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[REL | OPEN SOURCE] Red Dead Redemption Explorer

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reditec
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#1

Posted 01 November 2015 - 09:10 PM Edited by reditec, 05 January 2016 - 03:49 PM.

e75a76d0cc.png

 

Project Red Dead Redemption Explorer (RDR Explorer) is a multi-purpose editor and archive manager supporting RPFv6 files.
 

Website: http://reditec.github.io/

Currently Red Dead Redemption Explorer's major features are:
 

Red Dead Redemption (Xbox 360):

- Browse the games' files

- Browse RPF files

- Extract RPF files

- Uncompress resource files of Xbox 360
-
 Get the key out of the RDR 1-Disc, Zombie-DLC 1-Disc and Game of the year edition of RDR

 
Red Dead Redemption (PlayStation 3):
- not supported yet

 
One of the goals of this project is to port the game into GTA V.

 

 

Download

 

Source

 

d0db814a38.png

 

©2015 Felix Bartling, Aru (Arushan) and Twisted

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#2

Posted 02 November 2015 - 01:21 AM Edited by Jestic, 02 November 2015 - 01:21 AM.

I have a feeling this will be nothing more than an explorer and extractor, and we already have that. I hope you can prove me wrong.


reditec
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#3

Posted 02 November 2015 - 05:35 AM Edited by reditec, 02 November 2015 - 05:37 AM.

I have a feeling this will be nothing more than an explorer and extractor, and we already have that. I hope you can prove me wrong.

No, ofcourse I can't :)
We already have an extractor.
We already have an extractor with lots of bugs, a bad UI, without future updates, with daily downtimes of the website / forums, without all filenames shown correct, without the ability to get the RPF key, without PS3 support, without the ability to view anything else, but text files and a broken Script Displayer. Awesome tool, isn't it?
Oh and I didn't talk about the mess of uncommented C# code the creator put in there.
His statement is:

I can't quote him, as the website is currently down.
His corresponding words were:
"This project was too big for me, the code is messed up alot, I hope there will be some people continuing this, I couldn't see myself putting some work into this project in the last months"


By the way. The features I mentioned above are not all the features that will be included with RDR Explorer soon. I will include even more.
The OpenIV team will relase the ability to look at the RDR files soon, too.
I talked to some members in the last few days, but they said it would take some time to finish all the work on GTA V. And ofcourse they focus on GTA V.
They said the problem is that their source of RDR is currently broken and needs some fixes, so they can't release it.

DamnedDev
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#4

Posted 02 November 2015 - 08:03 AM

Well well this is nice i have to say the other tool that jestic posted i used and i can agree it is buggy. But this is exciting and i'm sure yours is better. So can you explain more on the tool? What does it do besides export files. Lets say if it were possible to get the models in 3ds max with materials and some how get cordinates i can help. I wish someone could enlighten me and i can port pieces in IV and V with NTA's mod until OpenIV gets proper support. This is the most exciting thing i saw today so hope you can answer my questions.


reditec
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#5

Posted 02 November 2015 - 03:05 PM Edited by reditec, 02 November 2015 - 03:13 PM.

the other tool that jestic posted i used and i can agree it is buggy.

The tool itself is not buggy, but it comes with a few features only and some are still WIP and the functions are untidy, so it's hard to continue developing the tool without deleting or rewriting lots of stuff. Also it uses a very expensive UI library that comes only with a 30 days trial.

What does it do besides export files

It can replace files and display all the content. For example I'll write an .awc player (play, extract and add new sound files) and a texture editor / viewer. I'm not sure what exactly models are. I know nearly nothing about 3D modelling, but some of my mates know things about models and can help me understand the formats and export them in the right way. Probably I'll allow my tool to extract the files to OpenIV's openFormats, as they are quite simple and can be used with tools like 3DS Max easily.

i can help

You can help even now by telling me everything you know about models and stuff like that, maybe it's useful. You could also become one of my Alpha testers :)
Just contact me at Skype: spielereditec

Edit: Just found a tool named libertyV. Might use it as a codebase, too.

reditec
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#6

Posted 02 November 2015 - 10:29 PM Edited by reditec, 02 November 2015 - 10:37 PM.

e75a76d0cc.png

 

Today I've added a bunch of new offsets to the tool, so it now gets the key of all .xex files I could find in the internet.

