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[WIP|V] MetaTool (ymt, ymap, ytyp)

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Neodymium
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#1

Posted 12 August 2016 - 02:17 PM Edited by Neodymium, 16 June 2017 - 02:17 PM.

THIS TOOL IS DISCONTINUED.
After the OpenIV team received a C&D letter for their tool, I decided to stop any activity related to GTAV. I already stopped developing new tools some time ago and I am not willing to stuggle with problems like these in the future by providing modding tools for GTAV.
I'm sorry for everyone interested in my work.

 

------------------------------------------------------------------------------------------------------------------

Meta Toolkit

 

Meta Toolkit is a tool for GTAV that allows you to edit:

- definition files (*.ytyp)

- placement files (*.ymap)

- manifest files (*.ymf)

- meta files (*.ymt, only resource files, no PSO files)

 

Just drag and drop the file onto the executable for converting it to xml. Drag and drop the xml again onto the executable to convert it back. There are a lot of unknown fields in the xml. If you experiment with them, feel free to discuss your results here.

 

Remember to backup your GTAV files before u use this tool!
Do NOT use GTA Online if you edited files. I do not take responsibilities for possible bans.

 

Prerequisites:
 .NET Framework 4.6

 

[DOWNLOAD LINK REMOVED]

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_CP_
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#2

Posted 12 August 2016 - 11:24 PM

Which files could be used after converting? (if any of them?)

Mr.Arrow
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#3

Posted 13 August 2016 - 03:20 AM Edited by Mr.Arrow, 16 January 2017 - 11:15 AM.

Very interesting,it must be a bitch to translate these binary blocks  :beerhat:
 
YPtWmx0.jpg
How long have you been working this?

Neodymium
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#4

Posted 13 August 2016 - 07:35 AM

Which files could be used after converting? (if any of them?)

None of them. It's just for viewing. I don't know if I am motivated to spend time to write an importer, but if so, the output xml will be probably a bit different.

 

Very interesting,it must be a bitch to translate these binary blocks  :beerhat:

How long have you been working this?

Not so long. Reading the resource file itself is not very hard. And then there is a descriptiong of the structures, field types and enums inside each ymt file (and ymap and ytyp, the format is exactly the same). I simply write the xml according to this description.


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#5

Posted 13 August 2016 - 09:45 AM Edited by _CP_, 13 August 2016 - 11:53 AM.

I guess that most of the hashes in .ymap/.ytyp is the same as in IV, so it shouldn't be so hard to get their names.
I'm glad to see other people involved in V modding, OpenIV team is good but monopoly isn't quite ok.

Also - only bruteforce is the way to find missing names for hashes, right?

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unknown modder
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#6

Posted 13 August 2016 - 12:34 PM

I guess that most of the hashes in .ymap/.ytyp is the same as in IV, so it shouldn't be so hard to get their names.
I'm glad to see other people involved in V modding, OpenIV team is good but monopoly isn't quite ok.

Also - only bruteforce is the way to find missing names for hashes, right?

sometimes things are documented in the exe, but there isnt much


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#7

Posted 13 August 2016 - 02:13 PM Edited by _CP_, 13 August 2016 - 02:14 PM.

Maybe getting out all strings from EXE could be useful to match few hashes.

Neodymium
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#8

Posted 11 September 2016 - 12:36 PM

I updated the tool from the first post. The list of known names is updated and you can also convert the file back to ymt, ymap and ytyp. Just drag and drop it again onto the exe. The game seems to accept the rebuilt files but I have not tested whether editing really works. So feel free to provide feedback.

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Mr.Arrow
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#9

Posted 11 September 2016 - 12:55 PM Edited by Mr.Arrow, 11 September 2016 - 12:57 PM.

I updated the tool from the first post. The list of known names is updated and you can also convert the file back to ymt, ymap and ytyp. Just drag and drop it again onto the exe. The game seems to accept the rebuilt files but I have not tested whether editing really works. So feel free to provide feedback.

 

Are you going to support .ymf too? It seems pretty vital for map editing.


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#10

Posted 11 September 2016 - 01:43 PM Edited by _CP_, 11 September 2016 - 01:53 PM.

Tried to move Michael's house up, but nothing happened, maybe related files are somewhere else.

Wait... it works, IT WORKS!

YfUYB0zh.jpg

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WildBrick142
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#11

Posted 11 September 2016 - 03:35 PM

Tried to move Michael's house up, but nothing happened, maybe related files are somewhere else.

Did you replace the ymap in x64l or patchday2ng? It moved up fine for me. The only thing that didn't move is the LOD.

RaIbdhW.png



Can't wait for proper map mods that support Rockstar Editor and other game features.

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#12

Posted 11 September 2016 - 03:43 PM

Ah, OK, I edited x64l, that's why his house didn't move up.

Next step - new entries for custom model.

Neodymium
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#13

Posted 11 September 2016 - 04:31 PM

 

I updated the tool from the first post. The list of known names is updated and you can also convert the file back to ymt, ymap and ytyp. Just drag and drop it again onto the exe. The game seems to accept the rebuilt files but I have not tested whether editing really works. So feel free to provide feedback.

 

Are you going to support .ymf too? It seems pretty vital for map editing.

 

I don't know yet. This is a PSO file. Reading it should not be too hard, but I have never tried to change them.

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#14

Posted 11 September 2016 - 05:16 PM

OK, .ymf file is important too for map modding. Could you take a look at it too?

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BlackScout
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#15

Posted 11 September 2016 - 05:39 PM Edited by BlackScout, 11 September 2016 - 07:33 PM.

WOW, actual progress! Great!! Going to try it.

 

EDIT:
Poor attempt of loading v_int_70 aka v_70_bikerbar props using v_int_58 aka Solomon's Office
MK6TzMD.jpg

Spoiler

Some sh*tty copy n' paste from the <entities> part...
 
