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Red Dead Redemption files in GTA IV?


roachfingers
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lol my friends you really thinking that what we do is legal, wake up

Yeah. And in fact you wouldn't be allowed to model a car because the designer who created this car reserved it. So tell me only one modder who has asked a designer for getting permission to copy his car into a game.

 

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  • 2 months later...
  • 3 months later...

Just curious, is there any information currently available on the RPF6 format? Working on validating my decryption of the Redemption files, and haven't been able to find much information on if there are any major differences between the newer version of the archives...

 

Thanks in advance.

 

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LIVE_SlimSlugga713

I WONDER IF YOU CAN CHANGE THE GTA 4 RAG DOLL TO RED DEADS...BECAUSE I HATE HOW YOU SHOOT SOMEONE IN THE HEAD AND THEY JUST PLUP TO THE FLOOR I LIKE HOW RED DEAD IS WHEN I SHOOTEM IN THE HEAD THE STUMBLE A LITTLE BIT AND WHEN YOU SHOOT THEM IN THE BODY SOME WHERE AND KILL THEM IT SEEM THERE TRYNIG TO HOLD ON TO STUFF....LOL ITS SO FUN AND REALISTIC.

 

 

Edited: sorry for caps im to lazy to re-type. wont happin agian guys.

Edited by LIVE_SlimSlugga713
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  • 5 months later...

Oh well. Guess it couldn't be helped. i was planning on only gathering the information i needed for Red Dead Redemption, but as it seems no one plans one releasing tools for the console versions of the RAGE engine games, and there didn't seem to be many differences, i figured i might as well investigate the others as well. i have already extracted the keys from GTA4, Midnight Club Los Angeles, and Red Dead Redemption. The RPF6 format hasn't changed too much from the information in the various wiki pages i have found (header is only 0x10 bytes, table starts directly after the header instead of at 0x800, table entries are 0x14 bytes each, encryption specifier is -3 instead of -1, ...), though i suppose i will eventually end up documenting as many of the formats i have to re-investigate as i can.

 

Unfortunately, i have no interest in modding games, so for those interested in such things, unless i happen to choose to modify an existing open source tool that supports re-injecting, i don't particularly plan to support anything other than extracting, conversion, and viewing of various formats.

 

Don't know why others have decided not to support at least the extracting/exporting for console versions, as i really hate having to duplicate work that has already been done by others, but oh well, since i require the information for my own purposes, might as well share it once i make some progress.

 

i have also shared info with others i work with over on xentax.com. *sigh* But only time will tell what will come of things though.

 

As always, more information is always appreciated to help avoid wasted efforts, heh.

 

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  • 2 weeks later...

Well, not really much of an update, but just decided to chime to say i am still working on things.

 

user posted image

 

Although admittedly, textures are probably the easiest of the various formats to reverse, i will hopefully get to the mesh formats soon now that textures are out of the way.

 

Still haven't decided whether i am going to modify SparkIV, or create something custom in either C++/C#/Delphi, so i am simply testing and prototyping for the moment.

 

Hope to clean things up soon, but will have to see how much time i can allocate to work on things.

 

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  • 2 weeks later...

Just another quick update.

 

user posted image

 

Finally got around to implementing some of the code to render models. Just an initial version i can use for further testing of other areas.

 

There are still some files that do not load, but that is only because i have not resorted to brute-force searching for vmt values, as i am hoping there is a much better way to determine where the base class structures begin in certain files where the data is not found at the beginning of the file. Will get to looking into that soon as well.

 

Skinning works, and was the most important part of why i coded this version up, as i want to start looking into the animations. It's untextured simply because there are some other things i am looking into regarding the shader groups, and did not need it for what i am about to start investigating. Seems to be pretty well covered for at least the base information anyway, so it won't be difficult to add in once i care to make things look better.

 

Now that the processing for the dependent types is at least initially implemented, i should be able to use it pretty easily for the other data formats that rely on them as well.

 

Still trying to make more time to work on things, so that i can show some more impressive results, but my backlogged list of format work is still pretty long, heh.

 

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  • 3 weeks later...

I haven't been on gtaforums for about a year now, and I just noticed you all working on this, I am extremely impressed.

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  • 4 weeks later...
  • 2 weeks later...

hi,

 

I just read the topic, so awsome, keep it real and nothing is impossible, thanx for guys like you tryin to offer a new aera for playin, a new big map mod.

 

Red Dead Auto will succes if God want it to, there's no reason that revel8n alone or with other programmers, modders stop this.

 

I will follow... waitin V, all new mods are welcome !

 

Great job

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A mix of Niko and John Marston will be awesome! John Marston is way more detailed with the scars etc.

And a bandana would be nice ^^

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Since there's a model viewer i think you can use 3d ripper to get model and convert to IV.Has to be possible or he can make it so the format can be extracted for a format to 3d max.

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  • 2 weeks later...
  • 1 month later...
  • 3 weeks later...

Hi i tried open the rpf files with the noesis but i cant,how you guys viewed the textures and 3d models from red dead with this program?

Edited by Guma Scott
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......and you guys could extract the rpf files with noesis or just could make a vizualization?And if was possible extract,you guys could convert the red dead animations files to other file?

Edited by Guma Scott
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Nobody want get the red dead revolver files to use in other games like gta for exemple?To the people who want,make the download of the game and use the program Game extractor from watto estudio to extract the .dat files,the program says extract only red dead revolver from xbox but he extract rdr from ps2 too,is the sames files.So i get the files and i dont know what files they are,have a word in his beggin Sia0,and have a directory called ''streams'',who give you .stm files,they really are .stm files this begin is Stmaji,but i have a doubt if is a audio file or a animation file from speedtree mesh from 3d max,i try to load this file with audio program stm reader,and play the file but dont give any sound.Let get this files while we dont get red dead redemptiom!!!!!

 

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Hi Revel8n,do you could view the maps files with your noesis modification?If yes, you can show how?Because if you can view,you can get the files with 3d ripper.

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