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[REL|BIN/SRC|Beta] SparkIV


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The DLC files is most likely already hidden somewhere in the current IV files. They are just not activated.

What's the obsession with people thinking that the DLC content is already done? IF THE DLC WAS DONE, IT WOULD HAVE BEEN f*ckING RELEASED ALREADY. Even if it WAS done and in the games files, don't you think people would have found the files already? I mean, the 360 version's files have been cracked open for ages now.

The DLC files is most likely already hidden somewhere in the current IV files. They are just not activated.

What's the obsession with people thinking that the DLC content is already done? IF THE DLC WAS DONE, IT WOULD HAVE BEEN f*ckING RELEASED ALREADY. Even if it WAS done and in the games files, don't you think people would have found the files already? I mean, the 360 version's files have been cracked open for ages now.

Look into vehicles.img and find bikes not used in the game but is on the official screens for the DLC. The weapons introduced for the lost and damned are not in weapons.img, but could be somewhere else. Not saying it's in the game files already, but it wouldn't surprise me if it were. And it's not released, because it may not be fully finished, or they would have set a special release date for it.

Is it just me or is any attempt to replace script files with it's self or a different script futile? I tried replacing a Gambetti mission I'm about to do with a debug script I found. After saving the IMG file and rebuilding it (I've also tried rebuilding and then saving), the game just crashes at the main loading screen. So I thought that maybe the mission file is critical to the game's start up. So I replaced my edited Gamebetti mission file with the original file...and the game still crashes. If I replace the once modified IMG file with a clean never edited IMG file, the game works again. I'm using the magic patch and there is an original file with the .magic in the folder.

 

Another problem I'm having, when I go to use the searchbox, the program crashes.

 

I'm running Vista Home Premium x64.

Edited by gamerzworld
The DLC files is most likely already hidden somewhere in the current IV files. They are just not activated.

What's the obsession with people thinking that the DLC content is already done? IF THE DLC WAS DONE, IT WOULD HAVE BEEN f*ckING RELEASED ALREADY. Even if it WAS done and in the games files, don't you think people would have found the files already? I mean, the 360 version's files have been cracked open for ages now.

Look into vehicles.img and find bikes not used in the game but is on the official screens for the DLC. The weapons introduced for the lost and damned are not in weapons.img, but could be somewhere else. Not saying it's in the game files already, but it wouldn't surprise me if it were. And it's not released, because it may not be fully finished, or they would have set a special release date for it.

Holy sh*t, you're right. There's like 9 unused bikes with all kinds of biker-ish sounding names like "hellfury" or "daemon". There's also the good old "angel" bike there, that was in some previous GTA's. I'm gonna try to make those bikes to replace the zombie bike, maybe that'll work.

Great job aru! It's really impressive that you made something that quick!

 

I'm working on a first snowmod now, for that I need for example the road textures. I can find them and extract them with your tool to BMP's. I can edit them in Photoshop, but how do I import them again? I tried with Resoursaur but I got the error that the file must be a multiply of 4096 bytes... How can I solve this problem? It would open a large bunch of oppertunities!

 

Thx,

 

jumbo0

Great job aru! It's really impressive that you made something that quick!

 

I'm working on a first snowmod now, for that I need for example the road textures. I can find them and extract them with your tool to BMP's. I can edit them in Photoshop, but how do I import them again? I tried with Resoursaur but I got the error that the file must be a multiply of 4096 bytes... How can I solve this problem? It would open a large bunch of oppertunities!

 

Thx,

 

jumbo0

indeed it would

I have a question.

Why does it take so long are the new version comes.

I see in other forums that it gave Reales a lot for other editor, but why does it take so long to IVspark is reales?.

 

We want to import all our new files, but why does it take so long?

icon13.gificon13.gifnotify.gifsleepy.gif

I have a question.

Why does it take so long are the new version comes.

I see in other forums that it gave Reales a lot for other editor, but why does it take so long to IVspark is reales?.

 

We want to import all our new files, but why does it take so long?

icon13.gificon13.gifnotify.gifsleepy.gif

Are you kidding us ?

It hasn't been a month since GTA IV is out... Be patient !!

 

Or pay Aru a lot of $$$...

I have a question.

Why does it take so long are the new version comes.

I see in other forums that it gave Reales a lot for other editor, but why does it take so long to IVspark is reales?.

 

We want to import all our new files, but why does it take so long?

icon13.gif  icon13.gif  notify.gif  sleepy.gif

Are you kidding us ?

It hasn't been a month since GTA IV is out... Be patient !!

 

Or pay Aru a lot of $$$...

Indeed be patient.

Please excuse the so what I write

 

I am just very hefftig it with you wear them.

I'm very impatient, so I wrote this,,,

 

I apologized to please many

 

wan someone knows the extent of what may be the day?