Here lines for the Jukebox and Clock

Spoiler
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Neodymium
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#16

Posted 11 September 2016 - 07:51 PM

Btw, the hash_C200AB4C field in the CMapData type of the ymap files contains the vehicle placement.

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#17

Posted 11 September 2016 - 07:54 PM

Sadly, custom models/textures entries aren't working, tried to add a LC model and nothing, game requires edited manifest.ymf, which is a info of models in archive. Neodymium, take a look at, please, I guess it's an only barrier to put custom maps.
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BlackScout
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#18

Posted 12 September 2016 - 06:20 AM Edited by BlackScout, 12 September 2016 - 06:21 AM.

I don't have a life.

 

So, I replaced all the entries for prop_tree_birch_04 with some palm tree I forgot the model name... (using ls-multiplayer website, there is a nice index with search and yadda yadda)

(simple replacement, it works perfectly, but I'm not sure whether I have to add v_palm at the end of the file or not. idk)

I'm tired, I spent 3h with this sh*t, I'll release a mod later, I kinda like it.

 

Screens:

VisualV 2.7.0 + Bank_HWLD modifier

Spoiler
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#19

Posted 12 September 2016 - 08:38 AM

So since this deals with map mods and models, maybe someone here can tell me: what is the model name for the FIB building? Ive looked all over but just cant seem to find it.

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#20

Posted 12 September 2016 - 09:55 AM Edited by _MK_, 12 September 2016 - 09:55 AM.

Amazing work there @Neodymium.

@BlackScout

That looks nice,i was actually trying to put the Beta tree back in the game by replacing models but then saw this thread,i plan on replacing all the long trees North the map with the tall Beta tree,but then when using ls-multiplayerthe search  came up with a massive amount of trees (for prop_tree_cedar_04 which is one of the tall final trees used in the game),so do i have to replace each line at those locations shown with LSMP's search results ?


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#21

Posted 12 September 2016 - 04:07 PM Edited by BlackScout, 12 September 2016 - 04:09 PM.

Amazing work there @Neodymium.

@BlackScout

That looks nice,i was actually trying to put the Beta tree back in the game by replacing models but then saw this thread,i plan on replacing all the long trees North the map with the tall Beta tree,but then when using ls-multiplayerthe search  came up with a massive amount of trees (for prop_tree_cedar_04 which is one of the tall final trees used in the game),so do i have to replace each line at those locations shown with LSMP's search results ?

It's simple.

First, the massive amount is because it shows all the references in all ymaps for this specific prop...

 

Second, make sure that is really the one you're looking to replace.

You need to know the exact name of it, the exact model. So when looking up on LS Multiplayer database you'll see where the coords for the tree model are located and in which files/regions they are present

 

Third, if you want to replace all of them, you'll need to edit ALL the .ymaps containing coords for this prop. Just replace the name of the model, it's pretty simple. Even a sh*tty tool like Notepad can do a "Replace All"

e.g: find prop_tobereplaced and replace with prop_youwanttoreplacewith

 

Fourth, if you're lost about where the location of the prop is, you can guide yourself using collision viewer and gta5map.glokon.org

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#22

Posted 12 September 2016 - 05:06 PM Edited by WildBrick142, 12 September 2016 - 05:06 PM.

Are the collisions controlled in ymaps or will it require editing the actual collision model?

 

Planted some trees but they aren't solid.

 

yuXaDdf.png

WkiKxIY.png

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#23

Posted 12 September 2016 - 05:19 PM

Props has collisions inside models. Which palm tree model did you use?


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#24

Posted 12 September 2016 - 05:23 PM

Props has collisions inside models. Which palm tree model did you use?

 

prop_palm_med_01b

 

Added into bh1_rd_strm_3.ymap


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#25

Posted 12 September 2016 - 05:38 PM Edited by _CP_, 12 September 2016 - 06:11 PM.

Well... no idea why they doesn't have cols.

Instead of added tree, I moved an original tree few meters further - collision don't move, that's weird.
mmyo3ykh.jpg
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#26

Posted 12 September 2016 - 06:17 PM Edited by Jestic, 12 September 2016 - 06:20 PM.

Are the collisions controlled in ymaps or will it require editing the actual collision model?

 

Planted some trees but they aren't solid.

 

Is the draw distance of each model also controlled in YMAP?

IV had a limitation where 'dynamic' objects (props) couldn't have a draw distance further than 300. If you pushed it beyond 300, it would render the model, but never load the collision.

 

EDIT:
CP just basically debunked this theory.

 


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#27

Posted 12 September 2016 - 06:20 PM Edited by _CP_, 12 September 2016 - 06:27 PM.

YMAP has the entries for draw distance too, no idea why.

... or it's related to LOD indexing, but is it even possible?
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#28

Posted 12 September 2016 - 06:32 PM

This is great, i can finally start working on what i wanted to. Won't reveal what though, defeats the purpose of doing it for me :D

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#29

Posted 12 September 2016 - 06:32 PM Edited by Jestic, 12 September 2016 - 07:32 PM.

I figured out why.

 

The palms (among other props) are in fact placed in the YBN static collision files.

No idea why it has a collision inside the YDR, maybe a leftover.

 

EIBPxfa.png

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#30

Posted 12 September 2016 - 06:46 PM Edited by _CP_, 12 September 2016 - 08:08 PM.

Weird choice, R*, weird choice. v_palm.rpf didn't have an .ymf file, but adding an entry of custom model crashed the game at the loading screen.

At least mailbox collision is OK.
XMtFbAch.jpg

Now I think how can we put .rpf files to load custom maps, stripped images.meta works, map is fully unloaded, now what?
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