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General OpenIV Discussion and Announcements


GooD-NTS
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Don't bring up that argument again, GooDS has proved his point, he doesn't want anyone to have access to his special versions because f*ck you.

I'm sure I not said "f*ck you" as the reason because.

 

 

I've pointed out ways around the problems he's had, and he refuses to accept it, ways which would make the program available to everyone without the need of any problems, he's had offers from people on this to help him, etc, and his public stance on this was "oh I must have forgot" and the refuses to do or mention it again.

What people you talking about?

 

 

I'm happy that you're happy with a limited tool, but GooDS and his band of merry men have access to a much more profound tool that works across multiple games and platforms.

What you expect from .black? You think it can do all things just like OpenIV? But, no, it can't.

You know funny fact why OpenIV is so special - because of quality and support. And other consoles games in .black do not have this quality and do not have support. In this case .black is a limited tool, not OpenIV.

 

 

 

So screw him and OpenIV, I withdrew my support for the project, if people want an open source alternative for GTAV they can check out LibertyV, which GooDS considers spam only because it proves there is a way to distribute console viewing support around his bullsh*t paper thin reasons.

I personally do not believe in open-source, but this my position is not related gta modding.

Back in 2008, SparkIV was open-source too, but if you look now at progress in OpenIV you will see that "open-source" is not mean anything. And btw, Aru (the creator of SparkIV) have access to .black.

 

 

...which GooDS considers spam only because...

Listen, I not come to LibertyV topics and forums and not post links/reference to OpenIV, so I expect same from it.

 

 

 

 

As for the Twitter account, it shows up as suspended on my end. :(

Yes, working on this issue.

 

 

Curious though, does this tool (or any that you're aware of) have the ability to open .XMT filetypes?

You mean .XMT from GTAV? They can't be open in properly way yet, but format is under researching now.
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I'm not getting into it again GooDS, but you're still proving my point "I personally do not believe in open-source". You've been sat on an RDR Texture and Audio viewer for nearly two years now, and refuse to release it for reasons that the LibertyV team have got around. Face, you have your reasons but don't act like you're NOT holding back for power reasons, .black could be used by PC Users to at least take a dive into the files of MCLA and RDR, games which will never see a release on PC, and instead, well, you know the story, we've gone over it enough times.

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i believe in open source myself but i also believe that any open source user that have a bit of common sense should consider the donation option sometimes . open source are not freeware , there are fees for anything in this world but with open source you replace the size of the container by the quantity of containers , and thus the weight of each container

Edited by jpm1
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  • 1 month later...

GooD and I suppose 3Doomer, have you looked into model import/export for Max Payne 3? I'd imagine the model versions are very similar to GTA V as compared to IV. Maybe work on .ODR for Max Payne 3, huh? Might be quicker to get ODR for V PC when it comes out if you have a newer base to work off of than GTA IV.

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  • 2 weeks later...

I just thought I'd ask about this. As we know Rockstar is going to make it snow in GTA Online on Christmas, which sticks to the ground. I have it early because I connected to a custom DNS server.

 

So I thought I'd ask. How is it being done? Is everything retextured, or is it some type of shader being applied? My bet is its a shader because I noticed some bugs with fences and there seems to be less snow under my car where ever I go.

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when you rename you get this

Sanstitre1_zpsd1bc4af3.jpg

 

i think it would be better if we had this

Sanstitre2_zps56e975f5.jpg

Agreed, but we made it just like in Windows File Explorer, without popup dialog:

25.png

 

 

GooD and I suppose 3Doomer, have you looked into model import/export for Max Payne 3? I'd imagine the model versions are very similar to GTA V as compared to IV. Maybe work on .ODR for Max Payne 3, huh? Might be quicker to get ODR for V PC when it comes out if you have a newer base to work off of than GTA IV.

The Max Payne 3 models right in the middle between GTA IV and GTA V. So yes, if we will have formats for Max Payne 3 it will be easily to bring it to GTA V, this is the one of the ideas why we support Max Payne 3.

