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General OpenIV Discussion and Announcements

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_CP_
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#4861

Posted 3 weeks ago Edited by _CP_, 3 weeks ago.

Ah, I thought that "Line 3" specified as a line number in a file, my bad.

Edit
Angle brackets cannot be used in line parameter.


BlackScout
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#4862

Posted 3 weeks ago

 

any news of ymt editing update?

Look at the roadmap here.

Been checking this daily lmao... Can't wait :)

Take your time lel


elek2008
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#4863

Posted 3 weeks ago

Anyone know how to get openiv to not close when its not selected? If I open a folder or use chrome/firefox/ie or really do anything that inselects openiv it closes.


nkjellman
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#4864

Posted 2 weeks ago Edited by nkjellman, 2 weeks ago.

GooD-NTS: By any chance, would you be able to decrypt the peds.ymt file? I need access to it as I have found out how to fix some things in it, like the broken stealth and action mode clip sets on many peds.

 

Edit: pedpersonality.ymt is another file I want to modify. Even though it was pedpersonality.meta on the Xbox 360, it seems that the format has changed on PC. Not to mention that the file on PC is much smaller than the Xbox 360 version.

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theNGclan
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#4865

Posted 2 weeks ago

GooD-NTS: By any chance, would you be able to decrypt the peds.ymt file? I need access to it as I have found out how to fix some things in it, like the broken stealth and action mode clip sets on many peds.

 

Edit: pedpersonality.ymt is another file I want to modify. Even though it was pedpersonality.meta on the Xbox 360, it seems that the format has changed on PC. Not to mention that the file on PC is much smaller than the Xbox 360 version.

I second this. I'm eagerly awaiting the ability to modify YMTs but peds.ymt is needed badly right now.

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nkjellman
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#4866

Posted 2 weeks ago Edited by nkjellman, 2 weeks ago.

 

GooD-NTS: By any chance, would you be able to decrypt the peds.ymt file? I need access to it as I have found out how to fix some things in it, like the broken stealth and action mode clip sets on many peds.

 

Edit: pedpersonality.ymt is another file I want to modify. Even though it was pedpersonality.meta on the Xbox 360, it seems that the format has changed on PC. Not to mention that the file on PC is much smaller than the Xbox 360 version.

I second this. I'm eagerly awaiting the ability to modify YMTs but peds.ymt is needed badly right now.

 

If I can edit pedpersonality.ymt, I could fix the action mode and stealth mode animations for all of the human peds. But I hope that the personality can be changed with natives for now.

 

Edit: I wonder if the PS3 version of the game has a decrypted peds file.

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NTAuthority
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#4867

Posted 2 weeks ago Edited by NTAuthority, 2 weeks ago.

Edit: I wonder if the PS3 version of the game has a decrypted peds file.

encrypted != binary PSO (or PSO/RSC, or even RBF which one or two #mts actually are) encoding

encryption is on fiPackfile level and is already handled by OpenIV and legacy tools.

also do note that without modifying the parser (or having every hash resolved - if new fields were added in PC/NG that gets a bit harder) it's impossible to turn a PSO format file into a parseable XML 'meta' given that, well, you wouldn't have the tag/attribute names that match the hashes.

I still wonder why people care about #mt more than the RSC-style parser objects, though, does nobody care about #map/#typ anymore?
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Mr.Arrow
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#4868

Posted 2 weeks ago

 

 

 does nobody care about #map/#typ anymore?

 

 

This team seems to care;

http://openiv.com/bu...oadmap_page.php


nkjellman
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#4869

Posted 2 weeks ago Edited by nkjellman, 2 weeks ago.

 

Edit: I wonder if the PS3 version of the game has a decrypted peds file.

encrypted != binary PSO (or PSO/RSC, or even RBF which one or two #mts actually are) encoding

encryption is on fiPackfile level and is already handled by OpenIV and legacy tools.

also do note that without modifying the parser (or having every hash resolved - if new fields were added in PC/NG that gets a bit harder) it's impossible to turn a PSO format file into a parseable XML 'meta' given that, well, you wouldn't have the tag/attribute names that match the hashes.

