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aru

[REL|BIN/SRC|Beta] SparkIV

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aLive1337

go for model editing bro!

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BeatFK
go for model editing bro!

Bumping that, It would be fabulous.

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jjcoolj91
go for model editing bro!

Bumping that, It would be fabulous.

time to go on the Bump Wagon,

 

anybody who wants model support say aye

 

 

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rebel_36

i dont think you need to tell him..

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jjcoolj91
i dont think you need to tell him..

well if we dont, he will never do it

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BeatFK

 

i dont think you need to tell him..

It's a way of showing our support for this great tool, while encouraging him to continue and make it better. Model edit is like the last step to modder heaven. Praise the lord Aru.

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Gforce

 

go for model editing bro!

it would be nice if it were possible to integrate a mesh export feature like the one included in the little tool mentioned in this post, or the Original Author's Webpage

 

opens wdr files with Tex's mapped (if you have the textures in .jpg format exported to the model folder), exports model as a .wef (wdr exported file) which can be opened in 3DS Max using the supplied max script, only downside is it has no UV mapping coord's on the mesh when opened in max confused.gif

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jjcoolj91

 

go for model editing bro!

it would be nice if it were possible to integrate a mesh export feature like the one included in the little tool mentioned in this post, or the Original Author's Webpage

 

opens wdr files with Tex's mapped (if you have the textures in .jpg format exported to the model folder), exports model as a .wef (wdr exported file) which can be opened in 3DS Max using the supplied max script, only downside is it has no UV mapping coord's on the mesh when opened in max confused.gif

yes i would hope for this too, i got to say it would be good for a capability to import a model to in Spark Window which shows where the models are and you can delete and move objects so we can have some new stuff then save the WDR.

Edited by jjcoolj91

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oinkoink

I've also try to find a way to import(export) wdr files in max and took a look at the SparkIV source for more infos. But because of the compression stuff it would be really hard to do it with maxscript only.

So I've got some ideas...

1.) Use the SparkIV functions via maxscript. (DotNet In MAXScript) But that way seems not really...ehm...cool.

2.) Create a lil converter tool based on SparkIV, like the 'Resoursaur' or add export/import buttons to the 3D viewer or something like that.

2a.) Export a kind of 'Aru3D' format and create a import/export maxscript.

2b.) Export a free/opensource 3D format, like Collada. So we not need a special IO script and it's possible to edit the files with any 3D modelling tool (Max, C4D, Maya, Blender etc). But I don't know if we could also export 'Special-R*-Stuff' with Collada(or simular).

 

I hope that braintrash is understandable, because my english sucks. wink.gif

 

Peace!

 

 

 

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Jimlia

<massive quote removed>

 

alien.gifalien.gifalien.gifalien.gifalien.gif

Edited by REspawn

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Ansgar

I got a few questions:

 

1. Is there any way to convert a .whm file into a .html file or something like that??

--- EDIT ---

I found a way to convert whm to html, but how to convert html to whm?

 

2. When I try to start SparkIV on Windows 7, I get this error:

user posted image

(In English: Spark IV doesn't work anymore.)

 

How can I fix this?

 

3. This is probably the wrong place, but:

When I go to a computer in GTA IV and press "E", nothing happens. Can anybody help me?

Edited by Ansgar

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Glumok
3. This is probably the wrong place, but:

When I go to a computer in GTA IV and press "E", nothing happens. Can anybody help me?

Yes, this is the wrong place and I guess you've got a cracked version of GTA IV ?

Take a look at this post...

 

Use the "search" function.

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Ansgar

Not cracked, but full of mods^^

I found the problem:

You have to

1. install the patches

2. install the mods

Edited by Ansgar

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Krailer

Aru, are there any plans to include support for texture compression and resolution, so that images with larger resolution can be imported (without reseting to original resolution), and also to add alpha mask to textures that originally don't have it?

 

Thanks.

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well bred filly

I. Will it be possible to export and import individual model geometries at some point? I don't think it's possible yet, no?

 

II. Where can I find the resources used for cell phone themes?

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fallenaway

Downloaded, and have 3.5 installed properly. But when i double click to open SparkIV I get an immediate error, not allowing me to run the program. Didnt see this mentioned on here, so am I doing something wrong? Installing it wrong maybe? Totally confused. Help appreciated. Thanks!

 

 

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NiTrOUs3D

Aru, please read my pm.

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WantedPISTOLERO

I still can not get the program to work. It says "Access to path ... denied". I'm trying to open the playerped.rpf, I have the new .net installed, i took off Read Only. I don't know what else to do. Please get back to me when you get a chance. This is the only reason i bought a new computer and GTA IV on PC.

