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GooD-NTS

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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?

 

Here is what I did.

 

I installed the OpenIV.asi from Open IV. I made sure that I had the latest install of Script Hook V installed as well.

 

I had mods in update.rpf, and x64v.rpf. So I decided to utalize the mod folder so I could keep track of everything.

GTA V -> update -> update.rpf: [default]

GTA V -> x64v.rpf [default]

GTA V -> mods -> update -> update.rpf [modded]

GTA V -> mods -> x64v.rpf [modded]

 

I checked the OpenIV.log and it was reading these files from their default location. For some reason, having those files in there didn't do anything. It just loaded the default files.

 

A couple of things that you should know about my GTA V install.

-It is the Steam version.

-It is on 1.26.

-It is installed on my 4 TB USB 3.0 external hard drive. (So I can use the same install on my desktop and my laptop.)

Edited by nkjellman
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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

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.

 

 

im pretty sure he was asking if they were to add nts tool to openiv. i think answer is no because of reasons :)

Edited by jani201
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Hi , is it possible to edit embedded textures in any way ?

Edited by =T.A=
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Hi , is it possible to edit embedded textures in any way ?

 

is it possible to edit models in any way? no. :)

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I checked the OpenIV.log and it was reading these files from their default location. For some reason, having those files in there didn't do anything. It just loaded the default files.

Show your OpenIV.log and ASILoader.log

 

 

Hi , is it possible to edit embedded textures in any way ?

Not with OpenIV. Edited by GooD-NTS
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here is one GUI Bug when making the window smaller. error is shown at the top window. the correct one is at the bottom. but seems you can still scale the window to conflict with interface.

hope this get fixed..

 

cCrEDpn.png

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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?

 

Here is what I did.

 

I installed the OpenIV.asi from Open IV. I made sure that I had the latest install of Script Hook V installed as well.

 

I had mods in update.rpf, and x64v.rpf. So I decided to utalize the mod folder so I could keep track of everything.

GTA V -> update -> update.rpf: [default]

GTA V -> x64v.rpf [default]

GTA V -> mods -> update -> update.rpf [modded]

GTA V -> mods -> x64v.rpf [modded]

 

I checked the OpenIV.log and it was reading these files from their default location. For some reason, having those files in there didn't do anything. It just loaded the default files.

 

A couple of things that you should know about my GTA V install.

-It is the Steam version.

-It is on 1.26.

-It is installed on my 4 TB USB 3.0 external hard drive. (So I can use the same install on my desktop and my laptop.)

Working for me, just in case remove dinput8.dll & OpenIV.asi, then using ASI manager in latest build of OPEN IV, install it, hope it works :)

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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

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.

 

I was actually asking to put this FiveM convert stuff as a tool into OpenIV, because FiveM is OpenSource. Please read carefully before commenting.

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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.

 

I was actually asking to put this FiveM convert stuff as a tool into OpenIV, because FiveM is OpenSource. Please read carefully before commenting.

 

"FiveM is open source"

 

... and cut here:

 

Firstly, he won't integrate FiveM into OpenIV. Just because it's open-source, doesn't mean he can just paste the code into his tool.

Secondly, he needs permission from the developers of FiveM to integrate it into OpenIV.

Not only that it's open source (and he could implement FiveM into OpenIV for his own personal use), he wouldn't redistribute "pasted code written by someone else" with his own software.

Edited by PlayStation 4
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Secondly, he needs permission from the developers of FiveM to integrate it into OpenIV.

Not only that it's open source (and he could implement FiveM into OpenIV for his own personal use), he wouldn't redistribute "pasted code written by someone else" with his own software.

FiveM is MIT licensed which clearly means you can do whatever you want with the code as long as you mention the original author.

No need to ask anything, no personal use only, and I don't see what's the issue with someone's else code, this software probably uses tons of 3rd party libraries written by someone else.

Edited by LINK/2012
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And that's the point. Even if it was not open source, they could just tell the users to download the required dll file or something from the authors site to get the feature to work^^

I don't see what's the problem here :-)

Might be sound badass, but it's not xD

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Igor Bogdanoff

How is it now with online? Can I be banned for using custom RPF with custom textures or not? I'm asking because game is not starting in offline mod anymore with openiv.asi installed

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Is there a way to figure out the "world cell id" that I'm currently in in-game?

Say, for example I want to modify stuff around Lester's house. His house is located at _citye\indust_01\id1_25.rpf (figured this out by accident while looking through the files). That's what I'm refering to as "world cell id"

Edited by MHVuze
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Rizaki Koizumi

Hey, GooD-NTS, I thought I'd post here to point out what could be a potential bug with the texture editor when working with GTA V. I noticed this when editing the Jester (specifically, jester2.ytd). I edited it with a custom livery and now there's stripes all over the interior. Before, I was using the Texture Toolkit that Neodymium made (here: http://gtaforums.com/topic/795186-wipv-texture-toolkit/).It didn't cause this glitch so there's something going on with how OpenIV handles this. Here's some examples of what I'm talking about...

bGJMViC.png

P2Bu6e6.png
If anyone else wants to chime in on this issue please do. I'd like to use OpenIV to edit the textures but seeing this issue makes me want to not really touch the texture editor... Still a damn good tool but now my Jester wants to be a hipster because of it :p

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direstraits

Good, can you add a option to save viewers and editors windows position?

