Switch_Designs Posted March 6, 2009 Share Posted March 6, 2009 (edited) I need the ability to delete textures from a wtd file or to add new ones or at least the ability to rename a texture in a wtd file. My reason for needing this is for an example i could take a ped model and say replace it with a ped stripper model but say the ped model has 10 variations of model parts to the model if i can delete textures then certian model parts for the different model variations will not show up leaving me with just the parts i wanna see... I know this sounds complicated but thru testing I have seen that this will work and as modding gtaiv advances we will need an ability to delete rename and add textures to wtd files not just replace..... As of right now I would just be happy with a delete option in the edit function for wtd files in spark iv.... I NEED TO DELETE TEXTURES. I have made this work so far by taking a wtd file from a different model and loading the textures into it.... Actually never mind me tring to explain how I made a custom texture file or why I want too it will hurt my brain too much to explain. I sent a pm about this request but did not get a reply hope you see this! Again I need to delete textures from a wtd file please help! (as in completely remove the texture and texture name from the wtd file.) Edited March 6, 2009 by Switch_Designs Link to comment Share on other sites More sharing options...
Gforce Posted March 7, 2009 Share Posted March 7, 2009 i've been asking him for weeks (2 months !!! ) on irc for add/delete/rename features in SparkIV. doing any kind of real modding experiments in IV is pretty much impossible without them and flicking between OpenIV and SparkIV is too much of a headache, so i just don't bother trying Link to comment Share on other sites More sharing options...
Rich246 Posted March 7, 2009 Share Posted March 7, 2009 (edited) I am getting this error pretty much out of the blue: I have the newest SparkIV, with Windows Vista Home Premium X64, no problems up untill now I get this error when I try to view any kind of model. See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box.************** Exception Text **************System.TypeInitializationException: The type initializer for 'System.Windows.Media.Animation.Storyboard' threw an exception. ---> System.TypeLoadException: Could not load type 'System.Windows.FreezeValueCallback' from assembly 'WindowsBase, Version=3.0.0.0, Culture=neutral, PublicKeyToken=31bf3856ad364e35'. at System.Windows.Media.Animation.Storyboard..cctor() --- End of inner exception stack trace --- at System.Windows.Media.Animation.Storyboard.GetComplexPathValue(DependencyObject targetObject, DependencyProperty targetProperty, EffectiveValueEntry& entry, PropertyMetadata metadata) at System.Windows.FrameworkElement.EvaluateBaseValueCore(DependencyProperty dp, PropertyMetadata metadata, EffectiveValueEntry& newEntry) at System.Windows.DependencyObject.EvaluateEffectiveValue(EntryIndex entryIndex, DependencyProperty dp, PropertyMetadata metadata, EffectiveValueEntry oldEntry, EffectiveValueEntry newEntry, OperationType operationType) at System.Windows.DependencyObject.UpdateEffectiveValue(EntryIndex entryIndex, DependencyProperty dp, PropertyMetadata metadata, EffectiveValueEntry oldEntry, EffectiveValueEntry& newEntry, Boolean coerceWithDeferredReference, OperationType operationType) at System.Windows.DependencyObject.InvalidateProperty(DependencyProperty dp) at System.Windows.FrameworkElement.UpdateStyleProperty() at System.Windows.FrameworkElement.OnInitialized(EventArgs e) at System.Windows.FrameworkElement.TryFireInitialized() at System.Windows.FrameworkElement.AddLogicalChild(Object child) at System.Windows.Controls.Decorator.set_Child(UIElement value) at System.Windows.Documents.AdornerDecorator.set_Child(UIElement value) at System.Windows.Forms.Integration.ElementHost..ctor() at RageLib.Models.ModelView.InitializeComponent() at RageLib.Models.ModelView..ctor() at SparkIV.Viewer.Models.ModelViewer.CreateControl(File file, IModelFile modelfile) at SparkIV.Viewer.Models.ModelViewer.GetView(File file) at SparkIV.Viewer.Viewers.GetControl(File file) at SparkIV.MainForm.PreviewFile(File file) at SparkIV.MainForm.PreviewOrEditFile(File file) at SparkIV.MainForm.lvFiles_MouseDoubleClick(Object sender, MouseEventArgs