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GooD-NTS

General OpenIV Discussion and Announcements

Recommended Posts

nkjellman

 

Is opening popgroups.ymt on the to-do list?

Yes, but currently I can't tell in which exactly version it will be added.

 

 

In my honest opinion, I would like to see LC get released first, rather than the carvariations.ymt support.

This is absolutely not equal tasks.

Or do you think it take the same amount of time to "release LC" and "add some YMT support"?

 

 

The reason is, we can already open this file with MetaTool.

Following this logic we should not bothering with ymt support at all.

 

You guys should definitely peruse ymt support. MetaTool has a lot of hash collision values which haven't been decoded. There is a lot still left that we can't do with ymt. Not to mention that ymt stuff will help with LC.

 

As for YMT support vs LC, I know for a fact that LC takes a lot more time. That converter tool you guys are making sounds like a lot of work. However, ymt also is a lot of work. I'm just hoping that it isn't going to delay LC. By the sound of things, it took you guys a while to crack the carcols.ymt. Map modding is definitely something I look forward to in GTA V, especially considering how flexible GTA V is without the need for limit adjusters compared to all of the past GTA's. Not to mention its vast game play span gives it a lot of modding potential.

 

Regardless, it is your project and you can complete the tasks anyway you like. Keep up the good work. I know that you will deliver great things.

Edited by nkjellman
  • Like 1

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MrGTAmodsgerman

I need really need an dummy for vehicle seat positioning. That would help a lot. Is there any way to get franklin or any other PED into 3Ds Max with the GTA V vehicle driving animation [email protected] brought me here

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DOUGL4S1

How can i export textures that are embeded in models so I can see them without OpenIV?

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GooD-NTS

I need really need an dummy for vehicle seat positioning. That would help a lot. Is there any way to get franklin or any other PED into 3Ds Max with the GTA V vehicle driving animation

Currently, there is no way to import GTA V animations into 3DS Max.

 

 

How can i export textures that are embeded in models so I can see them without OpenIV?

Here:

 

00.png

 

01.png

 

02.png

  • Like 2

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rollschuh2282

when i want to view the TBoGT cutscene: gt10_ba.

then i get this error:

 

 

