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General OpenIV Discussion and Announcements


GooD-NTS
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PacketOverload_x64bit
I remember you guys saying OpenIV 0.9.2 have a bad openFormats that uses up many memory regarding its .odr. I am not sure is this because of this or not. Can anybody tell me does this have anything to do with old Openformats?
Yes it is because of bugs in OpenIV/openFormats. This issues was fixed on one of 0.9.4 version, so all version before auto-update have this bug.

 

 

quietly deletes his version of 0.9.2 and goes back to look at the reason's his GTA installation crashes at random times. nervous.gifblush.gif

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i have a weird bug . i mean i've be doing this dozens of times but first time i have this . i imported a texture but the program does not update . and in game the car has still the old texture

 

user posted image user posted image

 

EDIT : this is not a bug the plate is assigned to the wft , weird mercie_blink.gif

Edited by jpm1
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Improved animation viewer

 

 

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Finally, a way to search. It was a pain to go through those animations before.

 

Speaking of pain, Max Payne 3 was just released on Mac OS. If GTA V gets a Mac release, would you consider a Mac version of Open IV or is it completely out of the question?

 

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The EFLC cutscene viewer is going to be very useful! I was getting tired of having to guess which animations to extract. icon14.gif

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Speaking of pain, Max Payne 3 was just released on Mac OS. If GTA V gets a Mac release, would you consider a Mac version of Open IV or is it completely out of the question?
I will no support OS X in any cases.

But as far I know Max Payne 3 uses Cider to run on OS X, I think resources will be the same and probable OpenIV for windows can manage it.

 

 

 

GooD, isn't it an idea to be able to open WAD files directly? Without going through the animation viewer.
No, because I need to know what animation it is opening and what model need to be assigned to it.
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GooD, isn't it an idea to be able to open WAD files directly? Without going through the animation viewer.
No, because I need to know what animation it is opening and what model need to be assigned to it.

It would be nice for viewing simple in-game anims (single actor) and not cutscenes with multiple actors. And if you wanna go one better: also add a message box that pops up to select the model when viewing map objects. icon14.gif

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It would be nice for viewing simple in-game anims (single actor) and not cutscenes with multiple actors. And if you wanna go one better: also add a message box that pops up to select the model when viewing map objects. icon14.gif
Before I start making the public version of Animation Viewer I thought a lot how exactly I must to implement it. Just like others viewers (when you open a single file) or like complete tool (like it works and looks now). It the first way we have many issues to solve, for example what model need to be assigned do animation, what kind current animation is (for ped, for map objects, UV map animation etс). So I decide to make it in second way, because it is have smoother user experience. You no need to set models every time just click and play.

 

If you need to view simple single actor animation just put it into anim.img, because anyway you need to put it somewhere to make OpenIV possible to open it.

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It would be nice for viewing simple in-game anims (single actor) and not cutscenes with multiple actors. And if you wanna go one better: also add a message box that pops up to select the model when viewing map objects. icon14.gif
Before I start making the public version of Animation Viewer I thought a lot how exactly I must to implement it. Just like others viewers (when you open a single file) or like complete tool (like it works and looks now). It the first way we have many issues to solve, for example what model need to be assigned do animation, what kind current animation is (for ped, for map objects, UV map animation etс). So I decide to make it in second way, because it is have smoother user experience. You no need to set models every time just click and play. Understandable, i respect your decision.

 

 

If you need to view simple single actor animation just put it into anim.img, because anyway you need to put it somewhere to make OpenIV possible to open it.
Yep, that's what i've been doing. icon14.gif
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user posted image

Good News, Everyone!

It looks like we just fixed Max Payne 3 UVs issues:

user posted image

user posted image

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PacketOverload_x64bit

Really awesome work you guys have done. Any chance you're working on importing audio to interiors in GTA IV?

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Any chance you're working on importing audio to interiors in GTA IV?
As far I know you can set audio for interiors in IDE files.

As for audio files editing for GTA IV - it will not be implemented in OpenIV.

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It looks like we just fixed Max Payne 3 UVs issues:

user posted image

Awesome! Now revert back to the old model viewer that you used a few versions ago so I can rip models from the model viewer again. tounge.gif

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A couple months ago there was someone who asked about waterfalls. It was mentioned that they are part of animated UVW so I suppose that they also equivalent to the flashing billboards and advertisements in Star Junction. Is it just animated UVW on a regular WDR or is the format itself different? I am sorry if this was answered here before.

