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[REL] OpenIV (including openFormats)

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jpm1
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#1831

Posted 22 September 2012 - 03:19 AM

FANTASTIC

countergame
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#1832

Posted 22 September 2012 - 12:42 PM

So, is it also possible to change the park coordinates and cars?

GTARandom
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#1833

Posted 22 September 2012 - 12:44 PM

QUOTE (countergame @ Saturday, Sep 22 2012, 14:42)
So, is it also possible to change the park coordinates and cars?

Yes, it is possible for a long time now. Use GIMS if you want to do it

jpm1
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#1834

Posted 22 September 2012 - 06:45 PM

QUOTE (countergame @ Saturday, Sep 22 2012, 13:42)
So, is it also possible to change the park coordinates and cars?

i'm not sure to understand it well . but if your meant parking coordinates and cars spawning slots . there is a very simple way to do it , it's to export wpl to opl format using open iv . and then edit the coordinates (cars section) using any text editor (i recommend notepad ++)

aacclapd
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#1835

Posted 22 September 2012 - 08:10 PM

QUOTE (jpm1 @ Saturday, Sep 22 2012, 19:45)
QUOTE (countergame @ Saturday, Sep 22 2012, 13:42)
So, is it also possible to change the park coordinates and cars?

i'm not sure to understand it well . but if your meant parking coordinates and cars spawning slots . there is a very simple way to do it , it's to export wpl to opl format using open iv . and then edit the coordinates (cars section) using any text editor (i recommend notepad ++)

GIMS IV and 3dsmax is to change coordinates knowing where are you moving the cars.
also you can add new car parked cars. but with notepad you dont know where is the car exactly so i recommend you to use GIMS IV and 3dsmax but you dont have to export again, just change the coordinates in the .opl text format according to the car in the 3dsmax scene.
did i explain my self? jajaj tounge2.gif

jpm1
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#1836

Posted 22 September 2012 - 09:49 PM

it's very easy to know where the car is using notepad method . just let GTA IV running windowed , and enter the coordinates with teleport option of a trainer . i use GTA control center myself which allows keyboard shortcuts customisation and with my G15 it makes modding a breeze

aacclapd
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#1837

Posted 22 September 2012 - 09:52 PM

QUOTE (jpm1 @ Saturday, Sep 22 2012, 22:49)
it's very easy to know where the car is using notepad method . just let GTA IV running windowed , and enter the coordinates with teleport option of a trainer . i use GTA control center myself which allows keyboard shortcuts customisation and with my G15 it makes modding a breeze

i havent thought about that. works also (even better jajaja)

jpm1
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#1838

Posted 22 September 2012 - 11:56 PM

lol

aacclapd
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#1839

Posted 24 September 2012 - 03:41 PM

GooD, any chance of supporting shaders editing?

GooD-NTS
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#1840

Posted 24 September 2012 - 03:49 PM

QUOTE (aacclapd @ Monday, Sep 24 2012, 19:41)
GooD, any chance of supporting shaders editing?

Do you mean *.fxc files from "\common\shaders\*\" folder? If so, here is no chance to edit those files.

MajesticNL
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#1841

Posted 24 September 2012 - 03:54 PM

QUOTE (GooD-NTS @ Monday, Sep 24 2012, 17:49)
QUOTE (aacclapd @ Monday, Sep 24 2012, 19:41)
GooD, any chance of supporting shaders editing?

Do you mean *.fxc files from "\common\shaders\*\" folder? If so, here is no chance to edit those files.

How did VisualIV and ENB\iCE edit these files, you know?

GooD-NTS
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#1842

Posted 24 September 2012 - 03:59 PM

QUOTE (Blaster_nl @ Monday, Sep 24 2012, 19:54)
QUOTE (GooD-NTS @ Monday, Sep 24 2012, 17:49)
QUOTE (aacclapd @ Monday, Sep 24 2012, 19:41)
GooD, any chance of supporting shaders editing?

Do you mean *.fxc files from "\common\shaders\*\" folder? If so, here is no chance to edit those files.

How did VisualIV and ENB\iCE edit these files, you know?

Maybe with HEX or something like it. I dont't know.

GooD-NTS
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#1843

Posted 24 September 2012 - 05:26 PM

user posted image


OpenIV is unique project which allow you to work with two games - Grand Theft Auto IV and Max Payne 3. And today we proud to give to you new features for each of this games. First, at last you able to full edit Max Payne 3 RPF archives and start modding for this great game. Second, for Grand Theft Auto IV we are add a new long-expected openFormats for Nav mesh files (.wnv) which allow you to create PEDs paths on your own maps soon. Of course this is not all changes, full list is available here: http://openiv.com/bu...ngelog_page.php


Download OpenIV 1.2

_CP_
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#1844

Posted 24 September 2012 - 05:32 PM

So can we edit now WDR and WTD from MP3?

