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[REL|ALL] IMG Factory 1.3 (Now KGM)

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reditec
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#31

Posted 19 June 2015 - 08:46 AM

I'm working on a similar tool, maybe we can merge the Tools :-)


cj2000
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#32

Posted 19 June 2015 - 10:21 AM Edited by cj2000, 19 June 2015 - 10:22 AM.

Wow thank you!
I really want to take part in development :-)
Do you need any help atm? :)

Help is always needed, at least that´s what X-Seti tolld me.


reditec
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#33

Posted 19 June 2015 - 03:43 PM

Okay, just let me know when and where I can help you!

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#34

Posted 22 June 2015 - 12:49 PM

Okay, just let me know when and where I can help you!

The best thing you just PM X-Seti.


MexUK
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#35

Posted 22 June 2015 - 07:24 PM

Thanks for all the good comments everyone!

 

Today I have added a registration system to my website, now anyone can add ideas and bug reports directly to the IMG Factory tracker.

Link: http://mvec.io/todo/project/4

 

NcShane - Thank you very much for that incredible offer, I will create a text document some time in the future containing a list of all sentences that need translating.

 

Regarding the bugs - We will attempt to fix all remaining bugs in 1.1

The search box crash has been attempted a fix.

The search feature in menu has now been changed to actually do something.

The 0xc000007b error when opening the tool has also been attempted a fix - on top of this, the tool should never again have problems with any DLLs missing, as the tool is now statically linked rather than dynamically linked.

 

Open source - The tool won't be open source for quite a long time, however it will be one day once the tool has reached sufficient progress and when I am happy with the quality of code.

 

Thanks for the offers to help with the coding, however I would prefer not to receive any coding help, as I like the challenge of learning several areas in programming myself.

However, I am stuck with one thing - LZO 1x 999 decompression - If anyone can write some c++ code to decompress data that was compressed with this algorithm, it will be used in IMG Factory and credit given in the credits window of course. (Credits window comes in 1.1)

 

Here's a sneak preview of 1.1:

 

Entry_Viewer.png

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reditec
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#36

Posted 22 June 2015 - 07:47 PM Edited by reditec, 22 June 2015 - 07:48 PM.

NcShane - Thank you very much for that incredible offer, I will create a text document some time in the future containing a list of all sentences that need translating.
 
I am stuck with one thing - LZO 1x 999 decompression - If anyone can write some c++ code to decompress data that was compressed with this algorithm, it will be used in IMG Factory and credit given in the credits window of course. (Credits window comes in 1.1)

I'd like to do the German translation (already did OpenIV's).
What about using an OpenSource ThirdParty library for extraction!?

Well, I understand that you don't want to share the code at the moment :)
But could you please ad me at Skype? (Skype's spielereditec)
I'm working on a similar OpenSource (not currently, but in a few weeks) tool in C# and sometimes need some inspiration by other programmers, maybe you can help me :)
Oh and to clarify: I don't see us as competitors or rivals. We're in the same community and have similar goals. I'm doing my project for the same reasons like you: Gain coding experience and learn much about the GTA files (especially RenderWare). Well, I try to focus my work on the UI, it should be very easy and I'll try to do as many tings as possible in the background to keep things quite simple. Anyway, I see no reason why I shouldn't support other projects :-)
Have a nice day!
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MexUK
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#37

Posted 22 June 2015 - 09:02 PM

Thanks very much for offering to translate into German, I will create the text document of sentences sooner than planned.

 

Regarding using a third party library for LZO 1x 999 decompression, I will absolutely use one, not going to code that myself. However I have tried using 2 different ones, but failed with both so far.

 

I will add you on Skype.

Best of luck with your project, I can help with coding if I'm able to, however I've never used C#.


reditec
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#38

Posted 23 June 2015 - 04:32 AM

Thanks very much for offering to translate into German, I will create the text document of sentences sooner than planned.
 
Regarding using a third party library for LZO 1x 999 decompression, I will absolutely use one, not going to code that myself. However I have tried using 2 different ones, but failed with both so far.
 
I will add you on Skype.
Best of luck with your project, I can help with coding if I'm able to, however I've never used C#.

C# is similar to Java and PHP, which I used before. :-)
But I don't know about that LZO 1x 999 compression. Maybe you should research a bit about the file format and try to read it just for fun on your own? The decompression can't be very hard if there's a good documentation ;)
Thanks for adding me! :)

DYXiCZ
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#39

Posted 10 July 2015 - 06:57 AM

Hi there! :)
I would like to offer translation to Czech and Slovak language.

Please contact me via skype: bourn-23-

(Vojtěch Sodomka - Czech Republic)

 

See you soon! :)


MexUK
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#40

Posted 14 July 2015 - 04:34 PM

Thanks very much! I will add you on Skype.

 

I am about 30% complete with a file of sentences.


zmudziak32
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#41

Posted 18 July 2015 - 10:48 AM

Anything new? I have this The 0xc000007b error when i open 1.0 version.