 

sorry again, I do not want to enrage

 

moto_whistle.gifmoto_whistle.gifmoto_whistle.gif

I have this following problem with Spark IV:

Every time I try to open a file, an error message appears saying:

''Access to the path [location of the file] is denied'' What's wrong?

Nevermind

 

Is it possible to watch models with textures, not just blank?

Edited by Rautatie

@johanz... update to .NET 3.5... or install .NET 2.0 SP1. Apparently installing .NET 3.0 doesn't install .NET 2.0 SP1 which is what causes this problem. In the next version, I'm going to try avoiding using anything SP1 specific.

 

@Rautatie... currently no, maybe in a later release.

 

@jessy-maus... if you don't like it, don't use it.

 

@simkas... next version should have experimental RPF import.

 

@jumbo0... someone else from here has promised to work on a WTD editing tool... so I won't be spending much time on writing an importer... because I know that someone will do an awesome job at it smile.gif

 

@gamerzworld... thanks, that bug should be fixed in the next version.

 

@City_Poke912/Kakashevich/Hollaz... if you know a little about the way xbox360 content updates are published, you'll know that they are published in 1 compressed/encrypted/digitally signed archive for which no-known extractor exists. Even if I were to spend time on the 360 formats, it wouldn't do any good.

 

@Machienzo/LaMuerteX... Audio RPF files are RPF v3 archives. RPF v3 archives don't contain any filenames, but instead hashes of the filenames. What you see there is the hash value, and without a hash->name mapping, its impossible to get the name out.

 

@Machienzo/LaMuerteX... Audio RPF files are RPF v3 archives. RPF v3 archives don't contain any filenames, but instead hashes of the filenames. What you see there is the hash value, and without a hash->name mapping, its impossible to get the name out.

There seems to be a naming structure in the .datXX files within the /pc/audio/config folder if you want to check that out. (I know the names are pertaining to files in the RPFs because I was able to add songs to the Social Club video editor by using file names within the file's hex combined with the file that controls the clip editor songs.)

@ Aru: Thanks for your anwser man! You have any idea when that person will finish his tool? (Or what his name is?)

I think he meant OpenIV wink.gif

Yeah, but if I have to wait untill that comes out... sad.gif

 

Aru makes his stuff good and quick! So if you CAN make an importer, maybe it would be very handy! blush.gif

@ Aru: Thanks for your anwser man! You have any idea when that person will finish his tool? (Or what his name is?)

I think he meant OpenIV wink.gif

Yeah, but if I have to wait untill that comes out... sad.gif

 

Aru makes his stuff good and quick! So if you CAN make an importer, maybe it would be very handy! blush.gif

no, I don't mean OpenIV. I have no idea what OpenIV will support.

@ Aru: Thanks for your anwser man! You have any idea when that person will finish his tool? (Or what his name is?)

I think he meant OpenIV wink.gif

Yeah, but if I have to wait untill that comes out... sad.gif

 

Aru makes his stuff good and quick! So if you CAN make an importer, maybe it would be very handy! blush.gif

no, I don't mean OpenIV. I have no idea what OpenIV will support.

 

no, I don't mean OpenIV. I have no idea what OpenIV will support.

 

Ow ok... Well guess we have to wait then smile.gif

New version 0.5.0. First post updated with download links @ here.

 

Full set of version 0.5.0 Features

- New "Browse" feature loads up GTAIV directory into view allowing easy access to open IMG/RPF files, as well as previewing resource files not in archives.

- Experimental support for saving RPF files (hasn't been extensively tested)

- Experimental support for previewing script (*.sco) files in a pseudo C-like decompiled form as well as a disassembled form.

- Support for previewing XML and other text files

- Support for previewing Model Dictionary (*.wdd) files

- Experimental support for texture mapping in model preview (will automatically load filename.wtd if present or display textures embedded in model -- mapping may not be accurate for all models!)

- Model meshes without textures will now show in a random colour

- Model preview has a tree control allowing to view submeshes

- Model preview allows viewing model in wireframe mode (might be slow)

- Some minor bug fixes

 

Merry Christmas!

Edited by aru
New version 0.5.0. First post updated with download links @ here.

 

Full set of version 0.5.0 Features

- New "Browse" feature loads up GTAIV directory into view allowing easy access to open IMG/RPF files, as well as previewing resource files not in archives.

- Experimental support for saving RPF files (hasn't been extensively tested)

- Experimental support for previewing script (*.sco) files in a pseudo C-like decompiled form as well as a disassembled form.

- Support for previewing XML and other text files

- Support for previewing Model Dictionary (*.wdd) files

- Experimental support for texture mapping in model preview (will automatically load filename.wtd if present or display textures embedded in model -- mapping may not be accurate for all models!)

- Model meshes without textures will now show in a random colour

- Model preview has a tree control allowing to view submeshes

- Model preview allows viewing model in wireframe mode (might be slow)

- Some minor bug fixes

 

Merry Christmas!

AWESOME!

Wait, can we import files into rpf's now?

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