Zeit: "17:24:36"
Typ: "EReadError"
Nachricht: "Stream read error"
Zusätzliche Informationen:
[Application Context]
App::Temp=C:\Users\RDIGER~1\AppData\Local\Temp\OpenIV_008FA2EF\
Main::ExploreArchiveNode::WorkItem=C:\Program Files (x86)\Steam\steamapps\common\Grand Theft Auto IV Episodes from Liberty City\EFLC\TBoGT\pc\anim\cutsprops.img|
GetSystemDefaultLangID=1031
SysLocale={ DefaultLCID: "1031", PriLangID: "7", SubLangID: "1", FarEast: "True", MiddleEast: "True" }
App::Path=C:\Users\Rüdiger\AppData\Local\New Technology Studio\Apps\OpenIV\
Core::OpenRageArchive::LastCall=C:\Program Files (x86)\Steam\steamapps\common\Grand Theft Auto IV Episodes from Liberty City\EFLC\TBoGT\pc\models\cdimages\componentpeds.img
GetThreadLocale=1031 (0x0407)
Game::Platform=pc
Main::ExploreArchiveNode::ParentArchive=C:\Program Files (x86)\Steam\steamapps\common\Grand Theft Auto IV Episodes from Liberty City\EFLC\TBoGT\pc\anim\cutsprops.img
ApplicationPath=C:\Users\Rüdiger\AppData\Local\New Technology Studio\Apps\OpenIV\
OS=Windows 10 (Version 10.0, Build 0, 64-bit Edition)
Game::ID=EFLC (EfLC)
GetSystemDefaultLCID=1031
App::Lang=de_DE
Game::Path=C:\Program Files (x86)\Steam\steamapps\common\Grand Theft Auto IV Episodes from Liberty City\EFLC\
[Application Windows]
TIVAnimViewerWindow=OpenIV Animationswiedergabe
TMainWindow=OpenIV - cutsprops.img - [schreibgeschützter Modus]
TActionsModule=ActionsModule
TErrorWindow=OpenIV - Anwendungsfehler
Release: 2.9.0.903 02.04.2017
Address: "0x004B3C75"
Procedure: "System.Classes.TStream.ReadBuffer"
Unit: "", Line: "0"
Stack:
[004B3C70] System.Classes.TStream.ReadBuffer + $68
[00C38083] Rage.Audio2.IO.Container.TRageAudio2File.LoadFromSteam + $2F
[00C37F95] Rage.Audio2.IO.Container.TRageAudio2File.Create + $15
[013F5172] Tools.AudioPlayer.GTAIVProcessor.TGTAIVAudioPlayerProcessor.LoadContentFromStream + $1E
[013F3ECF] Tools.AudioPlayer.AudioPlayer.ExportToWave + $43
[013F3AD9] Tools.AudioPlayer.AudioPlayer.Action + $69
[00ABD4BA] Tools.Framework.CToolsFramework.RunAction + $7A
[01554C77] Tools.GTAIVAnimViewer.CutAnim.CCutscenesViewer.MakeAudioFiles + $E3
[015534F7] Tools.GTAIVAnimViewer.CutAnim.CCutscenesViewer.loadCutFile + $963
[0040BA24] [email protected] + $E4
[0155CFBE] Tools.GTAIVAnimViewer.CutAnim.TIVCutScenesViewerRenderWindow.CutListItemIndexChanged$58$ActRec.$0$Body$59$ActRec.$0$0$Body + $86
[004C208D] System.Classes.TAnonymousThread.Execute + $5
[004C3AB5] System.Classes.ThreadProc + $49
[00409E44] System.ThreadWrapper + $28
[745838F2] BaseThreadInitThunk + $22
[77375DE1] Unknown function at RtlUnicodeStringToInteger + $251
[77375DA9] Unknown function at RtlUnicodeStringToInteger + $219
ReportId: 1754177

 

Edited by rollschuh2282

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Claude_Lib

For me too, just checked. Here's mine crashlog, just in case:

 

 

 

 

Time: "21:00:46"Type: "EReadError"Message: "Stream read error"Additional information:[Application Context]App::Temp=C:\Users\Claude\AppData\Local\Temp\OpenIV_00819751\Main::ExploreArchiveNode::WorkItem=C:\Program Files (x86)\Steam\steamapps\common\Grand Theft Auto IV Episodes from Liberty City\EFLC\GetSystemDefaultLangID=1049SysLocale={ DefaultLCID: "1049", PriLangID: "25", SubLangID: "1", FarEast: "True", MiddleEast: "True" }App::Path=C:\Users\Claude\AppData\Local\New Technology Studio\Apps\OpenIV\Core::OpenRageArchive::LastCall=C:\Program Files (x86)\Steam\steamapps\common\Grand Theft Auto IV Episodes from Liberty City\EFLC\TBoGT\pc\models\cdimages\componentpeds.imgGetThreadLocale=1049 (0x0419)Game::Platform=pcMain::ExploreArchiveNode::ParentArchive=C:\Program Files (x86)\Steam\steamapps\common\Grand Theft Auto IV Episodes from Liberty City\EFLC\ApplicationPath=C:\Users\Claude\AppData\Local\New Technology Studio\Apps\OpenIV\OS=Windows 7 Service Pack 1 (Version 6.1, Build 7601, 64-bit Edition)Game::ID=EFLC (EfLC)GetSystemDefaultLCID=1049WebClientId=4409754App::Lang=en_GBGame::Path=[Application Windows]TIVAnimViewerWindow=OpenIV Animation ViewerTMainWindow=OpenIV - EfLC - [Read only mode]TActionsModule=ActionsModuleTErrorWindow=OpenIV - Application error  Release: 2.9.0.903 02.04.2017  Address: "0x004B3C75"  Procedure: "System.Classes.TStream.ReadBuffer"  Unit: "", Line: "0"Stack:[004B3C70] System.Classes.TStream.ReadBuffer + $68[00C38083] Rage.Audio2.IO.Container.TRageAudio2File.LoadFromSteam + $2F[00C37F95] Rage.Audio2.IO.Container.TRageAudio2File.Create + $15[013F5172] Tools.AudioPlayer.GTAIVProcessor.TGTAIVAudioPlayerProcessor.LoadContentFromStream + $1E[013F3ECF] Tools.AudioPlayer.AudioPlayer.ExportToWave + $43[013F3AD9] Tools.AudioPlayer.AudioPlayer.Action + $69[00ABD4BA] Tools.Framework.CToolsFramework.RunAction + $7A[01554C77] Tools.GTAIVAnimViewer.CutAnim.CCutscenesViewer.MakeAudioFiles + $E3[015534F7] Tools.GTAIVAnimViewer.CutAnim.CCutscenesViewer.loadCutFile + $963[0040BA24] [email protected] + $E4[0155CFBE] Tools.GTAIVAnimViewer.CutAnim.TIVCutScenesViewerRenderWindow.CutListItemIndexChanged$58$ActRec.$0$Body$59$ActRec.$0$0$Body + $86[004C208D] System.Classes.TAnonymousThread.Execute + $5[004C3AB5] System.Classes.ThreadProc + $49[00409E44] System.ThreadWrapper + $28[77263388] BaseThreadInitThunk + $10[77939A00] Unknown function at RtlInitializeExceptionChain + $61[779399D0] Unknown function at RtlInitializeExceptionChain + $31ClientId: 4409754, ReportId: 1754302