GooD-NTS
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#1845

Posted 24 September 2012 - 05:42 PM

QUOTE (City_Poke912 @ Monday, Sep 24 2012, 21:32)
So can we edit now WDR and WTD from MP3?

No. You can edit and create RPF archives not WDR models or WTD textures.

aacclapd
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#1846

Posted 24 September 2012 - 06:53 PM

QUOTE (GooD-NTS @ Monday, Sep 24 2012, 16:49)
QUOTE (aacclapd @ Monday, Sep 24 2012, 19:41)
GooD, any chance of supporting shaders editing?

Do you mean *.fxc files from "\common\shaders\*\" folder? If so, here is no chance to edit those files.

yes, i mean .fxc files.
i bet is really difficult to find a way to edit those files, isnt it?

aacclapd
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#1847

Posted 24 September 2012 - 07:00 PM

QUOTE
OpenIV is unique project which allow you to work with two games - Grand Theft Auto IV and Max Payne 3. And today we proud to give to you new features for each of this games. First, at last you able to full edit Max Payne 3 RPF archives and start modding for this great game. Second, for Grand Theft Auto IV we are add a new long-expected openFormats for Nav mesh files (.wnv) which allow you to create PEDs paths on your own maps soon. Of course this is not all changes, full list is available here:

thats a really nice job.!
i thought i would have to wait like 1-2 years to see that you'll fully support navimesh files.
now is 3doomer's job to make GIMS IV able to import navimeshes.

Chipsman
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#1848

Posted 24 September 2012 - 07:49 PM Edited by Chipsman, 24 September 2012 - 07:52 PM.

QUOTE
yes, i mean .fxc files.
i bet is really difficult to find a way to edit those files, isnt it?


it's unreal to edit them)

you can decompile them and get asm-code listing (it's easy (for example, RageShaderInfo tool also can do this)),
theoretically you can 'compile' this code back (I think, but I'm not sure, if you have the same version of compiler and set same compilation params... maybe it's real)

but it's not easy to read and understand shader asm-code, you need to make a lot of effort to bring it in 'readable form' like HLSL (I personally have taken a long time for 'reversing' of iv's terrain blend shaders for openIV)

and most importantly: you can't add your own params to shader because you don't have ability to set them from game code

jpm1
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#1849

Posted 25 September 2012 - 01:05 AM

open iv error system that tells you where the error is i a feature very useful that i rarely saw on a program . generally the prog crashes , makes the whole pc to freeze and you begin smelling something that's is burning somewhere , lol

lpgunit
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#1850

Posted 25 September 2012 - 01:38 AM

QUOTE (GooD-NTS @ Monday, Sep 24 2012, 17:26)
user posted image


OpenIV is unique project which allow you to work with two games - Grand Theft Auto IV and Max Payne 3. And today we proud to give to you new features for each of this games. First, at last you able to full edit Max Payne 3 RPF archives and start modding for this great game. Second, for Grand Theft Auto IV we are add a new long-expected openFormats for Nav mesh files (.wnv) which allow you to create PEDs paths on your own maps soon. Of course this is not all changes, full list is available here: http://openiv.com/bu...ngelog_page.php


Download OpenIV 1.2

Custom navigation meshes are now supported in OpenIV? NICE! Now the only one I'm waiting for is WFT support so that I can now do vehicles for IV. biggrin.gif

T-ru
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#1851

Posted 25 September 2012 - 07:26 AM Edited by T-ru, 25 September 2012 - 09:50 AM.

@GooD-NTS: Incredible work icon14.gif icon14.gif icon14.gif

I have two questions i hope they are relevance smile.gif :

1. How to control lights hours working service of the lapms and windows, i mean to change when they to start lighting and when to stop?
2. Where is the paremetres of the sun, is there a some images or values, in which files?

Thanks smile.gif

aacclapd
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#1852

Posted 25 September 2012 - 01:21 PM

QUOTE (Chipsman @ Monday, Sep 24 2012, 20:49)
QUOTE
yes, i mean .fxc files.
i bet is really difficult to find a way to edit those files, isnt it?


it's unreal to edit them)

you can decompile them and get asm-code listing (it's easy (for example, RageShaderInfo tool also can do this)),
theoretically you can 'compile' this code back (I think, but I'm not sure, if you have the same version of compiler and set same compilation params... maybe it's real)

but it's not easy to read and understand shader asm-code, you need to make a lot of effort to bring it in 'readable form' like HLSL (I personally have taken a long time for 'reversing' of iv's terrain blend shaders for openIV)

and most importantly: you can't add your own params to shader because you don't have ability to set them from game code

that's ok man. thanks for your efforts.

