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[REL|GTAV] LibertyV

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koolk
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#1

Posted 17 September 2013 - 03:02 PM Edited by koolk, 18 October 2013 - 04:46 PM.

LibertyV - GTA V Resources Viewer

 

It is an experimental WIP tool to browse and extract files and resources from GTA V .rpf archives. 

The purpose of this tool right now is especially for researching those files.

 

 

This is an open-source project, with the target that all the knowledge on the GTA V resources files will be public (and developers won't keep it for themselves), for better modding tools in the future.

 

The project page

 

Download

 

 

An encryption key is required to run this program. It is illegal to distribute the key, but you can find programs that extract it.

The program expects the key (32 bytes of it) to be in a file named key.dat.

 

Please note that it is very early version of this tool, with a horrible and minimal GUI.

This tool is going to be updated frequently and many more features are going to be added. (including support of opening more resources files)

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0xArr
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#2

Posted 17 September 2013 - 03:50 PM Edited by 0xArr, 17 September 2013 - 04:11 PM.

Perfect work! Impressed :) . Saw screens of Xentax forum.

 

But, actually, how can I open files from my GTAV?

I have disc, so can extract all archives and data (from both DVD's).

 

edt: how to get the key.dat file?

 

Already found


Jestic
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#3

Posted 17 September 2013 - 05:51 PM

Already got this, great stuff man.


_CP_
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#4

Posted 18 September 2013 - 05:12 AM Edited by City_Poke912, 18 September 2013 - 05:16 AM.

What about big packed rpf's like 545408A700000001? It is installation file for XBOX.

And why your tool export .xtd's to .gfx and .sys?

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koolk
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#5

Posted 18 September 2013 - 08:16 AM Edited by koolk, 18 September 2013 - 08:16 AM.

What about big packed rpf's like 545408A700000001? It is installation file for XBOX.

And why your tool export .xtd's to .gfx and .sys?

You need to extract the rpf from the 545408A700000001 first, and then you can open it.

And the second thing is a temporary thing. The problem right now is that the container of the compressed(/encrypted) resources files doesn't contain all the required information in order to extract it (the sizes for the system part and the graphics part), that information is inside the rpf. That is why I export it right now to gfx and sys, so people will be able to research the raw data behind the resource.


Jestic
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#6

Posted 18 September 2013 - 02:07 PM



What about big packed rpf's like 545408A700000001? It is installation file for XBOX.

And why your tool export .xtd's to .gfx and .sys?

 

Use wxpirs to extract those installation files.

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TheVladonPro
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#7

Posted 18 September 2013 - 04:24 PM Edited by TheVladonPro, 18 September 2013 - 04:30 PM.

What program to use for key extraction and what does he look like? ?


0xArr
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#8

Posted 18 September 2013 - 05:05 PM

You need "key.dat" file. Type in google "GTAVKeyExtractor" and search for it, you will get that tool with description how to use it.


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#9

Posted 20 September 2013 - 05:31 PM

Any news about tool?


koolk
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#10

Posted 21 September 2013 - 02:05 PM

Update:

The tool has been updated with basic editing capabilities!

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_CP_
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#11

Posted 21 September 2013 - 05:53 PM

Did you worked with .awc audio files?


BOBO23
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#12

Posted 22 September 2013 - 09:53 AM

hi guys,

 

i need help  :cry:

 

i can't find the key.dat for ps3

 

Pls help guys


0xArr
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#13

Posted 25 September 2013 - 03:14 PM Edited by 0xArr, 25 September 2013 - 03:19 PM.

koolk!

 

gtav_texture_editor_thumb.jpg

 

gtav_mod_dageron_1_thumb.jpg gtav_mod_dageron_2_thumb.jpg

 

gtav_mod_dageron_3_thumb.jpg gtav_mod_dageron_4_thumb.jpg

 

found here:

http://forum.xentax....hp?f=10&t=10801

http://dageron.com/?...cat=145&lang=en

 

Textures are already editable!

