tutorial i made in mspaint,
IMAGE TUTORIAL

There is a thread somewhere on this forum that says what is in each img file and rpf file... i am trying to find it but not having any luck right now.

L0uNGeR
  • L0uNGeR

    Ya, that's what I said.

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#252

Posted 02 January 2009 - 11:17 PM

Is it possible to batch extract SCO files and decompile them at the same time?

jjcoolj91
  • jjcoolj91

    "Snipin's a good job mate...Challenging Work."

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#253

Posted 02 January 2009 - 11:28 PM

only one thing on my mind is when WDD support is coming for SparkIV, aru can you enlighten us on what your doing about this ?

WideBoy
  • WideBoy

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#254

Posted 02 January 2009 - 11:39 PM Edited by WideBoy, 03 January 2009 - 12:03 AM.

Lovely thanks for the help mate smile.gif

Managed to create som jackets then i my thrist got to big.
Since this game (when done 100%) is all about havock the Joker came into mind. But when i changed the texture on mr Belics Face nothing shows ingame.

Is there a "Speacial" way to do the "skin" parts of the textures?

EDIT:

Watch out Vice City, i am just a suit away from watching the world burn in fair anarchi

user posted image

UnknownProjects
  • UnknownProjects

    Crackhead

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#255

Posted 03 January 2009 - 12:11 AM

I myself haven't touched Niko's face texture since it shows as transparent kind of,
i have only messed with clothes and weapons props etc...

And note some textures you can not edit or some might not work in game.

And sorry to tell you but this guy beat you to the joker skin,
http://www.gtaforums...pic=388913&st=0

Look in that thread a few post down, he is showing it off and improving it, it is actually quite nice.

WideBoy
  • WideBoy

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#256

Posted 03 January 2009 - 12:17 AM

Aw well, lost fair and square smile.gif

Kinda expected that. The Joker arent realy a character few people digg at the moment smile.gif

LaMuerteX
  • LaMuerteX

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#257

Posted 03 January 2009 - 03:58 AM

Aru.

I found a bug, if not already know, the importation of imported textures 128x128 texture gives saving changes etc, but never replaces, when you open the file again follows the original texture.

I have edited numerous textures, seems to work well with 256x or 512x no problems, but 128x does not work, but if you are not at all or only 128x in a concrete case, the file is pedprops.img,
I have not tried yet of 64x 32x etc

openIV worked with 128x but lack the mipmap.

if you need more information for your test?

a greeting

BeatFK
  • BeatFK

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#258

Posted 03 January 2009 - 04:34 AM

QUOTE (LaMuerteX @ Jan 3 2009, 03:58)
Aru.

I found a bug, if not already know, the importation of imported textures 128x128 texture gives saving changes etc, but never replaces, when you open the file again follows the original texture.

I have edited numerous textures, seems to work well with 256x or 512x no problems, but 128x does not work, but if you are not at all or only 128x in a concrete case, the file is pedprops.img,
I have not tried yet of 64x 32x etc

openIV worked with 128x but lack the mipmap.

if you need more information for your test?

a greeting

I used SparkIV to replace the glasses, some 128X texture, and it worked.

aru
  • aru

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#259

Posted 03 January 2009 - 07:22 AM Edited by aru, 03 January 2009 - 07:24 AM.

New version 0.5.3, updated on the first post @ here.

Mainly bug fixes... model files loading/preview should be better now, and there should be less out of memory errors. Also, some 32bit ARGB textures (theres a few) can be previewed/edited now.

Version 0.5.3 Features
- Improved model loading, most models should display correctly now.
- Added support for 32bit ARGB textures
- Fixed a few texture file memory leaks
- Fixed bug in texture mapping in 3D preview
- Fixed bug in size calculation for thumbnail generation

----

@LaMuerteX... tested with a few textures that were 128x128 and it seems to work fine. If you're still having the problem, please be more specific about which file in pedprops

@jjcoolj91... do you mean editing textures in WDD files?

@L0uNGeR... there's a seperate command line program called Scruff to do the decompilation (download here). It won't process all the .scos automatically, but you can easily generate a .bat file to do this... something like this.

@Indi... should be fixed in 0.5.3

@JKM... thanks for telling me which files smile.gif Should be fixed in 0.5.3.

