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[REL|BIN/SRC|Beta] SparkIV


aru
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Preview feature is nice but some textures are not displayed correctly. Most are, but a few have oddball colors. For example pc\data\maps\jersey\nj_01.img - nj01_korean2.wtd

 

Many of the ones that are displayed incorrectly, also have ludicrously long filenames. Example:

nj01_shop35front_snj01_redbrickblockwin1_snj01_redbrickblockwin2_s.dds

cry.gif

 

Also, some of the wtd's simply don't have textures (probably used for linking to other wtds, as defined in txdp section of the IDEs). Might be handy to list the number of textures in the preview, or even just in the window title; "Spark IV - Preview - njlights.wtd (0 textures)".

 

edit: Jost_vice beat me to it, it seems. ah well. that'll teach me to sleep tounge.gif

 

But i digress. Any progress padding the models? Will be helpful for testing stuff ingame icon14.gif

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@Jost_Vice... interesting... I guess it only happens for DXT1 textures. There must be something wrong with my decoder.

Or maybe they simply use the 3 color channels to store 3 monochrome textures, and mix, colorize and scale them in the shaders? Would explain the big ass filenames which essentially consist of 3 separate texture names...

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@Jost_Vice... interesting... I guess it only happens for DXT1 textures. There must be something wrong with my decoder.

Or maybe they simply use the 3 color channels to store 3 monochrome textures, and mix, colorize and scale them in the shaders? Would explain the big ass filenames which essentially consist of 3 separate texture names...

Yup, I think thats what it pretty much is. Infact, looking at some of those weird looking textures and how they overlay, theres nothing else they could be. I'm guessing they just merged 3 alpha channels into a DXT1 texture to get better quality alphas than DXT3/5. Note that the filename of the texture is essentially the combination of 3 other textures in the same wtd.

 

I tried dumping the raw data into a DDS file and loading it up with Paint.NET and got the same effect, so its not my code (phew!). smile.gif

 

@DexX... what do you mean by padding the models?

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Great job. Opens everything in PC/DATA/CDIMAGES and PC/MODELS/CDIMAGES.

Pretty good.

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Great tool. It cured my boredom by making me extract all the radar textures and put them together to one big map.

 

user posted image

 

Shifty41s_beerhatsmilie2.gif

Great work, now we need someone to put all weapon/armor/health/flying rats/?... locations on the map tounge.gif.

ya, like this

http://ian-albert.com/misc/gamemaps/gtasa/...asa-all-1.0.jpg tounge.gif

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Awesome.

Does anyone know where are all the models and textures for Niko are kept? I haven't found any niko.img or player.img.

There is a playerped.rpf in the \pc\models\cdimages folder.. Think that contains the player models/textures.

That's for the multiplayer character.

actually it seems like the multiplayer characters are in componentpeds.img. I'm pretty sure playerped.rpf is, in fact, niko's character.

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I found the models and textures for the fingerless gloves. So that means that they are in the game, just either Rockstar hasn't put in a way to unlock them or no has just found that way. It should be really easy to make the gloves replace normal hands, we just need this thing to be able to import files into rpf's, cause that's where all player models and textures are.

 

I just found those opened suits that were in the console game too. Goddamn, I can't wait until you make it possible to save rpf's too.

Edited by simkas
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Great work they have done here.

Wan, you can import the pictures whom I may ask.

Will be possible?

 

Thanks for the great editor he is very nice work

 

Jessy l.g

 

inlove.gifinlove.gifinlove.gifinlove.gif

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Wait a second, the playerped.rpg has all the textures and models for the player model, but neither the normal maps or specular maps are in it. Where are those?

 

 

EDIT:

Is there any progress on making this tool import textures into rpf's? You really need to add that. It'd be awesome.

Edited by simkas
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Nice, indeed... but why can't it open the unarchived wtd's (ex. fonts.wtd)?

It can. You just have to trick it by replacing an archived texture with an unarchived texture using the import command. I guessing that Aru forgot that there are some textures are outside of RPFs/IMGs and didn't put an option to view separate wtd files.

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hey guys i have a problem with the program.. every time i press a button like open,save,import,export i get an error something like unhandled exception. what is wrong??

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hey guys i have a problem with the program.. every time i press a button like open,save,import,export i get an error something like unhandled exception. what is wrong??

Are your files in read-only mode ? I got an error when they are write-protected.

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no they are not.. this is the error i get:

 

Unhandled exception has occured in your application. If you click Continue, the application will ignore this error and attempt to continue. If you click Quit, the application will close immediately

 

Method not found: 'System.String

System.Windows.Forms.OpenFileDialog.get_SafeFileName()'

 

 

See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box.************** Exception Text **************System.MissingMethodException: Method not found: 'System.String System.Windows.Forms.OpenFileDialog.get_SafeFileName()'.  at q.g(Object A_0, EventArgs A_1)  at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)  at System.Windows.Forms.ToolStripButton.OnClick(EventArgs e)  at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)  at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)  at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)  at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)  at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)  at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)  at System.Windows.Forms.Control.WndProc(Message& m)  at System.Windows.Forms.ScrollableControl.WndProc(Message& m)  at System.Windows.Forms.ToolStrip.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: 2.0.50727.42 (RTM.050727-4200)   CodeBase: file:///C:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll----------------------------------------SparkIV   Assembly Version: 0.4.5.0   Win32 Version: 0.4.5.0   CodeBase: file:///C:/Program%20Files/Rockstar%20Games/DOWNLOADS/SparkIV-0.4.5/SparkIV.exe----------------------------------------System.Windows.Forms   Assembly Version: 2.0.0.0   Win32 Version: 2.0.50727.42 (RTM.050727-4200)   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: 2.0.50727.42 (RTM.050727-4200)   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: 2.0.50727.42 (RTM.050727-4200)   CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.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.

 

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I've got problem with your tool.

If i click continue, i have a error.

I have .NET Framework from IV disc (i don't know it's 3.0 or 3.5)

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RPF rebuilding would be good because it will finally make us able to use FINGERLESS GLOVES!

Grand Theft Auto IV\pc\models\cdimages\playerped.rpf

contains file

hand_diff_001_a_whi.wtd

Which is fingerless gloves texture. There's also a seperate model.

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I have a question for you.

I read with some pictures which they can import, because I misunderstood something or is this yet?

 

inlove.gifinlove.gif

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Aru, I really want to know how I can use this program to extract sound files from the audio rpf files. I use SparkIV to extract a folder full of files from the audio section of the game, but in that folder aren't any audio filetypes, just files without a filetype. Is there anyway to extract proper audio files from rpf files or are the files inside them meant to be a certain filetype or what?

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user posted image

 

Aru you know you can work the audio format of these tracks? can make it compatible with the RPF audio? as able to know when I draw an even extandar not have any compression? be great if we could alter these tracks, and edit, apply new voices GPS, radio etc

 

The community needs this tool, you can edit the news, putting real news, and royal courts of radio, advertising etc, that will make this game bigger

 

Many thanks Aru. sorry for my english, greetings.

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Can you make, to open Xbox files of IV? (textures)

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