 

 

I just thought I'd ask about this. As we know Rockstar is going to make it snow in GTA Online on Christmas, which sticks to the ground. I have it early because I connected to a custom DNS server.

 

So I thought I'd ask. How is it being done? Is everything retextured, or is it some type of shader being applied? My bet is its a shader because I noticed some bugs with fences and there seems to be less snow under my car where ever I go.

Of course they don't re-texture everything. I think this is some kind of filter for textures or/and shaders. I'm sure they can control it through weather tuning.

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Murray Bunyan

I have a problem with openFormats script for 3DS Max. It gives me an error: "Maxscript heap size is less than 256MB", I am unable to find the solution for this on the internet. Is there something wrong with my version of Max? I'm using 2010 by the way.

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Murray Bunyan,

To prevent this error you should go to Customize menu -> Preferences... -> MAXScript tab and increase "Initial heap allocation" value

001.png

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  • 2 weeks later...

OpenIV 1.5.5 for Max Payne 3 and Grand Theft Auto IV



We’re proud to announce that OpenIV 1.5.5 has been released. This release allows you to

files (.awc) by using new openFormats. Also new
feature makes using OpenIV even better.
have new ability to hide separated car parts. Besides new features and visible improvements, we also made many changes inside OpenIV code, all this will help us to make new features and support new games in New Year.
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That's unexpected. Now to replace all of Passos' lines with fart sounds...

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GamerShotgun

@GooD-NTS: Whether you believe in open-source softwares or not, if you have a project that isn't going to be released publicly, you should shut the f*ck up about it and not showing your e-penis here. Like seriously... you are advertising the sh*t out of .black, even though no one's going to get it besides your team.

That, my friend is something I could call you an asshole for...

Edited by GamerShotgun
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OK, I'm going to ask you guys this because I'm not sure if you've already done this, but just in case:

 

The PS3 version of the game uses basic MP3 for Audio, which means it can be exported without the need of converting or even touching it too much, the problem of course is that Stereo streams are interleaved, now this interleave gets applied when converting to WAVE, where it's then dumped out as two mono LPCM tracks, one for LEFT and one for RIGHT (at least that's how LibertyV does it), now what I was wondering, if it's possible to just take and apply the interleave values to the files themselves, I know this would require some work and possible porting of an MP3 joiner into the code, of which there are many open source variants around. I realise this may be a bit of a, ..well, large task for such little payoff, but for those using the PS3 version to check the audio, this would mean they'd be able to get the audio from the game as cleanly as possible with no re-encoding to be done, you'd be getting the files in the exact quality and size Rockstar converted them at for the game, MONO stuff already works fine using this method:

 

https://dl.dropboxusercontent.com/u/49393425/mono_ad055_hitting_kids_works_wonders.mp3

https://dl.dropboxusercontent.com/u/49393425/mono_beyond_insemination.mp3

https://dl.dropboxusercontent.com/u/49393425/mono_solo_01.mp3

 

Where as STEREO stuff obviously has the interleave problem:

 

https://dl.dropboxusercontent.com/u/49393425/too_late_for_goodbyes.mp3

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That's unexpected. Now to replace all of Passos' lines with fart sounds...

I was thinking of doing a Downfall parody mod with Max's monologue replaced by Hitler's in Der Untergang, complete with fake subtitles to go along with it.

76561198000404928.png

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Can we do audio replacements in OIV packages? Is there documentation for it now?

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@GamerShotgun thank you for your very useful comment.

