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General OpenIV Discussion and Announcements


GooD-NTS
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For some unknow reason my /mods/ was deleted 2 times without launching the game. Weird

 

EDIT : And every mods aswell.

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

yeah, it is hard, but will I try :)

 

 

 

 

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

I second this, mainly the anti-debugging protection.

 

I have nothing about "anti-debugging" protection.

 

 

 

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

They changed - yes, but not as bad as animations.

 

 

 

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.

No, we don't made editor for PS3. (it was converter to mp3/wav)

They changed audio format and/or compression, it is still not clear what exactly they did.

 

 

 

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

This is cool you what to share this, and this is great workaround.

But, as soon as this have nothing to do with OpenIV that topic is not the good place for it.

 

 

 

For some unknow reason my /mods/ was deleted 2 times without launching the game. Weird

That is odd.
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Not work texture replacing in P-996 Lazer and Luxor. No effect

In other vehicles, the textures are visible after replacing but not Lazer & Luxor.

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

yeah, it is hard, but will I try :)

 

 

 

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

I second this, mainly the anti-debugging protection.

 

I have nothing about "anti-debugging" protection.

 

 

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

They changed - yes, but not as bad as animations.

 

 

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.

No, we don't made editor for PS3. (it was converter to mp3/wav)

They changed audio format and/or compression, it is still not clear what exactly they did.

 

 

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

This is cool you what to share this, and this is great workaround.

But, as soon as this have nothing to do with OpenIV that topic is not the good place for it.

 

 

For some unknow reason my /mods/ was deleted 2 times without launching the game. Weird

That is odd.

 

 

It's related to bilago mod manager. When deleting a mod with that mod manager, it delete every simlinked files (from the manager) and my /mods/ folder as well

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

yeah, it is hard, but will I try :)

 

 

 

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

I second this, mainly the anti-debugging protection.

 

I have nothing about "anti-debugging" protection.

 

 

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

They changed - yes, but not as bad as animations.

 

 

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.

No, we don't made editor for PS3. (it was converter to mp3/wav)

They changed audio format and/or compression, it is still not clear what exactly they did.

 

 

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

This is cool you what to share this, and this is great workaround.

But, as soon as this have nothing to do with OpenIV that topic is not the good place for it.

 

 

For some unknow reason my /mods/ was deleted 2 times without launching the game. Weird

That is odd.

 

 

It's related to bilago mod manager. When deleting a mod with that mod manager, it delete every simlinked files (from the manager) and my /mods/ folder as well

 

 

That happened to me as well.

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GooD-NTS, how did you open the GTA5 executable and what program did you use?

 

I tried WinDBG, IDA and x64dbg but I have had no luck, but again I'm a noob.

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Reverse engineers use IDA Pro. It offers database.

 

One problem is that we can't debug GTA5.exe, because there's anti-debugging protection.

Unless you happen to be expert reverse engineer.

I would like to to debug GTA V.

GooD-NTS, how did you open the GTA5 executable and what program did you use?

 

I tried WinDBG, IDA and x64dbg but I have had no luck, but again I'm a noob.

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Reverse engineers use IDA Pro. It offers database.

 

One problem is that we can't debug GTA5.exe, because there's anti-debugging protection.

Unless you happen to be expert reverse engineer.

I would like to to debug GTA V.

GooD-NTS, how did you open the GTA5 executable and what program did you use?

 

I tried WinDBG, IDA and x64dbg but I have had no luck, but again I'm a noob.

 

That's what I was asking about. I can open it with IDA, but it's packed... the imports table is trashed (I think). However I think you can dump the game while it's running without much of a problem...

 

the other problem is that if you attach a debugger to GTA5.exe it immediately crashes i.e. anti-debugging protection. this seems to make it impossible to debug scripthookv/scripthookvdotnet plugins as well.

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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?

 

if you want to mod a rpf inside rpf, you need to put the whole rpf, that contains the rpf you want to mod, into mods folder. if its in gta V main folder, just put it in mods folder. if its update.rpf, put update.rpf to mods/update and everything else accordingly. openiv asi tricks the game to think that mods folder is the gta V main folder AFTER game has launched.

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Reverse engineers use IDA Pro. It offers database.

