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[STORIES/REL] Converted Maps

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#241

Posted 21 April 2014 - 09:08 PM

...what am I supposed to do with this discussion? I feel it IS important but doesn't feel right to cluster the topic with it.
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sharpie_eastern
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#242

Posted 21 April 2014 - 10:55 PM Edited by sharpie_eastern, 21 April 2014 - 10:55 PM.

 

Vehicles are being done by Majestic and given out, I assume peds will be to, since he wants to be a one man VCS Exporter.

 

Are you jealous? I'm convert VCS cars myself and give it to VCS on VC team because they needed them now but I can't give to them my MDL Importer because it NOT f*ckING FINISHED!

 

Nobody's jealous, people are upset because no documentation of these formats are being released and that people are being praised for doing no work at all. Most GTA's for PC have documentation for their formats, we just want actual stories documentation too. A tool is not equal to complete documentation. Do you plan on releasing all your findings? Also that link, is that your documentation or GTAModding.ru (can't see the author right now) or or or did you use theirs?

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MAJEST1C_R3
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#243

Posted 21 April 2014 - 11:33 PM

is that your documentation or GTAModding.ru (can't see the author right now) or or or did you use theirs?

 

 

This documentation from all russian speaking people including me.

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sharpie_eastern
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#244

Posted 21 April 2014 - 11:35 PM Edited by sharpie_eastern, 21 April 2014 - 11:42 PM.

 

is that your documentation or GTAModding.ru (can't see the author right now) or or or did you use theirs?

 

 

This documentation from all russian speaking people including me.

 

Oh, I had no idea. Isn't XEPO apart of that site? Why doesn't he share with you?

EDIT: NT is right tho, there is no COLL documentation anywhere

From XEPOMAHT, Stories WRLD tool

 

Reading analog IPL of WRLD and convert it into a text format with a filter on the LOD objects.


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#245

Posted 21 April 2014 - 11:39 PM Edited by MAJEST1C_R3, 21 April 2014 - 11:46 PM.

 

 

is that your documentation or GTAModding.ru (can't see the author right now) or or or did you use theirs?

 

 

This documentation from all russian speaking people including me.

 

Oh, I had no idea. Isn't XEPO apart of that site? Why doesn't he share with you?

 

Of course. Many documentations have been written by LCS Team and XEPOMAHT, Dageron etc.

 

Models of cars/map stored same way. Only difference in the model header - if you look in MDL Importer by AK-73 which have been written a long time ago - you can understand Stories model format


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#246

Posted 21 April 2014 - 11:54 PM Edited by MAJEST1C_R3, 22 April 2014 - 12:44 AM.

From XEPOMAHT, Stories WRLD tool

 

Reading analog IPL of WRLD and convert it into a text format with a filter on the LOD objects.

 

In Stories basically IPLs have:
1) IPL ID (always counting from 0)
2) Model ID
3) Bounding sphere
3) Transform matrix 4x4
and that's all. No links between models, no model names.

IPLs usually comes with groups where LODs are in separate group but it don't help with LOD indexing. My tool set LODs using that groups. I think XEPOMAHT using that way too for filtering objects.

 

I just can't realize why you're all blaming me and demanding my sources but yourself can't explore sources from MDL Importer by AK-73 which lying at front of your nose last f*cking 6 years. Hackman and XEPOMAHT done it, and now anybody who did not want to raise their f*cking asses and take a look at MDL Importer source blaming us that we hiding something from them. You don't even see what on the surface.

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sharpie_eastern
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#247

Posted 22 April 2014 - 12:52 AM Edited by sharpie_eastern, 22 April 2014 - 12:54 AM.

Can you generate an IPL from that group using names like: LODust, LODmer, LODurb? The combine the IPL's later. That way, at least we know what objects are lods. Also if you have collision coordinates, couldn't you match the coordinates with objects using the same coordinates and have the colls named accordingly? Or does it not work like that?


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#248

Posted 22 April 2014 - 12:57 AM Edited by MAJEST1C_R3, 22 April 2014 - 01:00 AM.

