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General OpenIV Discussion and Announcements


GooD-NTS
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TheFlareEntercounter

So I managed to open the X360 archives, but there's another error. When I try to export a texture from a .xtd file I get this error message:

LqNdl3d.png

This happens on every format I try to export the image to. How can I fix this?

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One thing I'd like to now?

What about this "dropbox folder" you guys mentioned in the LIP.xml?

What's the link? :-)

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MrGTAmodsgerman

 

OpenIV 2.6.3 is available for download

Hey,

Do you know somebody that working on a 3Ds Max Plugin for GTA 5?

 

cheers

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@GooD-NTS,

I'm unable open the yft-files inside the barbarian_mods.rpf, detonator_mods.rpf, feroci_mods.rpf and tampa_mods.rpf etc.

 

Did these files use a special encyrption to keep them secret because Rockstar will probably use them for a future dlc or why can't I open them?

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Did these files use a special encyrption to keep them secret because Rockstar will probably use them for a future dlc

Lol, no. They're all from an early build of the last gen version of GTA V. Hence why they're different. Aztecas proved it by putting the Tampa's mods on the the TLAD/TBOGT Tampa mesh.

Edited by RM76
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So that means that we will probably never see these vehicles in a DLC, what a shame :(

 

Can you please send me a link to the source where Aztecas proved it?

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Great release for texture editing support. I do have a question. Some textures do not all appear (as shown below). Do we need to find the appropriate texture and add it manually? It looks like the texture is already there but it is not applied in the preview. Like the panto car but it looks to be using a shared sultan interior textures. Let me know your thoughts. Thanks!

 

1ejmT.jpg

 

IiklP.jpg

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Here is detailed instruction how to use "mods" folder:

http://gtaforums.com/topic/798272-how-to-use-openiv-mods-folder-and-keep-your-original-gta-v-files-safe/?p=1067537691

 

 

 

 

GooD-NTS, how much closer are we to Vehicle Editing, now that we can edit textures?

Not close. Few month I guess.

 

 

 

So I managed to open the X360 archives, but there's another error. When I try to export a texture from a .xtd file I get this error message:

This happens on every format I try to export the image to. How can I fix this?

Will be fixed soon in update.

 

 

 

What about this "dropbox folder" you guys mentioned in the LIP.xml?

This is old reference, I really should remove this long time ago.

 

 

 

Do you know somebody that working on a 3Ds Max Plugin for GTA 5?

Yes, our team for example.

 

 

 

I'm unable open the yft-files inside the barbarian_mods.rpf, detonator_mods.rpf, feroci_mods.rpf and tampa_mods.rpf etc.

They have different(wrong) version, even game can't read it.

 

 

 

Great release for texture editing support. I do have a question. Some textures do not all appear (as shown below). Do we need to find the appropriate texture and add it manually? It looks like the texture is already there but it is not applied in the preview. Like the panto car but it looks to be using a shared sultan interior textures. Let me know your thoughts. Thanks!

I guess OpenIV is just unable to find proper .ytd files.
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LeetWoovie

I followed these instructions to the T.

http://gtaforums.com/topic/798272-how-to-use-openiv-mods-folder-and-keep-your-original-gta-v-files-safe/?p=1067537691

Here's how my mods folder looks.

http://i.imgur.com/RxLvN2q.png

Here's my modified handling lines.

http://i.imgur.com/RXUgjzZ.png

Here's me ingame in a buffalo2 without a modified suspension while all of this is in place as shown to do.

http://i.imgur.com/MgwSyPX.jpg

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Hotfix update is available for OpenIV 2.6.3

Run OpenIV for getting update.

 

 

***

 

I followed these instructions to the T.

http://gtaforums.com/topic/798272-how-to-use-openiv-mods-folder-and-keep-your-original-gta-v-files-safe/?p=1067537691

Here's how my mods folder looks.

http://i.imgur.com/RxLvN2q.png

Here's my modified handling lines.

http://i.imgur.com/RXUgjzZ.png

Here's me ingame in a buffalo2 without a modified suspension while all of this is in place as shown to do.

http://i.imgur.com/MgwSyPX.jpg

handling.meta is loaded from update\update.rpf you need replace it there.
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I have an issue opening OPENIV. I installed it, verified the install, got the right game folder and when I open it, I get this:

http://i.imgur.com/ZepFbug.png

That's odd. Did it crash every time?

 

yes, every time I try to load it, I get that error shown in the image

Edited by Quakex64
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@GooD-NTS: First of all thanks for all the stuff you and your team keep doing to keep Gta v modding move on. Tho i have a question, Is there a way to edit and replace embedded textures in non-ytd files? for example normal and specular maps in player models?

if there is, how to do it? didnt find an import button in the image viewer, i was in editing mode

if not, any ETA when are you adding this possibility?

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LeetWoovie

Hotfix update is available for OpenIV 2.6.3

Run OpenIV for getting update.

 

***

I followed these instructions to the T.

http://gtaforums.com/topic/798272-how-to-use-openiv-mods-folder-and-keep-your-original-gta-v-files-safe/?p=1067537691

Here's how my mods folder looks.

http://i.imgur.com/RxLvN2q.png

Here's my modified handling lines.

http://i.imgur.com/RXUgjzZ.png

Here's me ingame in a buffalo2 without a modified suspension while all of this is in place as shown to do.

http://i.imgur.com/MgwSyPX.jpg

handling.meta is loaded from update\update.rpf you need replace it there.

 

Thanks! I wasn't aware. Keep up the work.

