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[REL] OpenIV (including openFormats)

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Jestic
  • Jestic

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#1441

Posted 27 March 2012 - 07:15 PM

QUOTE (GTARandom @ Tuesday, Mar 27 2012, 20:23)
It shows the existing navmeshes, so yes technically , navmeshes define the border where A.I is allowed to go/take step in... and it makes it more intelligent in world space navigation, during this it prevents peds from walking into walls and running in circles(as it occured in SA)

Then I wonder, if the path the peds walk is a algorithm writting inside the game engine, using the navmeshes to make a intelligent path for each ped.

OR are there other files that are used as path (like car splines) that go on top of the navmahes.

GTARandom
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#1442

Posted 27 March 2012 - 07:18 PM Edited by GTARandom, 27 March 2012 - 07:28 PM.

The best example i can think of is: get a wanted level and stay inside the safehouse, you will eventually see police coming through your door tryin to arrest you tounge.gif

This means obviously that there must be some directions the peds follow in order to get to a destination, which is ~ navmeshes
Not only do navmeshes store these walls/barricades for them but also there must be certain flags that spawns vastly depend on

You may say , it's a spline like car paths, but not quite , they wouldn't respond to the environment so intelligently if it were so

_CP_
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#1443

Posted 27 March 2012 - 09:08 PM

You both have right. Navmesh mean navigate mesh and describe, where ped can go, do something etc, right? smile.gif

lpgunit
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#1444

Posted 28 March 2012 - 03:11 AM

So, navmeshes are an advancement over the ped splines in the previous games? If so then this explains why they can follow you better.

GooD-NTS
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#1445

Posted 28 March 2012 - 07:35 PM

Development news:
I've just resolve this case 0000107: [openFormats (global)] Improve OpenIV Resource sub-system and fix grmModel data
This is means I have rewrite a some part of our resources system and remove some excess data from models resources classes.
Probable it will fix disappearing of models in global mods.

Jestic
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#1446

Posted 28 March 2012 - 07:40 PM Edited by Blaster_nl, 28 March 2012 - 07:45 PM.

QUOTE (GooD-NTS @ Wednesday, Mar 28 2012, 21:35)
Development news:
I've just resolve this case 0000107: [openFormats (global)] Improve OpenIV Resource sub-system and fix grmModel data
This is means I have rewrite a some part of our resources system and remove some excess data from models resources classes.
Probable it will fix disappearing of models in global mods.

QUOTE
Probable it will fix disappearing of models in global mods.



QUOTE
Probable it will fix disappearing of models in global mods.



QUOTE
Probable it will fix disappearing of models in global mods.



QUOTE
Probable it will fix disappearing of models in global mods.



QUOTE
Probable it will fix disappearing of models in global mods.



QUOTE
fix disappearing.


QUOTE
fix



user posted image


Great news, when will this version release? I will be ready to resave every WDR.

GTARandom
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#1447

Posted 28 March 2012 - 07:42 PM

Great, great we been huntin' that model erasive bastard for months, it's time to put an END TO IT!

flitskikker
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#1448

Posted 28 March 2012 - 07:55 PM

QUOTE (GooD-NTS @ Monday, Feb 20 2012, 20:02)
  • OpenIV SCO Decompiler can't decompile any scripts which made with Alex's Scocl compiler.

Just FYI, IV:SA's startup script has been made using SCO ToolBox, since SCOCL didn't exist yet.

GooD-NTS
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#1449

Posted 29 March 2012 - 06:20 AM Edited by GooD-NTS, 29 March 2012 - 08:03 AM.

Warning: Because of sort of changes, new OpenIV will not compatible with old openFormats ODR/ODD files, be ready for it.

Blaster_nl, GTARandom I've just say "probable", I'm can't be sure will it fix error or not. We need make big testing.

QUOTE (flitskikker)
Just FYI, IV:SA's startup script has been made using SCO ToolBox, since SCOCL didn't exist yet.