 

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GooD-NTS

when i want to view the TBoGT cutscene: gt10_ba.

This cutscene does not have audio file, this is why OpenIV is crash, I will fix that.

But still, you will not be able to play this cutscene because OpenIV uses audio to synchronize animations.

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Polkien

@GooD-NTS

 

EDIT:

Solved earlier problem.

But I have another question. Do you know how wrinkle maps work? I mean which file assign them to model. For example if i replace mesh, wrinkle maps work good but when I'll add mesh, editing ymt file, they don't work, everything except them work(damages, wind movement, wetness etc.).You know something about them?

Edited by Polkien

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nkjellman

@GooD-NTS

 

Your tool is corrupting files. I added some vehicle models. After that, all of the vehicle models in that RPF (just the files in the vehicles.rpf, not the whole dlc.rpf) wouldn't open as OpenIV would crash.

 

Then when I had to copy the rpf file again, I replaced a handling.meta and a vehicles.meta. Now those files are corrupt. When I open them in OpenIV they are completely blank.

huTJeET.png

If that file was actually blank, it wouldn't be 34.2 KB. Also, I didn't touch vehiclelayouts.meta (It was modified in the backup). It still seems to have gotten corrupted somehow. I did open it when I was putting my new files in.

 

At times, there is an odd 5 sec delay when putting files into the RPF.

 

And now my vehicles.rpf is corrupt again.

 

Is there some sort of limit as to how big a dlc pack can be?

Edited by nkjellman

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rollschuh2282

can you guys add openformat support for the gta 4 audio files?

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BlackScout

can you guys add openformat support for the gta 4 audio files?

This doesn't make any sense. They are WAVs.

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Tomas.

can you guys add openformat support for the gta 4 audio files?

They don't want do any new features for IV, unfortunately. Besides, I heard IV audio is rather complicated to work with, OpenIV handles it pretty badly now even. Why would you need that though? Edited by Tomasino

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rollschuh2282

 

can you guys add openformat support for the gta 4 audio files?

This doesn't make any sense. They are WAVs.

a lot of sounds are in "soundcontainers and you can't replace Single Sounds only the whole file.

for example: you want to change the sound of glass shatter, but you can't because you can't change single sounds

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GooD-NTS

Solved earlier problem.

What was it?