The PS3 version of the game uses basic MP3 for Audio, which means it can be exported without the need of converting or even touching it too much, the problem of course is that Stereo streams are interleaved, now this interleave gets applied when converting to WAVE, where it's then dumped out as two mono LPCM tracks, one for LEFT and one for RIGHT (at least that's how LibertyV does it), now what I was wondering, if it's possible to just take and apply the interleave values to the files themselves, I know this would require some work and possible porting of an MP3 joiner into the code, of which there are many open source variants around. I realise this may be a bit of a, ..well, large task for such little payoff, but for those using the PS3 version to check the audio, this would mean they'd be able to get the audio from the game as cleanly as possible with no re-encoding to be done, you'd be getting the files in the exact quality and size Rockstar converted them at for the game, MONO stuff already works fine using this method:

Yes, you are right. In Multi-channel audio streams channels are interleaved. Look, here is a simple schema:
28.png
So as you can see if you trying to decode it linearly you will get "interleaved issue". I think the best way to get proper stereo file on out it: Extract audio data from each channel separately and then mix it into one Multi-channel audio file. This is the way how OpenIV works with audio files.
Unfortunately, personalty I never work with mp3 encoding and my programs don't have support for PS3 awc files.

Can we do audio replacements in OIV packages? Is there documentation for it now?

Yes, you can manipulate with AWC files in OIV packages in same way like with all other files.
Begin from 1.5.5 version OpenIV will edit big archives (like audio.rpf) correctly.

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Ah ha, so it's that #N Data that's causing the problems in earlier tests. In which case, it could be simple by putting together each part in a row, so all the block #1's get combined and dumped as is and then all the block #2's get combined and dumped as is WITHOUT converting, that way you'd have a clean Left and Right MP3 direct from the game, just a case of merger them and setting each stream as specific LEFT and RIGHT. And voila, clean MP3's direct from the game without the need to convert and transcode even more and losing quality.

 

edit: Just saw the line about you nt working with the PS3 version, you guys should look into it, audio wise it's MUCH better than the Xbox 360 version, Rockstar went with an odd choice on the PS3 by using MP3 for the audio with quality across the scales, with most music being roughly VBR 144kbps - 160kbps and overall seems better handled, for example there's no clipping issues on SoulWax FM on the PS3 version.

Edited by Ash_735
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Ah ha, so it's that #N Data that's causing the problems in earlier tests. In which case, it could be simple by putting together each part in a row, so all the block #1's get combined and dumped as is and then all the block #2's get combined and dumped as is WITHOUT converting, that way you'd have a clean Left and Right MP3 direct from the game, just a case of merger them and setting each stream as specific LEFT and RIGHT. And voila, clean MP3's direct from the game without the need to convert and transcode even more and losing quality.

Yes, it almost easy as you say :) But, PS3 AWC files have some additional data in blocks which must be considered while processing. Earlier I did not know about this fact.

 

edit: Just saw the line about you nt working with the PS3 version, you guys should look into it, audio wise it's MUCH better than the Xbox 360 version, Rockstar went with an odd choice on the PS3 by using MP3 for the audio with quality across the scales, with most music being roughly VBR 144kbps - 160kbps and overall seems better handled, for example there's no clipping issues on SoulWax FM on the PS3 version.

Yes, we have look at PS3 Audio after your previous message, and now we made support for GTAV PS3 audio in .black.

But, good news is now I working on public converter which allows anyone to decode GTAV PS3 Audio AWC files to MP3 or WAV.

 

29.png

 

It will support command line arguments, so it can be used by other tool or in automatic scripts.

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And that I will look forward to getting my hands on, you guys worked fast there. :)

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PS3 AWC Decoder for Grand Theft Auto V


This small tool allows you to convert GTAV AWC files to mp3 or wav audio. (works only with PS3 version of GTAV.)
30.png