 

One problem is that we can't debug GTA5.exe, because there's anti-debugging protection.

Unless you happen to be expert reverse engineer.

I would like to to debug GTA V.

GooD-NTS, how did you open the GTA5 executable and what program did you use?

 

I tried WinDBG, IDA and x64dbg but I have had no luck, but again I'm a noob.

 

That's what I was asking about. I can open it with IDA, but it's packed... the imports table is trashed (I think). However I think you can dump the game while it's running without much of a problem...

 

the other problem is that if you attach a debugger to GTA5.exe it immediately crashes i.e. anti-debugging protection. this seems to make it impossible to debug scripthookv/scripthookvdotnet plugins as well.

 

I managed to unpack GTA5.exe, you want to learn more about it, contact me on Skype.

But still, I can't debug GTA5 after unpacking.

Edited by fastman92
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Quick question. Does the mod folder include the gtav.exe? If not, you should see if it can be done. I could downgrade to 1.24 so I can play in the Modders Pool with my friends. It will also come in handy next week when ScripthookV.dll doesn't work after the update.

 

Edit: Unfortunately, the mod folder doesn't do sh*t. OpenIV.asi loads everything out of its default location, when the mod folder contains the files.

Edited by nkjellman
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Not work texture replacing in P-996 Lazer and Luxor. No effect

In other vehicles, the textures are visible after replacing but not Lazer & Luxor.

Maybe they have new textures in update or something?

 

 

It's related to bilago mod manager. When deleting a mod with that mod manager, it delete every simlinked files (from the manager) and my /mods/ folder as well

That happened to me as well.

So, this is not OpenIV isses then.

 

 

Quick question. Does the mod folder include the gtav.exe?

No. It is not possible.

OpenIV.ASI can't change location from GTAV.exe is loaded because OpenIV.ASI is loaded by GTAV.exe

 

 

Unfortunately, the mod folder doesn't do sh*t. OpenIV.asi loads everything out of its default location, when the mod folder contains the files.

What? What?
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Can we please get GTA V .oiv scripted installer support? I tried doing it like GTA IV ones but it said it didn't recognize the game ID.

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Not work texture replacing in P-996 Lazer and Luxor. No effectIn other vehicles, the textures are visible after replacing but not Lazer & Luxor.

Maybe they have new textures in update or something?

It's related to bilago mod manager. When deleting a mod with that mod manager, it delete every simlinked files (from the manager) and my /mods/ folder as well

That happened to me as well.

So, this is not OpenIV isses then.

Quick question. Does the mod folder include the gtav.exe?

No. It is not possible.OpenIV.ASI can't change location from GTAV.exe is loaded because OpenIV.ASI is loaded by GTAV.exe

Unfortunately, the mod folder doesn't do sh*t. OpenIV.asi loads everything out of its default location, when the mod folder contains the files.

What? What?Apparently not.
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TrojanNemo

Edit: Unfortunately, the mod folder doesn't do sh*t. OpenIV.asi loads everything out of its default location, when the mod folder contains the files.

 

I think what you mean to say is "I don't know how to follow instructions so I threw up my hands and decided I should say it doesn't work instead of figuring out what I'm doing wrong."

 

Is that about right? Because, you know, it's working for me and everyone else. So either we all are suffering from mass hallucination and we're just imagining all these mods do work, or they do work, and you're the one who's wrong. Hmmm...

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I noticed that when exporting embedded textures from some objects, the normal maps turn out as just a completely black image. If you want a specific example, Michael's tank top model does that, it's the uppr_019_r model in streampeds_player.rpf in the player_zero folder.

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// Guys, we have some progress with audio, I hope it will work out, I will share news as soon as possible

 

 

 

Can we please get GTA V .oiv scripted installer support? I tried doing it like GTA IV ones but it said it didn't recognize the game ID.

We are working on it.

 

 

 

I noticed that when exporting embedded textures from some objects, the normal maps turn out as just a completely black image. If you want a specific example, Michael's tank top model does that, it's the uppr_019_r model in streampeds_player.rpf in the player_zero folder.

That is odd. I will check it later.

 

 

 

 

NTAuthority has finally shown his technique, I hope It's useful for you guys: http://gtaforums.com/topic/798864-from-ny-to-five-in-a-few-steps-the-fivem-rageformats-pre-release/

For this teams ego? Probably not. You really don't understand the situation between these two teams.