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yes, every time I try to load it, I get that error shown in the image

When exactly it crash? I mean do you just select folder and then what?

 

 

 

@GooD-NTS: First of all thanks for all the stuff you and your team keep doing to keep Gta v modding move on. Tho i have a question, Is there a way to edit and replace embedded textures in non-ytd files? for example normal and specular maps in player models?

if there is, how to do it? didnt find an import button in the image viewer, i was in editing mode

if not, any ETA when are you adding this possibility?

Okay, look. In OpenIV we can edit resource only if we have full structure.

Embedded textures are in modes (.YDR/.YDD/.YFT) and apparently we don't have fully structure of models now.

So, you need to wait when OpenIV will be able to edit models, and it will take some time.

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Regarding the mods folder, what would we do with .rpfs that share names (specifially the DLC.rpf files)? Are they unable to be modified via this method for now?

The path to RPF in "mods" must be the same as in real GTAV folder, here is some examples:

[table]

 

Grand Theft Auto V - Original archive pathPath in "mods" folder

 

GTAV\update\update.rpfGTAV\mods\update\update.rpf

 

GTAV\common.rpfGTAV\mods\common.rpf

 

GTAV\x64\audio\sfx\SCRIPT.rpfGTAV\mods\x64\audio\sfx\SCRIPT.rpf

 

GTAV\update\x64\dlcpacks\mpheist\dlc.rpfGTAV\mods\update\x64\dlcpacks\mpheist\dlc.rpf

 

GTAV\x64e.rpfGTAV\mods\x64e.rpf

[/table]

 

 

 

 

Thank you for the reply. One last question, how close is development now to allowing us to modify sound effects? Really want to replace the sh*tty gunfire SFX.

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yes, every time I try to load it, I get that error shown in the image

When exactly it crash? I mean do you just select folder and then what?

 

it crashes right when I try and open my gta v directory.. then that error pops up.. but I opened it earlier today, got the update, and now it works....lets hope it stays that way..



 

Edited by Quakex64
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@GooD-NTS:

Now that its clear that the mods folder has the same structure as the game directory, is it modified to have the files in folders instead of RPF's? So say that I mod a file that is in an RPF in an RPF.

For example:

base.rpf -> inside.rpf -> file.meta

 

Say I want to mod file.meta.

1. Is file.meta supposed to be in inside.rpf, or a folder called inside?

2. Is base.rpf supposed to be base.rpf, or a folder called base?

3. Am I supposed to include other non modded files that are inside base.rpf, and/or inside.rpf, or am I only supposed to include the modded files?

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One last question, how close is development now to allowing us to modify sound effects?

We are not close.

 

 

 

Now that its clear that the mods folder has the same structure as the game directory, is it modified to have the files in folders instead of RPF's? So say that I mod a file that is in an RPF in an RPF.

No, it is not. OpenIV.ASI is designed to work with RPF.
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Can you document your findings on the file format and anti-debugger protections?

 

This could be greatly sped up if other people could assist. No knowledge of delphi is needed to RE formats, but sharing what you know so far would prevent others from reinventing the wheel.

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PhillBellic

GooD-NTS, just a suggestion, update the first post, with the latest information. The last edit was in November 2012. :)

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MarshallRawR

Man I just found out about texture editing support in OpenIV today.

That went much faster than I thought. Thanks a lot!

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Can you document your findings on the file format and anti-debugger protections?

 

This could be greatly sped up if other people could assist. No knowledge of delphi is needed to RE formats, but sharing what you know so far would prevent others from reinventing the wheel.

I second this, mainly the anti-debugging protection.

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Thanks for the response, Good-NTS.

 

What about character/ped skeleton/rigging? Is that also drastically changed from GTA IV?

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Drunkpolice

 

One last question, how close is development now to allowing us to modify sound effects?

We are not close.

 

 

Now that its clear that the mods folder has the same structure as the game directory, is it modified to have the files in folders instead of RPF's? So say that I mod a file that is in an RPF in an RPF.

No, it is not. OpenIV.ASI is designed to work with RPF.

 

 

Good-NTS, I don't want to press your buttons but can you explain why it will take a while to edit sound effects ? I believe you had made a program to edit PS3 sound files.

Edited by Drunkpolice
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Posting this here so more people see it. Sorry to OpenIV team if it's not cool.

 

THIS WILL ALLOW YMT FILE EDITING RIGHT NOW

 

Hey guys, I think this will be great benefit to you that can't wait for OpenIV ymt support. This will allow you to mod the ymt files RIGHT NOW!

  1. Grab the vanilla Xbox files from here. https://drive.google.com/folderview?id=0BwtG7xVTF5dpRUdTY3R0M2RfMEU&usp=sharing#list (Not a direct DL link)
  2. Edit the files that are .meta on console but .ymt on PC.
  3. Change file extension to .ymt, save file as an 'all' file type and change it from .meta to .ymt. Windows will warn you. Click yes. Alternatively if you have file extensions on for filenames, you can just do it that way.
  4. Replace the files normally.

Note 1: Some files may be outdated compared to the PC version. Of course since we can't view the PC ones yet, they may not be either.

Note 2: Once the file is .ymt, you can still edit it in a text editor like any normal .meta file.

Note: 3 Some files are still xmt on console like carcols and peds

Enjoy folks :panic:

Edited by xCamoLegend
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What's weird is, I was thinking of trying that not too long ago. but I didn't think it'd work. Ain't that some sh*t.

Edited by RM76
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