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General OpenIV Discussion and Announcements


GooD-NTS
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5d64ab412205193.jpg

Sometimes openIV stops working correctly and that it will no longer show files. The right pane won't show files.

 

d998a3412204525.jpg

Something is apparently wrong, when reading a binary file under text editor.

Some random text being displayed which isn't a part of file.

Edited by fastman92
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PißWasser

@GooD-NTS

 

Do you have any idea what is in the .ytyp files? for example GTA V/x64h.rpf/levels/gta/interiors/v_int_68.rpf/v_int_68.ytyp?

 

And do you know what's in the _manifest.ymf files?

 

You see I'm working on this mod here:https://www.gta5-mods.com/misc/real-brands-project

 

I have noticed that most interiors have a lot of their own .ytd and .ydr files, but also use some textures and models that are not in the .rpf.

I can't find those models anywhere, so I thought maybe the .ytyp is like an .ini file that gets the information about what textures and models to place in the interior and also where?

 

 

Hope I have explained my problem well enough, my english is not too good

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@GooD-NTS

 

Do you have any idea what is in the .ytyp files? for example GTA V/x64h.rpf/levels/gta/interiors/v_int_68.rpf/v_int_68.ytyp?

 

And do you know what's in the _manifest.ymf files?

 

You see I'm working on this mod here:https://www.gta5-mods.com/misc/real-brands-project

 

I have noticed that most interiors have a lot of their own .ytd and .ydr files, but also use some textures and models that are not in the .rpf.

I can't find those models anywhere, so I thought maybe the .ytyp is like an .ini file that gets the information about what textures and models to place in the interior and also where?

 

 

Hope I have explained my problem well enough, my english is not too good

.ytyp files are binary replacement of .ide files.
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PißWasser

 

@GooD-NTS

 

Do you have any idea what is in the .ytyp files? for example GTA V/x64h.rpf/levels/gta/interiors/v_int_68.rpf/v_int_68.ytyp?

 

And do you know what's in the _manifest.ymf files?

 

You see I'm working on this mod here:https://www.gta5-mods.com/misc/real-brands-project

 

I have noticed that most interiors have a lot of their own .ytd and .ydr files, but also use some textures and models that are not in the .rpf.

I can't find those models anywhere, so I thought maybe the .ytyp is like an .ini file that gets the information about what textures and models to place in the interior and also where?

 

 

Hope I have explained my problem well enough, my english is not too good

.ytyp files are binary replacement of .ide files.

 

Thank you for your answer, but what is in those files then? I don't really know anything about .ide files either :whistle:

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@GooD-NTS

 

Do you have any idea what is in the .ytyp files? for example GTA V/x64h.rpf/levels/gta/interiors/v_int_68.rpf/v_int_68.ytyp?

 

And do you know what's in the _manifest.ymf files?

 

You see I'm working on this mod here:https://www.gta5-mods.com/misc/real-brands-project

 

I have noticed that most interiors have a lot of their own .ytd and .ydr files, but also use some textures and models that are not in the .rpf.

I can't find those models anywhere, so I thought maybe the .ytyp is like an .ini file that gets the information about what textures and models to place in the interior and also where?

 

 

Hope I have explained my problem well enough, my english is not too good

.ytyp files are binary replacement of .ide files.

 

Thank you for your answer, but what is in those files then? I don't really know anything about .ide files either :whistle:

 

There will be definitions of defined model files.

Model needs to have properties set before it can be used.

Take a look: http://www.gtamodding.com/wiki/Item_Definition

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PißWasser

 

 

 

@GooD-NTS

 

Do you have any idea what is in the .ytyp files? for example GTA V/x64h.rpf/levels/gta/interiors/v_int_68.rpf/v_int_68.ytyp?

 

And do you know what's in the _manifest.ymf files?

 

You see I'm working on this mod here:https://www.gta5-mods.com/misc/real-brands-project

 

I have noticed that most interiors have a lot of their own .ytd and .ydr files, but also use some textures and models that are not in the .rpf.