Is it module for your LibertyV tool?


koolk
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#14

Posted 26 September 2013 - 04:19 PM

0xArr, it is a stand-alone program. But you can use it and my tool in order to edit textures in-game,

 

And an update on the tool: there is an option to extract awc to wav (Only on ps3 right now, and multichannel audio is splitted to channels right now, wav file for each channel)

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digitalspitt
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#15

Posted 29 September 2013 - 05:50 PM

0xArr, it is a stand-alone program. But you can use it and my tool in order to edit textures in-game,

 

And an update on the tool: there is an option to extract awc to wav (Only on ps3 right now, and multichannel audio is splitted to channels right now, wav file for each channel)

Brilliant. Any update on the awc to wav for xbox?


The Janitor
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#16

Posted 29 September 2013 - 06:28 PM

0xArr, it is a stand-alone program. But you can use it and my tool in order to edit textures in-game,

 

And an update on the tool: there is an option to extract awc to wav (Only on ps3 right now, and multichannel audio is splitted to channels right now, wav file for each channel)

 

Could you check if the gun sounds are multichannel or just mono? In IV they were mono so I'm hoping they're stereo this time...


koolk
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#17

Posted 29 September 2013 - 08:31 PM Edited by koolk, 30 September 2013 - 07:36 PM.

 

0xArr, it is a stand-alone program. But you can use it and my tool in order to edit textures in-game,

 

And an update on the tool: there is an option to extract awc to wav (Only on ps3 right now, and multichannel audio is splitted to channels right now, wav file for each channel)

Brilliant. Any update on the awc to wav for xbox?

 

I just updated the program with xbox support.

 

And The Janitor, there is multichannel audio, just each channel is stored in a separate stream.

EDIT: Oh, nvm, I saw that you asked on the gun sounds. I didn't check it.

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digitalspitt
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#18

Posted 29 September 2013 - 08:57 PM

 

 

0xArr, it is a stand-alone program. But you can use it and my tool in order to edit textures in-game,

 

And an update on the tool: there is an option to extract awc to wav (Only on ps3 right now, and multichannel audio is splitted to channels right now, wav file for each channel)

Brilliant. Any update on the awc to wav for xbox?

 

I just updated the program with xbox support.

 

And The Janitor, there is multichannel audio, just each channel is stored in a separate stream.

 

Your an absolute genius. Works perfectly. Sharing this with many people. The audio output quality is perfect! Thanks man.


King Shady
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#19

Posted 30 September 2013 - 12:22 AM

Character textures editable too ?


koolk
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#20

Posted 30 September 2013 - 07:35 PM

 

I just updated the program with xbox support.

 

 

And The Janitor, there is multichannel audio, just each channel is stored in a separate stream.

 

Your an absolute genius. Works perfectly. Sharing this with many people. The audio output quality is perfect! Thanks man.

 

 

If you want the right audio update to the last version. The audio until now was little bit wrong. But now it works perfect (Except for few files in xbox that can't be extracted right now, but it is a problem with the decoder)

 

And King Shady, if those textures are .xtd files, yes. You can extract them, edit them with this editor, and import them back.


digitalspitt
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#21

Posted 30 September 2013 - 08:01 PM

 

 

I just updated the program with xbox support.

 

 

And The Janitor, there is multichannel audio, just each channel is stored in a separate stream.

 

Your an absolute genius. Works perfectly. Sharing this with many people. The audio output quality is perfect! Thanks man.

 

 

If you want the right audio update to the last version. The audio until now was little bit wrong. But now it works perfect (Except for few files in xbox that can't be extracted right now, but it is a problem with the decoder)

 

And King Shady, if those textures are .xtd files, yes. You can extract them, edit them with this editor, and import them back.

 

Well yes, I didn't wanna be picky but the audio did click a few times, but nevertheless I finally heard the audio so I was happy, but I just updated to r36 and so far so good.


koolk
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#22

Posted 30 September 2013 - 08:05 PM Edited by koolk, 30 September 2013 - 08:10 PM.

EDIT: NVM


digitalspitt
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#23

Posted 30 September 2013 - 08:10 PM

 

 

 

 

I just updated the program with xbox support.

 

 

And The Janitor, there is multichannel audio, just each channel is stored in a separate stream.

