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[REL|SA] PS2 to PC map converter

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The Hero
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#1

Posted 22 December 2014 - 09:58 PM Edited by The Hero, 01 February 2016 - 09:21 PM.

Hi guys,
 
I'm releasing a program which does a 1:1 conversion of the whole PS2 map (IDEs, IPLs, DFFs, TXDs) to PC.
Here it is:
http://aap.papnet.eu...2map/ps2map.zip

EDIT: Just get the map files here and forget the instructions below: http://aap.papnet.eu/gta/ps2_map_sa.7z
 
What you'll need:
- You obviously need the PS2 files for this to work, I'm not distributing them, just a program that converts them to PC.
- The script is written in python so you need to install that (https://www.python.org/downloads/). You can use Python 2 or 3, the script should work in both versions.
- You also need SilentPatch or better SkyGfx for the dual pass
 
Before you run the script, edit g.py and make the variables point to your SA directories, ps2path is the directory of your PS2 SA, pcpath is the directory of your PC SA, and buildpath is a directory in which the converted files are built. The script only writes into the buildpath from which you have to copy the converted files into your PC directory manually.
 
To run, navigate to the script directory from within cmd (Win+R -> cmd) and run python like this (your python path may differ from mine):

C:\Users\aap\Desktop\ps2map>C:\Python27\python.exe main.py

The script first extracts the PC .img files into the builddir, then converts all needed DFF and TXD files from the PS2 .imgs, then converts IDEs, IPLs, binary IPLs and copies COLs and finally builds new .img files.
When it's done, copy the newly created data and models directories to your PC SA installation. That's it.
 
The IDE and IPL files are not simply copied but converted to use the PC IDs. This means that any save games or scripts should continue to work with the PS2 map.
 
Have fun with it. Maybe someone can post some comparison screenshots, I'm always too lazy for that.
 
I almost forgot: some credits go to The_GTA and Silent for helping me find the cause of crashes caused by faulty DFFs.
 
EDIT: made some screenshots after all, but feel free to post yours too:

Spoiler

Spoiler

Spoiler

Spoiler

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Snoops27
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#2

Posted 22 December 2014 - 10:23 PM

Very nice! Will be interesting to see what people convert :D


the_maciej
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#3

Posted 22 December 2014 - 10:36 PM Edited by eagle6446, 23 December 2014 - 01:45 AM.

Mein Gott.

 

I'm convinced I'll brick it at first, but it's sure worth a try.

 

Impressive work, man.

 

EDIT:

The procedures were not as tough to follow as I'd expected, still...

 

XXFXdgX.jpg

 

Should I rebuild the archive? I've also noticed that the converted imgs are bigger in size than the original ones - is that how it should be, or did I mess something up?


Claude_Lib
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#4

Posted 23 December 2014 - 10:57 AM

Doesn't seem to work with Mod Loader and has some bugs

4wo2bobl.jpg

but anyway great job!


Tomasak
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#5

Posted 23 December 2014 - 11:05 AM

Doesn't seem to work with Mod Loader and has some bugs

4wo2bobl.jpg

but anyway great job!

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The Hero
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#6

Posted 23 December 2014 - 11:43 AM Edited by The Hero, 23 December 2014 - 11:51 AM.

What exactly is the bug I should be seeing here?

 

eagle6446: I'll take a look if this happens to me as well.

EDIT: I don't get that bug. Have you used a vanilla PC and PS2 version? Also, the IMG sizes are correct, the PS2 textures are mostly palettized textures that I convert to 32bit textures.


Claude_Lib
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#7

Posted 23 December 2014 - 12:44 PM Edited by Claude Liberty, 23 December 2014 - 12:45 PM.

It's the size of the red cylinder, it's too small

Spoiler

 

Though the yellow cone is OK

Spoiler

 

Save pickup is lower than normal

Spoiler

 

Strange rendering result, especially on the car's back.

Spoiler

Maybe that's caused by Silent's 2pass rendering, I didn't try yours yet.

 

I guess those wires always were off

Spoiler

 

The texture of the name look wrong

Spoiler

 

So does the whole interior

Spoiler


The Hero
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#8

Posted 23 December 2014 - 01:25 PM Edited by The Hero, 23 December 2014 - 01:26 PM.

The red cylinder is wrong indeed, but my dff converter is quite crappy and probably just can't handle the scale, I'm working on a rewrite so a future version will do this correctly.

The save icon looks the same as in my vanilla PC and PS2 versions.

The rendering problem is indeed caused by Silent's dual pass.

The wires are off on the PS2 as well.

Can't see a difference in the texture of the name.

The interior is indeed weird, I'll look into it later, though.

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the_maciej
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#9

Posted 23 December 2014 - 02:33 PM

 
eagle6446: I'll take a look if this happens to me as well.
EDIT: I don't get that bug. Have you used a vanilla PC and PS2 version? Also, the IMG sizes are correct, the PS2 textures are mostly palettized textures that I convert to 32bit textures.


Im pretty sure my img archives are untouched, unless modloader counts.

El Dorado
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#10

Posted 23 December 2014 - 02:42 PM Edited by format c:, 23 December 2014 - 02:44 PM.

Thinking about some documentation about changed/added ID's. Mainly for IPL files. Will test it when I get back home, but seems pretty well made tool at first.


The Hero
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#11

Posted 23 December 2014 - 04:34 PM

eagle6446: Did you also replace/merge the data directory? I never used modloader, so no idea how it works, but please try with a fresh installation and just replace the files.

