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General OpenIV Discussion and Announcements


GooD-NTS
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TheChopShop

 

so this would fix the fked up textured when welding vertex?

O.o wth?

 

that's caused by the new calculation of UVW mapping that occurs when welding verts.. in any modeling app, it has nothing to do with GIMS, OpenFormats or OpenIV

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@Good It works great dude... this saves up time of chopping high poly meshes.. cuz I have tried it and it fixed shadowplugins's bug on the WDR biggrin.gif

and uhm maybe when you guys are finish or something.. can you add a LOCK add ons for WTD,WDRS and WDDs to avoid mod thefts.

Edited by noelgamo
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no, i didnt mean the idiotic calculation man, thats obvious dozingoff.gif

go see the last page of city_poke SA conversion topic to IV and you will see what i mean

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Hmm.. weird I exported a WDR with Shaders and I tried to resave it with openformats and I get this error

http://img848.imageshack.us/i/openiverror.jpg/

Indeed that is weird.

 

I saved mine but it didn't fix the Zmodeler 2 transparency bug (light bug) on weapons.

 

----

 

By the way is that Windows 7 with a new theme? it looks sexy.

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and uhm maybe when you guys are finish or something.. can you add a LOCK add ons for WTD,WDRS and WDDs to avoid mod thefts.
Unfortunately I can't, because resources formats don't support options like that.

 

so this would fix the fked up textured when welding vertex?
openFormats can't fix any model/texture data, because not it now working with it.

By re-saving the only what you can fixed is game crashes because my resources is fully the same to game.

 

Hmm.. weird I exported a WDR with Shaders and I tried to resave it with openformats and I get this error
Maybe it because you WDR is too bad and openFormats can't re-save it. Anyway can you send to me this WDR I'll check it.

 

I saved mine but it didn't fix the Zmodeler 2 transparency bug (light bug) on weapons.
openFormtas can't fix it because errors in model data, not in resource structure.

 

offtopic:

Can you show how OpenIV looks on your theme?
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•Improved OpenIV Resources Explorer with better WDR/WDD/WFT/WAD support.

I must be blind or something because I don't see WAD support.

 

btw all the stock vehicles use generic texture in vehshare.wtd and vehshare_truck.wtd(in vehicles.img file), could you make so that when we click on vehicle.wft it would automaticly open with both of these files?

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•Improved OpenIV Resources Explorer with better WDR/WDD/WFT/WAD support.
This is mean when you open these files in Resources Explorer they will have better structure.

But you really can't open WAD files in Resources Explorer by using openFormats.exe, but it possible in OpenIV.

 

 

btw all the stock vehicles use generic texture in vehshare.wtd and vehshare_truck.wtd(in vehicles.img file), could you make so that when we click on vehicle.wft it would automaticly open with both of these files?
This is already work exactly what you say. Just try open any car.wft in OpenIV 0.9.1
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•Improved OpenIV Resources Explorer with better WDR/WDD/WFT/WAD support.
This is mean when you open these files in Resources Explorer they will have better structure.

But you really can't open WAD files in Resources Explorer by using openFormats.exe, but it possible in OpenIV.

 

 

btw all the stock vehicles use generic texture in vehshare.wtd and vehshare_truck.wtd(in vehicles.img file), could you make so that when we click on vehicle.wft it would automaticly open with both of these files?
This is already work exactly what you say. Just try open any car.wft in OpenIV 0.9.1

I have the latest OpenIV but vehicle.wft opens only with it's own vehicle.wtd file.

 

btw if there's a misunderstanding here, open ambulance.wft for example and you'll see that there's no texture for windows, interior, exterior or engine but when you add ([+] add texture) vehshare.wtd and vehshare_truck.wtd all generic textures appear.

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This is short from 0.9.1:

user posted image

OpenIV load vehshare.wtd and vehshare_truck.wtd automatically for all wft files.

But OpenIV load it form "{GAME_PATH}\pc\models\cdimages\vehicles.img" where {GAME_PATH} is location what you select when OpenIV first start.

If you don't select right path to the game this ability can't work.

If you made all right and vehicles.img on the right place and constants vehshare.wtd and vehshare_truck.wtd, but OpenIV don't load then it this is bug.

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nkjellman, for GXT already exist many editors.

WPL is map placements files, I think will be better to edit it in MAP Editor or in 3D Max (by using GIMS), but not in OpenIV.

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gamerzworld
nkjellman, for GXT already exist many editors.

WPL is map placements files, I think will be better to edit it in MAP Editor or in 3D Max (by using GIMS), but not in OpenIV.