Can you generate an IPL from that group using names like: LODust, LODmer, LODurb? The combine the IPL's later. That way, at least we know what the lods are. Also if you have collision coordinates, could you match the coordinates with objects using the same coordinates? Or does it not work like that?

This don't work because pivot of model don't match with pivot of collision (all models stored in compressed coordinates, so they all scaled down to cube and centered in purpose to minimize infelicity) => collisions and models have different coordinates.

 

In each island IPLs always counting from 0 so there's no ability to match collision ID with model ID


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#249

Posted 22 April 2014 - 01:06 AM Edited by sharpie_eastern, 22 April 2014 - 01:11 AM.

What about the extraction order? Does the models order in the IMG have the same order as the extracted collisions? Is this possible to test? I noticed the LCS generic COLL matches the same car list as inside the GTA3PS2.IMG


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#250

Posted 22 April 2014 - 01:14 AM Edited by MAJEST1C_R3, 22 April 2014 - 01:19 AM.

What about the extraction order? Does the models order in the IMG have the same order as the extracted collisions? Is this possible to test?

 

In LVZ there is only resource list which builded without any order, for example:

 

resource ID 0 - model,

resource ID 1-15 textures for model in resource ID 0

resource ID 16 model

resource ID 17-20 - textures for model in resource ID 16 (textures with matched names don't added)

 

and so on.

 

So there is no order.

 

Only way to match Collisions/Models/LODs - manually write special mapsystem files which will contain all needed info - which model from which Island has which LOD index and Collision model


sharpie_eastern
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#251

Posted 22 April 2014 - 01:36 AM Edited by sharpie_eastern, 22 April 2014 - 01:55 AM.

Si si, but the map is around what, 4000 objects? It's not very efficient, plus for everyone to be writing there own at a time, a mess. What about the LOD tho? Could you extract those sections with different names so we know what the lods are?


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#252

Posted 22 April 2014 - 04:40 AM

... again, why do collisions and models need matching?


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#253

Posted 22 April 2014 - 05:25 AM

Because the names are different in the .col file.. That's what I have noticed.

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#254

Posted 22 April 2014 - 07:21 AM Edited by NTAuthority, 22 April 2014 - 07:21 AM.

Because the names are different in the .col file.. That's what I have noticed.

well no sh*t

collisions don't need to be linked to models to be placed if you modify the target game to place them wherever you want, sadly, the files we've been given do not include coordinates

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#255

Posted 22 April 2014 - 07:28 AM

For crying out loud! Is the "no sh*t" attitude really necessary?

Figure it out, like Majestic posted earlier, go and take a look at the MDL Importer, I mean, you are a coding God, wouldn't be too hard for you to figure out. Explore the tool and maybe you could figure stuff out. I don't know much about Stories formats, but I do try my best to look around the files, whether it be via hex, or via documenting.

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#256

Posted 22 April 2014 - 10:10 AM

 

Because the names are different in the .col file.. That's what I have noticed.

well no sh*t

collisions don't need to be linked to models to be placed if you modify the target game to place them wherever you want, sadly, the files we've been given do not include coordinates

 

how the target game must be modified ?


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#257

Posted 22 April 2014 - 10:23 AM Edited by elMarcoPL, 22 April 2014 - 10:26 AM.

By the way, look at dat pictrue on the right. I'm curious where do we can get it...

http://translate.google.com/translate?hl=en&sl=ru&tl=en&u=http%3A%2F%2Fgtamodding.ru%2Fwiki%2FMDL_importer&anno=2&sandbox=1


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#258

Posted 22 April 2014 - 11:14 AM Edited by MAJEST1C_R3, 22 April 2014 - 07:06 PM.

By the way, look at dat pictrue on the right. I'm curious where do we can get it...

http://translate.google.com/translate?hl=en&sl=ru&tl=en&u=http%3A%2F%2Fgtamodding.ru%2Fwiki%2FMDL_importer&anno=2&sandbox=1

 

Nowhere. Only XEPOMAHT has it

 

Here LCS collision map for VC. As you see there are many missing objects (I don't dig collisions a lot because this makes no sense for me because there is no way to match them with map models), so this is all what I can drag out. Only XEPOMAHT dragged whole collision map so you'd better to ask him.