e) at System.Windows.Forms.Control.OnMouseDoubleClick(MouseEventArgs e) at System.Windows.Forms.ListView.WndProc(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)************** Loaded Assemblies **************mscorlib Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.3074 (QFE.050727-3000) CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll----------------------------------------SparkIV Assembly Version: 0.6.2.0 Win32 Version: 0.6.2.0 CodeBase: file:///C:/Users/Rich/Desktop/GTA%20IV%20Tools/SparkIV/SparkIV.exe----------------------------------------System.Windows.Forms Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000) CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll----------------------------------------System Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000) CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll----------------------------------------System.Drawing Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000) CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll----------------------------------------RageLib.Common Assembly Version: 0.6.2.0 Win32 Version: 0.6.2.0 CodeBase: file:///C:/Users/Rich/Desktop/GTA%20IV%20Tools/SparkIV/RageLib.Common.DLL----------------------------------------RageLib.FileSystem Assembly Version: 0.6.2.0 Win32 Version: 0.6.2.0 CodeBase: file:///C:/Users/Rich/Desktop/GTA%20IV%20Tools/SparkIV/RageLib.FileSystem.DLL----------------------------------------System.Xml Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.3074 (QFE.050727-3000) CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll----------------------------------------System.Configuration Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000) CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Configuration/2.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll----------------------------------------xfvo4q0o Assembly Version: 0.6.2.0 Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000) CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll----------------------------------------RageLib.Models Assembly Version: 0.6.2.0 Win32 Version: 0.6.2.0 CodeBase: file:///C:/Users/Rich/Desktop/GTA%20IV%20Tools/SparkIV/RageLib.Models.DLL----------------------------------------ICSharpCode.SharpZipLib Assembly Version: 0.85.5.452 Win32 Version: 0.85.5.452 CodeBase: file:///C:/Users/Rich/Desktop/GTA%20IV%20Tools/SparkIV/ICSharpCode.SharpZipLib.DLL----------------------------------------RageLib.Textures Assembly Version: 0.6.2.0 Win32 Version: 0.6.2.0 CodeBase: file:///C:/Users/Rich/Desktop/GTA%20IV%20Tools/SparkIV/RageLib.Textures.DLL----------------------------------------PresentationFramework Assembly Version: 3.0.0.0 Win32 Version: 3.0.6920.1500 built by: QFE CodeBase: file:///C:/Windows/assembly/GAC_MSIL/PresentationFramework/3.0.0.0__31bf3856ad364e35/PresentationFramework.dll----------------------------------------PresentationCore Assembly Version: 3.0.0.0 Win32 Version: 3.0.6920.1500 built by: QFE CodeBase: file:///C:/Windows/assembly/GAC_32/PresentationCore/3.0.0.0__31bf3856ad364e35/PresentationCore.dll----------------------------------------WindowsBase Assembly Version: 3.0.0.0 Win32 Version: 3.0.6920.1109 (lh_tools_devdiv_wpf.071009-1109) CodeBase: file:///C:/Windows/assembly/GAC_MSIL/WindowsBase/3.0.0.0__31bf3856ad364e35/WindowsBase.dll----------------------------------------WindowsFormsIntegration Assembly Version: 3.0.0.0 Win32 Version: 3.0.6920.1109 (lh_tools_devdiv_wpf.071009-1109) CodeBase: file:///C:/Windows/assembly/GAC_MSIL/WindowsFormsIntegration/3.0.0.0__31bf3856ad364e35/WindowsFormsIntegration.dll----------------------------------------************** JIT Debugging **************To enable just-in-time (JIT) debugging, the .config file for thisapplication or computer (machine.config) must have thejitDebugging value set in the system.windows.forms section.The application must also be compiled with debuggingenabled.For example:<configuration> <system.windows.forms jitDebugging="true" /></configuration>When JIT debugging is enabled, any unhandled exceptionwill be sent to the JIT debugger registered on the computerrather than be handled by this dialog box. I pasted it all, because I do not know what is important and what is not Edited March 7, 2009 by Rich246 Link to comment Share on other sites More sharing options...