 

 

But I have another question. Do you know how wrinkle maps work? I mean which file assign them to model. For example if i replace mesh, wrinkle maps work good but when I'll add mesh, editing ymt file, they don't work, everything except them work(damages, wind movement, wetness etc.).You know something about them?

Unfortunately, I don't know.

 

 

Your tool is corrupting files. I added some vehicle models. After that, all of the vehicle models in that RPF (just the files in the vehicles.rpf, not the whole dlc.rpf) wouldn't open as OpenIV would crash.

Can you reproduce it with original files and give me exact steps and files?

 

 

Is there some sort of limit as to how big a dlc pack can be?

RPF file may not be bigger than 4GB. Also, make sure you have enough free space on your disk.

 

 

can you guys add openformat support for the gta 4 audio files?

Sorry, but no new functionality for GTA IV at the moment.

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Polkien

 

Solved earlier problem.

What was it?

Problem with exported embedded textures as dds, it was just issue with outdated nVidias dds plugin for Photoshop.

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GooD-NTS

02.png


Today we are releasing quite big maintenance update for OpenIV 2.9.
This update contain important fixes but no new features or notable changes.
If everything will goes well with this update we will start working on the next feature update for OpenIV this week.
  • Like 3

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_CP_

What exactly was fixed in this build? Could you provide any details?

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GooD-NTS

Here, if it somehow helps you:

 

### [HotFix + 4] ###

[+] Network: New network code based on http://docwiki.embarcadero.com/RADStudio/Berlin/en/Using_an_HTTP_Client

[+] Zip: Extract String now uses encoding

[+] HashManager: Fixed resort method (it must use Trimmed strings like Load method)

[+] TextEditor: Limit functionality for huge files | Code Folding is disabled for files bigger than 100 MB

[+] PackageInstaller: Try to start log twice

[+] LecacyUI: MainWindow SelectedList update improved | Possible crash fix

[+] Crash: Incorrect Bone count in models lead to pgArray crash

[+] Crash: FragmentsViewer crash when BodeIndex = -1

[+] openFormats: Improved import/export of shader params in GTA V

[+] openFormats: Improved composite collision import

[+] GTAIV: AnimViewer/CutscenePlayer crash when no audio

[+] Languages update

 

  • Like 1

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Jax765

Encountering an issue with the game not loading content added to update.rpf when reloading a save. As you can see from the log (openiv copy is from before reloading the save), rdevehicles.rpf is loaded fine on first boot. But when I reload a save within the game, the rpf archive is not reloaded alongside other dlc archives.

 

https://cdn.discordapp.com/attachments/261678737249009666/306195371460263946/OpenIV.log

https://cdn.discordapp.com/attachments/261678737249009666/306195374417379328/OpenIV_-_Copy.log

 

This doesn't occur with modded dlc .rpf archives, just with .rpfs added to update.rpf. Can this be circumvented?

Edited by Jax765

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DOUGL4S1

Not sure if it is possible and sorry if it sounds like I'm nitpicking, but can you make some fixes to the cutscene viewer? The one that bothers me the most is that props are not in sync with characters (look at my signature). Also, maybe a timeline so we can jump fowards and backwards (IIRC you can only pause), or an option to load the place where the cutscene takes place (once again, not sure if possible).

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nkjellman

@GooD-NTS:

 

I am wondering, do you know of any way I can make a custom map be an "on demand" map? By that I mean that it is like North Yankton or quite a few interiors. It doesn't load by default but it can be enabled/disabled with scripts.

 

Reason being:

With map modding starting to take off, we will be getting a lot more maps (a lot probably converted from the FiveM maps we have). I am not sure if you have seen the Hyrule map on GTA5-Mods but this is defiantly a map I want to be loaded only when requested by scripts. (I should also point out, if I disable its ymap with Menyoo, the map disappears, but the collisions are still there.)

 

Hyrule is a map from Mario Kart 8, and there, there are parts of the map you never reach in that game. Most of it is for background scenery. So as a result, there are missing faces, and the map is floating in the air. I don't want to have the map loaded when it isn't being used. In addition to that, people may make map mods that wouldn't fit next to Los Santos like if they made a snowy tundra map for example, or a map that is biased off of another country, perhaps in Europe or Asia. In addition to that, people could release maps that interfere with another modder's map, so this would be a great way to manage the maps without having to uninstall one to use the other.