Find a detailed list with all editions supported below.

I fixed a critical bug that made it impossible to store the .xex path in the Settings.ini file sometimes.

I also added a few MessageBoxes (=Error / information) messages and improved the key finder, so the program won't crash anymore.

 

New:

 
 

Fixes:

 

critical bug that made it impossible to store the .xex path in the Settings.ini file fixed

 

- Informations get displayed in a better way

 

- Key Finder won't crash anymore

 

 

Features:

 

- Supports now:

Red Dead Redemption 1-Disk: Title Update #9
Red Dead Redemption 1-Disk: Title Update #8
Red Dead Redemption 1-Disk: Title Update #7
Red Dead Redemption 1-Disk: Title Update #6
Red Dead Redemption 1-Disk: Title Update #5
Red Dead Redemption 1-Disk: Title Update #4
Red Dead Redemption 1-Disk: Title Update #3
Red Dead Redemption 1-Disk: Title Update #2
GOTY Edition - Title Update #1
GOTY Edition - Retail Version
Zombie DLC 1-Disk: Title Update #7

Zombie DLC 1-Disk: Title Update #6

Zombie DLC 1-Disk: Title Update #5

 

Source available at GitHub

 

Have a nice day!

 

Please report all bugs you encounter to this topic (if you even test the tool yet)

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DamnedDev
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#7

Posted 02 November 2015 - 10:47 PM

I sent the request to you on skype.

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_CP_
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#8

Posted 03 November 2015 - 08:18 AM Edited by _CP_, 03 November 2015 - 08:18 AM.

I'm waiting for compiled version.

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reditec
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#9

Posted 03 November 2015 - 09:29 AM

I'm waiting for compiled version.

I will publish a compiled Version probably on Thursday or Friday. Depends on when I finish the Game Explorer window and the RPF Reader.
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#10

Posted 03 November 2015 - 07:05 PM

Seems promising.

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reditec
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#11

Posted 04 November 2015 - 10:33 PM Edited by reditec, 05 November 2015 - 05:55 AM.

e75a76d0cc.png

 

Today I've added a bunch of UI stuff to the tool, so it's able to display all the files in the "game directory" (the extracted ISO actually).

Please do not misunderstand this. It doesn't come with RPF support yet, sorry for the little delay.

Find a detailed list with all editions supported below.

I fixed some minor bugs (mainly regarding the UI and Settings.ini).

It also should now show less error messages / won't crash anymore because of the Settings.ini (hopefully). 

Next update will probably include some more UI stuff, as I need to add context menus and get the titlebar to work.

But this is probably 1 day of work, as I basically copy most UI stuff from my other tool OpenRW (Why even re-invent the wheel? ;-) ).

 

211769c0a7.png

 

New:

 
 

Fixes:

 

minor bugs (mostly crash avoids and UI)

 

- less error messages

 

 

Features:

 

- Browse the game files (no RPF support yet)

 

- Back button

 

- Working treeView and listView

 

 

 

Source available at GitHub

 

Have a nice day!

 

Please report all bugs you encounter to this topic (if you even test the tool yet)

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#12

Posted 04 November 2015 - 10:34 PM Edited by DamnedDev, 04 November 2015 - 10:39 PM.

 

e75a76d0cc.png
 

New:
 

Features:

 

- Browse the game files (no RPF support yet)

 

- Back button

 

- Working treeView and listView

 

Sweet can't wait.

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reditec
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#13

Posted 05 November 2015 - 10:08 PM Edited by reditec, 05 November 2015 - 10:16 PM.

Chipsman (one of the OpenIV devs) just send me a list of about 200 new file names for RDR.