Actually I believe that there is only one editor for the new version of GXT that was introduced in a patch (I think the patch before the release of EFLC). The editor isn't very stable and hasn't been updated in quite some time.

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nkjellman, for GXT already exist many editors.

WPL is map placements files, I think will be better to edit it in MAP Editor or in 3D Max (by using GIMS), but not in OpenIV.

Actually I believe that there is only one editor for the new version of GXT that was introduced in a patch (I think the patch before the release of EFLC). The editor isn't very stable and hasn't been updated in quite some time.

yep. both would be nice, an easy GXT editor and wpl for small corrections like placement tool biggrin.gif it's my mind

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ferocious q

umm hi, stupid noob here but can anyone tell me if I can change the radio station music files (or any multi-channel music files) with this??? And if so, how?? dontgetit.gifcry.gif

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umm hi, stupid noob here but can anyone tell me if I can change the radio station music files (or any multi-channel music files) with this??? And if so, how??  dontgetit.gif  cry.gif

no. only a few sounds can be changed by a tool called IVaud or GTAIVaud (actual version is 1.1.5)

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TheChopShop

I've gotten 2 corrupted img files so far effn with my map mod.. blah blah blah

 

edit- my bad, it's the GIMS exported strbig0 file (amongst other GIMS related things), it's got nothn to do with OIV/OFs

Edited by TheChopShop
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Some screenshots of the .wpl files viewer, it shows the binary data as text:

 

user posted image user posted image user posted image

 

user posted image user posted image

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Some screenshots of the .wpl files viewer, it shows the binary data as text:

 

user posted image user posted image user posted image

 

user posted image user posted image

great to see you add a wpl viewer (and editor?) xD really awesome, it makes it easier for use, we only ahve to sue one tool then not 10 biggrin.gif

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great to see you add a wpl viewer (and editor?)

At the current time is only viewer.

 

it makes it easier for use, we only ahve to sue one tool then not 10 biggrin.gif 

This is our goal biggrin.gif

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great to see you add a wpl viewer (and editor?)

At the current time is only viewer.

 

it makes it easier for use, we only ahve to sue one tool then not 10 biggrin.gif 

This is our goal biggrin.gif

nice. never saw that before, when you're done it's the first all-in-one-tool for gta biggrin.gif

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nice. never saw that before, when you're done it's the first all-in-one-tool for gta

OpenIV is already like that. Now (I mean 0.9.1) OpenIV can do many things:

  • IMG3/RPF2 Archive editing (include creating new)
  • WTD Textures editing (Most powerful at current moment)
  • SCO Decompiling
  • Audio playback
  • Export/Import openFormats collisions/textures.
  • Viewing of most common files in IV, like .dat, .ipl and others
  • Cool 3D Viewers of WDR/WDD/WFT models and WBN/WBD collisions
  • Support for all (and future too) IV/EfLC versions and patch's
  • Global search in game content/archives.
  • Nice Aero glass UI.
  • ...list to be continued...

 

So, OpenIV/openFormats WDR/WDD/WFT formats will be support 53 shaders, for some of them will be few variation by using sps files.

Here is a list:

 