I can't find those models anywhere, so I thought maybe the .ytyp is like an .ini file that gets the information about what textures and models to place in the interior and also where?

 

 

Hope I have explained my problem well enough, my english is not too good

.ytyp files are binary replacement of .ide files.

 

Thank you for your answer, but what is in those files then? I don't really know anything about .ide files either :whistle:

 

There will be definitions of defined model files.

Model needs to have properties set before it can be used.

Take a look: http://www.gtamodding.com/wiki/Item_Definition

 

Thanks a lot, so from what I understand this file says what objects to be loaded etc?

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@GooD-NTS

 

Do you have any idea what is in the .ytyp files? for example GTA V/x64h.rpf/levels/gta/interiors/v_int_68.rpf/v_int_68.ytyp?

 

And do you know what's in the _manifest.ymf files?

 

You see I'm working on this mod here:https://www.gta5-mods.com/misc/real-brands-project

 

I have noticed that most interiors have a lot of their own .ytd and .ydr files, but also use some textures and models that are not in the .rpf.

I can't find those models anywhere, so I thought maybe the .ytyp is like an .ini file that gets the information about what textures and models to place in the interior and also where?

 

 

Hope I have explained my problem well enough, my english is not too good

.ytyp files are binary replacement of .ide files.

 

Thank you for your answer, but what is in those files then? I don't really know anything about .ide files either :whistle:

 

There will be definitions of defined model files.

Model needs to have properties set before it can be used.

Take a look: http://www.gtamodding.com/wiki/Item_Definition

 

Thanks a lot, so from what I understand this file says what objects to be loaded etc?

 

Yes and no.

 

It simply sets the properties of each model, for example landstal vehicle.

We'll need to wait until ytyp becomes viewable and editable.

.ide files were nice enough to be in text format.

Edited by fastman92
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After loading It crash. "GTA stops responding"

According to logs. Your OpenIV.ASI is works fine, and seems like the archive is okay.

What mods do you had installed?

The only thing I can suggest now is restore original archives (you have backup right?) and install mods again and check which is caused issue.

 

 

 

Could you maybe implement some kind of option to export models from the viewer into some basic format like .obj or .fbx or something? I imagine openFormats for GTAV might take a while, so until then, I'm sure a lot of people would appreciate being able to get the models out in the most basic form with just the mesh, no bones or rigging or cloth physics or anything like that.

No, but I guess you can use this tool: http://gtaforums.com/topic/706908-wftxft-to-dff/

 

 

 

http://www.imagebam.com/image/5d64ab412205193

Sometimes openIV stops working correctly and that it will no longer show files. The right pane won't show files.

You have set "text" as your filter:

10.png

And apparently in current archive there is no files with name "text"

 

 

 

http://www.imagebam.com/image/d998a3412204525

Something is apparently wrong, when reading a binary file under text editor.

Some random text being displayed which isn't a part of file.

I can't do anything with this, this issue in component we use.
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Could you maybe implement some kind of option to export models from the viewer into some basic format like .obj or .fbx or something? I imagine openFormats for GTAV might take a while, so until then, I'm sure a lot of people would appreciate being able to get the models out in the most basic form with just the mesh, no bones or rigging or cloth physics or anything like that.

No, but I guess you can use this tool: http://gtaforums.com/topic/706908-wftxft-to-dff/

 

Oh, cool, didn't know about that. That'll do.

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openIV crashed.

 

http://pastebin.com/BftZGQMb

 

I was using "Find location" command for aston_martin.wft

There's a wrong memory pointer used.

Fortunately this error isn't random. Check it out yourself.

 

Open GTA IV game.

Open pc\models\cdimages\vehicles.img

Don't do anything else, but use a command "Find location" for e.g admiral.wft

Move around using mouse.

Press ESC.

Expect a crash.

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Hi, i am having problems installing it, i go though everything and it then downloads a 11mb file but then the launcher just closes, please help

Here it is, sorry for the long post i dont know how to create spoilers

You said it downloads 11 MB but log you posted have no words about downloading package.