MexUK
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#42

Posted 18 July 2015 - 02:41 PM

Version 1.1 is progressing nicely.

 

I've sent you a PM about the 0xc000007b error, if you can check if it's still happening in the 1.1 alpha build that would be great.


zmudziak32
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#43

Posted 18 July 2015 - 08:22 PM

It works in 1.1! I hope to test some models from GTA III to San Andreas.


MexUK
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#44

Posted 18 July 2015 - 11:12 PM

Great! Thanks a lot for testing it.

Have fun with the model converting.


MexUK
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#45

Posted 18 August 2015 - 08:57 PM

Version 1.1 has been released!

 

Download: http://mvec.io/publi...staller-1.1.zip

 

Change Log:

 

Bug Fixes

Dump progress bar previously did not reach 100%.
Open recently now performs case-insensitive check when adding entry.
Fixed shift entry.
Fixed opening IMG via DIR file.
Fixed "See extended log" button for dump.
Fixed launch error 0xc000007b.
Fixed search menu item from doing nothing.
Fixed search box from crashing.
Fixed IDE files treating all sections as OBJS.
 
New Features
Added Dump all Mipmaps to dump window.
Added menu item: Clear recently opened list
Added menu item message: There are currently no recently opened files
Added menu item message: There are currently no sessions
Added Credits to Help menu.
ICO/CUR file support for Dump.
Added Entry Viewer window for TXD/WTD files.
Added renamer window.
Added support for fastman92's IMG version.
Added menu item: Repeat Last Action
Added collision mesh centering feature.
Added Auto Rebuild feature.
Added COL align to DFF feature.
Added Extract via DAT feature.
Added support for DXT2 and DXT4 TXD files.
Added support for GTA XBOX IMG viewing/editing.
Added column sorting for entry list.
Added DAT Model List feature.
Added support for DDS files to dump.
Added map mover & ID shifter feature.
 
Existing Feature Updates
Coloured buttons were 2px too wide.
Made progress bar work with switching tabs.
Made Dump also work with selected entries in IMG.
Added build number to version window.
Enter key in search box now triggers the search.
Updated Dump to work with WTD files.
Check for updates when program starts.
Added prelightning options window when converting DFFs.
Added window for Duplicate Entries feature.
Added a second update mirror.
Added drag/drop conversion for COL files.
 
 
Also can an Admin please change this thread title to "[REL] IMG Factory", thanks.
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miclin
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#46

Posted 18 August 2015 - 09:28 PM

nice.


Ss4gogeta0
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#47

Posted 15 October 2015 - 12:21 PM

apparently it does not like converting txds

HdU2H0f.png

MexUK
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#48

Posted 19 October 2015 - 04:28 PM

Thanks for the bug report.

 

Could you please send me the TXD file(s) that aren't converting?

 

In 1.1 it will say 0 TXDs were converted if it can't read the TXD file data properly.  e.g. unsupported file format, or corrupt file.


E3245
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#49

Posted 20 October 2015 - 03:27 PM

I would like to report a couple of bugs.

 

1. Some txds cannot be extracted. I have provided below the logs that shows the TXDs that aren't converting from both III and VC.

Vice City: http://pastebin.com/g9WzPVfR

III: http://pastebin.com/P5tB962s

 

2. When extracting the TXDs from III and converting them to PNG or BMP, they all come out blue. However, when converting to TGAs, they turn out fine. I'm not sure if it's just me or not.


MexUK
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#50

Posted 25 October 2015 - 03:03 AM

Thanks for the bug reports.

 

Regarding dumped textures images turning blue for PNG/BMP - this should be fixed in 1.2 alpha, I have rewritten the image data processing code since 1.1. Could you confirm the blue is gone if I send you 1.2 alpha?

 

Regarding TXDs being skipped when dumping default game IMGs - I have added this issue to the tracker and it will be looked into before 1.2 is released.


E3245
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#51

Posted 26 October 2015 - 05:30 PM

Thanks for the bug reports.

 

Regarding dumped textures images turning blue for PNG/BMP - this should be fixed in 1.2 alpha, I have rewritten the image data processing code since 1.1. Could you confirm the blue is gone if I send you 1.2 alpha?

 

Regarding TXDs being skipped when dumping default game IMGs - I have added this issue to the tracker and it will be looked into before 1.2 is released.

Sure, go ahead and PM the 1.2 alpha to me.


MexUK
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#52

Posted 02 December 2015 - 08:55 PM

IMG Factory 1.2 has been released

 

Download: http://imgfactory.mv...staller-1.2.zip

 

 

 

Bug Fixes:
 
Fixed crash with dump feature when mipmap has width under 4 pixels.
Fixed crash sometimes when opening/closing sort window.
Fixed a crash for switching tabs and open.
Fixed several memory leaks.
Updated import/replace to work properly, also taking into account settings used.
 