RDR Explorer is currently the tool with the most supported filenames (I'm quite sure, OpenIV will have more, but they just aren't researched yet)  :D

I also started adding some context menus and fixed a bug today. But the code isn't ready to be published, so please wait until tomorrow.

 

RPF support will follow this weekend, but not tomorrow.

After adding RPF reading / extracting support, I'll publish the binaries.

 

I need someone in my team who wants to provide us some researched infos or research things.

We currently are focussing on GXT files (I forgot the right extension for RDR, but it's probably the easiest format), AWC files (some infos are in the libertyV project) and textures.

If you know someone who could help us out by providing information or researching, please let me know. It's very hard for me to do all the stuff on my own.

Thanks :)


Dageron RUS
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#14

Posted 06 November 2015 - 10:02 AM Edited by Dageron RUS, 06 November 2015 - 10:04 AM.

Very good progress!
Glad to see somebody is really interested in RDR at least. Gread game and practically not discovered.

I also looked at the twisted's RPFTool source and can say that it is majority part messed up due to the usage of DevExpress framework. Thas was just annoying, I was unable to separate useful code and tons of DevExpress garbage, so the only decision was to find it and install, I spent about few days to download decent version. That was upset because the only thing DevExpress was useful to is interface improving and other design-related things.

The tool I developed on the base of twisted's RPFTool is OpenRDR.
I may send in PM it's source, but you still need DevExpress framework to compile.

Anyway, hope it can be helpful for your developments because I fixed major parts of twisted's unstable parts of code, for example, RPFTool was unable to replace files in *.rpf-archives correctly and x360 crashed on resource load. OpenRDR is much more bug-tested, we even tested simple mods on real Xbox 360.
 
logo.png

The things which are available in OpenRDR v.0.1:
- Full support for Xbox360 rpf's.
- Full support for PS3 rpf's.
- Any file extraction and replacement.
- Reach database of filenames (both platforms).

openrdr_0.1_1_thumb.jpg openrdr_0.1_2_thumb.jpg openrdr_0.1_3_thumb.jpg
 
Download OpenRDR v.0.1. right now
 (if you need source, just PM me)
 
Credits
Spoiler


Other developments I hope to publish...

I worked on the RDR research this spring and had some progress with: textures, flash and texts. Much thanks to SILENT_Pavel for help with testing and to Listener for his outstanding reverse engineering work, major help with understanding the whole RAGE logic. At least, I want to say that RDR is just too complicated to be researched, resource structure is really annoying. Unfortunately, I have only a bit of time as always, and can not do much work. To research whole RDR it's necessary to have a special community, not forces of 1-2-3 mid-experienced in programming people.

But anyway I hope to help if it will be much interested in RDR people.
Here are some screens:

rdr_textures_many_thumb.jpg
 
FontRDR_1_thumb.jpg FontRDR_2_thumb.jpg FontRDR_3_thumb.jpg FontRDR_4_thumb.jpg

rdr_xtd_modded_textures_1_thumb.jpg rdr_xtd_modded_textures_2_thumb.jpg
 
This work is partly unfinished, for example texture editor works well on Xbox360, but I haven't finished compatibility with PS3.
If there will be some interest, I will try to complete this and publish as much as possible... Unfortunately, anyway the things I discovered is about 1% of the whole RDR resources picture which is just amazing.

- Respectfully, Dageron.
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reditec
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#15

Posted 06 November 2015 - 11:17 AM

Awesome post


<3 <3 <3 <3 <3

OMFG Thank you!

This is simply awesome :D

I don't like the DevXpress framework and I think that Twisted actually was a better researcher than coder :D
RPFtool actually is a mess and just a copy of SparkIV with a worse UI and newer archive support.
Actually I think it looks that bad, as someone else finished and modfied the RPFtool source after its release. (One of the few reasons why OpenSource sometimes sucks)

You've got a PM, dude.
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#16

Posted 06 November 2015 - 12:00 PM

gta 5 shares the same engine as RDR right? (I meant same updated version not like GTA IV )

reditec
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#17

Posted 06 November 2015 - 12:07 PM

gta 5 shares the same engine as RDR right? (I meant same updated version not like GTA IV )

That's right.
Name's RAGE.
(Rockstar Advanced Game Engine)
E.g. GTA IV and EFLC use RPF 2 and RPF 3
RDR uses: RPF6
GTA V uses: RPF7
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#18

Posted 06 November 2015 - 01:07 PM

this seems promising. followed the topic.