@spaceeinstein... couldn't reproduce the exact problem you were having with lootandwank, but I'm guessing it was an out of memory exception? Try with 0.5.3.

@TheRealTRA... Windows Presentation Framework (WPF) doesn't like your computer... not sure why :\ Check that you have .NET 3.5 installed

@Rafioso... should be fixed with 0.5.3.

@simkas... I really doubt it'll be easy to do... probably would need a full WDR saving code to do it.

user21043
  • user21043

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#260

Posted 03 January 2009 - 11:19 AM

Nice, aru! Nice!

_CP_
  • _CP_

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#261

Posted 03 January 2009 - 11:29 AM

Looks intresting?
user posted image

Voodooman
  • Voodooman

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#262

Posted 03 January 2009 - 12:09 PM

Aru thx again for your work.

Just a little suggestion:

Do u remember your previous Spark have had Console version with script (add, replace, delete) support, called SparkCS.exe ?

Please Do similar console version with script support for SparkIV!!!


I will look forward for SparkIVCS.exe, to use it for automatic mod installers as i did with previous SparkCS.

LaMuerteX
  • LaMuerteX

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#263

Posted 03 January 2009 - 02:08 PM

Aru,

open pedprops.img and try to find player_p.wtd replace image: p_head_diff_002_b (128x128 DX5)
in this image is not, the changes are not saved, if it worked openIV

I tested the new version but it not worked.

Thanks and a greeting.

JKM
  • JKM

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#264

Posted 03 January 2009 - 02:33 PM Edited by JKM, 03 January 2009 - 02:37 PM.

perfect Aru smile.gif
You did a relly good job man... but one file cant be open even with the version 0.5.3
Light_occluders.wtd but the other ones are working fine now smile.gif Thanks for it inlove.gif

ah and found next one:
bronx_e.img --> bx_landbay1.wdr... the program can not create the 3d preview^^

ArkangelJosh
  • ArkangelJosh

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#265

Posted 03 January 2009 - 04:16 PM

Real nice Program Aru great work.


Am i still correct in thinking we can view but not edit the .SCO files at present?

Rob.Zombie
  • Rob.Zombie

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#266

Posted 03 January 2009 - 04:22 PM

Help I get an acces denied error messeage. I'm using Vista and installed a mod called Big Car Damage (it only replaces handling.cfg) I remember I could open GTA IV's img archive, but somehow now I can't.

ArkangelJosh
  • ArkangelJosh

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#267

Posted 03 January 2009 - 04:30 PM

QUOTE (Rob.Zombie @ Jan 3 2009, 16:22)
Help I get an acces denied error messeage. I'm using Vista and installed a mod called Big Car Damage (it only replaces handling.cfg) I remember I could open GTA IV's img archive, but somehow now I can't.

check the .img file your trying to open is not set to read only

skate gta
  • skate gta

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#268

Posted 03 January 2009 - 04:35 PM Edited by skate gta, 03 January 2009 - 04:38 PM.

does sparkIV work on ps3 anuj_cop.gif muppetmaster_karma.gif

pinky
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#269

Posted 03 January 2009 - 04:41 PM

QUOTE (LaMuerteX @ Jan 3 2009, 15:08)
Aru,

open pedprops.img and try to find player_p.wtd replace image: p_head_diff_002_b (128x128 DX5)
in this image is not, the changes are not saved, if it worked openIV

I tested the new version but it not worked.

Thanks and a greeting.

I can't get the mipmaps on this file to replace either. Hate that blue helmet.

LaMuerteX
  • LaMuerteX

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#270

Posted 03 January 2009 - 06:07 PM

QUOTE (pinky @ Jan 3 2009, 17:41)
QUOTE (LaMuerteX @ Jan 3 2009, 15:08)
Aru,

open pedprops.img and try to find player_p.wtd replace image: p_head_diff_002_b (128x128 DX5)
in this image is not, the changes are not saved, if it worked openIV

I tested the new version but it not worked.

Thanks and a greeting.

I can't get the mipmaps on this file to replace either. Hate that blue helmet.

the solution for the moment is, openIV and mipmap level one only, worked.


for blue helmet
user posted image

and others
user posted image

but not is the best solution to cancel the mipmap levels..

a greeting




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