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GooD-NTS

General OpenIV Discussion and Announcements

Recommended Posts

jpm1

FANTASTIC

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Gravarty

So, is it also possible to change the park coordinates and cars?

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EncryptedReality

 

So, is it also possible to change the park coordinates and cars?

Yes, it is possible for a long time now. Use GIMS if you want to do it

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jpm1

 

So, is it also possible to change the park coordinates and cars?

i'm not sure to understand it well . but if your meant parking coordinates and cars spawning slots . there is a very simple way to do it , it's to export wpl to opl format using open iv . and then edit the coordinates (cars section) using any text editor (i recommend notepad ++)

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aacclapd
So, is it also possible to change the park coordinates and cars?

i'm not sure to understand it well . but if your meant parking coordinates and cars spawning slots . there is a very simple way to do it , it's to export wpl to opl format using open iv . and then edit the coordinates (cars section) using any text editor (i recommend notepad ++)

GIMS IV and 3dsmax is to change coordinates knowing where are you moving the cars.

also you can add new car parked cars. but with notepad you dont know where is the car exactly so i recommend you to use GIMS IV and 3dsmax but you dont have to export again, just change the coordinates in the .opl text format according to the car in the 3dsmax scene.

did i explain my self? jajaj tounge2.gif

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jpm1

it's very easy to know where the car is using notepad method . just let GTA IV running windowed , and enter the coordinates with teleport option of a trainer . i use GTA control center myself which allows keyboard shortcuts customisation and with my G15 it makes modding a breeze

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aacclapd
it's very easy to know where the car is using notepad method . just let GTA IV running windowed , and enter the coordinates with teleport option of a trainer . i use GTA control center myself which allows keyboard shortcuts customisation and with my G15 it makes modding a breeze

i havent thought about that. works also (even better jajaja)

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jpm1

lol

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aacclapd

GooD, any chance of supporting shaders editing?

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GooD-NTS

 

GooD, any chance of supporting shaders editing?

Do you mean *.fxc files from "\common\shaders\*\" folder? If so, here is no chance to edit those files.

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Jestic
GooD, any chance of supporting shaders editing?

Do you mean *.fxc files from "\common\shaders\*\" folder? If so, here is no chance to edit those files.

How did VisualIV and ENB\iCE edit these files, you know?

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GooD-NTS
GooD, any chance of supporting shaders editing?

Do you mean *.fxc files from "\common\shaders\*\" folder? If so, here is no chance to edit those files.

How did VisualIV and ENB\iCE edit these files, you know?

Maybe with HEX or something like it. I dont't know.

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GooD-NTS

 

user posted image

 

OpenIV is unique project which allow you to work with two games - Grand Theft Auto IV and Max Payne 3. And today we proud to give to you new features for each of this games. First, at last you able to full edit Max Payne 3 RPF archives and start modding for this great game. Second, for Grand Theft Auto IV we are add a new long-expected openFormats for Nav mesh files (.wnv) which allow you to create PEDs paths on your own maps soon. Of course this is not all changes, full list is available here: http://openiv.com/bugs/changelog_page.php

 

 

 

Download OpenIV 1.2

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_CP_
So can we edit now WDR and WTD from MP3?

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GooD-NTS
So can we edit now WDR and WTD from MP3?

No. You can edit and create RPF archives not WDR models or WTD textures.

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aacclapd
GooD, any chance of supporting shaders editing?

Do you mean *.fxc files from "\common\shaders\*\" folder? If so, here is no chance to edit those files.

yes, i mean .fxc files.

i bet is really difficult to find a way to edit those files, isnt it?

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aacclapd

 

OpenIV is unique project which allow you to work with two games - Grand Theft Auto IV and Max Payne 3. And today we proud to give to you new features for each of this games. First, at last you able to full edit Max Payne 3 RPF archives and start modding for this great game. Second, for Grand Theft Auto IV we are add a new long-expected openFormats for Nav mesh files (.wnv) which allow you to create PEDs paths on your own maps soon. Of course this is not all changes, full list is available here:

 

thats a really nice job.!

i thought i would have to wait like 1-2 years to see that you'll fully support navimesh files.

now is 3doomer's job to make GIMS IV able to import navimeshes.

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Chipsman

 

yes, i mean .fxc files.

i bet is really difficult to find a way to edit those files, isnt it?

 

it's unreal to edit them)

 

you can decompile them and get asm-code listing (it's easy (for example, RageShaderInfo tool also can do this)),

theoretically you can 'compile' this code back (I think, but I'm not sure, if you have the same version of compiler and set same compilation params... maybe it's real)

 

but it's not easy to read and understand shader asm-code, you need to make a lot of effort to bring it in 'readable form' like HLSL (I personally have taken a long time for 'reversing' of iv's terrain blend shaders for openIV)

 

and most importantly: you can't add your own params to shader because you don't have ability to set them from game code

Edited by Chipsman

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jpm1

open iv error system that tells you where the error is i a feature very useful that i rarely saw on a program . generally the prog crashes , makes the whole pc to freeze and you begin smelling something that's is burning somewhere , lol

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lpgunit
user posted image

 

OpenIV is unique project which allow you to work with two games - Grand Theft Auto IV and Max Payne 3. And today we proud to give to you new features for each of this games. First, at last you able to full edit Max Payne 3 RPF archives and start modding for this great game. Second, for Grand Theft Auto IV we are add a new long-expected openFormats for Nav mesh files (.wnv) which allow you to create PEDs paths on your own maps soon. Of course this is not all changes, full list is available here: http://openiv.com/bugs/changelog_page.php

 

 

 

Download OpenIV 1.2

Custom navigation meshes are now supported in OpenIV? NICE! Now the only one I'm waiting for is WFT support so that I can now do vehicles for IV. biggrin.gif

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T-ru

@GooD-NTS: Incredible work icon14.gificon14.gificon14.gif

 

I have two questions i hope they are relevance smile.gif :

 

1. How to control lights hours working service of the lapms and windows, i mean to change when they to start lighting and when to stop?

