djerk Posted January 9, 2009 Share Posted January 9, 2009 (edited) Hello! There is San Andreas GXT editor for string edition which already works with GTA IV GXT files. That's true. We can modify any string from game we want. But all those strings are placed without any order - there's just mess. Every string has HEX (or something very similar to hex) game id like this: 4D17BB79=~z~sh*t, my bad. Yeah, of course. Love that guy. Love him.4DD47747=~z~You should not worry about Rivas any more.5171C42D=~z~sh*t no sh*t. What you doing here, man?570ECE87=~z~Hey yah! Oh! Ah! Oh! Enough, man, enough! Oh! Whoo! However, in cuts.img file I found files with .cut extensions. There are strings placed in right order like this: [TEXT]388 1245 B2_CUT1_11634 1866 B2_CUT1_23501 349 B2_CUT1_34954 1667 B2_CUT1_46654 2134 B2_CUT1_58821 2633 B2_CUT1_612221 900 B2_CUT1_713154 2967 B2_CUT1_816154 1467 B2_CUT1_917654 1367 B2_CUT1_10[/TEXT] Is there any way I could recognize those ordered strings from cuts.img and find the right order in GXT file? It's just killing me when I want to translate all dialogues but everything in GXT file is placed without any order. ------------ Here (on gtaforms.com) I found page http://public.sannybuilder.com/GTA4/blips/ and author of its somehow managed to find GXT IDs of blips. How did he get them? If you could help me out, i'd be really thankfull. Edited January 9, 2009 by djerk Link to comment Share on other sites More sharing options...
Seemann Posted January 9, 2009 Share Posted January 9, 2009 Ok, thanks for pointing on the CUT files. I've reversed hashes of the mission gxt sections using them. http://public.sannybuilder.com/GTA4/americ...xt.reversed.rar ^ Also includes a file containing all gxt entries used by the scripts (~MAIN.txt). Sanny Builder 3 • SA Memory Handling • OpenIV • gtamodding.com CLEO.li - The CLEO Library - Official site Link to comment Share on other sites More sharing options...
djerk Posted January 9, 2009 Author Share Posted January 9, 2009 (edited) Your list is awesome. Anyway, I can see there are some cutscenes dialogues missing. I just converted them to PHP array and here is what I see: [PIMAAUD] => Array ( [9689CEC2] => PIM1_CUT2_1 [844C2A47] => PIM1_CUT2_2 [b2FD87A9] => PIM1_CUT2_3 [A0B6E31C] => PIM1_CUT2_4 [5D825CB4] => PIM1_CUT2_5 [4B40B831] => PIM1_CUT2_6 [74668A7C] => PIM1_CUT2_7 (...) ) You can see IDs named CUT2. But... wait a second. There is no CUT1 at all! Where are they? Strange. In your files I even found some file where only CUT3 appeared, without CUT2 and CUT1. Does that mean there is no way to get IDs of dialogues from "lower level" cutscenes? I couldn't find them also in .cut files. The same situation is in R1AUD (gxt section). We can find there dialogues from both cutscenes - intro and from mission in which you've got to lift Roman to his home. But in your file (R1AUD.txt) it looks like there is only the dialogue from second cutscene. How to get the rest of dialogues, then? /edit I guess the missing "lower level" cutscenes are named like PIM1_CUT1_1, PIM1_CUT1_2 etc. Still, don't know how to get gxt ID. Edited January 9, 2009 by djerk Link to comment Share on other sites More sharing options...
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