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reditec
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#19

Posted 06 November 2015 - 06:45 PM

Guys, is there any "designer" who has some time to create me some filetype icons?

 

5ef2fcacd5.png

 

These are OpenIVs.

 

 

0c9c5bd53c.png

These are mine.

 

Could someone please create new custom icons for my tool?

 

4e2aa67fd8.jpg

 

For example look at this one.

It looks like a file and the file extension is on top of the icon.

But whatever, maybe you have some time to do this for me :-)

New version will probably be released in like 2 hours :-)

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#20

Posted 07 November 2015 - 09:21 AM Edited by Dageron RUS, 07 November 2015 - 09:54 AM.

reditec, check your PM.
Remaking filetype icons is nice, but, at least, it is not the most important thing now.

Currently the main aims should be:
- Extracting items from RPF (+ mass export including all inside folders)
- Replacing items in RPF: without archive rebuilding (+ mass replacement)
- Replacing items in RPF: with archive rebuilding (+ mass replacement)

Creating the ability of normal RPF edition is the most important thing for future improvements.

Also the good feature could be file association with external tools. For example, mine RDR Texture Editor can read and edit textures in different resources (*.xtd/*.ctd, *.xsf/*.csf, *.xtx/*.ctx, ...). For user it will be very useful to run it just inside your RDR Explorer by simple double-click on necessary file.

Think about this ;).
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reditec
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#21

Posted 07 November 2015 - 10:19 AM Edited by reditec, 07 November 2015 - 10:28 AM.

Most parts of the stuff you mentioned are already done or 30 minutes of programming :) I actually just don't want to create fileicons on my own and the UI is really important :)

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#22

Posted 07 November 2015 - 11:13 AM

Let me give you a tip: Divide your project into different subprojects (for example a library with common RAGE data structures, a library with RDR specific things and your explorer tool that contains the gui and some logic). Sooner or later you will discover that developing such a project leads to much more code that you may think now and everything ends up in a big mess if you don't have a good software design. Futhermore this will help other people to reuse your work (this is one of the reasons why you make it opensource right?)

 

You can also have a look at my gta-toolkit which is coded in C#. In the RageLib project you can find for example some code that helps reading and writing files in both littleendian and bigendian which can be helpful for editing console resources. In RageLib.GTA5 you also find a working implementation for GTAV RPF7 files that allows you to use these archives more or less like a simple directory structure. Unfortunatly I had never time to make an archive editor for GTAV. I don't know RPF6 but they are probably similar. The library can also read/write most of the GTAV resource files (most are not good researched, but there are still many infos about the file structure and RDR is probably also similar here). Maybe some ideas can help you with your tool.


reditec
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#23

Posted 07 November 2015 - 11:55 AM

Let me give you a tip: Divide your project into different subprojects (for example a library with common RAGE data structures, a library with RDR specific things and your explorer tool that contains the gui and some logic). Sooner or later you will discover that developing such a project leads to much more code that you may think now and everything ends up in a big mess if you don't have a good software design. Futhermore this will help other people to reuse your work (this is one of the reasons why you make it opensource right?)


My project is already divided :)
It comes with one Inc folder (the library / includes folder)
and in the Inc folder is my RageLIB folder containing all the methods to read RPF archives. (Probably I'll replace most of the RPF stuff with the methods Dageron send me, as they are already improved. I'll take a look at your GTA-Toolkit soon. Actually I currently am more interested in the file formats (like .awc) than in RPF itself, as it's simple work to integrate RPF6 compability into RDR Explorer. Please don't get me wrong when I say I want to do most of the "unnecessary" UI stuff now. I'm still working on the important features when I post somethign like that. I just want to let other people do some easy tasks, so the project progresses a bit faster.

