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IMG Manager 2.0 [III | VC | SA | IV]

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xmen
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#31

Posted 04 March 2012 - 04:37 PM

@fastman92
QUOTE
It'd be best if changes were kept in memory until -save option is used.

why ? IMGM will validate every command before executing. So its quite secure.

@JF-Mir2 : Its already been done

@methodunderg :
- I dont know what IDE harvest is, but I've added what G-Force asked(export/import by IDE, COL/DFF existence check by IDE)
- Yes
- The limit of files in IMGM is 100 if you Import through Dialog(to avoid silly windows max paths' lengths limit) . But if you want to add more than 100, then you should use drag and drop which has no limit.

@fastman92
QUOTE
possibility to open default.dat and gta.dat, load list of archives

thats already in todo list smile.gif

QUOTE
import files to proper archive, (the first one that contains file with name of imported file)

thats a very nice idea, will be added.

fastman92
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#32

Posted 04 March 2012 - 04:45 PM

QUOTE
why ? IMGM will validate every command before executing. So its quite secure.

OK, i don't know it would look when many IMG archives work.

QUOTE
QUOTE
possibility to open default.dat and gta.dat, load list of archives

thats already in todo list smile.gif

That's great. I hope you'll implement IMGLIST scribe too, added by IMG & Stream Limit Adjuster

Example in gta.dat config file:

CODE
IMGLIST data\images.txt


Images.txt:
CODE
#this has been ordered to reflect the order on the disk

anim\anim.img
models\paths.img
models\pedprops.img
models\radar.img
models\txd.img
models\weapons.img
models\vehicles.img

data\maps\country\countn2.img
data\maps\country\countrye.img
data\maps\country\countryN.img
data\maps\country\countryS.img
data\maps\country\countryW.img
data\maps\country\counxref.img

data\maps\generic\barriers.img
data\maps\generic\dynamic.img
data\maps\generic\dynamic2.img
data\maps\generic\multiobj.img
data\maps\generic\procobj.img
data\maps\generic\vegepart.img

data\maps\interior\propext.img

data\maps\leveldes\leveldes.img
data\maps\leveldes\levelxre.img
data\maps\leveldes\seabed.img

data\maps\LA\LAe.img
data\maps\LA\LAe2.img
data\maps\LA\LAhills.img
data\maps\LA\LAn.img
data\maps\LA\LAn2.img
data\maps\LA\LAs.img
data\maps\LA\LAs2.img
data\maps\LA\LAw.img
data\maps\LA\LAw2.img
data\maps\LA\LaWn.img
data\maps\LA\LAxref.img

data\maps\SF\SFe.img
data\maps\SF\SFn.img
data\maps\SF\SFs.img
data\maps\SF\SFSe.img
data\maps\SF\SFw.img
data\maps\SF\SFxref.img

data\maps\vegas\vegasE.img
data\maps\vegas\VegasN.img
data\maps\vegas\VegasS.img
data\maps\vegas\VegasW.img
data\maps\vegas\vegaxref.img


It's inspired by GTA IV's IMGLIST:
CODE
# NOTE: The names and paths in this file are CASESENSITIVE on PS3 so don't f*ck 'em up.

#this has been ordered to reflect the order on the disk

commonimg:/data/cdimages/navgen_script
commonimg:/data/cdimages/script_network 1
platformimg:/anim/cutsprops  1
platformimg:/anim/cuts   1
platformimg:/data/maps/interiors/Int_Props/props_ss 1

hristobg
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#33

Posted 04 March 2012 - 04:58 PM

I support this tool but I got to ask: what's the point? There is already OpenIV and SparkIV, and other tools for IV that can open .img archive.

Anyway though, good luck with it.

xmen
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#34

Posted 04 March 2012 - 04:59 PM

QUOTE (hristobg @ Sunday, Mar 4 2012, 22:28)
I support this tool but I got to ask: what's the point? There is already OpenIV and SparkIV, and other tools for IV that can open .img archive.

only IV smile.gif

fastman92
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#35

Posted 04 March 2012 - 05:09 PM

- ability to open IMG archive by opening this file in explorer. Set up by "Open with" option in Windows.
So we can click twice on IMG archive and IMG Manager comes up.

hristobg
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#36

Posted 04 March 2012 - 05:21 PM

QUOTE (fastman92 @ Sunday, Mar 4 2012, 17:09)
- ability to open IMG archive by opening this file in explorer. Set up by "Open with" option in Windows.
So we can click twice on IMG archive and IMG Manager comes up.