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A couple months ago there was someone who asked about waterfalls. It was mentioned that they are part of animated UVW so I suppose that they also equivalent to the flashing billboards and advertisements in Star Junction. Is it just animated UVW on a regular WDR or is the format itself different? I am sorry if this was answered here before.

Yes, it's all animated UV's. I explained the waterfall technique to stilldre here.

Thank you Blaster. smile.gif

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Improved cut-scene player

 

 

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Wow! I was going to suggest adding freecam to the cutscene viewer a few weeks ago, but I didn't think it was possible. Another very useful feature! icon14.gif

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One little thing I'm wondering about. Not like its important but I'm wondering, is there any differences between the folder lay out and file formats of the PC and Mac version of Max Payne 3?

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One little thing I'm wondering about. Not like its important but I'm wondering, is there any differences between the folder lay out and file formats of the PC and Mac version of Max Payne 3?

As I say on the previous page: http://www.gtaforums.com/index.php?showtop...st&p=1062664648

 

Speaking of pain, Max Payne 3 was just released on Mac OS. If GTA V gets a Mac release, would you consider a Mac version of Open IV or is it completely out of the question?
I will no support OS X in any cases.

But as far I know Max Payne 3 uses Cider to run on OS X, I think resources will be the same and probable OpenIV for windows can manage it.

So, probable it have the same folders and resources.

Personally I do not have any Apple devices and I don't have any way to check OS X version of Max Payne 3. Only people who got this version can answer to your question correct.

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So I'm not sure if this is possible or not but I'll ask anyways.

 

Do you guys think you might be able to implement the ability to view and edit shader files? This is something I would like to be able to do. With this ability, people could edit the Rage shaders easier and make better graphics mods.

 

With the ability to edit shaders, it will open up several possibilities.

-May allow people to compare and contrast the old shader system to the new shader system. Which may allow someone to port the old shader system to the new patches and EFLC. That will bring more people to the multiplayer. Those are the people who claim to have better performance with the old shaders. It should also allow ICEnhancer to look as good on newer patches as it does on old.

-Might allow people to program new shaders into the game. This will allow people to add new shaders to make the game look better. On top of that, it will be native. A few examples of things people can add are sky lighting, the fake ceiling effect that is in Watch Dogs on sky scraper windows, etc...

-Adjust shaders to the atmosphere they are trying to create.

-Fix graphics bugs with the shaders. To include thee gta_emensivenight shader that is screwed up on 1.0.7.0. Also improve the night shadows too. vehicles don't have night shadows. This should fix the no car shadow in the Booth Tunnel.

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So I'm not sure if this is possible or not but I'll ask anyways.

 

Do you guys think you might be able to implement the ability to view and edit shader files? This is something I would like to be able to do. With this ability, people could edit the Rage shaders easier and make better graphics mods.

 

With the ability to edit shaders, it will open up several possibilities.

-May allow people to compare and contrast the old shader system to the new shader system. Which may allow someone to port the old shader system to the new patches and EFLC. That will bring more people to the multiplayer. Those are the people who claim to have better performance with the old shaders. It should also allow ICEnhancer to look as good on newer patches as it does on old.

-Might allow people to program new shaders into the game. This will allow people to add new shaders to make the game look better. On top of that, it will be native. A few examples of things people can add are sky lighting, the fake ceiling effect that is in Watch Dogs on sky scraper windows, etc...

-Adjust shaders to the atmosphere they are trying to create.

-Fix graphics bugs with the shaders. To include thee gta_emensivenight shader that is screwed up on 1.0.7.0. Also improve the night shadows too. vehicles don't have night shadows. This should fix the no car shadow in the Booth Tunnel.

I agree with you.

About time is to have someting to edit these annoying compiled shaders ... the modders can fix/improve the game by them.

Keep up with good work GooD-NTS icon14.gif

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Do you guys think you might be able to implement the ability to view and edit shader files?
Maybe one day in future (I hope) we will have a inbuilt tool to view RAGE Shaders (similar to Rage Shader Info ), but I not sure that editing is ever possible.

 

 

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We are close to 1.5 release of OpenIV.

So, here is a release note.

 

openFormats for GTA IV Animations

Version of OAD/ONIM files was changed, so current 3Ds Max scripts will not able to import/export new formats.

But changes, not so big, I hope new version of 3Ds Max scripts will come short after OpenIV 1.5.

Be ready, OpenIV 1.5 will not import old version of OAD/ONIM.