You can also have a look at my gta-toolkit which is coded in C#. In the RageLib project you can find for example some code that helps reading and writing files in both littleendian and bigendian which can be helpful for editing console resources. In RageLib.GTA5 you also find a working implementation for GTAV RPF7 files that allows you to use these archives more or less like a simple directory structure. Unfortunatly I had never time to make an archive editor for GTAV. I don't know RPF6 but they are probably similar. The library can also read/write most of the GTAV resource files (most are not good researched, but there are still many infos about the file structure and RDR is probably also similar here). Maybe some ideas can help you with your tool.


I'm not sure if I can use your code, as it's probably another file structure than RPFtools (If I now structure the code similar to your tool, I might not be able to integrate other features of RPFtool, as RPFtools source is very messed up). I also can't check it our right now, as I'm breakfasting xD
But whatever, I'll post something about your lib in the next hour.

Thanks.

reditec
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#24

Posted 08 November 2015 - 12:57 AM Edited by reditec, 08 November 2015 - 12:58 AM.

e75a76d0cc.png

 

Today I've added another bunch of UI stuff to the tool (mostly the menu on the top (File, Edit, Tools, Help)

It's still not complete, but at least it contains now the most important stuff and some things already work.

I've also collected a bunch of new names.

My new KnownFilenames.txt file is now a 5mb(!) file.

This is the largest list of RDR filenames I've ever seen.

Some filenames are still hidden, but that's not important at the moment.

 

I also looked through the OpenRDR source and the GTAToolkit source, but I hadn't time to implement RPF support yet.

Whatever, next release WILL support RPFv6 files (reading and exporting)

It will also come with an automatic updater and I'll release official binaries (=.exe files).

 

Ofcourse I also fixed some minor bugs, but I didn't have to fix serious bugs.

 

By the way:

I'm looking for some casual C# programmer (maybe just some GTA V .NET scripter using C#)

I just could need someone with some C# skills, so he could support me on this tool. No knowledge about RAGE is required.

I could even explain him .NET and WindowsForms. I just need someone for simple tasks, when I'm busy with RealLife :)

 

 

 

New:

 
 

Fixes:

 

minor bugs (mostly UI)

 

 

Features:

 

- Even more filenames are supported

 

- Additions to the "top menu"

 

- Parts of the "Top Menu" are working now

 

 

 

Source available at GitHub

 

Have a nice day!

 

Please report all bugs you encounter to this topic (if you even test the tool yet)

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#25

Posted 08 November 2015 - 03:04 PM

I am stalking this thread for a while, looks promising!

 

Just gave a try for fun

Spoiler
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#26

Posted 08 November 2015 - 03:19 PM

Just gave a try for fun

cuLeCKV.png


Niceeee

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#27

Posted 08 November 2015 - 03:31 PM Edited by reditec, 08 November 2015 - 03:32 PM.

WTF I need that PSD
cc61b9c70b.png
Awesome work, dude :D :D :D
I just inserted it, but I guess, I will enlarge all the icons.
By the way, I'm working on RPF support right now :)

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Dageron RUS
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#28

Posted 08 November 2015 - 03:32 PM

Vadim M.
Хорошая работа, nice work, looks fine for RPF archive format ;) .
Maybe RDR also could be a point of interest for your videos, if it will be possible to research resources properly.

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#29

Posted 08 November 2015 - 03:39 PM

I integrated it now like this:

 

7c78966126.jpg

 

I will have to upscale the other icons a bit (most of them are still 48x48).

Are these icons too large, or do you think the size is quite nice? (Size: 96x96)

Maybe I'll just add some bar so you can set the size of the icons on your own :3

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#30

Posted 08 November 2015 - 04:25 PM Edited by Vadim M., 08 November 2015 - 04:27 PM.

Haven't thought, that this icon will be in a tool itself, that's why I slightly edited it to make it less cheesy. Also, not sure if this "style" look decent in the tool due to dark colour palette. I sent PSD via PM.

Spoiler

 

 

Off topic

Spoiler
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