Switch_Designs Posted March 7, 2009 Share Posted March 7, 2009 (edited) i've been asking him for weeks (2 months !!! ) on irc for add/delete/rename features in SparkIV. doing any kind of real modding experiments in IV is pretty much impossible without them and flicking between OpenIV and SparkIV is too much of a headache, so i just don't bother trying Well I have some really great mods waiting on an add/delete/rename feature and all i need now is to have the ability! Edited March 7, 2009 by Switch_Designs Link to comment Share on other sites More sharing options...
the hubster Posted March 8, 2009 Share Posted March 8, 2009 I need the ability to delete textures from a wtd file or to add new ones or at least the ability to rename a texture in a wtd file. My reason for needing this is for an example i could take a ped model and say replace it with a ped stripper model but say the ped model has 10 variations of model parts to the model if i can delete textures then certian model parts for the different model variations will not show up leaving me with just the parts i wanna see... I know this sounds complicated but thru testing I have seen that this will work and as modding gtaiv advances we will need an ability to delete rename and add textures to wtd files not just replace..... As of right now I would just be happy with a delete option in the edit function for wtd files in spark iv.... I NEED TO DELETE TEXTURES. I have made this work so far by taking a wtd file from a different model and loading the textures into it.... Actually never mind me tring to explain how I made a custom texture file or why I want too it will hurt my brain too much to explain. I sent a pm about this request but did not get a reply hope you see this! Again I need to delete textures from a wtd file please help! (as in completely remove the texture and texture name from the wtd file.) The tool G-Texture posted in this forum can do this for wtd Link to comment Share on other sites More sharing options...
bbydino05 Posted March 8, 2009 Share Posted March 8, 2009 yes is there a way i can mod with the latest patch cause i used the new york mod and it worked fine but if i want to do a suit mod it wont let me please respond Link to comment Share on other sites More sharing options...
gtaps2modder Posted March 8, 2009 Share Posted March 8, 2009 aru, can you help me a bit? I know that PC resources has got Zlib compression, but what about Xbox360 resources? What is compression type? Link to comment Share on other sites More sharing options...
gamerzworld Posted March 8, 2009 Share Posted March 8, 2009 aru, can you help me a bit? I know that PC resources has got Zlib compression, but what about Xbox360 resources? What is compression type? Zlib as well I believe. Link to comment Share on other sites More sharing options...
gtaps2modder Posted March 9, 2009 Share Posted March 9, 2009 Zlib is used on PC... On Xbox360 compresion is different. I started work on XTD viewer. Pixel format differentses between Xbox360 and PC textures writen in SparkIV sources. But there is no info about RES compression... Link to comment Share on other sites More sharing options...
Millenia Posted March 9, 2009 Share Posted March 9, 2009 I need the ability to delete textures from a wtd file or to add new ones or at least the ability to rename a texture in a wtd file. My reason for needing this is for an example i could take a ped model and say replace it with a ped stripper model but say the ped model has 10 variations of model parts to the model if i can delete textures then certian model parts for the different model variations will not show up leaving me with just the parts i wanna see... I know this sounds complicated but thru testing I have seen that this will work and as modding gtaiv advances we will need an ability to delete rename and add textures to wtd files not just replace..... As of right now I would just be happy with a delete option in the edit function for wtd files in spark iv.... I NEED TO DELETE TEXTURES. I have made this work so far by taking a wtd file from a different model and loading the textures into it.... Actually never mind me tring to explain how I made a custom texture file or why I want too it will hurt my brain too much to explain. I sent a pm about this request but did not get a reply hope you see this! Again I need to delete textures from a wtd file please help! (as in completely remove the texture and texture name from the wtd file.) Use G-Texture to delete stuff from the WTD. Link to comment Share on other sites More sharing options...
Rich246 Posted March 10, 2009 Share Posted March 10, 2009 Sorry to bump, but I am having a problem with SparkIV, I posted in this thead... here is a link to the post http://www.gtaforums.com/index.php?showtop...st&p=1059038313 Thanks, Rich Link to comment Share on other sites More sharing options...