#gta_spec_reflect                           #gta_normal_spec_reflect_emissivenight           #gta_cutout_fencegta_spec_reflect.sps                        gta_normal_spec_reflect_emissivenight_alpha.sps  gta_cutout_fence.spsgta_spec_reflect_alpha.sps                  gta_normal_spec_reflect_emissivenight.spsgta_spec_reflect_decal.sps                                                                   #gta_vehicle_interior2                                           #gta_ped                                         gta_vehicle_interior2.sps#rage_default                               gta_ped.spsgta_spec_const.sps                                                                           #gta_vehicle_badges                                           #gta_terrain_va_2lyr                             gta_vehicle_badges.sps#gta_glass_normal_spec_reflect              gta_terrain_va_2lyr.spsgta_glass_normal_spec_reflect.sps                                                            #gta_normal                                           #gta_glass                                       gta_normal_alpha.sps#gta_vehicle_mesh                           gta_glass.sps                                    gta_normal.spsgta_vehicle_mesh.sps                                                                         gta_normal_cutout.sps                                           #gta_terrain_va_4lyr#gta_emissive                               gta_terrain_va_4lyr.sps                          #gta_emissivestronggta_emissive.sps                                                                             gta_emissivestrong.spsgta_emissive_alpha.sps                      #gta_normal_decal                                gta_emissivestrong_alpha.sps                                           gta_normal_decal.sps#gta_parallax_specmap                                                                        #gta_glass_specgta_parallax_specmap.sps                    #gta_trees                                       gta_glass_spec.sps                                           gta_trees.sps#gta_normal_spec                                                                             #gta_vehicle_tiregta_normal_spec.sps                         #gta_normal_reflect                              gta_vehicle_tire.spsgta_normal_spec_alpha.sps                   gta_normal_reflect.sps                                           gta_normal_reflect_alpha.sps                     #gta_ped_skin_blendshape#gta_normal_spec_decal                                                                       gta_ped_skin_blendshape.spsgta_normal_spec_decal.sps                   #gta_cubemap_reflect                                           gta_cubemap_reflect.sps                          #gta_normal_cubemap_reflect#gta_terrain_va_3lyr                                                                         gta_normal_cubemap_reflect.spsgta_terrain_va_3lyr.sps                     #gta_glass_emissivenight                                           gta_glass_emissivenight_alpha.sps                #gta_ped_reflect#gta_parallax                               gta_glass_emissivenight.sps                      gta_ped_reflect.spsgta_parallax.sps                                           #gta_vehicle_vehglass                            #gta_radar#gta_spec                                   gta_vehicle_lights.sps                           gta_radar.spsgta_spec.sps                                gta_vehicle_vehglass.spsgta_spec_alpha.sps                                                                           #gta_normal_spec_cubemap_reflectgta_spec_decal.sps                          #gta_glass_emissive                              gta_normal_spec_cubemap_reflect.sps                                           gta_glass_emissive_alpha.sps#gta_reflect                                gta_glass_emissive.sps                           #gta_ped_skingta_reflect.sps                                                                              gta_ped_skin.spsgta_reflect_decal.sps                       #gta_defaultgta_reflect_alpha.sps                       gta_alpha.sps                                    #gta_glass_reflectgta_mirror.sps                              gta_default.sps                                  gta_glass_reflect.sps                                           gta_decal.sps#gta_hair_sorted_alpha_exp                  gta_cutout.sps                                   #gta_emissivenightgta_hair_sorted_alpha_expensive.sps                                                          gta_emissivenight.sps                                           #gta_normal_spec_reflect_decal                   gta_emissivenight_alpha.sps#gta_normal_spec_reflect_emissive           gta_normal_spec_reflect_decal.spsgta_normal_spec_reflect_emissive.sps                                                         #gta_vehicle_paint2gta_normal_spec_reflect_emissive_alpha.sps  #gta_wire                                        gta_vehicle_paint2.sps                                           gta_wire.sps#gta_decal_glue                                                                              #gta_vehicle_paint3gta_decal_glue.sps                          #gta_normal_spec_reflect                         gta_vehicle_paint3.sps                                           gta_normal_spec_reflect.sps#gta_vehicle_shuts                          gta_normal_spec_reflect_alpha.sps                #gta_decal_amb_onlygta_vehicle_shuts.sps                                                                        gta_decal_amb_only.sps#gta_normal_reflect_decal                   #gta_decal_normal_only                           #gta_decal_dirtgta_normal_reflect_decal.sps                gta_decal_normal_only.sps                        gta_decal_dirt.sps

 

 

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that's a dream. allmsot all shaders, that's huge progress biggrin.gif and thanks for the list u made tounge.gif

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I'm sorry for asking but what is next for GIMMS? I can't understand russian and can't be bothered to translate every last sentence.

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TheChopShop

excellent list of shader support GooD, and being that you're sharing your work with Doomer as far as data formats, we can expect that list to be supported in GIMS upcoming wdr export yes? *crosses fingers*

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that's a dream. allmsot all shaders, that's huge progress

Thats all shaders what game used on stock WDR/WDD/WFT files. I made it by auto scan all IV/EfCL WDR/WDD/WFT models.

 

excellent list of shader support GooD, and being that you're sharing your work with Doomer as far as data formats, we can expect that list to be supported in GIMS upcoming wdr export yes? *crosses fingers*

Yes, thats shaders will be supported in ODR/ODD export in GIMS.

 

I'm sorry for asking but what is next for GIMMS?

This is my loose translation of 3Doomer post:

 

after V1.42:

--------------------

+ Minimal supported max version now is 3D MAX 9 SP1

+ Fixed LOD Generator

+ Fixed LOD Manager

+ Import ODR(WDR) Skeleton (.skel)

+ Fixed IDE and WPL converters

+ Fixed WPL Exporter

+ Auto update for GIMS modules (request Internet connection)

+ Change log now placed here: "scripts\Startup\GIMS\ChangeLog.log"

+ LOD Indexes exports separately from WPL params

 

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quechus13, I don't saying that this be soon.

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