 

Yeah, he hate us (OpenIV, the team, Russians) and I never actually got why.
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NTAuthority

Yeah, he hate us (OpenIV, the team, Russians) and I never actually got why.

Hate? The OpenIV toolset, while limited, is a perfectly viable tool for whatever it does (including functioning as first-stage verification for exported files), and some of the pioneering work in RAGE research by people now working with your group has been highly influential in shaping my RAGE-related frameworks. And again, I haven't had anything but a generally positive response in the little direct contact I've had (such as nested GTA IV AI meshes, the D3D9 floating-point initialization issue and V PC packfile creation), nor have I ever stated directly except after a case of annoyance with a tool that I have any specific distaste against anything typically discussed in this topic.

SsZgxdL.png

Inactive in GTA/R* title modification indefinitely pursuant to a court order obtained by TTWO. Good job acting against modding!

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Yeah, he hate us (OpenIV, the team, Russians) and I never actually got why.

Hate? The OpenIV toolset, while limited, is a perfectly viable tool for whatever it does (including functioning as first-stage verification for exported files), and some of the pioneering work in RAGE research by people now working with your group has been highly influential in shaping my RAGE-related frameworks. And again, I haven't had anything but a generally positive response in the little direct contact I've had (such as nested GTA IV AI meshes, the D3D9 floating-point initialization issue and V PC packfile creation), nor have I ever stated directly except after a case of annoyance with a tool that I have any specific distaste against anything typically discussed in this topic.

 

So how do you exactly get a map working?

I mean the FiveM link doesn't work on your sig.

Just want to get something ingame.

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Yeah, he hate us (OpenIV, the team, Russians) and I never actually got why.

Hate?

 

I just leave it here:

 

...it's more of you goddamn russians...

...and you f*cking russians should stop...

...I know f*cking Russian which I clearly do f*cking not as Russia is not the f*cking majority of the world...

...ideas I've had that have gotten ruined by Russian developers...

...you'd probably still not care because that's how nationalist most Russians are.

The new one:

 

... (OpenIV exported stuff, yes, I hate OpenIV but it's useful as a reference tool) ...

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I'm sorry for this GooD :-)

Maybe you can implement the tool anyway to OpenIV? :p

If it's open source, that should work :)

Most users won't be able to use it anyway, because it doesn't come with a GUI - and that's the end for 99% of all modders xD

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NTAuthority

 

 

Yeah, he hate us (OpenIV, the team, Russians) and I never actually got why.

Hate?

 

I just leave it here:

 

...it's more of you goddamn russians...

...and you f*cking russians should stop...

...I know f*cking Russian which I clearly do f*cking not as Russia is not the f*cking majority of the world...

[.. and some more that IPB has a silly quote limit for ...]

 

 

nor have I ever stated directly except after a case of annoyance with a tool that I have any specific distaste against anything typically discussed in this topic

 

The new one:

... (OpenIV exported stuff, yes, I hate OpenIV but it's useful as a reference tool) ...

 

expected you to bring that up; context implies 'hate for this purpose', again, my writing tends to be filled with loaded language and intensifiers for some reason

SsZgxdL.png

Inactive in GTA/R* title modification indefinitely pursuant to a court order obtained by TTWO. Good job acting against modding!

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Microsoft Word

I'm sorry for this GooD :-)

Maybe you can implement the tool anyway to OpenIV? :p

If it's open source, that should work :)

Most users won't be able to use it anyway, because it doesn't come with a GUI - and that's the end for 99% of all modders xD

The "open-source" thing you mentioned there was discussed about a couple months ago. GooD will keep the source for OpenIV around his development team, and he won't share it to the public.

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Oh look.. Kindergarten.

 

Come on guys, why behave like little kids?

 

" but but but he said this"

" but but first he said this" mimimi.

 

You guys should grow some balls and behave like adults...

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Don't know if this is the right place to ask, but anyone knows the path for these props models and textures?

 

 

V442yjw.png
Wvx95Bk.png
2sfOo2Z.png

 

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@El Dorado
x64g.rpf\levels\gta5\generic\procobj.rpf

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HHnErXC.png


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