Features:
  • Open single file or process selected folder;
  • Export audio to MP3, WAV or Multichannel WAV (only in streams);
  • Support command line arguments, can be used by other tool or in scritps;
Command line arguments:
GTAV_PS3_AWCDecoder.exe [/FILE | /FOLDER] input [/MP3 | /WAV | /STERIO_WAV] destination	/FILE		Process single file.	/FOLDER		Process folder with sub folders.	input		Specifies the file or folder to be processed.	/MP3		Export audio channels as separated MP3 files.	/WAV		Export audio channels as separated WAV files. Converted from MP3, will take more time.	/STERIO_WAV		Export audio channels as Multichannel WAV (only in streams) files. Converted from MP3, will take more time.	destination		Specifies the output directory.Examples:	GTAV_PS3_AWCDecoder.exe /FILE "C:\DATA_V\cargobob.awc" /MP3 "C:\DATA_V\out\"	GTAV_PS3_AWCDecoder.exe /FOLDER "C:\DATA_V\AUDIO\" /MP3 "C:\DATA_V\out\"

Donwload: http://bit.ly/GTAVPS3AWC
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what i was recently looking for , it's an importer that would allow to import large audio files for PC version . i would like to change some pc version radios that have large files (Beat95,boby konders ..) , and see how the game reacts . unfortunatly AMAI does not allow to do this . i tried to import small files with AMAI but there was always an impact on the FPS , i would like to try with radios that have only one huge file ..

Edited by jpm1
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Shingouki2002

This might be the wrong place to ask this, but I dont know any other place to ask this information at, so please can you help me?

I have two different texture packs, one from NeoPhyte and another from DKt70, along with a few other mods that edit the same .img files. I would liked to use OpenIV to merge the changes from the other .img files, such as DKT70's into Neophtye's texture packs. But I have no idea how to do it. When I try opening two .img files, in Open IV only one gets shown at a time, and I'm pretty sure that copying and pasting will just overwrite what's there.

Is there a simple way to import the files from one .img to another without having to export their files?

If so can someone tell me step by step how to go about doing this?

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objects textures are set in the ide . if you want to have a specific texture for a particular object you need to create a new wtd and tell the object in the ide where the textures is , what its name is . you have objects ide explaination here

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hey good , i have many probleme when i import dds into txd .

 

 

 

