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

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BLlTZ
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    Typical behaviour for someone with your condition.

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#61

Posted 13 March 2012 - 12:46 PM

This is magnificent! biggrin.gif

Ηeath
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#62

Posted 13 March 2012 - 01:16 PM

QUOTE (xmen @ Tuesday, Mar 13 2012, 20:08)
@JF-Mir2 : well everyone needs todo list when working on large things smile.gif

Lol, yeah, especially me, I easily forget what I need to do when I install big mods which has advanced installation process.

Anyway, can't wait for the tool since it's compatible with VC. Man, can't wait to modify Vice. I wonder how it looks like, modifed? rolleyes.gif

fastman92
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#63

Posted 13 March 2012 - 03:43 PM Edited by fastman92, 13 March 2012 - 03:46 PM.

QUOTE (SilentPL @ Tuesday, Mar 13 2012, 12:39)
Never seen such a big HDD + SA will f*cking explode tounge.gif

Limitation of GTA SA are (untested, theoretical and based on EXE code):

On file list:
File position is saved as DWORD (4-byte value) divided by 2048
File size is saved as WORD (2-byte value) divided by 2048

File position limit = ((2^(4*8))*2048)/1024^3 = 8 192 GB = 8 TB
Max file size limit = ((2^(2 * 8)) * 2 048) / (1 024^2) = 128 MB

Single entry of file list:
CODE
#pragma pack(push, 1)
struct CDirectoryEntry
{
 DWORD Position;
 WORD Size;
 __int16 _padding;
 char Name[24];
};
#pragma pack(pop)

xmen
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#64

Posted 13 March 2012 - 03:45 PM

QUOTE (fastman92 @ Tuesday, Mar 13 2012, 21:13)
QUOTE (SilentPL @ Tuesday, Mar 13 2012, 12:39)
Never seen such a big HDD + SA will f*cking explode tounge.gif

Limitation of GTA SA are (untested, theoretical and based on EXE code):

On file list:
File position is saved as DWORD (4-byte value) divided by 2048
File size is saved as WORD (2-byte value) divided by 2048

File position limit = ((2^(4*8))*2048)/1024^3 = 8 192 GB = 8 TB
Max file size limit = ((2^(2 * 8)) * 2 048) / (1 024^2) = 128 MB

only gta4 has 128 mb single limit, rest are using same 8TB

fastman92
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#65

Posted 13 March 2012 - 03:52 PM

I disagree
CODE
     if ( Entry.Size > SizeOfBiggestFileInIMGArchive )
       SizeOfBiggestFileInIMGArchive = Entry.Size;


Why in function 0x005B6170 - _createListOfFilesFromImgArchive
WORD value of Entry.Size is taken?

CODE
.text:005B6470 04C                 mov     [esp+4Ch+Entry.Size], cx
.text:005B6475
.text:005B6475     loc_5B6475:                            ; CODE XREF: _createListOfFilesFromImgArchive+2FEj
.text:005B6475 04C                 movzx   ecx, [esp+4Ch+Entry.Size]
.text:005B647A 04C                 mov     edx, [esp+4Ch+Entry.Position]
.text:005B647E 04C                 push    ecx
.text:005B647F 050                 push    edx
.text:005B6480 054                 lea     ecx, _loadedObjectInfo.nextIndex[eax]
.text:005B6486 054                 call    dummy_4075E0  ; _f8 = _a0; _fC = _a4;


mov [esp+4Ch+Entry.Size], cx

cx - 2-bytes register

xmen
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#66

Posted 13 March 2012 - 04:05 PM

QUOTE (fastman92 @ Tuesday, Mar 13 2012, 21:22)
I disagree
CODE
     if ( Entry.Size > SizeOfBiggestFileInIMGArchive )
       SizeOfBiggestFileInIMGArchive = Entry.Size;


Why in function 0x005B6170 - _createListOfFilesFromImgArchive
WORD value of Entry.Size is taken?