 

So I have an idea. If I can figure out how to make custom maps be "on demand" maps, I want to write a neat and creative Travel script to manage these maps in an immersive way. Each map would have its own config file. When you want to travel to the map, you would go to LSIA enter a marker, and get a menu of each location you can travel to. The config files would tell the script what IPL's to load/unload, where the arrival and departure locations are, the climate of the map (so it will snow on snowy maps), etc... It could even work for maps that are enabled all of the time too though. So when you guys release LC, you would be able to create a config file for my script that will add LC as a travel destination, so people can buy plane tickets to travel between LS and LC.

 

I tried looking at the <MapData> section in _manifest.ymf, but that didn't work. I noticed a lot of "on demand" ymaps in the normal game have code in that section. That section also seems to have code relating to ymap files that are enabled at certain times of the day. For example, the beach props at Vespucci Beach.

 

Anyways, if you happen to know what exactly makes maps "on demand", I can write this script. I know that this is possible to do, so if you have any insight regarding this matter, it would be extremely helpful.

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Chipsman

Hi nkjellman,
I dont know the full mechanism how it works, but AFAIK there is 0x1 flag in CMapData.flags, when it is set the ymap is not loading automatically, maybe it help you somehow

Edited by Chipsman

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rollschuh2282

since the latest update is openIV extrem slow for me, i need to wait almost 10-15 seconds to open a file inside a .rpf, or a .rpf itself.

 

and in the taskmgr, openIV uses in that time almost no cpu

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GooD-NTS

This doesn't occur with modded dlc .rpf archives, just with .rpfs added to update.rpf. Can this be circumvented?

This might be game default behavior.

 

 

Not sure if it is possible and sorry if it sounds like I'm nitpicking, but can you make some fixes to the cutscene viewer?

We currently don't have time or resource to fix/improve anything for GTA IV.

 

 

The one that bothers me the most is that props are not in sync with characters (look at my signature).

This is tough one. All animations in scene is synchronized using audio time, and I literally have no idea why they are not sync while they should be.

Back in the days we tried to do something, fix it, but with no luck.

 

 

Also, maybe a timeline so we can jump fowards and backwards (IIRC you can only pause)

Because of how cutscene viewer manages scene resources it can be done only in range of one section (you can see sections on timeline).

I don't remember exactly why but I think we had some other issues with this features back in the days, so it wasn't implemented.

 

 

or an option to load the place where the cutscene takes place (once again, not sure if possible).

It would require a full map support in player, and it takes a lot of time to implement.

 

 

since the latest update is openIV extrem slow for me, i need to wait almost 10-15 seconds to open a file inside a .rpf, or a .rpf itself.

and in the taskmgr, openIV uses in that time almost no cpu

All files or some particular files?
  • Like 1

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Claude_Lib

Any patchnotes for today's update?

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GooD-NTS

We fixed stuff we bloke in previous update and made some fixes based on automatic reports.

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rollschuh2282

 

 

since the latest update is openIV extrem slow for me, i need to wait almost 10-15 seconds to open a file inside a .rpf, or a .rpf itself.

and in the taskmgr, openIV uses in that time almost no cpu

All files or some particular files?

all files that are stored in .rpfs

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nkjellman

We fixed stuff we bloke in previous update and made some fixes based on automatic reports.

So should the corruption of my RPF cease?

 

I noticed that it occurs when I add information. Its like when I reach a certain point, it happens. Could it acutely be a file size limit? My RPF has grown to 4.05 GB. I haven't seen an RPF that large before, ether from GTA's files, or a mod. The audio rpf's are less than that by about 1 GB.

 

However, if this is the case, it really is no big deal. I will just have to start adding vehicles into a different dlc.rpf.

Edited by nkjellman

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_CP_

As far as I remember, RPF size limit is 4GB.

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