 

I am running Intel Core 2 Quad

VISTA 64

GeForce 9800GT 512mb

8 Gigs of Ram

1 TB of memory

 

Thank you for you're time

 

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Ftmch

Has there been any progress in importing/replacing audio-files? (I know these kind of posts are annoying, but I'm curious).

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hoettienouw

The new windows 7 (build 7022) works with spark IV =DDDDD

Woei, =D

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AverageGuy

Hey i've search the forum and used SparkIV for a while but i couldn't manage to find where the sound effects are, i mean the sounds of weapons, cars and other city noises. Does anybody know where they are ?

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jjcoolj91
Hey i've search the forum and used SparkIV for a while but i couldn't manage to find where the sound effects are, i mean the sounds of weapons, cars and other city noises. Does anybody know where they are ?

resident.rpf

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AverageGuy

Ha ! Thanks a lot !

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Rautatie

I get this error on startup:

''SparkIV has stopped working. Please wait while Windows is searching for a problem''

What's wrong? I haven't installed any mods or anything.

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simkas

Is there any progress on being able to export seperate "geometries" from ped or character models into seperate models in the same format as Niko's parts are? Sorry for asking again, but it would just so amazingly awesome if that would be possible.

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CaptainDingo

 

Downloaded, and have 3.5 installed properly. But when i double click to open SparkIV I get an immediate error, not allowing me to run the program. Didnt see this mentioned on here, so am I doing something wrong? Installing it wrong maybe? Totally confused. Help appreciated. Thanks!

 

Same thing here.

 

This version's totally broken. Error on startup every time no matter what I do.

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ArnoldHC
Downloaded, and have 3.5 installed properly. But when i double click to open SparkIV I get an immediate error, not allowing me to run the program. Didnt see this mentioned on here, so am I doing something wrong? Installing it wrong maybe? Totally confused. Help appreciated. Thanks!

you got to Right click on SparkIV, RUN AS ADMINISTRATOR

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hoettienouw

 

Is there any progress on being able to export seperate "geometries" from ped or character models into seperate models in the same format as Niko's parts are? Sorry for asking again, but it would just so amazingly awesome if that would be possible.

Yeah, i love to get niko the street ped headphone =D

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aru

A much overdue update... sorry guys, been busy with life smile.gif

 

Version 0.6.2 Features

- Support for previewing FragType Model (*.wft) files

- Support for viewing LOD models

- Support for exporting audio as multichannel WAV files

- Support for Russian patched version (1.0.1.1)

- Workaround for Windows 7 textures bug for older betas (should already be fixed in newest beta of Windows 7)

- Updated list of audio filesnames (thanks to DerPlaya78)

- Other minor bug fixes/speed improvements

 

Download links on first post.

 

@oinkoink, feel free to implement any of those ideas, they all equally seem like they could work. I will try to help as much as I can, but my time is somewhat limited lately. I was going to add Collada export support... but didn't end up having time for it, and Collada's XML format isn't the easiest to implement either unless you use their C++ API.

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DerPlaya78

@aru:

 

a little suggestion for RageLib.Models.ModelView:

 

- set CheckBoxes Property of tvNav to True

- set node.Checked = true when adding nodes

- use AfterCheck event to filter models to display

 

 

       private void tvNav_AfterCheck(object sender, TreeViewEventArgs e)       {           if (e.Node.Checked)           {               if (e.Node.Parent != null)               {                   Model3D model = (Model3D)e.Node.Tag;                   TreeNode parent = e.Node.Parent;                   Model3DGroup group = (Model3DGroup)parent.Tag;                   if (!group.Children.Contains(model))                   {                       group.Children.Add(model);                   }               }           }           else {               if (e.Node.Parent != null)               {                   Model3D model = (Model3D)e.Node.Tag;                   TreeNode parent = e.Node.Parent;                   Model3DGroup group = (Model3DGroup)parent.Tag;                   if (group.Children.Contains(model))                   {                       group.Children.Remove(model);                   }               }                       }       }

 

 

... this way you could select which combination of model parts you want to display...

 

 

... and another feature in RageLib.Models.Model3DViewer.ObjectTracker.cs:

 

 

       private readonly TranslateTransform3D _pos = new TranslateTransform3D();       public ObjectTracker()       {           ...           _transform.Children.Add(_pos);       }       private void OnMouseMove(object sender, MouseEventArgs e)       {           ...           if (e.LeftButton == MouseButtonState.Pressed && e.RightButton == MouseButtonState.Pressed)           {               Translate(currentPosition);           }           ...       }       private void Translate(Point currentPosition) {            _pos.OffsetX -= (currentPosition.X - _previousPosition2D.X)/100;           _pos.OffsetY += (currentPosition.Y - _previousPosition2D.Y)/100;       }

 

 

this allows panning the view, very useful for large models.

Edited by DerPlaya78

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