Time: "14:39:05"Type: "EAccessViolation"Message: "Access violation at address 00AB6372 in module 'OpenIV.exe'. Read of address 9739E800"Additional information:[Application Context]GameID=IV (GTA IV)CurrentArchive=C:\Users\Terreur69\Desktop\holywood.img (TIMGv3Archive)Platform=pc[Application Windows]TTextureEditorWindow=hw1_07.wtd - OpenIV Texture editorTMainWindow=OpenIV - holywood.img - [Edit mode]TActionsModule=ActionsModuleTErrorWindow=OpenIV - Application error  Release: 1.5.5.456 10.01.2014  Address: "0x00AB6372"  Procedure: "RenderFramework.AwesomeUI.UIManager.IntervalEvent"  Unit: "RenderFramework.AwesomeUI.pas", Line: "295"Stack:[00AB6372] RenderFramework.AwesomeUI.UIManager.IntervalEvent (Line 295, "RenderFramework.AwesomeUI.pas" + 2) + $5[76F9B497] Unknown function at LdrRemoveLoadAsDataTable + $D4E[76F9B466] Unknown function at LdrRemoveLoadAsDataTable + $D1D[76F9B409] Unknown function at LdrRemoveLoadAsDataTable + $CC0[76F5012E] KiUserExceptionDispatcher + $A[00407ACF] System.TObject.CleanupInstance + $1F[004067C0] [email protected] + $4[00407954] System.TObject.FreeInstance + $C[00408318] System.TMonitor.Destroy + $0[00407ACF] System.TObject.CleanupInstance + $1F[004067C0] [email protected] + $4[00407954] System.TObject.FreeInstance + $C[0040809A] [email protected] + $2[00898F68] Framework.Graphics.Texture.CDDSFile.Destroy (Line 145, "Framework.Graphics.Texture.pas" + 4) + $6[00407A54] System.TObject.Free + $8(00005977) [67116977][004067C0] [email protected] + $4[00409744] [email protected] + $1C[00406813] [email protected] + $3F[0040BE54] System.DynArraySetLength + $168[004080BD] [email protected] + $1D[00A9C91B] RenderFramework.AwesomeUI.Classes.UIIntervalEvent.Create (Line 1588, "RenderFramework.AwesomeUI.Classes.pas" + 5) + $23[00AB6366] RenderFramework.AwesomeUI.UIManager.IntervalEvent (Line 294, "RenderFramework.AwesomeUI.pas" + 1) + $B[00C31232] Tools.TextureEditor.Window.TTextureEditorRenderWindow.ImportImages (Line 1111, "Tools.TextureEditor.Window.pas" + 22) + $14[00C30D7B] Tools.TextureEditor.Window.TTextureEditorRenderWindow.DoImportImages$3740$ActRec.$0$Body (Line 1067, "Tools.TextureEditor.Window.pas" + 13) + $6[00C0757B] RenderFramework.AwesomeUI.Dialog.UIDialog.Close (Line 148, "RenderFramework.AwesomeUI.Dialog.pas" + 2) + $A[00C246D5] Tools.TextureEditor.Dialogs.TRequestImportOptionsDialog.ButtonClick (Line 282, "Tools.TextureEditor.Dialogs.pas" + 6) + $8[00A99815] RenderFramework.AwesomeUI.Classes.FrameworkElement.Click (Line 695, "RenderFramework.AwesomeUI.Classes.pas" + 2) + $A[00A9AFB1] RenderFramework.AwesomeUI.Classes.FrameworkElement.DoMouseUp (Line 1070, "RenderFramework.AwesomeUI.Classes.pas" + 5) + $4[00A9A870] RenderFramework.AwesomeUI.Classes.FrameworkElement.WMButtonUp (Line 860, "RenderFramework.AwesomeUI.Classes.pas" + 15) + $20[00A9A5CA] RenderFramework.AwesomeUI.Classes.FrameworkElement.WindowProc (Line 766, "RenderFramework.AwesomeUI.Classes.pas" + 11) + $4[00A8EEAE] RenderFramework.AwesomeUI.Window.UIWindow.WMButtonUp (Line 231, "RenderFramework.AwesomeUI.Window.pas" + 2) + $C[00A9A5CA] RenderFramework.AwesomeUI.Classes.FrameworkElement.WindowProc (Line 766, "RenderFramework.AwesomeUI.Classes.pas" + 11) + $4[00A8ED0E] RenderFramework.AwesomeUI.Window.UIWindow.WindowProc (Line 160, "RenderFramework.AwesomeUI.Window.pas" + 13) + $4[00C2D928] Tools.TextureEditor.Window.TTextureEditorRenderWindow.WindowProc (Line 626, "Tools.TextureEditor.Window.pas" + 1) + $5[760C58A8] Unknown function at ScriptPositionSingleGlyph + $6878[760C519A] Unknown function at ScriptPositionSingleGlyph + $616A[760C573C] Unknown function at ScriptPositionSingleGlyph + $670C[760C58A8] Unknown function at ScriptPositionSingleGlyph + $6878[760C519A] Unknown function at ScriptPositionSingleGlyph + $616A[7609A96A] Unknown function at ScriptApplyDigitSubstitution + $1EEA[7609AAE3] Unknown function at ScriptApplyDigitSubstitution + $2063[760C295D] Unknown function at ScriptPositionSingleGlyph + $392D[67153560] Unknown function at Direct3DShaderValidatorCreate9 + $3FB1[6711CFC7] Unknown function at Direct3DCreate9Ex + $2F2[67156929] Unknown function at Direct3DShaderValidatorCreate9 + $737A[671568D2] Unknown function at Direct3DShaderValidatorCreate9 + $7323[67196D7A] Unknown function at Direct3DCreate9 + $26318[718537B8] Unknown function at D3DXCreateEffect + $1EE16[67153560] Unknown function at Direct3DShaderValidatorCreate9 + $3FB1[76F5F8CB] ZwWaitForSingleObject + $F[74F41497] WaitForSingleObjectEx + $92[74F414CB] WaitForSingleObjectEx + $C6[76F5F8CB] ZwWaitForSingleObject + $F[74F41497] WaitForSingleObjectEx + $92[74F414CB] WaitForSingleObjectEx + $C6[764F118F] WaitForSingleObjectEx + $3E[764F1143] WaitForSingleObject + $D[76F78908] RtlQueryPerformanceCounter + $44(005AEAA1) [61CCFAA1](005AEBC7) [61CCFBC7](005C03CD) [61CE13CD][76F78908] RtlQueryPerformanceCounter + $44(00006F53) [67117F53][00406813] [email protected] + $3F[6712C239] Unknown function at Direct3DCreate9Ex + $F564[0040BE54] System.DynArraySetLength + $168[0040D66C] [email protected] + $10[00AA58F1] RenderFramework.AwesomeUI.Classes.{System.Generics.Collections}TMoveArrayManager<RenderFramework.AwesomeUI.Classes.FrameworkElement>.Move (Line 38, "System.Generics.Defaults.pas" + 0) + $1E[00A9FDD9] RenderFramework.AwesomeUI.Classes.{System.Generics.Collections}TList<RenderFramework.AwesomeUI.Classes.FrameworkElement>.DeleteRange (Line 56, "System.Generics.Defaults.pas" + 0) + $9E[00AA590E] RenderFramework.AwesomeUI.Classes.{System.Generics.Collections}TMoveArrayManager<RenderFramework.AwesomeUI.Classes.FrameworkElement>.Finalize (Line 38, "System.Generics.Defaults.pas" + 0) + $18[004067C0] [email protected] + $4[0040C049] [email protected] + $35[0040D66C] [email protected] + $10[6711CDA9] Unknown function at Direct3DCreate9Ex + $D4[76F5FD8B] ZwDelayExecution + $F[74F43BC2] SleepEx + $5F[74F43BEF] SleepEx + $8C(00005977) [67116977][0040D66C] [email protected] + $10[0040B3B0] [email protected] + $E4[75C03B55] Unknown function at TF_Notify + $138(000029EF) [75C039EF][75C1E526] Unknown function at TF_CreateCicLoadWinStaMutex + $790[00AB6079] RenderFramework.AwesomeUI.UIManager.WindowProc (Line 234, "RenderFramework.AwesomeUI.pas" + 2) + $4[00C05D8B] Tools.Framework.RenderFrameworkApp.CDXCustom3DSceneRender.WindowProc (Line 176, "Tools.Framework.RenderFrameworkApp.pas" + 0) + $3[00636492] RenderFramework.CFramework.DoWndProc (Line 403, "RenderFramework.pas" + 2) + $5[0054171C] Vcl.Controls.TWinControl.MainWndProc + $2C[004C7BB0] System.Classes.StdWndProc + $14[75CF62F7] Unknown function at gapfnScSendMessage + $32F[75CF6D35] Unknown function at GetThreadDesktop + $D2[75CF6CE3] Unknown function at GetThreadDesktop + $80[75CF77BF] Unknown function at CharPrevW + $133[75D0074C] Unknown function at PeekMessageW + $192[006280B0] Vcl.Forms.TApplication.CancelHint + $C[75CF7885] DispatchMessageW + $A[00626D2F] Vcl.Forms.TApplication.ProcessMessage + $F3[00626D72] Vcl.Forms.TApplication.HandleMessage + $A[00622589] Vcl.Forms.TCustomForm.ShowModal + $1A1[009CB35E] Tools.Framework.BaseClass.CBaseToolClass.Main (Line 161, "Tools.Framework.BaseClass.pas" + 26) + $4[00D7145A] Tools.TextureEditor.TextureEditor.OpenFile (Line 58, "Tools.TextureEditor.pas" + 1) + $1B[009D1080] Tools.Framework.CToolsFramework.OpenFile (Line 173, "Tools.Framework.pas" + 8) + $17[00D3879E] OpenIV.TypeLibrary2.GTAIVResourcesWindows.CRSCTextureDictionary.editTextureDictionary (Line 169, "OpenIV.TypeLibrary2.GTAIVResourcesWindows.pas" + 1) + $15[0080823F] OpenIV.TypeLibrary2.Base.CFileBase.ExecuteEditAction (Line 385, "OpenIV.TypeLibrary2.Base.pas" + 6) + $19[00ADA913] UI.System.TActionsModule.actEditFileExecute (Line 1291, "UI.System.pas" + 4) + $D[009E8898] UI.Window.Main.RunEditAction (Line 453, "UI.Window.Main.pas" + 5) + $9[009E88CF] UI.Window.Main.TMainWindow.RunCurrentItemAction (Line 461, "UI.Window.Main.pas" + 3) + $0[009E880F] UI.Window.Main.TMainWindow.ExecuteDefaultFileAction (Line 429, "UI.Window.Main.pas" + 17) + $4[009E86D0] UI.Window.Main.TMainWindow.ArchiveListDblClick (Line 387, "UI.Window.Main.pas" + 0) + $0[0053DBB9] Vcl.Controls.TControl.DblClick + $15[0053DD34] Vcl.Controls.TControl.WMLButtonDblClk + $34[0053D645] Vcl.Controls.TControl.WndProc + $2BD[005420D9] Vcl.Controls.TWinControl.WndProc + $5C5[75CF6D4C] Unknown function at GetThreadDesktop + $E9[75CF6DE3] Unknown function at GetThreadDesktop + $180[005420D9] Vcl.Controls.TWinControl.WndProc + $5C5[00408814] System.TMonitor.TryEnter + $28[00408424] System.TMonitor.Enter + $10[004082D0] System.TMonitor.CheckOwningThread + $4[005420D9] Vcl.Controls.TWinControl.WndProc + $5C5[00408814] System.TMonitor.TryEnter + $28[00408424] System.TMonitor.Enter + $10[009EA936] UI.Window.Main.TMainWindow.WndProc (Line 1232, "UI.Window.Main.pas" + 1) + $4[004082D0] System.TMonitor.CheckOwningThread + $4[004085A6] System.TMonitor.Exit + $6[004085F7] System.TMonitor.Exit + $F[00518DD3] Vcl.Graphics.FreeMemoryContexts + $9B[0054171C] Vcl.Controls.TWinControl.MainWndProc + $2C[00541731] Vcl.Controls.TWinControl.MainWndProc + $41[0054195C] Vcl.Controls.TWinControl.IsControlMouseMsg + $60[005420D9] Vcl.Controls.TWinControl.WndProc + $5C5[75CF6D8B] Unknown function at GetThreadDesktop + $128[75CF6D4C] Unknown function at GetThreadDesktop + $E9[00598D7B] Vcl.ComCtrls.TCustomListView.WndProc + $9F[0054171C] Vcl.Controls.TWinControl.MainWndProc + $2C[004C7BB0] System.Classes.StdWndProc + $14[75CF62F7] Unknown function at gapfnScSendMessage + $32F[75CF6D35] Unknown function at GetThreadDesktop + $D2[75CF6CE3] Unknown function at GetThreadDesktop + $80[76F50107] KiUserCallbackDispatcher + $2B[75CF77BF] Unknown function at CharPrevW + $133[00627EC1] Vcl.Forms.TApplication.StopHintTimer + $15[75CF7885] DispatchMessageW + $A[00626D2F] Vcl.Forms.TApplication.ProcessMessage + $F3[00626D72] Vcl.Forms.TApplication.HandleMessage + $A[006270AD] Vcl.Forms.TApplication.Run + $C9[00B41305] OpenIV.Application.CProgram.Main (Line 121, "OpenIV.Application.pas" + 30) + $7[00FD6A96] OpenIV.OpenIV (Line 462, "OpenIV.dpr" + 11) + $5[764F3368] BaseThreadInitThunk + $10[76F79F70] Unknown function at RtlInitializeExceptionChain + $61[76F79F40] Unknown function at RtlInitializeExceptionChain + $31

