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YMAP Files Decyphered + Link to DL Text File content XYZ Coords

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Transmet
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#1

Posted 06 June 2015 - 11:17 AM

Hi , i decypher YMAP files and programmed a script for extract all coords XYZ of all the YMAP files :
 
 
The file is an Text of 50 Mo with ALL coords XYZ and Hash , some details are bugged because I do not study all the structures.
 
+ Thanks to that I could find the box Mount Chiliad :
 
1433362971-mtchiliadbox.png
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#2

Posted 06 June 2015 - 11:46 AM

Very nice. Is there any protoype of sections like IV had? (cars, tcyc, grge, etc).


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#3

Posted 06 June 2015 - 11:49 AM

Very nice. Is there any protoype of sections like IV had? (cars, tcyc, grge, etc).

 

I dev my script for decypher with one file (bh1_21.ymap) this one contained two types of sections it seems to me I is suitable for 2.

 

But I think there are several other sections because my scripts is as you will see display totally false details and odd hash as 0x000000


Fireboyd78
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#4

Posted 06 June 2015 - 04:44 PM

Could you provide an unencrypted YMAP file? I'd like to help with the structure, if possible.

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#5

Posted 06 June 2015 - 07:09 PM Edited by TransmetTeam, 06 June 2015 - 09:01 PM.

Could you provide an unencrypted YMAP file? I'd like to help with the structure, if possible.

 

There are different sections, the most recurrent is INST.

XMAP was already known on Xbox.

But on PC the floats value is in Little Endian and the hash is reverse to each byte.

 

This is a YMAP decrypt :

https://www.mediafir...qw7ad74e0v6cb23

On XMAP converter ( On "Game File Mystery Hunt" Talkol were releasing XMAP_INTERIORS for extract the coords interiors , He shook simple resume sections already found by talkol and tweaking it for YMAP

 

+ I add that the Hash prop_alien_egg_01 , prop_artifact_01 , p_secret_weapon_02 , prop_asteroid_01 and Zimbor are not in YMAP

I overthrow their hash and look but no results

 

0x6B795EBC in overthrow -> 0xBC5E796B   :santa:


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#6

Posted 06 June 2015 - 07:36 PM

I have one editor YMAP but re compresses data so that OpenIV recognize.
Are there has a special Rage librairi could afford that?
 
Thank you for your answers

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#7

Posted 06 June 2015 - 08:39 PM

YMAP files are editable right now?


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#8

Posted 06 June 2015 - 08:54 PM

YMAP files are editable right now?

It is very easily editable

 

But to import them into OpenIV must reserialize them whatever . But precisely I miss just the encryption function and I could forward my editor.

 

If anyone know where i can found the function for encrypt my data RSC7 Resource[Version 2] please give me Thanks !  :lol:


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#9

Posted 06 June 2015 - 09:06 PM

Ask GooD-NTS about that, he should know more.
Anyway - YTYP is editable too?


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#10

Posted 06 June 2015 - 09:18 PM

Ask GooD-NTS about that, he should know more.
Anyway - YTYP is editable too?

 

Ok , Yes the YTYP should also be changed because it is based on the same system


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#11

Posted 06 June 2015 - 09:44 PM

... your data being prefixed with 'unknown' crap means you didn't even follow the parser serialization structure pointers, which implies you don't know a thing about doing this. Anyway, the proper way to do this would be to follow the type definitions from the CMapTypes/CMapData parser entries in the EXE and somehow figure out how they tie in with the RSC-type serialized objects.
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#12

Posted 06 June 2015 - 10:14 PM

Yes I obviously was planning to work there but what type of compression used for GTA V PC data finally OpenIV ?


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#13

Posted 06 June 2015 - 10:19 PM

Doesn't GTA V use AES encryption?


NTAuthority
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#14

Posted 06 June 2015 - 10:56 PM Edited by NTAuthority, 06 June 2015 - 10:57 PM.

Yes I obviously was planning to work there but what type of compression used for GTA V PC data finally OpenIV ?

deflate without header (window bits -15 for in/deflateInit2)

Doesn't GTA V use AES encryption?

it doesn't, it uses custom encryption for asset files
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#15

Posted 07 June 2015 - 01:38 PM

 

Yes I obviously was planning to work there but what type of compression used for GTA V PC data finally OpenIV ?

deflate without header (window bits -15 for in/deflateInit2)

Doesn't GTA V use AES encryption?

it doesn't, it uses custom encryption for asset files

 

 

Thanks ! Kifflom bro bro   :inlove:


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#16

Posted 24 December 2015 - 01:20 PM

Just wonder if you are planning to release a tool for deciphering ymap files. There have been several updates since June and we get plenty more ymap files. It would be cool if this becomes a public open source project.


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#17

Posted 11 August 2016 - 01:09 AM

Guys I know this is old and i'm sorry for digging it back up, but im curious about .ymap files having audio zones (or an AUZO section like .ipl files in previous GTAs) does anyone have any info regarding this? (By the way I'm the OP of the game file mystery hunt i made with talkol)

linkinforever
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#18

Posted 4 weeks ago Edited by linkinforever, 4 weeks ago.

Dude give me your contact email , i wanna develop something cool , i need some information from u thx


Mr.Arrow
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#19

Posted 4 weeks ago

This is old and incomplete. You don't need this since OpenIV already has one.


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#20

Posted 4 weeks ago

This is old and incomplete. You don't need this since OpenIV already has one.

Hey , I already use OpenIV

but it just gives XML files

And even with all tools and importers still there's not any tool to import meshes with position and instance proxies

 

Or I didn't find it yet

If there's a tool to give me full rotation information in text file please tell me

 

+ And I'm developing a tool myself , but I have to know if there's a tool already out , I save my time


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#21

Posted 4 weeks ago

What exactly are you trying to do anyway?

linkinforever
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#22

Posted 4 weeks ago Edited by linkinforever, 4 weeks ago.

What exactly are you trying to do anyway?

I did it myself

shoot.jpg

 

> http://gtaforums.com...cer-in-process/





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