DerPlaya78 Posted March 10, 2009 Share Posted March 10, 2009 (edited) @aru: ...little info on wft model hierachy: Add RageLib.Models.HierachyNode using System;using System.Collections.Generic;using System.Text;using System.IO;using RageLib.Common;using RageLib.Common.Resources;namespace RageLib.Models{ public class HierachyNode : IFileAccess { public uint Offset { get; private set; } public uint NameOffset { get; private set; } public string Name { get; private set; } public uint Unknown { get;private set; } public HierachyNode Sibling { get; private set; } public HierachyNode FirstChild { get; private set; } public HierachyNode Parent { get; private set; } public HierachyNode(BinaryReader br) { Read(br); } public HierachyNode(BinaryReader br, HierachyNode parent) { Parent = parent; Read(br); } #region IFileAccess Members public void Read(BinaryReader br) { Offset = (uint)br.BaseStream.Position; NameOffset = ResourceUtil.ReadOffset(br); long _position = br.BaseStream.Position; br.BaseStream.Seek(NameOffset, SeekOrigin.Begin); Name = ResourceUtil.ReadNullTerminatedString(br); br.BaseStream.Position = _position; Unknown = br.ReadUInt32(); uint _siblingOffset = ResourceUtil.ReadOffset(br); if (_siblingOffset > 0) { _position = br.BaseStream.Position; br.BaseStream.Seek(_siblingOffset, SeekOrigin.Begin); Sibling = new HierachyNode(br); br.BaseStream.Position = _position; } uint _firstChildOffset = ResourceUtil.ReadOffset(br); if (_firstChildOffset > 0) { _position = br.BaseStream.Position; br.BaseStream.Seek(_firstChildOffset, SeekOrigin.Begin); FirstChild = new HierachyNode(br); FirstChild.Parent = this; br.BaseStream.Position = _position; } uint _parentOffset = ResourceUtil.ReadOffset(br); if (_parentOffset > 0 && Parent != null) { if (_parentOffset != Parent.Offset) throw new Exception("parent missmatch"); } } public void Write(BinaryWriter bw) { throw new NotImplementedException(); } #endregion }} replace UnDocInfo in DrawableModel... br.BaseStream.Seek(modelInfoOffset, SeekOrigin.Begin); uint HierachyOffset = ResourceUtil.ReadOffset(br); br.BaseStream.Seek(HierachyOffset, SeekOrigin.Begin); ModelInfo = new HierachyNode(br); Edited March 11, 2009 by DerPlaya78 Link to comment Share on other sites More sharing options...
aru Posted March 11, 2009 Author Share Posted March 11, 2009 @DerPlaya78, thats the skeleton/bone hierarchy and it exists for any drawable (not just wfts). I have it implemented it into my local working copy already, just haven't checked it in yet Its coming soon I suppose.. I'll try to merge in your Collada export as well as the audio changes as well.. thanks for them! @Rich246... no idea what that bug is about... I'd suggest trying to reinstall .NET framework 3.5 @Gforce/Switch_Designs... add/del/rename is in the plan as well... just too many feature requests, and too little people to code them Link to comment Share on other sites More sharing options...
Rich246 Posted March 12, 2009 Share Posted March 12, 2009 @aru I already tried doing that, I even installed Sp1 for .net 3.5 Link to comment Share on other sites More sharing options...
DerPlaya78 Posted March 17, 2009 Share Posted March 17, 2009 (edited) @aru: some more stuff about models... RageLib.Models.Resource.Shaders.ShaderParamNames.ShaderParamNames - corresponds to the hash of names stored in fxc files RageLib.Models.Resource.MaterialInfoDataID - hashes are also in fxc files, there are many more possible texture types/names (dirtTexture, DamageTexture, etc) RageLib.Models.Resource.Models.Geometry.Unknown9 is an offset (ResourceUtil) - RageLib.Models.Resource.Models.Geometry.Unknown10 is the count of entries of the table at that offset - the table consists of short values which seem to be indices into the bone structure (flattened) - the blendindicies in VertexBuffers seem to be indexes into this table... PROOF: http://img23.imageshack.us/img23/9749/admiralwft.jpg more stuff in FragTypeChild: public void Read(BinaryReader br){ br.BaseStream.Seek(0x90, SeekOrigin.Current); uint offset = ResourceUtil.ReadOffset(br); if (offset != 0) { /* unknown start */ Unknown = br.ReadUInt32(); UnknownOffsets1 = new uint[4]; UnknownInts = new uint[4]; for (int i = 0; i < 4; i++) { UnknownOffsets1[i] = ResourceUtil.ReadOffset(br); } for (int i = 0; i < 4; i++) { UnknownInts[i] = br.ReadUInt32(); } UnknownOffset2 = ResourceUtil.ReadOffset(br); UnknownBytes1 = br.ReadBytes(200); UnknownOffset3 = ResourceUtil.ReadOffset(br); UnknownBytes2 = br.ReadBytes(200); UnknownOffset4 = ResourceUtil.ReadOffset(br); /* unknown end */... more stuff in