Now I know. Thank you, master. smile.gif

Gforce
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#37

Posted 04 March 2012 - 05:39 PM

QUOTE (xmen @ Sunday, Mar 4 2012, 16:37)

@methodunderg :
- I dont know what IDE harvest is, but I've added what G-Force asked(export/import by IDE, COL/DFF existence check by IDE)

Harvest by IDE is pretty much the same as Export by IDE, REspawn took it one step further by also giving the option to delete the files from the IMG once extracted to a folder wink.gif

Swoorup
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#38

Posted 05 March 2012 - 04:00 AM

Hey, xmen

I think I found a possible way to edit txd, cols, other items while in IMGManager.

When the user double clicks a file inside the img, extract that file to a temporary place and let a suitable software open it, TXD workshop, Steve-m's col editor, etc, etc.

And when they are done, if changes are detected on the file, Prompt to replace the file, And if the user clicks yes, then replace the file in the img

xmen
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#39

Posted 05 March 2012 - 04:23 AM

QUOTE (Swoorup @ Monday, Mar 5 2012, 09:30)
Hey, xmen

I think I found a possible way to edit txd, cols, other items while in IMGManager.

When the user double clicks a file inside the img, extract that file to a temporary place and let a suitable software open it, TXD workshop, Steve-m's col editor, etc, etc.

And when they are done, if changes are detected on the file, Prompt to replace the file, And if the user clicks yes, then replace the file in the img

check here

Swoorup
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#40

Posted 05 March 2012 - 04:28 AM

Ohh blush.gif

But that version was only for San Andreas right?

xmen
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#41

Posted 05 March 2012 - 04:31 AM

QUOTE (Swoorup @ Monday, Mar 5 2012, 09:58)
Ohh blush.gif

But that version was only for San Andreas right?

Version 2 wont be smile.gif

BLlTZ
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#42

Posted 05 March 2012 - 10:52 AM

Fantastic news. I had serious patience with most oldest IMG ToolV2 for Vice City because other tools doesn't exit confused.gif
Add new file, delete the old one and if you have above 50 new files that needs to be changed, imagine to pain. At least I'm glad to see V2 having rename, replace, delete, search features exist in V2, but now I don't think I need to worry.

Edit: Actually I refer to oksa8 example.

Bulk Replace will still exist, right ?

xmen
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#43

Posted 05 March 2012 - 10:56 AM

QUOTE
Bulk Replace will still exist, right ?

sure

ALMOST610
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#44

Posted 05 March 2012 - 11:00 AM

Has much progress been made?

Also I hope you stick with the Default windows GUI, no offense but I did not like the Mac Style you used in the Older Version.

xmen
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#45

Posted 05 March 2012 - 12:35 PM

QUOTE (ALMOST610 @ Monday, Mar 5 2012, 16:30)
Has much progress been made?

Also I hope you stick with the Default windows GUI, no offense but I did not like the Mac Style you used in the Older Version.

Cant say exactly but I guess 40%

IMGM 2 has default windows GUI too smile.gif

BLlTZ
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#46

Posted 05 March 2012 - 12:45 PM

There is one thing about IMG Manager that everytime when I install with Bulk Replace a file that doesn't exist in gta3 world, the program doesn't accept them, giving a good example of paintjobs and I refer to a lot of them as I have to Import the files everytime and because the files are so many, the bar is going too deep under my taskbar and I can't scroll or move the bar in order to see what other files IMG didn't accepted.

Any changes to let the new version to install any other new files that aren't in IMG ?

xmen
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#47

Posted 05 March 2012 - 01:42 PM

QUOTE (-BLITZ- @ Monday, Mar 5 2012, 18:15)
There is one thing about IMG Manager that everytime when I install with Bulk Replace a file that doesn't exist in gta3 world, the program doesn't accept them, giving a good example of paintjobs and I refer to a lot of them as I have to Import the files everytime and because the files are so many, the bar is going too deep under my taskbar and I can't scroll or move the bar in order to see what other files IMG didn't accepted.