GooD-NTS
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#1853

Posted 25 September 2012 - 05:49 PM

QUOTE (lpgunit @ Tuesday, Sep 25 2012, 05:38)
Custom navigation meshes are now supported in OpenIV? NICE!
QUOTE (aacclapd @ Monday, Sep 24 2012, 23:00)
thats a really nice job.!
i thought i would have to wait like 1-2 years to see that you'll fully support navimesh files.
NavMesh formats is completely Chipsman's achievement, he work for it last two months while I was busy with other things.

ps: Today I was release some hot-fix...

aacclapd
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#1854

Posted 25 September 2012 - 05:58 PM

QUOTE (GooD-NTS @ Tuesday, Sep 25 2012, 18:49)
QUOTE (lpgunit @ Tuesday, Sep 25 2012, 05:38)
Custom navigation meshes are now supported in OpenIV? NICE!
QUOTE (aacclapd @ Monday, Sep 24 2012, 23:00)
thats a really nice job.!
i thought i would have to wait like 1-2 years to see that you'll fully support navimesh files.
NavMesh formats is completely Chipsman's achievement, he work for it last two months while I was busy with other things.

ps: Today I was release some hot-fix...

when i say "you", i mean all you guys that are working on the project.
anyways, Good work Chipsman.! smile.gif

Chipsman
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#1855

Posted 25 September 2012 - 06:19 PM

@T-ru
1) It's the last parameter of tobj(or tanm if object is also animated) section from .ide files,
for example here is the first line from manhat02.ide:
QUOTE
250BwayNGT_MH2, emissive_parent_mh2, 150, 12582912, 0, -57.6225, -58.5133, -52.4492, 57.5785, 58.5132, 52.4492, -0.0219994, -1.90735e-005, 3.8147e-006, 97.4296, null, 33030271

each bit from 0 to 23 represents the hour in game, if bit = 1 it means that the object is visible in game at the moment,
so 33030271d = 0000 0001 1111 1000 0000 0000 0111 1111b, this object is visible from 7 p.m. (19:00) to 7 a.m. (07:00).
You can use windows calculator in Programmer mode to set necessary bits. Also you can use GIMS (see "IDE OBJS/TOBJ/ANIM editor" tabgroup)
2) look at timecyc.dat file from data folder, there are a few tools to edit that file, for example EditIV

@all
Thanks for your support))



T-ru
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#1856

Posted 25 September 2012 - 06:41 PM

@Chipsman
Thanks cookie.gif cookie.gif
Finaly i looking about this lights hours working service too long.
Keep it up with good work thanks guys icon14.gif icon14.gif

jpm1
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#1857

Posted 25 September 2012 - 07:06 PM Edited by jpm1, 25 September 2012 - 07:09 PM.

QUOTE (Chipsman @ Tuesday, Sep 25 2012, 19:19)
@T-ru
1) It's the last parameter of tobj(or tanm if object is also animated) section from .ide files,
for example here is the first line from manhat02.ide:
QUOTE
250BwayNGT_MH2, emissive_parent_mh2, 150, 12582912, 0, -57.6225, -58.5133, -52.4492, 57.5785, 58.5132, 52.4492, -0.0219994, -1.90735e-005, 3.8147e-006, 97.4296, null, 33030271

each bit from 0 to 23 represents the hour in game, if bit = 1 it means that the object is visible in game at the moment,
so 33030271d = 0000 0001 1111 1000 0000 0000 0111 1111b, this object is visible from 7 p.m. (19:00) to 7 a.m. (07:00)...


Chipsman what nationality are you so we can search for the appropriate translator . i believe you and Good do not live on our planet according to the work you did in open IV icon14.gif

MajesticNL
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#1858

Posted 26 September 2012 - 03:45 AM



.black dev team,

I almost cried today when I saw all my tags inside img archives were gone.

I guess this is due to the new version.

Is there any way to restore them?

GooD-NTS
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#1859

Posted 26 September 2012 - 07:17 PM

QUOTE (Blaster_nl @ Wednesday, Sep 26 2012, 07:45)
.black dev team,
I almost cried today when I saw all my tags inside img archives were gone.
I guess this is due to the new version.
Is there any way to restore them?
hm... it strange. OpenIV is not rewrite tags file while updating.
Check this file: [SystemDrive]:\Users\[UserName]\AppData\Roaming\New Technology Studio\OpenIV\pc\[GameID]\Tags.xml

MajesticNL
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#1860

Posted 26 September 2012 - 10:25 PM

QUOTE (GooD-NTS @ Wednesday, Sep 26 2012, 21:17)
QUOTE (Blaster_nl @ Wednesday, Sep 26 2012, 07:45)
.black dev team,
I almost cried today when I saw all my tags inside img archives were gone.
I guess this is due to the new version.
Is there any way to restore them?
hm... it strange. OpenIV is not rewrite tags file while updating.
Check this file: [SystemDrive]:\Users\[UserName]\AppData\Roaming\New Technology Studio\OpenIV\pc\[GameID]\Tags.xml

I see, previous openiv was set to EFLC as default game, Now it was set to IV, I swapped them and it's good now, thanks. smile.gif




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