I still wonder why people care about #mt more than the RSC-style parser objects, though, does nobody care about #map/#typ anymore?

 

Personally, I would rather see ytyp and ymap than ymt. The only reason why I want ymt is so I can fix the broken stealth/action mode animations on a majority of peds in SP. If I get in peds.ymt, I can change the personality on the Freemode Male as I like to play as my Online character in SP. But if I can get into pedpersonality.ymt, I can apply the animations to all the personalities.

 

But there may be a scripted way to do this. When the game client is in GTA Online mode (whether its actual GTA Online, or a FiveM server), all of the peds use the default stealth/action mode animations. It is possible that this is why animals like birds crash in Online. This is why I would leave the animals action/stealth mode parameter at NULL, and set all the human personalities action/stealth mode parameter to DEFAULT.

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GooD-NTS
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#4870

Posted 2 weeks ago

Angle brackets cannot be used in line parameter.

They can be, you just need to make it xml encoded.
As I said, it is better to use XML commands instead of TEXT for xml files.

 

Been checking this daily lmao... Can't wait :)
Take your time lel

I'm kinda sick right now, not able to do anything for few days yet.

 

Anyone know how to get openiv to not close when its not selected? If I open a folder or use chrome/firefox/ie or really do anything that inselects openiv it closes.

Can you please provide more information on this?
 

GooD-NTS: By any chance, would you be able to decrypt the peds.ymt file? I need access to it as I have found out how to fix some things in it, like the broken stealth and action mode clip sets on many peds.
 
Edit: pedpersonality.ymt is another file I want to modify. Even though it was pedpersonality.meta on the Xbox 360, it seems that the format has changed on PC. Not to mention that the file on PC is much smaller than the Xbox 360 version.

peds.ymt - no, pedpersonality.ymt - no
You need to wait when they will be support in OpenIV.

 

Edit: I wonder if the PS3 version of the game has a decrypted peds file.

No. 
 

Edit: I wonder if the PS3 version of the game has a decrypted peds file.

encrypted != binary PSO (or PSO/RSC, or even RBF which one or two #mts actually are) encoding

encryption is on fiPackfile level and is already handled by OpenIV and legacy tools.

That is correct.

 

 does nobody care about #map/#typ anymore?

 
This team seems to care;
http://openiv.com/bu...oadmap_page.php

I think what NTAuthority is trying to say: people more often ask for some ymt files, but not for #map/#typ which allows to edit map.

BlackScout
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#4871

Posted 2 weeks ago Edited by BlackScout, 2 weeks ago.

@GooD-NTS Oh, it happens. Hope you get better :).

__________________________________________

 

@NTAuthority There are people who care...

YMAP/YTYP will be very useful to properly restore all of those so polemical removed trees from beta versions...


WATER DRAGON
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#4872

Posted A week ago

@GooD-NTS Oh, it happens. Hope you get better :).

__________________________________________

 

@NTAuthority There are people who care...

YMAP/YTYP will be very useful to properly restore all of those so polemical removed trees from beta versions...

Um I care... Every night I'm checking out roadmap to see the progress for the next update. If Rockstar won't bring Liberty City I hope the OpenIV team will. 


BlackScout
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#4873

Posted A week ago

Why quote me? I didn't say nobody care....

And yes, that'd be great. But they said they are working on it... So, let's just wait them to say something.


Jax765
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#4874

Posted A week ago

Could the option to use the backspace key to return to the previous directory be added? Kinda surprised it's not already there.


GooD-NTS
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#4875

Posted A week ago

Could the option to use the backspace key to return to the previous directory be added? Kinda surprised it's not already there.

You could use "ALT+LEFT" shortcut for now, I will look for backspace key it will be added if it will not conflict with something else.