Can you please try to install it again and show your log via http://pastebin.com/

 

@GooD-NTS

I've been following your work for quite awhile now. You probably get told this a lot and hopefully its not something you get tired of hearing but thank you for all your hard work.

 

The question I wanted to ask is more of a roadmap type of question... What are your hopes/ambitions as far as new OpenIV features/support within the next 6 months to a year from now. I know texture support, audio support, and eventually .ytd model support is in the works but what other GTAV features/support are you excited about exploring with OpenIV?

 

This would probably take a year or so but personally I think a mission creator/editor would be awesome to incorporate in OpenIV.

Unrelated to OpenIV, it would be super cool to see Rockstar adding DirectX 12 support as well.

Yes, we have many items in our ultimate plan for GTA V. Not sure if we will be able to do all things we want.

I think to make a detailed post about our plans in coming weeks.

 

 

I am afraid that that will not be possible as apparently every time i install it it does not create one of them now. it also says " ovisetup.exe will be compressed only after closing the application using it "

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Hey OpenIV team, great work as always.

 

Just wanted to know the state of GTA V animations and how research on that front is going. The hope is to convert bvh animation files into GTA V associated animation files and then execute them in the game. This would be a boon for the machinima crowd.

 

Another one would be to import custom rigged peds.

 

Again, thanks for the hard work.

  • Like 1
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Hey guys, so I have an issue with OpenIV.

My issue is that when I go to drag and drop files into OpenIV from a mod download, nothing happens. Like I will go to drop the file into it, there will be a quick loading pop-up on winrar, then when I check the file on OpenIV it hasn't changed. I tested this by extracting the files from winrar and then using the replace function on OpenIV. Once I use the replace function, the file changes and I can tell it worked that way.

 

So.....Is there anything I'm doing wrong here or maybe I made a simple mistake, any help would be GREATLY appreciated at this point, hand replacing all these mods is really a hand cramper.

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Claude_Lib

First, don't drag'n'drop files from WinRAR or any similar software, unpack them first and only then use Windows Explorer to access the files, and second, don't run OpenIV as Administrator, because then OpenIV and Explorer would have different Integrity levels and unable to share any data.

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I just tried that too lol.

I extracted the files and got the same results.....When I try to launch OpenIV without administrator privileges it says that it cannot open the file unless it's open in administrator.

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So....I guess I'm no being clear enough....So I've extracted the files, then I tried to pull them by dragging them out of the files and into OpenIV when it is up and running, when I drop the file in there nothing happens, whether I put it in to replace, or put it in to just add it, nothing happens when I drag it from the extracted file.

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So....I guess I'm no being clear enough....So I've extracted the files, then I tried to pull them by dragging them out of the files and into OpenIV when it is up and running, when I drop the file in there nothing happens, whether I put it in to replace, or put it in to just add it, nothing happens when I drag it from the extracted file.

test that on a unmodded file (make a copy of the file). after doing this drag'n drop, close openiv, and compare the dates on those 2 files. because when you drag and drop on edit mode, openiv saves the file auomatically.

 

same with add.

Edited by jani201
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So....I guess I'm no being clear enough....So I've extracted the files, then I tried to pull them by dragging them out of the files and into OpenIV when it is up and running, when I drop the file in there nothing happens, whether I put it in to replace, or put it in to just add it, nothing happens when I drag it from the extracted file.

test that on a unmodded file (make a copy of the file). after doing this drag'n drop, close openiv, and compare the dates on those 2 files. because when you drag and drop on edit mode, openiv saves the file auomatically.

 

same with add.

 

So I tried what you said and still no results....The feature is just not working for me, like I said, I can use the "add" and "replace" features, but when I watch videos and read tutorials on mod files to download them, they're always like "drag and drop these files into this directory in OpenIV and they will automatically overwrite the other ones"

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Hello everybody,

 

I have an issue with the mods that doesn't modify the update.rpf

In fact when i try to modify x64v.rpf , every time the game launcher is trying to re-update my game.