 

Your an absolute genius. Works perfectly. Sharing this with many people. The audio output quality is perfect! Thanks man.

 

 

If you want the right audio update to the last version. The audio until now was little bit wrong. But now it works perfect (Except for few files in xbox that can't be extracted right now, but it is a problem with the decoder)

 

And King Shady, if those textures are .xtd files, yes. You can extract them, edit them with this editor, and import them back.

 

Well yes, I didn't wanna be picky but the audio did click a few times, but nevertheless I finally heard the audio so I was happy, but I just updated to r36 and so far so good.

 

In which audio file did it happen?

Edit: Oh, nvm, you talked about the older version.

 

In the newer version I here fuzz in the background when I turn the volume up. Is this from Rockstar's studio or a bug?


koolk
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#24

Posted 30 September 2013 - 08:39 PM

I didn't change the decoder, so it should work the same as last version. And I decode the sound as-is. If this problem only happen in the xbox and not ps3, so it is a little problem in the way that I write the results of the decoding. But if it happens in both, so this is the sound.


Pico
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#25

Posted 05 November 2013 - 04:14 PM Edited by Pico, 06 November 2013 - 02:23 AM.

Any info you can share ON .XMT format files? I believe I saw this program can open them. I'm still working on loading up the game into LibertyV, will hopefully be able to do so tonight. Just curious about this file type because it appears to be a database/text file but nothing can read it. Wondering how you (might) have gotten them to open with this program you made.

 

edit:

Well crap. Not sure where I saw this program would open XMT. It appears all it does is extract the files. The search continues...


robban
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#26

Posted 29 November 2013 - 08:55 AM

Thanks for sharing, the new version worked better than my crappy version:S

 

When will there be a GTA V Era Mods subforum?


GTARandom
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#27

Posted 29 November 2013 - 06:38 PM

Thanks for sharing, the new version worked better than my crappy version:S

 

When will there be a GTA V Era Mods subforum?

When the PC version is released and a few tools are made for it


nkjellman
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#28

Posted 06 December 2013 - 06:36 AM

Question. Do you think you may make it so we can export the models + textures to 3D Max? Also do you think you may update it so we can see the map object cords?

 

Reason why I ask is I'm thinking about converting North Yankton to IV so we can explore it on GTA IV PC, well we wait for the PC version (and tools to load those mission only maps like interiors and North Yankton).However the cords would have to be adjusted because the map may be out side of the IV map bounds, and may interfere with LC.

 

Also, do you know anything about how GTA V's map files are loaded? Its clearly different and there are scripts that swap parts out during missions. I'm wondering if its possible to modify the console version so the interiors load outside of missions. Heck, maybe North Yankton could be enabled. If it was loaded, its probably floating in the ocean somewhere, or maybe even way up in the sky. Heck, it could be floating above the GTA V map.


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#29

Posted 06 December 2013 - 12:32 PM

North Yankton is in south-east part of map:
79PE2zg.jpg





XDRViewer was released few days ago, but it doesn't support all models, reading textures and exporting to other formats (like OBJ).


nkjellman
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#30

Posted 06 December 2013 - 09:25 PM

Interesting. South East you say. I assume that it isn't there except during those missions. But this gives me a few more questions.

1. How high up is North Yankton?

2. Is there any way as of now to enable North Yankton to load as part of the regular map (also, maybe do this with the mission interiors too)?

3. If North Yankton is enabled, will we be able to reach it by plane/heli? (Probably not boat as its most likely above the water)

4. Is North Yankton outside of the map bounds that disable aircraft engines and sink boats?

5. When you get in a taxi, you can set a way point, and skip to the destination. There is a glitch where you set a way point as far south east as you can set one. When you do the glitch, the taxi is floating above the water, and falls into the ocean as your getting out. Is this glitch caused by the car paths in North Yankton allowing the taxi to spawn there? If yes, I think this may be a way to get to North Yankton if the map can be enabled via modding if we cant get to it due to the boundaries. When I do the glitch, I'm not sure if I could see Los Santos or not. I might see what happens if I play Bury the Hatchet, and do the glitch instead of going to the Airport. The map most likely isn't loaded in that mission during the parts in the regular San Andreas map.





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