2. Where is the paremetres of the sun, is there a some images or values, in which files?

 

Thanks smile.gif

Edited by T-ru

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aacclapd
yes, i mean .fxc files.

i bet is really difficult to find a way to edit those files, isnt it?

 

it's unreal to edit them)

 

you can decompile them and get asm-code listing (it's easy (for example, RageShaderInfo tool also can do this)),

theoretically you can 'compile' this code back (I think, but I'm not sure, if you have the same version of compiler and set same compilation params... maybe it's real)

 

but it's not easy to read and understand shader asm-code, you need to make a lot of effort to bring it in 'readable form' like HLSL (I personally have taken a long time for 'reversing' of iv's terrain blend shaders for openIV)

 

and most importantly: you can't add your own params to shader because you don't have ability to set them from game code

that's ok man. thanks for your efforts.

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GooD-NTS

 

Custom navigation meshes are now supported in OpenIV? NICE!
thats a really nice job.!

i thought i would have to wait like 1-2 years to see that you'll fully support navimesh files.

NavMesh formats is completely Chipsman's achievement, he work for it last two months while I was busy with other things.

 

ps: Today I was release some hot-fix...

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aacclapd
Custom navigation meshes are now supported in OpenIV? NICE!
thats a really nice job.!

i thought i would have to wait like 1-2 years to see that you'll fully support navimesh files.

NavMesh formats is completely Chipsman's achievement, he work for it last two months while I was busy with other things.

 

ps: Today I was release some hot-fix...

 

when i say "you", i mean all you guys that are working on the project.

anyways, Good work Chipsman.! smile.gif

 

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Chipsman

@T-ru

1) It's the last parameter of tobj(or tanm if object is also animated) section from .ide files,

for example here is the first line from manhat02.ide:

 

250BwayNGT_MH2, emissive_parent_mh2, 150, 12582912, 0, -57.6225, -58.5133, -52.4492, 57.5785, 58.5132, 52.4492, -0.0219994, -1.90735e-005, 3.8147e-006, 97.4296, null, 33030271

each bit from 0 to 23 represents the hour in game, if bit = 1 it means that the object is visible in game at the moment,

so 33030271d = 0000 0001 1111 1000 0000 0000 0111 1111b, this object is visible from 7 p.m. (19:00) to 7 a.m. (07:00).

You can use windows calculator in Programmer mode to set necessary bits. Also you can use GIMS (see "IDE OBJS/TOBJ/ANIM editor" tabgroup)

2) look at timecyc.dat file from data folder, there are a few tools to edit that file, for example EditIV

 

@all

Thanks for your support))

 

 

 

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T-ru

@Chipsman

Thanks cookie.gifcookie.gif

Finaly i looking about this lights hours working service too long.

Keep it up with good work thanks guys icon14.gificon14.gif

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jpm1

 

@T-ru

1) It's the last parameter of tobj(or tanm if object is also animated) section from .ide files,

for example here is the first line from manhat02.ide:

 

250BwayNGT_MH2, emissive_parent_mh2, 150, 12582912, 0, -57.6225, -58.5133, -52.4492, 57.5785, 58.5132, 52.4492, -0.0219994, -1.90735e-005, 3.8147e-006, 97.4296, null, 33030271

each bit from 0 to 23 represents the hour in game, if bit = 1 it means that the object is visible in game at the moment,

so 33030271d = 0000 0001 1111 1000 0000 0000 0111 1111b, this object is visible from 7 p.m. (19:00) to 7 a.m. (07:00)...

 

Chipsman what nationality are you so we can search for the appropriate translator . i believe you and Good do not live on our planet according to the work you did in open IV icon14.gif

Edited by jpm1

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Jestic

 

.black dev team,

 

I almost cried today when I saw all my tags inside img archives were gone.

 

I guess this is due to the new version.

 

Is there any way to restore them?

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GooD-NTS

 

.black dev team,

I almost cried today when I saw all my tags inside img archives were gone.

I guess this is due to the new version.

Is there any way to restore them?

hm... it strange. OpenIV is not rewrite tags file while updating.

Check this file: [systemDrive]:\Users\[userName]\AppData\Roaming\New Technology Studio\OpenIV\pc\[GameID]\Tags.xml

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Jestic
.black dev team,

I almost cried today when I saw all my tags inside img archives were gone.

I guess this is due to the new version.

Is there any way to restore them?

hm... it strange. OpenIV is not rewrite tags file while updating.

Check this file: [systemDrive]:\Users\[userName]\AppData\Roaming\New Technology Studio\OpenIV\pc\[GameID]\Tags.xml

I see, previous openiv was set to EFLC as default game, Now it was set to IV, I swapped them and it's good now, thanks. smile.gif

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