 

format c: I could make the tool generate a list of reused and deleted IDs, it would just be a couple of print statements. But for what do you need that?


the_maciej
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#12

Posted 23 December 2014 - 05:16 PM Edited by eagle6446, 23 December 2014 - 06:30 PM.

Yep, merged data. Ill do it anew and see what happens. Modloader is in short a way to apply mods and fixes without modifying original files, so it shouldnt matter tbh.

 

EDIT:

Silly thing, but on a different savegame I don't have that aforementioned hole. Probably just the modified savegame caused that issue.

 

Thanks ;)


The_GTA
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#13

Posted 24 December 2014 - 02:31 PM

I gotta say this is an impressive amount of work. There is valuable research available in his RenderWare libraries. Instead of doing your own investigation, I recommend to base your thoughts of his library (but remember, with a pinch of salt).

 

In fact, I have forked his library to work on my PS2 resource generation toolchain.

 

Working with him has been interesting (a sort of proud consumer relationship *wink*). Since he did not know much about the SA PC engine, I lent him a hand and resolved his crashes. In return, he agreed to mentioning me in this thread (which he almost forgot apparently).

 

Anyway, this tool is a great idea and I would love to see it finished :santa:

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El Dorado
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#14

Posted 25 December 2014 - 12:35 PM

Just for the documentation side of things :)

 

When I was trying to edit the PC binary IPL's to match PS2 map manually, it was the way I took. IE, LAe2 area on PC have several boxes placed around, their ID is 1230 or something like that, this ID doesn't exist in the PS2 LAe2 area, so...

 

Doesn't aply to all areas tought, LAn uses a completely different approach for item placement, ate least on PC. Maybe some beta testing thing, don't know.

 

And merry christmas to y'all

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what's my name
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#15

Posted 01 January 2015 - 04:59 AM

Please someone upload the converted files here im really appreciated :).

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the_maciej
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#16

Posted 04 January 2015 - 01:11 AM

Please someone upload the converted files here im really appreciated :).

Unfortunately I doubt that anyone would be willing to share nearly 2GBs of data. :(


uncaged
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#17

Posted 05 January 2015 - 07:19 PM

Maybe someday we will see some "Converted PS2 Stuff" thread or smth like that :) I think large amounts of data divided into parts via WinRAR would make noobies like me happy :)

Inadequate
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#18

Posted 05 January 2015 - 07:37 PM

Nobody going to upload 3GBs of data (I already converted with this tool) and split it in 500MB zips. You have to convert yourself with this tool.


TekUltra
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#19

Posted 05 January 2015 - 08:07 PM Edited by TekUltra, 05 January 2015 - 09:17 PM.

Here's the download.
 
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uncaged
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#20

Posted 05 January 2015 - 08:09 PM Edited by uncaged, 05 January 2015 - 10:31 PM.

I am not too lazy to convert it by myself :) But I have not very good luck with mods. I dunno maybe I have hooky hands or too low IQ XD Things that take people 20 minutes  usually take me the whole day in the best case. Will have to wait until HUGE amount of free time :)

 

Thanks 

TekUltra, but unfortunately now my game crashes on half loading :(
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TekUltra
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#21

Posted 05 January 2015 - 11:26 PM

You started the game with a saved game or started a new one ?


uncaged
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#22

Posted 06 January 2015 - 08:48 AM

Oh, forgot to mention :) Crashes anyway. Even the NEW game. Cleaning save folder does not help :( Tried both with modloader and replacement - same result. Ahhhh, maybe that is some mod's fault...

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The Hero
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#23

Posted 06 January 2015 - 09:29 AM

Have you replaced all files? the three .img archives and the map files in the data directory?

uncaged
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#24

Posted 06 January 2015 - 09:41 AM Edited by uncaged, 06 January 2015 - 09:41 AM.

Found the reason ! I removed:

-Aztecaz map fixes

-Map collision fixes

-EHI 2.5

-PS2 parked cars

Now it seems to work :) EHI seems to be inconpatible. So all map and collision fixes are now obsolete ?


The Hero
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#25

Posted 06 January 2015 - 09:45 AM Edited by The Hero, 06 January 2015 - 09:45 AM.

Since all map and collision files are replaced, I have no idea why you had any of those mods in the first place (unless you didn't install the mod correctly). I don't know all the map and collision fixes, this is just the PS2 map.

uncaged
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#26

Posted 06 January 2015 - 09:57 AM Edited by uncaged, 06 January 2015 - 09:59 AM.

That was because of ModLoader. Even when I replaced all needful SA map files ML was still containing that map fixes. ML is very usefull thing but sometimes it has conflicts like this. Now it's OK. Looks like if people will start to use converted PS2 maps massively a lot of mods will need to be remade for PS2 maps compatibility :)


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#27

Posted 06 January 2015 - 10:31 AM

 

Here's the download.
 

 

Thanks mate. It's full version ?


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#28

Posted 06 January 2015 - 10:50 AM

^ It is 1.79 GB when unpacked. So looks like full :)
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TekUltra
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#29

Posted 06 January 2015 - 02:59 PM Edited by TekUltra, 06 January 2015 - 04:28 PM.

PS2 Map - Interior Fix

 

--->This is just the original PC Interior files that allow you to play normally.<---

 

Link - http://www.mediafire...nterior Fix.rar


what's my name
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#30

Posted 06 January 2015 - 04:16 PM

PS2 Map - Interior Fix

 

This is just the original Interior files that allow you to play normally.

 

Link - http://www.mediafire...nterior Fix.rar

It's fix from PS2 or PC files?





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