 

 

Edited by terreur69
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what i was recently looking for , it's an importer that would allow to import large audio files for PC version . i would like to change some pc version radios that have large files (Beat95,boby konders ..) , and see how the game reacts . unfortunatly AMAI does not allow to do this . i tried to import small files with AMAI but there was always an impact on the FPS , i would like to try with radios that have only one huge file ..

Unfortunately, I don't know any tools to proper edit GTA IV audio files.

 

 

Is there a simple way to import the files from one .img to another without having to export their files?

No, here is no easy way. You need extract both .IMG and replace only needed files.

 

 

hey good , i have many probleme when i import dds into txd .

Please send to me your .DDS and .WTD files.
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  • 2 weeks later...
Firstyminator

Not sure if any of you have encountered this issue :) But have to try to figure out what i am doing wrong :)

 

I am getting a crash everytime i try to create myself a OIV package file. And it looks like this |

 

crash.png

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Firstyminator, It is odd to have this kind error with Package Installer. Do you always have it?

Anyway, I will try to do something about it in next release.

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i was trying to edit the playerped.rpf (is possible?) and i got this error in my try:

Time: "05:22:17"Type: "EStringListError"Message: "List index out of bounds (0)"Additional information:[Application Context]GameID=IV (GTA IV)Platform=pcCurrentArchive=C:\Program Files (x86)\Rockstar Games\Grand Theft Auto IV 1.0.7.0\ (TGameContentArchive)[Application Windows]TPackageInstallerWindow=OpenIV Package InstallerTErrorWindow=OpenIV - Application error  Release: 1.5.0.443 22.07.2013  Address: "0x004B253F"  Procedure: "System.Classes.TStringList.Delete"  Unit: "System.Classes", Line: "0"Stack:[004B253A] System.Classes.TStringList.Delete + $1A[00F49230] Tools.PackageInstaller.Classes.TPackageInstaller.AddOrReplaceFile (Line 335, "Tools.PackageInstaller.Classes.pas" + 16) + $7[00F48EC8] Tools.PackageInstaller.Classes.TPackageInstaller.ProcessArchive (Line 279, "Tools.PackageInstaller.Classes.pas" + 8) + $11[00F48B03] Tools.PackageInstaller.Classes.TPackageInstaller.ProcessGameContent (Line 200, "Tools.PackageInstaller.Classes.pas" + 66) + $15[00F48708] Tools.PackageInstaller.Classes.TPackageInstaller.Install (Line 86, "Tools.PackageInstaller.Classes.pas" + 4) + $18[00F50ADA] Tools.PackageInstaller.Window.TPackageInstallerRenderWindow.BeginInstall$68469$ActRec.$1$Body (Line 1017, "Tools.PackageInstaller.Window.pas" + 8) + $18[004C40C5] System.Classes.TAnonymousThread.Execute + $5[004C4436] System.Classes.ThreadProc + $42[004095D8] System.ThreadWrapper + $28[77103675] BaseThreadInitThunk + $10[77DA9D70] Unknown function at RtlInitializeExceptionChain + $61[77DA9D40] Unknown function at RtlInitializeExceptionChain + $31
the code on assembly.xml is this one:
<content gameID="IV" name="Install 2" description="Install the script">      <archive:open path="pc\models\cdimages\playerped.rpf" createIfNotExist="False" type="RPF3">           <add source="content\Models\to IV\playerped edit\feet_000_u.wdr">feet_000_u.wdr</add>       </archive:open>   </content>

also tryed with type RPF2 with same result

 

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