It not making OpenIV SCO Decompiler better you know biggrin.gif It can't decompile custom scripts.

lpgunit
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#1450

Posted 29 March 2012 - 07:52 AM

QUOTE (GooD-NTS @ Thursday, Mar 29 2012, 06:20)
Warning: Because of sort of changes, new OpenIV will not compatible old openFormats ODR/ODD files, be ready for it.

Which means that we'll have to wait for 3Doomer to make an update for his toolset.

GooD-NTS
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#1451

Posted 29 March 2012 - 04:50 PM

Here is thing:
At the current time is no way to control compression and MipMap levels for WDR embedded textures. (Really you can control it if you are uses DDS textures).
Now I thinking about one thing which make possible to control those params.
Here is the question:
Do you think it is really needed for controlling compression and MipMap levels for WDR embedded textures?
Please vote.

Terreur69
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#1452

Posted 29 March 2012 - 06:14 PM

QUOTE (GooD-NTS @ Wednesday, Mar 28 2012, 21:35)
Development news:
I've just resolve this case 0000107: [openFormats (global)] Improve OpenIV Resource sub-system and fix grmModel data
This is means I have rewrite a some part of our resources system and remove some excess data from models resources classes.
Probable it will fix disappearing of models in global mods.

and it is added to open IV?

GooD-NTS
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#1453

Posted 31 March 2012 - 12:36 PM

user posted image
0.9.4 "motion-3"


Run OpenIV for getting update or download install from openiv.com

Changes and improvements in OpenIV 0.9.4 "motion-3".

Simplified openFormats import menu
user posted image
New menu, just one item. All clear and simple, nothing else.

New features for WPFL files
user posted image
Improved WPFL Viewer now it show vertex and polygons count.
Also now you can export models to openFormats.

Improved work with textures in WDR/WDD/WFT Viewers
user posted image
Now you can simple find texture file, just click on file name.

WNV Viewer
user posted image
Maybe it will interesting for somebody.

Placement Search
Just watch the video below and all will become clear:


We also made many changes in other OpenIV and openFormats features
http://openiv.com/bu...ngelog_page.php

user posted image


GTARandom
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#1454

Posted 31 March 2012 - 12:38 PM Edited by GTARandom, 31 March 2012 - 12:41 PM.

That's a great update icon14.gif

This helps me research WNV by the way

GooD-NTS
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#1455

Posted 31 March 2012 - 08:55 PM

Hot fix is available for OpenIV 0.9.4 "motion-3".

Alber2gt
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#1456

Posted 01 April 2012 - 11:30 AM

FIx disappering of global mods?
Probable it fix it this update
ITS AWERSOOOOMESSSS NEWS
DEVELOPERS OF OPEN 4-I WIting of this
GREAT THANKS FOR WE!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
YOURS PROGRAMM-ITS AWERSOME

Terreur69
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#1457

Posted 01 April 2012 - 01:55 PM

I have a problem with the new version of OpenFormat :

http://img441.images...40115513276.png
http://img805.images...40115530944.png

in certain angle, portions of the models disappear .

GooD-NTS
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#1458

Posted 01 April 2012 - 02:17 PM

QUOTE (terreur69 @ Sunday, Apr 1 2012, 17:55)
I have a problem with the new version of OpenFormat :

http://img441.images...40115513276.png
http://img805.images...40115530944.png

in certain angle, portions of the models disappear .

The problem was in yesterday build (31.03.2012, build 297), and it resolved in todays "Hot-fix" build (01.04.2012, build 298).
Make sure you are uses lasted OpenIV and GIMS builds.

Terreur69
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#1459

Posted 01 April 2012 - 02:28 PM

QUOTE (GooD-NTS @ Sunday, Apr 1 2012, 16:17)
QUOTE (terreur69 @ Sunday, Apr 1 2012, 17:55)
I have a problem with the new version of OpenFormat :

http://img441.images...40115513276.png
http://img805.images...40115530944.png

in certain angle, portions of the models disappear .

The problem was in yesterday build (31.03.2012, build 297), and it resolved in todays "Hot-fix" build (01.04.2012, build 298).
Make sure you are uses lasted OpenIV and GIMS builds.

I use the latest version of GIMS and IV open, i just extracted my models of open IV , and without importe with GIMS, i have inporte them directly in openIV .