CODE
.text:005B6470 04C                 mov     [esp+4Ch+Entry.Size], cx
.text:005B6475
.text:005B6475     loc_5B6475:                            ; CODE XREF: _createListOfFilesFromImgArchive+2FEj
.text:005B6475 04C                 movzx   ecx, [esp+4Ch+Entry.Size]
.text:005B647A 04C                 mov     edx, [esp+4Ch+Entry.Position]
.text:005B647E 04C                 push    ecx
.text:005B647F 050                 push    edx
.text:005B6480 054                 lea     ecx, _loadedObjectInfo.nextIndex[eax]
.text:005B6486 054                 call    dummy_4075E0  ; _f8 = _a0; _fC = _a4;


mov [esp+4Ch+Entry.Size], cx

cx - 2-bytes register

Im not exactly talking about 8 TB, even if you calculate, it will go 7.99 and of course it will be wrong if file size will be bigger than max archive size, it must be minus (HeaderSize + Space for more files)

fastman92
  • fastman92

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#67

Posted 14 March 2012 - 06:33 PM Edited by fastman92, 14 March 2012 - 08:35 PM.

I found something important to GTA SA IMG archives what's been unknown for over 7 years.
Well, in the file list entry +4 is not DWORD, it's WORD.

Structure:
CODE
#pragma pack(push, 1)
struct CDirectoryEntry
{
 DWORD Position;
 WORD SizeSecondPriority;
 WORD SizeFirstPriority;
 char Name[24];
};
#pragma pack(pop)


If +6 SizeFirstPriority is NOT zero, +6 will be used as file size, else +4 SizeSecondPriority will be used.
Why it's been unnoticed? Because all standard R* IMG archives have +6 with zero value applied to all entries.
Zero didn't change resulting value read by IMG editors when treated as DWORD.

methodunderg
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#68

Posted 25 March 2012 - 07:47 AM

Can you include something like this : http://www.gtaforums...pic=200418&st=0 in this tool?

So we don't have to extract the .dff/.txd's out of the file (as well as the textures out of the .txd's) to view it. Would be awesome to see it on-the-fly xD

xmen
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#69

Posted 25 March 2012 - 10:15 AM

QUOTE (methodunderg @ Sunday, Mar 25 2012, 13:17)
Can you include something like this : http://www.gtaforums...pic=200418&st=0 in this tool?

So we don't have to extract the .dff/.txd's out of the file (as well as the textures out of the .txd's) to view it. Would be awesome to see it on-the-fly xD

That still possible with IMGM V.1.5, double click on any file in the archive and it will open in associates tool.

http://www.gtaforums...howtopic=354093

Swoorup
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#70

Posted 03 April 2012 - 01:42 AM

What's the progress of this tool? biggrin.gif

xmen
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#71

Posted 03 April 2012 - 09:23 AM

Progress

Ηeath
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#72

Posted 17 April 2012 - 12:42 PM

I've been following your progress for the last few days, and I must say, you make very fast progress xmen. Good luck for the remaining 5%, can't wait for the release. notify.gif

xmen
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#73

Posted 17 April 2012 - 12:48 PM

QUOTE (JF-Mir2 @ Tuesday, Apr 17 2012, 18:12)
I've been following your progress for the last few days, and I must say, you make very fast progress xmen. Good luck for the remaining 5%, can't wait for the release. notify.gif

thanks, its almost finished just adding a tiny useless feature biggrin.gif

fastman92
  • fastman92

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#74

Posted 17 April 2012 - 12:49 PM

QUOTE (xmen @ Tuesday, Apr 3 2012, 10:23)
Progress

QUOTE
DAT(gta.dat)

I hope you didn't forget about "default.dat" in GTA SA.
Please add support for [ur=http://www.gtaforums.com/index.php?showtopic=500814]IMGLIST[/url] keyword as well. It's used like the following.