As a sample , I have this issue when installing this mod : https://www.gta5-mods.com/player/trevor-lspd-outfit which need to modify two .rpf files into a big .rpf file

I searched on the internet and tried some solutions like extracting the two .rpf file to modify and rebuild them before puting them again in the big x64v.rpf but it don't work...

 

And no error in my openIV.log :s.

 

And after the game checked my files and tried to update it , my x64v.rpf is ,ofcourse, corrupted.

 

i use the build 618 of openIV

 

Thanks in advance for your help !

Edited by Hereticus
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Hello everybody,

 

I have an issue with the mods that doesn't modify the update.rpf

In fact when i try to modify x64v.rpf , every time the game launcher is trying to re-update my game.

As a sample , I have this issue when installing this mod : https://www.gta5-mods.com/player/trevor-lspd-outfit which need to modify two .rpf files into a big .rpf file

I searched on the internet and tried some solutions like extracting the two .rpf file to modify and rebuild them before puting them again in the big x64v.rpf but it don't work...

 

And no error in my openIV.log :s.

 

And after the game checked my files and tried to update it , my x64v.rpf is ,ofcourse, corrupted.

 

i use the build 618 of openIV

 

Thanks in advance for your help !

Can't you read the last 3 pages before posting... -.-

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leanmeanmememachine

When will you give users the ability to import real vehicle models from other video games. I want a Porsche in GTA 5 right now.

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openIV crashed.

 

 

http://pastebin.com/BftZGQMb

I was using "Find location" command for aston_martin.wft

There's a wrong memory pointer used.

Fortunately this error isn't random. Check it out yourself.

Open GTA IV game.

Open pc\models\cdimages\vehicles.img

Don't do anything else, but use a command "Find location" for e.g admiral.wft

Move around using mouse.

Press ESC.

Expect a crash.

 

 

Thank you for your report. I will look what I can do here, unfortunately it is not reproduced every time for me.

 

 

 

Does anybody know the fix for the failed zlib call? My archives are not corrupted (they are in their own mods folder) and I attached my logs and screenshots of my folder structure.) You guys know a fix?

You log have no error. And I guess zLib error means you have corrupted resources not archives.

 

 

 

I am afraid that that will not be possible as apparently every time i install it it does not create one of them now. it also says " ovisetup.exe will be compressed only after closing the application using it "

What? There is no suck kind of messages in OpenIV setup?

 

 

 

Just wanted to know the state of GTA V animations and how research on that front is going. The hope is to convert bvh animation files into GTA V associated animation files and then execute them in the game. This would be a boon for the machinima crowd.

Do not expect animations soon, at least from us.

Animations resources in GTA V have significant changes since GTA IV, it will take a lot of time to research it.

 

 

 

a road map would be a great idea! keep up the good work openiv team

The problem with roadmap people will expect things fast or done.

But there is a lot of things which do not depend on us.

 

 

 

So I tried what you said and still no results....The feature is just not working for me, like I said, I can use the "add" and "replace" features, but when I watch videos and read tutorials on mod files to download them, they're always like "drag and drop these files into this directory in OpenIV and they will automatically overwrite the other ones"

In OpenIV "Edit -> Add" and "Drag & drop" do exactly the same thing.
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Can you give us some information about the next pub. build already?

Any further progress with Audio or Embedded Textures? :-)

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Can you give us some information about the next pub. build already?

Release will be today or tomorrow.

Change log is here http://openiv.com/bugs/changelog_page.php

 

 

 

Any further progress with Audio or Embedded Textures? :-)

No progress with audio.

In OpenIV embedded textures can be edited only with models editing.

  • Like 2
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Does this work if I export GTA 5 map to GTA 4 ?Because Im afraid that GTA 4 couldnt load GTA 5 texture due to inferior engine?

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GroveStGTAV

 

Can you give us some information about the next pub. build already?

Release will be today or tomorrow.

Change log is here http://openiv.com/bugs/changelog_page.php

 

 

Any further progress with Audio or Embedded Textures? :-)

No progress with audio.

In OpenIV embedded textures can be edited only with models editing.

 

Finally homiee. Thanks dawg

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