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How is it now with online? Can I be banned for using custom RPF with custom textures or not? I'm asking because game is not starting in offline mod anymore with openiv.asi installed

You probably get banned.

We had to remove offline mode for it because "activation required" issue.

Anyway, you can use offline mode using "-scOfflineOnly" param in commandline.txt

 

 

 

Is there a way to figure out the "world cell id" that I'm currently in in-game?

Say, for example I want to modify stuff around Lester's house. His house is located at _citye\indust_01\id1_25.rpf (figured this out by accident while looking through the files). That's what I'm refering to as "world cell id"

No, there is no way now, at least with OpenIV.

 

 

 

Hey, GooD-NTS, I thought I'd post here to point out what could be a potential bug with the texture editor when working with GTA V. I noticed this when editing the Jester (specifically, jester2.ytd). I edited it with a custom livery and now there's stripes all over the interior.

Can you upload your modified texture file?

 

 

 

Good, can you add a option to save viewers and editors windows position?

I will put it in the list.
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Are you guys working at the max payne 3 3D max plugin yet? D; I really would like to make my custom mods... like Niko Bellic mod to MP3.

Edited by λrTuRMV
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Are you guys working at the max payne 3 3D max plugin yet? D; I really would like to make my custom mods... like Niko Bellic mod to MP3.

 

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Out of curiosity, once we can export and import models and collisions to Open Formats, will it be easy to convert stuff from GTA IV to V? Basically, we would export a GTA IV model to Open Formats, then Import it to the GTA V format. Would the proper materials transfer over for collisions? Would the correct shader and texture information transfer over too?

 

Edit: Hopefully animations can be converted too. So it can be modded in allowing us to:

-Jump in place.

-Hang on ledges and move along them.

-Crouch.

Edited by nkjellman
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a simple question that I have, you need to rebuild every time I edit any file?

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Rizaki Koizumi

Hey, GooD-NTS, I thought I'd post here to point out what could be a potential bug with the texture editor when working with GTA V. I noticed this when editing the Jester (specifically, jester2.ytd). I edited it with a custom livery and now there's stripes all over the interior.

Can you upload your modified texture file?

Check your PMs. I have it uploaded for you.

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Are you guys working at the max payne 3 3D max plugin yet?

Yes we are.

 

 

 

Out of curiosity, once we can export and import models and collisions to Open Formats, will it be easy to convert stuff from GTA IV to V? Basically, we would export a GTA IV model to Open Formats, then Import it to the GTA V format. Would the proper materials transfer over for collisions? Would the correct shader and texture information transfer over too?

No, it won't.

The version of format is different for each game (you can look at Max Payne 3 openFormats for example).

So, this is mean you can't export model from one game and just import it to another. You need to convert it somehow.

 

 

 

a simple question that I have, you need to rebuild every time I edit any file?

No.

 

 

 

 

 

Hey, GooD-NTS, I thought I'd post here to point out what could be a potential bug with the texture editor when working with GTA V. I noticed this when editing the Jester (specifically, jester2.ytd). I edited it with a custom livery and now there's stripes all over the interior.

Can you upload your modified texture file?

 

Check your PMs. I have it uploaded for you.

 

ok.
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Out of curiosity, once we can export and import models and collisions to Open Formats, will it be easy to convert stuff from GTA IV to V? Basically, we would export a GTA IV model to Open Formats, then Import it to the GTA V format. Would the proper materials transfer over for collisions? Would the correct shader and texture information transfer over too?

No, it won't.

The version of format is different for each game (you can look at Max Payne 3 openFormats for example).

So, this is mean you can't export model from one game and just import it to another. You need to convert it somehow.

 

Well but can't you write an import script for GTA V? So that we can convert any GTA IV and MP3 files to V's format?

Sounds a little bit strange maybe, but you know how it works theoretically already, don't you? :-)

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DALIBOUSSETTA

please someone answer me ! why i can't drag and drop files in openIV ?

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Claude_Lib

1) Don't launch OpenIV as Administrator

2) Enable Edit Mode

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DALIBOUSSETTA

1) Don't launch OpenIV as Administrator

2) Enable Edit Mode

please help me !

 

4ca0e2bb1135d27ffd4ffdfc0d336e5e.png

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BS_BlackScout

Contradicting information spotted, lol.

I'm pretty sure it does require Admin rights to manipulate the files //Mainly in Win 8.1 since M$ got stupid

Edited by TrustedInstaller
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After trying numerous ways to get the Heist Map Updates to load in Single Player, I have not gotten any of it to work. Can you weigh in anything? I have been trying to edit the content.xml because I thought something in there was preventing the map updates from loading on SP. I still can't spawn heist exclusive objects with the trainer. Any ideas? Nothing works. Trial and error.

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1) Don't launch OpenIV as Administrator

2) Enable Edit Mode

please help me !

 

4ca0e2bb1135d27ffd4ffdfc0d336e5e.png

 

Login to an administrator account,

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