FragTypeModel::Read() UnknownDamageData = new UnknownDamageData[childCount]; br.BaseStream.Seek(208, SeekOrigin.Begin); uint unknownDamageDataOffset = ResourceUtil.ReadOffset(br); if (unknownDamageDataOffset > 0) { for (int i = 0; i < childCount; i++) { br.BaseStream.Seek(unknownDamageDataOffset + i * 4, SeekOrigin.Begin); UnknownDamageData[i] = new UnknownDamageData(br); } }... and more public class UnknownDamageData : IFileAccess { public uint Offset { get; private set; } public byte[] UnknownBytes { get; private set; } // 192 public uint UnknownInt { get; private set; } public byte[] UnknownBytes2 { get; private set; } // 12 public float[] UnknownFloats { get; private set; } // [13] Weight ? public uint[] UnknownInts { get; private set; } // 2 public float[] UnknownFloats2 { get; private set; } // 2 public string Name { get; private set; } public UnknownDamageData(BinaryReader br) { Read(br); } #region IFileAccess Members public void Read(System.IO.BinaryReader br) { Offset = ResourceUtil.ReadOffset(br); br.BaseStream.Seek(Offset, SeekOrigin.Begin); UnknownBytes = br.ReadBytes(192); UnknownInt = br.ReadUInt32(); UnknownBytes2 = br.ReadBytes(12); UnknownFloats = new float[15]; for (int i = 0; i < 15; i++) UnknownFloats[i] = br.ReadSingle(); UnknownInts = new uint[2]; for (int i = 0; i < 2; i++) UnknownInts[i] = br.ReadUInt32(); UnknownFloats2 = new float[2]; for (int i = 0; i < 2; i++) UnknownFloats2[i] = br.ReadSingle(); Name = ResourceUtil.ReadNullTerminatedString(br); }... Edited March 18, 2009 by DerPlaya78 Link to comment Share on other sites More sharing options...
JostVice Posted March 17, 2009 Share Posted March 17, 2009 RageLib.Models.Resource.MaterialInfoDataID - hashes are also in fxc files, there are many more possible texture types/names (dirtTexture, DamageTexture, etc) That is pretty interesting, could you give more info about all the types/names of texture there are? Any example of model with them? Link to comment Share on other sites More sharing options...
DerPlaya78 Posted March 17, 2009 Share Posted March 17, 2009 these are just textures referenced in the shaders: - some are ordinary textures contained in the wtd files and processed in a special way by vertex/pixel shaders (dirt texture + diffuse texture + dirt color = dirty car - others are generated dynamically by vertex shaders (damageTexture) you can take a look at the shaders with this http://www.gtagarage.com/mods/show.php?id=5793 until we can use the shaders this is pretty useless info... Link to comment Share on other sites More sharing options...
jjcoolj91 Posted March 19, 2009 Share Posted March 19, 2009 just a question for aru I was wondering what you are starting to make as we havent heard much update from ya Link to comment Share on other sites More sharing options...
DerPlaya78 Posted March 19, 2009 Share Posted March 19, 2009 @aru: small change to DrawableModel: - add uint Offset Property to Resource.Skeletons - make Drawable.Skeleton in FragTypeModel a static Member of FragTypeModel - assign it to FragTypeChild.Drawable.Skeleton before FragTypeChild.Drawable.Read() This way you read the skeleton just once if it is the same for all FragTypeChilds (which it is in vehicle files) if (Skeleton == null || Skeleton.Offset != skeletonOffset) { if (skeletonOffset != 0) { br.BaseStream.Seek(skeletonOffset, SeekOrigin.Begin); Skeleton = new Skeleton(); Skeleton.Offset = skeletonOffset; Skeleton.Read(br); } } this is only true for FragTypeModel and makes no difference for ModelFile and ModelDictionary... Link to comment Share on other sites More sharing options...
jjcoolj91 Posted March 20, 2009 Share Posted March 20, 2009 @aru: small change to DrawableModel: - add uint Offset Property to Resource.Skeletons - make Drawable.Skeleton in FragTypeModel a static Member of FragTypeModel - assign it to FragTypeChild.Drawable.Skeleton before FragTypeChild.Drawable.Read() This way you read the skeleton just once if it is the same for all FragTypeChilds (which it is in vehicle files) if (Skeleton == null || Skeleton.Offset != skeletonOffset) { if (skeletonOffset != 0) { br.BaseStream.Seek(skeletonOffset, SeekOrigin.Begin); Skeleton = new Skeleton(); Skeleton.Offset = skeletonOffset; Skeleton.Read(br); } } this is only true for FragTypeModel and makes no difference for ModelFile and ModelDictionary... so i was wondering if you are going to plan to make anything for model import for simple things like weapons for a start seeing your the guy thats getting charge for the bigger picture of SparkIV Link to comment Share on other sites More sharing options...