In gta.dat or default.dat
CODE
IMGLIST DATA\IMAGES.TXT


Create images.txt and put entry:
models\weapons.img

Commented lines are possible, must begin with # sign.
For example:
# comment

Example:
CODE
#comment
#next comment
models\weapons.img
models\vehicles.img
#another comment comment
#last comment

xmen
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#75

Posted 17 April 2012 - 01:20 PM

QUOTE (fastman92 @ Tuesday, Apr 17 2012, 18:19)
QUOTE (xmen @ Tuesday, Apr 3 2012, 10:23)
Progress

QUOTE
DAT(gta.dat)

I hope you didn't forget about "default.dat" in GTA SA.
Please add support for [ur=http://www.gtaforums.com/index.php?showtopic=500814]IMGLIST[/url] keyword as well. It's used like the following.

In gta.dat or default.dat
CODE
IMGLIST DATA\IMAGES.TXT


Create images.txt and put entry:
models\weapons.img

Commented lines are possible, must begin with # sign.
For example:
# comment

Example:
CODE
#comment
#next comment
models\weapons.img
models\vehicles.img
#another comment comment
#last comment

Click Here

Convetors
  • Convetors

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#76

Posted 17 April 2012 - 01:31 PM

Got a Suggestion maybe its already said but any way ^^
i Used to use Alcis Img editor becaus of the feature (import/remove if exist) But the problem Is that there is a Size Limit for object . So u Shuldnt Do that size limit ^^

xmen
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#77

Posted 17 April 2012 - 01:44 PM

QUOTE (Convetors @ Tuesday, Apr 17 2012, 19:01)
Got a Suggestion maybe its already said but any way ^^
i Used to use Alcis Img editor becaus of the feature (import/remove if exist) But the problem Is that there is a Size Limit for object . So u Shuldnt Do that size limit ^^

there is no limit like that...

Worship
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#78

Posted 18 April 2012 - 09:02 AM

It would be very good if you can make archive rebuilding more faster.
Plus a bug spawn if your file has written with Caps lock.
For example, when you add MERIT.dff it crashes.

user posted image

Anyway good luck with your awesome tool icon14.gif

xmen
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#79

Posted 18 April 2012 - 04:36 PM

QUOTE (Togrul @ Wednesday, Apr 18 2012, 14:32)
It would be very good if you can make archive rebuilding more faster.
Plus a bug spawn if your file has written with Caps lock.
For example, when you add MERIT.dff it crashes.

user posted image

Anyway good luck with your awesome tool icon14.gif

Never tested that with current version(1.5) but version 2 wont crash.

Worship
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#80

Posted 22 April 2012 - 08:31 AM

Yay, today is release date! Can't wait icon14.gif

xmen
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#81

Posted 22 April 2012 - 04:40 PM

Version 2 BETA

ShakingASS
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#82

Posted 23 April 2012 - 01:50 AM

QUOTE (xmen @ Sunday, Apr 22 2012, 16:40)
Version 2 BETA

Does it have the IV features? Just wanna know interested in this.

ALMOST610
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#83

Posted 23 April 2012 - 02:58 AM

QUOTE (ShakingASS @ Monday, Apr 23 2012, 12:50)
QUOTE (xmen @ Sunday, Apr 22 2012, 16:40)
Version 2 BETA

Does it have the IV features? Just wanna know interested in this.

It appears to support IV, the only way to know fully is to download and try it out.

ShakingASS
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#84

Posted 23 April 2012 - 03:19 AM

QUOTE (ALMOST610 @ Monday, Apr 23 2012, 02:58)
QUOTE (ShakingASS @ Monday, Apr 23 2012, 12:50)
QUOTE (xmen @ Sunday, Apr 22 2012, 16:40)
Version 2 BETA

Does it have the IV features? Just wanna know interested in this.

It appears to support IV, the only way to know fully is to download and try it out.

Alright thanks.

terreur69
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#85

Posted 25 April 2012 - 09:02 AM

error with export models by ide :

http://img16.imagesh...42511001480.png

ide: http://www.mediafire...m5metym38zyyd3t




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