 
 
New Features:
 
Added support for PS2 TXD files.
Added clone IMG feature.
Added open IMG folder feature.
Added right click entries for main entry list.
Added compression type column for IMG's using fastman92's version.
Added new window feature.
Added DFF orphan texture removal feature.
Added compression level option for IMG's using fastman92's version.
Added sort IDE/IPL by object ID feature.
Added auto compression feature for IMG's using fastman92's version.
Added support for JPG, GIF and TGA for image file input.
 
 
 
Updates to Existing Features:
 
Made texture viewer show yellow background for active texture when window is opened.
Made mipmaps work with WTD files for the dump feature.
Sorted search results A-Z.
Made texture viewer window spawn at center of screen.
Sorted file types in filter.
Changed main window design a bit.
Tidied code a bit.
Updated IMG version text to work with XBOX format.
Changed filter for RW version to only show RW versions used in the IMG.
Added digit grouping commas to ID, Offset and Size columns in main entry list.
Moved the menus around.
Moved settings from registry to INI file.
DDS files now work with DXT10 structs.
Made new feature not have any popup.
Fixed some DFF files in Bully format from being managed incorrectly.
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ILOVEFOOTBALL95
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#53

Posted 24 December 2015 - 02:14 AM

can this/will this ever be able to compile ipl file for streaming to make it a binary ipl or can it already??


MexUK
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#54

Posted 31 December 2015 - 11:54 PM

If you're referring to converting a text IPL file to a binary IPL file or vice versa, then I don't think it currently has this feature, so I've added it to the tracker:

 

http://mvec.io/todo/entry/830


fastman92
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#55

Posted 01 January 2016 - 08:32 AM

Nex, no need, I'll be working on that feature.
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X-Seti
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#56

Posted 02 January 2016 - 12:46 PM Edited by X-Seti, 02 January 2016 - 12:55 PM.

No offense and this isn't aimed at you, others say they'll do it to save time for us, but devs years past do the bear minimum.

Example, I would like to mod the Radar so right now I have to use 4 tools to do this.

Radar out;
TXD extract (1296 .bmp from the same number of .txd)
Bmpbuilder (make a larger 4608 dimension image)

Eadar back in;
TXD generator cuts up the large 4608x4608 image into 1296 smaller 128x128 .bmp supports a 36 coloumn/row radar grid.
TXDRadarCreator turns these .bmp back into .txd

 

Why can't this be one tool. This seems more logical right. and there are many other examples out there.

Now there are tools still needed because there isn't a way to line up the radar to the game map so other tools like KED are needed.
Nor is there a way to align the water or paths to the radar so this will in time get added to Img Factory.

Now those tools for example might have been created by other people who as the norm around here don't listen to others, and there are many other examples out there.

 

I am not trying to take anything away from anyone because if you create a tool for the community then this is awesome as your helping others in this community.

 

After all this modding community wouldn't be here if it wasn't for Odie, Illsprit and Steve m, the first mods and Steve's tools.

 

But I am tired of tools that only do the bear minimum but with Img-Factory we have a chance to get this right by listening to every ones input.

Back to IPL binary extractor, this would only be done for SA in mind, not for VC or Rage (Yes vc can support binary .ipl with 3rd party hacks)

Putting this in img factory we get to support it all.


reditec
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#57

Posted 02 January 2016 - 01:35 PM

That's exactly the biggest problem people have. Instead of contributing to one big project, everyone creates small subprojects and the only team that didn't do that is the OpenIV team. :D
Now guess why OpenIV is so successful? - Right, because they made things simple and put a large collection of tools inside.
This tool is dooing things right, I guess. Only the user interface is a bit complex. You should think of a better way to display things. I always spent days on thinking how I can simplify the UI (Open IV Package Creator is probably a good example)

MexUK
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#58

Posted 22 May 2016 - 09:34 PM

I am leaving the project after 4 months of hard work lost from broken laptop. Sorry guys.

 

Feb 2016 source 1.3 alpha available to download.

tons of stuff broken in the source, just got it to a point where tons was fixed and i was starting to become a lot more happier with the code, so it's a real shame.

 

http://mvec.io/kgm


fastman92
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#59

Posted 23 May 2016 - 06:52 AM

I am leaving the project after 4 months of hard work lost from broken laptop. Sorry guys.
 
Feb 2016 source 1.3 alpha available to download.
tons of stuff broken in the source, just got it to a point where tons was fixed and i was starting to become a lot more happier with the code, so it's a real shame.
 
http://mvec.io/kgm

Like I would have known.

You should listen to me and recover your files.

MexUK
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#60

Posted 31 May 2016 - 10:36 PM

KGM is now back in development after losing 4 months of code.

 

Old project name: IMG Factory

 

100% open source

https://github.com/K...GameManager/KGM

 

tracker - todo, bugs, etc

sections: https://github.com/K.../KGM/milestones

items: https://github.com/K...ager/KGM/issues

 

There's a lot to do before the next release, mainly custom gui controls, custom window designs, and file format serialization fixes.

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