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General OpenIV Discussion and Announcements


GooD-NTS
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EncryptedReality

Awesome, one step closer to having peds in!

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Awesome, one step closer to having peds in!

Yes, i think navmesh researching should be most important now.

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It is just a viewer,

the file format is quite complicated, so it is too soon to talk about editing/creating custom navmesh models..

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So this show, where ped can move? smile.gif

HHnErXC.png


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EncryptedReality

It shows the existing navmeshes, so yes technically , navmeshes define the border where A.I is allowed to go/take step in... and it makes it more intelligent in world space navigation, during this it prevents peds from walking into walls and running in circles(as it occured in SA)

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EncryptedReality

The best example i can think of is: get a wanted level and stay inside the safehouse, you will eventually see police coming through your door tryin to arrest you tounge.gif

 

This means obviously that there must be some directions the peds follow in order to get to a destination, which is ~ navmeshes

Not only do navmeshes store these walls/barricades for them but also there must be certain flags that spawns vastly depend on

 

You may say , it's a spline like car paths, but not quite , they wouldn't respond to the environment so intelligently if it were so

Edited by GTARandom
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You both have right. Navmesh mean navigate mesh and describe, where ped can go, do something etc, right? smile.gif

HHnErXC.png


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So, navmeshes are an advancement over the ped splines in the previous games? If so then this explains why they can follow you better.

76561198000404928.png

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Development news:

I've just resolve this case 0000107: [openFormats (global)] Improve OpenIV Resource sub-system and fix grmModel data

This is means I have rewrite a some part of our resources system and remove some excess data from models resources classes.

Probable it will fix disappearing of models in global mods.

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EncryptedReality

Great, great we been huntin' that model erasive bastard for months, it's time to put an END TO IT!

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Flitskikker
  • OpenIV SCO Decompiler can't decompile any scripts which made with Alex's Scocl compiler.

Just FYI, IV:SA's startup script has been made using SCO ToolBox, since SCOCL didn't exist yet.

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Warning: Because of sort of changes, new OpenIV will not compatible with old openFormats ODR/ODD files, be ready for it.

 

Blaster_nl, GTARandom I've just say "probable", I'm can't be sure will it fix error or not. We need make big testing.

 

 

Just FYI, IV:SA's startup script has been made using SCO ToolBox, since SCOCL didn't exist yet.

It not making OpenIV SCO Decompiler better you know biggrin.gif It can't decompile custom scripts.

Edited by GooD-NTS
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Warning: Because of sort of changes, new OpenIV will not compatible old openFormats ODR/ODD files, be ready for it.

Which means that we'll have to wait for 3Doomer to make an update for his toolset.

76561198000404928.png

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Here is thing:

At the current time is no way to control compression and MipMap levels for WDR embedded textures. (Really you can control it if you are uses DDS textures).

Now I thinking about one thing which make possible to control those params.

Here is the question:

Do you think it is really needed for controlling compression and MipMap levels for WDR embedded textures?

Please vote.

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Development news:

I've just resolve this case 0000107: [openFormats (global)] Improve OpenIV Resource sub-system and fix grmModel data

This is means I have rewrite a some part of our resources system and remove some excess data from models resources classes.

Probable it will fix disappearing of models in global mods.

and it is added to open IV?

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user posted image

0.9.4 "motion-3"

 

Run OpenIV for getting update or download install from openiv.com

 

Changes and improvements in OpenIV 0.9.4 "motion-3".

 

Simplified openFormats import menu

user posted image

New menu, just one item. All clear and simple, nothing else.

 

New features for WPFL files

user posted image

Improved WPFL Viewer now it show vertex and polygons count.

Also now you can export models to openFormats.

 

Improved work with textures in WDR/WDD/WFT Viewers

user posted image

Now you can simple find texture file, just click on file name.

 

WNV Viewer

user posted image

Maybe it will interesting for somebody.

 

Placement Search

Just watch the video below and all will become clear:

 

 

We also made many changes in other OpenIV and openFormats features

http://openiv.com/bugs/changelog_page.php

 

 

user posted image

 

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EncryptedReality

That's a great update icon14.gif

 

This helps me research WNV by the way

Edited by GTARandom
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Hot fix is available for OpenIV 0.9.4 "motion-3".
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FIx disappering of global mods?

Probable it fix it this update

ITS AWERSOOOOMESSSS NEWS

DEVELOPERS OF OPEN 4-I WIting of this

GREAT THANKS FOR WE!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

YOURS PROGRAMM-ITS AWERSOME

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I have a problem with the new version of OpenFormat :

 

http://img441.imageshack.us/img441/8175/gt...40115513276.png

http://img805.imageshack.us/img805/5128/gt...40115530944.png

 

in certain angle, portions of the models disappear .

The problem was in yesterday build (31.03.2012, build 297), and it resolved in todays "Hot-fix" build (01.04.2012, build 298).

Make sure you are uses lasted OpenIV and GIMS builds.

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I have a problem with the new version of OpenFormat :

 

http://img441.imageshack.us/img441/8175/gt...40115513276.png

http://img805.imageshack.us/img805/5128/gt...40115530944.png

 

in certain angle, portions of the models disappear .

The problem was in yesterday build (31.03.2012, build 297), and it resolved in todays "Hot-fix" build (01.04.2012, build 298).

Make sure you are uses lasted OpenIV and GIMS builds.

I use the latest version of GIMS and IV open, i just extracted my models of open IV , and without importe with GIMS, i have inporte them directly in openIV .

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EncryptedReality

You're doing something wrong, here this issue has been resolved in the last update.

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You're doing something wrong, here this issue has been resolved in the last update.

it's good,i took the models that had not been exported, the probleem is settle, in the hope that will fix dispartion .

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will the audio editing be included in next versions? confused.gif

We don't have any plans to make "audio editing" features in OpenIV for GTA IV.

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will the audio editing be included in next versions? confused.gif

We don't have any plans to make "audio editing" features in OpenIV for GTA IV.

Too bad sad.gif ,anyway thx for replying icon14.gif

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Coordinates manager its very good-planed in future move in real time objects in this manager and change its coordinates? Its will be awersomes. smile.gif

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will the audio editing be included in next versions? confused.gif

We don't have any plans to make "audio editing" features in OpenIV for GTA IV.

Too bad sad.gif ,anyway thx for replying icon14.gif

Yes, but if someone fully researches the audio format and the metadata, we'll be able to change our plans.

 

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