Any changes to let the new version to install any other new files that aren't in IMG ?

Version 2 will let you add any kind of file, there is only 1% chance that it wont let you. And even before adding, it will validate each file, if any of them has a problem*, no changes will be made.



*like file name is too big or file size is too big

Ηeath
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#48

Posted 05 March 2012 - 09:27 PM

But I thought the option "Import, remove if exists" is already there?

xmen
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#49

Posted 10 March 2012 - 05:23 AM

check progress here

fastman92
  • fastman92

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#50

Posted 10 March 2012 - 12:38 PM Edited by fastman92, 10 March 2012 - 08:30 PM.

GTA SA.

There are a few files that exist both in gta3.img and gta_int.img:

CODE
Different,"barrier.txd","barrier.txd",""
Different,"changeme.txd","changeme.txd",""
Different,"kbmiscfrn1.txd","kbmiscfrn1.txd",""
Different,"lawest1.txd","lawest1.txd",""

They are not equal files in size and have different textures inside. I guess the ones from gta3.img are the only used.

EDIT:
I just realized something on GTA SA.
Binary IPL files must be placed on list in order of number.

Working example:
CODE
vegase_stream0.ipl
vegase_stream1.ipl
vegase_stream2.ipl
vegase_stream3.ipl
vegase_stream4.ipl
vegase_stream5.ipl
vegase_stream6.ipl
vegase_stream7.ipl
vegase_stream8.ipl


Crashing example:
CODE
vegase_stream0.ipl
vegase_stream1.ipl
vegase_stream2.ipl
vegase_stream4.ipl
vegase_stream5.ipl
vegase_stream6.ipl
vegase_stream7.ipl
vegase_stream8.ipl
vegase_stream3.ipl

MajesticNL
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#51

Posted 11 March 2012 - 06:49 PM

This will be for IV ?? nervous.gif

If so, i will have some questions\requests.

xmen
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#52

Posted 12 March 2012 - 03:35 AM

QUOTE (Blaster_nl @ Monday, Mar 12 2012, 00:19)
This will be for IV ?? nervous.gif

yes

Gforce
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#53

Posted 12 March 2012 - 07:22 AM

QUOTE (fastman92 @ Saturday, Mar 10 2012, 12:38)

Binary IPL files must be placed on list in order of number.

Working example:
CODE
vegase_stream0.ipl
vegase_stream1.ipl
vegase_stream2.ipl
vegase_stream3.ipl
vegase_stream4.ipl
vegase_stream5.ipl
vegase_stream6.ipl
vegase_stream7.ipl
vegase_stream8.ipl


Crashing example:
CODE
vegase_stream0.ipl
vegase_stream1.ipl
vegase_stream2.ipl
vegase_stream4.ipl
vegase_stream5.ipl
vegase_stream6.ipl
vegase_stream7.ipl
vegase_stream8.ipl
vegase_stream3.ipl

correct, majorly important one this one smile.gif

Zera
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#54

Posted 12 March 2012 - 04:06 PM

Great news on Vice City and III support. I was really tired of having to use IMGTool for those games (which is not bad, just really lacking compared to IMGManager).



xmen
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#55

Posted 13 March 2012 - 10:17 AM Edited by xmen, 08 April 2012 - 12:30 PM.

First preview

user posted image

Silent
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#56

Posted 13 March 2012 - 11:24 AM

8TB of limit? wtf?

xmen
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#57

Posted 13 March 2012 - 11:26 AM

QUOTE (SilentPL @ Tuesday, Mar 13 2012, 16:54)
8TB of limit? wtf?

yes biggrin.gif

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#58

Posted 13 March 2012 - 11:39 AM

Never seen such a big HDD + SA will f*cking explode tounge.gif

Ηeath
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#59

Posted 13 March 2012 - 11:45 AM

Love that new look, good thing you added some skins. smile.gif And a To-do list for people who forget easily. tounge2.gif

xmen
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#60

Posted 13 March 2012 - 12:08 PM

@SilentPL : you wont hit that limit even you've installed all the mods tounge.gif

@JF-Mir2 : well everyone needs todo list when working on large things smile.gif




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