DamnedDev
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#4876

Posted 5 days ago

Any progress on the video editor thing that i requested?

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GooD-NTS
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#4877

Posted 4 days ago

Any progress on the video editor thing that i requested?

Can you make a special .asi that forces to use custom res for video editor. I like to render 4K 60 fps video's and hate that it's locked to 1080p only.

It is impossible to change video resolution for 4K because GTA V encodes video with Advanced Video Codec ([email protected]) and [email protected] does not support 4K resolution.
We was able to change the game limit but video rendering failed due to not supported resolution.
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Spider-Vice
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#4878

Posted 3 days ago Edited by Spider-Vice, 3 days ago.

Surprising they use L4.2 when their game was supposedly made to support 4K... What's worse is that it wouldn't be a hard change (for them) to change the level to 5.

Do you also know what they use to encode? CPU, CUDA, OpenCL...?
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#4879

Posted 3 days ago

Surprising they use L4.2 when their game was supposedly made to support 4K... What's worse is that it wouldn't be a hard change (for them) to change the level to 5.

Do you also know what they use to encode? CPU, CUDA, OpenCL...?

It'd most likely use the CPU to encode the videos. Highly doubt that they'd use OpenCL for encoding.

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Mr.Arrow
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#4880

Posted A day ago Edited by Mr.Arrow, A day ago.

About the nodes format (.YND),is it similar to paths.ipl? Or is it something like navmesh?

GooD-NTS
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#4881

Posted A day ago

Do you also know what they use to encode? CPU, CUDA, OpenCL...?

I don't know. 
 

About the nodes format (.YND),is it similar to paths.ipl? Or is it something like navmesh?

We didn't fully research this format yet, but it seems easier than navmesh.
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jpm1
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#4882

Posted A day ago

maybe i 'm going to say something dumb, but who never tries, will never succeed. it would be cool if we could import V odr directly into IV. if OpenIV did all the job


GooD-NTS
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#4883

Posted A day ago

it would be cool if we could import V odr directly into IV. if OpenIV did all the job

It would be cool if someone write ODR(V) to ODR(IV) converter. (We can help with this task)
We have no time to bring any new features for GTA IV.

fastman92
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#4884

Posted A day ago

Do you also know what they use to encode? CPU, CUDA, OpenCL...?

That's irrevalant.

These technologies only matter when speed is concerned and if there's only one video to be encoded, it doesn't matter if it would take 15 or 30 minutes.

 

 

About the nodes format (.YND),is it similar to paths.ipl? Or is it something like navmesh?

I might reverse engineer the YND format when I'll learn GTA V reverse engineering better.


Spider-Vice
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#4885

Posted A day ago

 

Do you also know what they use to encode? CPU, CUDA, OpenCL...?

That's irrevalant.

These technologies only matter when speed is concerned and if there's only one video to be encoded, it doesn't matter if it would take 15 or 30 minutes.

 

 

Way to jump to conclusions there. All I did was ask the question, I wasn't going to ask anyone to change it or anything. They use something to encode it, IV used CUDA on supported graphics cards as it was faster on some older ones than newer ones, so I don't see the reason for the question being so "irrelevant".

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jpm1
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#4886

Posted 23 hours ago

 

it would be cool if we could import V odr directly into IV. if OpenIV did all the job

It would be cool if someone write ODR(V) to ODR(IV) converter. (We can help with this task)
We have no time to bring any new features for GTA IV.

 

even if totally respect your choice, for me V is still far for having brought me the proof it is better than IV. i'm not fanboying here, this is what i really think. i don't really understand your choices of you and 3doom to abandon IV support, but i respect these choices


fastman92
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#4887

Posted 22 hours ago

latest finding: GTA V has 1024 path files possible.

NTAuthority
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#4888

Posted 19 hours ago

latest finding: GTA V has 1024 path files possible.

latest finding: no shït sherlock, that's what you get if multiplying the grid size
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