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aru

[REL|BIN/SRC|Beta] SparkIV

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Switch_Designs

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 by Switch_Designs

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Gforce

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 confused.gif

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Rich246

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 by Rich246

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Switch_Designs

 

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 confused.gif

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 by Switch_Designs

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the hubster
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

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bbydino05

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

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gtaps2modder

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?

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gamerzworld
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.

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gtaps2modder

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...

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Millenia
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.

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DerPlaya78

@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 by DerPlaya78

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aru

@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 smile.gif 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 smile.gif

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Rich246

@aru I already tried doing that, I even installed Sp1 for .net 3.5

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DerPlaya78

@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 by DerPlaya78

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JostVice

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?

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DerPlaya78

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 wink.gif

- 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...

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jjcoolj91

just a question for aru

 

I was wondering what you are starting to make as we havent heard much update from ya

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DerPlaya78

@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...

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jjcoolj91
@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

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DerPlaya78

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...

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TomVDC

Just to mention it, we need a new version of Spark because of the title update.

 

Thanks in advance,

Tom

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jjcoolj91
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

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TomVDC

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

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aoxsystems
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

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gtafirestorm
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

 

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red caste

Nevermind, xD

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gamerzworld

 

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 by gamerzworld

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FabioGNR

Is there already support for V3?

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