GTARandom
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#1460

Posted 01 April 2012 - 02:42 PM

You're doing something wrong, here this issue has been resolved in the last update.

Terreur69
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#1461

Posted 01 April 2012 - 02:52 PM

QUOTE (GTARandom @ Sunday, Apr 1 2012, 16:42)
You're doing something wrong, here this issue has been resolved in the last update.

it's good,i took the models that had not been exported, the probleem is settle, in the hope that will fix dispartion .

Wass
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#1462

Posted 01 April 2012 - 03:47 PM

will the audio editing be included in next versions? confused.gif

GooD-NTS
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#1463

Posted 01 April 2012 - 03:54 PM

QUOTE (Wass @ Sunday, Apr 1 2012, 19:47)
will the audio editing be included in next versions? confused.gif

We don't have any plans to make "audio editing" features in OpenIV for GTA IV.

Wass
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#1464

Posted 01 April 2012 - 04:13 PM

QUOTE (GooD-NTS @ Sunday, Apr 1 2012, 15:54)
QUOTE (Wass @ Sunday, Apr 1 2012, 19:47)
will the audio editing be included in next versions? confused.gif

We don't have any plans to make "audio editing" features in OpenIV for GTA IV.

Too bad sad.gif ,anyway thx for replying icon14.gif

Alber2gt
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#1465

Posted 01 April 2012 - 04:13 PM

Coordinates manager its very good-planed in future move in real time objects in this manager and change its coordinates? Its will be awersomes. smile.gif

Chipsman
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#1466

Posted 01 April 2012 - 06:07 PM

QUOTE (Wass @ Sunday, Apr 1 2012, 18:13)
QUOTE (GooD-NTS @ Sunday, Apr 1 2012, 15:54)
QUOTE (Wass @ Sunday, Apr 1 2012, 19:47)
will the audio editing be included in next versions? confused.gif

We don't have any plans to make "audio editing" features in OpenIV for GTA IV.

Too bad sad.gif ,anyway thx for replying icon14.gif

Yes, but if someone fully researches the audio format and the metadata, we'll be able to change our plans.

cp702
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#1467

Posted 01 April 2012 - 10:49 PM

I found an issue with openFormats for peds. When I export a ped and immediately re-import it, the face looks all messed up. I have pictures here: http://imgur.com/a/gI9Ia (the top is after import, the bottom is before)

ShakingASS
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#1468

Posted 01 April 2012 - 10:53 PM

QUOTE (cp702 @ Sunday, Apr 1 2012, 22:49)
I found an issue with openFormats for peds. When I export a ped and immediately re-import it, the face looks all messed up. I have pictures here: http://imgur.com/a/gI9Ia (the top is after import, the bottom is before)

He's just sad that open formats failed.Don't worry they will fix that heard about this aswell.

quechus13
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#1469

Posted 04 April 2012 - 02:56 AM

I was just wondering how the progress for OFT is coming along.

Zmodeler is not opening for me anymore confused.gif so now I'm stuck.

GooD-NTS
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#1470

Posted 04 April 2012 - 07:09 AM

QUOTE (ShakingASS @ Monday, Apr 2 2012, 02:53)
QUOTE (cp702 @ Sunday, Apr 1 2012, 22:49)
I found an issue with openFormats for peds. When I export a ped and immediately re-import it, the face looks all messed up. I have pictures here: http://imgur.com/a/gI9Ia (the top is after import, the bottom is before)

He's just sad that open formats failed.Don't worry they will fix that heard about this aswell.
What? Who sad? What you event talking here? I never heart about this issue before.

QUOTE (cp702 @ Monday, Apr 2 2012, 02:49)
I found an issue with openFormats for peds. When I export a ped and immediately re-import it, the face looks all messed up. I have pictures here: http://imgur.com/a/gI9Ia (the top is after import, the bottom is before)
Unfortunately, I confirm this issue, but at the current time I don't have any ideas why is happens.

QUOTE (quechus13 @ Wednesday, Apr 4 2012, 06:56)
I was just wondering how the progress for OFT is coming along.
Here is no any progress for OFT.




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