DerPlaya78 Posted March 20, 2009 Share Posted March 20, 2009 I'm just helping a bit... aru is doing the work. I think model import is will have to a while longer. Opening/export is not 100% complete yet, there are still many unknown things and import will be a lot more complex... Link to comment Share on other sites More sharing options...
TomVDC Posted March 21, 2009 Share Posted March 21, 2009 Just to mention it, we need a new version of Spark because of the title update. Thanks in advance, Tom Link to comment Share on other sites More sharing options...
jjcoolj91 Posted March 21, 2009 Share Posted March 21, 2009 I'm just helping a bit... aru is doing the work.I think model import is will have to a while longer. Opening/export is not 100% complete yet, there are still many unknown things and import will be a lot more complex... i see i see,hope you can figure out how to get something done with that but it would be nice to see some new addition on SparkIV modding support, were bored out of our mind waiting for something new Link to comment Share on other sites More sharing options...
gamerzworld Posted March 21, 2009 Share Posted March 21, 2009 Compiled a version that finds the key in the version 3 exe. http://gzwn.net/Documents/SparkIV%200.6.2%20r2.rar Aru, new key offset is at 0xB75C9C. Link to comment Share on other sites More sharing options...
TomVDC Posted March 22, 2009 Share Posted March 22, 2009 Thanks man, It might be just me but it doesn't want to start up. I get an error when I try too but it isn't the one saying that your gtaiv.exe has been modified or something like that. Does anyone else have this problem? grtz Tom Link to comment Share on other sites More sharing options...
aoxsystems Posted March 22, 2009 Share Posted March 22, 2009 Thanks man, It might be just me but it doesn't want to start up. I get an error when I try too but it isn't the one saying that your gtaiv.exe has been modified or something like that. Does anyone else have this problem? grtz Tom same here,it worked fine before 1.0.3.0 patch Link to comment Share on other sites More sharing options...
gtafirestorm Posted March 22, 2009 Share Posted March 22, 2009 Thanks man, It might be just me but it doesn't want to start up. I get an error when I try too but it isn't the one saying that your gtaiv.exe has been modified or something like that. Does anyone else have this problem? grtz Tom same here,it worked fine before 1.0.3.0 patch If you are making sparkiv work with the new patch you are breaking forum rules! Well hell the whole program breaks forum rules and even just mods in general break the forum rules.... Look here and see what a GTA forums mod has to say about making mods work with GTAIV and it's new patch: http://www.gtaforums.com/index.php?showtop...entry1059081683 Link to comment Share on other sites More sharing options...
red caste Posted March 22, 2009 Share Posted March 22, 2009 Nevermind, xD Link to comment Share on other sites More sharing options...
gamerzworld Posted March 22, 2009 Share Posted March 22, 2009 (edited) Thanks man, It might be just me but it doesn't want to start up. I get an error when I try too but it isn't the one saying that your gtaiv.exe has been modified or something like that. Does anyone else have this problem? grtz Tom same here,it worked fine before 1.0.3.0 patch If you are making sparkiv work with the new patch you are breaking forum rules! Well hell the whole program breaks forum rules and even just mods in general break the forum rules.... Look here and see what a GTA forums mod has to say about making mods work with GTAIV and it's new patch: http://www.gtaforums.com/index.php?showtop...entry1059081683 I know that he's been banned but I'll still explain. If you read the EULA of just about any game, it basically says you can't mod the game. Are they really going to come after you if you mod the game? No. Then why do they put that in the EULA? Simple. To cover their asses if they get sued over some kind of mod. They can just say the person violated the EULA and the charges have to be dropped. @ ~Vic Vance~ & aoxsystems The current version posted by Aru hasn't been updated to find the encryption key in the new exe. The version above Vic Vance I compiled with the new location. Edited March 22, 2009 by gamerzworld Link to comment Share on other sites More sharing options...
FabioGNR Posted March 24, 2009 Share Posted March 24, 2009 Is there already support for V3? Link to comment Share on other sites More sharing options...
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