 

jy6ldin.jpg

 

http://www.mediafire...olMapLCS_VC.rar


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#259

Posted 23 April 2014 - 02:11 AM Edited by sharpie_eastern, 23 April 2014 - 02:16 AM.

The "no sh*t" is necessary. You acted like he "didn't know" and as if the last 9 pages never happened.

 

I don't dig collisions a lot because this makes no sense for me because there is no way to match them with map models

It doesn't matter if the collision matches up to the object's name or not, if the object and COLL are in the same spot then you wont even know. Don't you have a collision coordinate list with the missing objects? Shouldn't matter if its in VC format or not.


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#260

Posted 23 April 2014 - 04:50 AM Edited by Johnny_D, 23 April 2014 - 05:00 AM.

Well no sh*t. I know why he used attitude, but after all, it wasn't necessary.

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#261

Posted 15 May 2014 - 11:16 PM

PAK Viewer for Chinatown Wars PSP.

 

Many resources are still unknown...

 

6LIr6Fn.jpg

 

http://www.mediafire...iewer_v0.1b.rar

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#262

Posted 15 May 2014 - 11:44 PM Edited by Frank.s, 15 May 2014 - 11:44 PM.

Great new tool. :^:

How would it be possible to automatically convert LCS PSP/PS2 peds to SA PC ped format? (without re-rigging)
Could you release the PSP/PS2 LCS peds in SA format?
Also, slightly offtopic: how is it be possible to automatically convert VC PC peds to SA PC ped format?
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sharpie_eastern
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#263

Posted 16 May 2014 - 12:32 AM

There is a VC to SA project that has converted VC peds to SA format using the same bones which allowed them to use VC animations in SA with little to no converting. I don't think you can convert LCS/VCS peds to SA without any .exe tweaks but I know for a fact you can convert LCS/VCS peds to VC. Ak-73's MDl importer can import LCS peds and export them to VC with no work.


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#264

Posted 16 May 2014 - 12:46 AM

There is a VC to SA project that has converted VC peds to SA format using the same bones which allowed them to use VC animations in SA with little to no converting. I don't think you can convert LCS/VCS peds to SA without any .exe tweaks but I know for a fact you can convert LCS/VCS peds to VC. Ak-73's MDl importer can import LCS peds and export them to VC with no work.

So in theory, you could use the LCS to VC exporter and then the VC to SA exporter.

 

Wow, sounds trippy.


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#265

Posted 16 May 2014 - 01:18 AM

Yup, you could.


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#266

Posted 16 May 2014 - 02:22 AM Edited by MAJEST1C_R3, 16 May 2014 - 06:52 PM.

Some progress with Chinatown Wars models

 

kDRtIhB.jpg

 

xG9wbcd.jpg

 

lF1kjol.jpg

 

 

UV data found.

7BfA4hQ.jpg

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#267

Posted 16 May 2014 - 10:03 PM

Maybe a stupid question, but ah... would be possible to convert the original PS2 map of San Andreas to PC? I was trying to do that, without sucess


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#268

Posted 16 May 2014 - 11:31 PM

Maybe a stupid question, but ah... would be possible to convert the original PS2 map of San Andreas to PC? I was trying to do that, without sucess

What the difference between PS2 SA map and PC map?


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#269

Posted 16 May 2014 - 11:39 PM

PS2 map have some unique objects, like some lights on Four Dragons Casino, and at the same time, much less objects placed, like trees. It's overall more "cleaner" than the PC.


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#270

Posted 17 May 2014 - 01:17 AM

PS2 map have some unique objects, like some lights on Four Dragons Casino, and at the same time, much less objects placed, like trees. It's overall more "cleaner" than the PC.

IPL editing. The missing objects ARE in the PC version but unused.

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