 

Package Installer / .OIV Format

We have full compatibility with all currently released packages. You no need worry here.

But, here is new thing:

user posted image

You can use link and linkTitle attributes in largeDescription and licence section to make clikable links.

 

Configuration

Configuration is redone, so you need to configure your OpenIV again for all games you use.

 

Many minor and major changes

We have made many changes in all openiv systems, so it can behave wrong, please report about any issues.

 

Release data

We will release OpenIV 1.5 as soon as we fix some bugs in main 1.5 feature.

 

 

 

Stay tuned.

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Do you guys think you might be able to implement the ability to view and edit shader files?
Maybe one day in future (I hope) we will have a inbuilt tool to view RAGE Shaders (similar to Rage Shader Info ), but I not sure that editing is ever possible.

I hope editing will be possible. At least to some extent.

 

The shader modifications I'm interested in making:

-Optimized gtaemensivenight shader. The patch 4 one fixes bugs on 7 but screws up traffic lights. With the 7 shader the traffic lights are fine but the Rotterdam Tower lights and bar lights in Massonet 9 are screwed up.

-Add night shadows to cars. This aught to fix the no car shadows in the booth tunnel. I was driving down there and saw a garbage truck. The guys hanging on the back had shadows. This gave me the idea that might just fix it. Cars should also cast shadows when they go under street lights. The other thing I'm sure others have noticed is night shadows have the fuzzy looking edges like the old/console shadows had. Wonder if this can be changed.

 

Edit: Can someone post a link to the shader viewer tool? I can't find the link anywhere.

Edited by nkjellman
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I'm trying to add files to the game root, installation validates but no files are written to the root folder. Permissions have been set correctly... Could someone point me in the right direction? This is my code:

 

 

<?xml version="1.0" encoding="UTF-8"?><package version="1.0"><metadata> <name>Install ELS</name> <author>Dude</author> <target>     <game>IV</game> </target> <description>ELS</description> <largeDescription displayName="Description">    <![CDATA[ELS, now easily installable via OpenIV package install!]]> </largeDescription> <licence>    <![CDATA[blablablabalb]]> </licence></metadata> <content gameID="IV" name="ELS" description="ELS">      <game:open path="" type="type">          <add source="content\ELS.asi">ELS.asi</add>         <add source="content\ELS.ini">ELS.ini</add>      </game:open> </content></package>

 

 

I have also tried setting the path to "\" but no succes... You can find the 'compiled' .oiv here.

Edited by folypers
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Edit: Can someone post a link to the shader viewer tool? I can't find the link anywhere.
Here is the link:

https://googledrive.com/host/0B11nwoK4-MPNe...eShaderInfo.zip

 

 

I'm trying to add files to the game root, installation validates but no files are written to the root folder. Permissions have been set correctly... Could someone point me in the right direction? This is my code:

I have also tried setting the path to "\" but no succes... You can find the 'compiled' .oiv here.

You no need to "open" game. Just add files under content tag:

 

<content gameID="IV" name="ELS" description="ELS"><add source="content\ELS.asi">ELS.asi</add><add source="content\ELS.ini">ELS.ini</add></content>

 

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Edit: Can someone post a link to the shader viewer tool? I can't find the link anywhere.
Here is the link:

https://googledrive.com/host/0B11nwoK4-MPNe...eShaderInfo.zip

 

 

I'm trying to add files to the game root, installation validates but no files are written to the root folder. Permissions have been set correctly... Could someone point me in the right direction? This is my code:

I have also tried setting the path to "\" but no succes... You can find the 'compiled' .oiv here.

You no need to "open" game. Just add files under content tag:

 

<content gameID="IV" name="ELS" description="ELS"><add source="content\ELS.asi">ELS.asi</add><add source="content\ELS.ini">ELS.ini</add></content>

 

Thanks. BTW, do you know which shader controls night shadows?

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A couple months ago there was someone who asked about waterfalls. It was mentioned that they are part of animated UVW so I suppose that they also equivalent to the flashing billboards and advertisements in Star Junction. Is it just animated UVW on a regular WDR or is the format itself different? I am sorry if this was answered here before.

Yes, it's all animated UV's. I explained the waterfall technique to stilldre here.

Thank you Blaster. smile.gif

Hey Blaster, a problem here. I looked at that tutorial of yours and got everything. But there isn't animated texture.

 

To view animated texture, I just click on my wdr that has it applied I suppose.

 

But the problem is, where do I import my .oad?? Is it in my .img that contains my .wdr or is it in the .anim??

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