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tadd

Game File Mystery Hunt...

Recommended Posts

tadd

Guys please direct these posts to the decoding the chiliad mural thread, this thread is for game file hunting only...

 

we are aware of the spinning squares under the map, thank you.

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ZancudoTakeover

 

really need to work out how takeover zancudo managed to "loop" libertyV lol

I know how he did it, it's open source. He can take the code for libertyv, change it and compile.

 

I don't really need this ability, but if he can do this, he obviously knows his sh*t and we'll be lucky to have him helping

 

 

Sorry guys - I'm sort of here. Thanksgiving yesterday and my bday today :D been busy.

 

I know java/C#/VB and a bitta C++, also pretty good in ida/reversing. Big android guy, do custom roms and have a few apps so I got it covered on programming side if ya need it.

 

I have a 0800 drive for reading 360 discs, cables to read the 360 and PS3 hdd as well if we need actual files pulled from somewhere. I also have a original PS3 that can be downgraded to CFW just haven't gotten around to it yet. My RGH 360 is in a closet I think it needs to be reflowed or xclamp tightened it had RROD for past few months, just haven't had time to look at her again. If its needed I can probably get it booted though.

 

Ill be back around later more just half in the bag now. Good work moving over the texture chunks didn't think thatd work at all - pretty impressed.

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tbbucks

Guys please direct these posts to the decoding the chiliad mural thread, this thread is for game file hunting only...

 

we are aware of the spinning squares under the map, thank you.

Sorry bro. I'm new to this and I figured it would be a good spot to put it since we were looking at textures of alien eggs and stuff. It could go with it but I don't know.

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tadd

hey takeover... its great to have you here... happy birthday dude :)

 

all that will come in handy when placing the textures we have found or props in game as said earlier to see what they look like fully built... also when it comes to getting the update files to see what they changed.

 

thanks for being here man.

 

 

ok now to a different point...

 

I believe the vulkan may be the lazer... I went into vehicles.meta in common/data/levels/gta5... and came across this... (sorry for the long post but need to see all the info... important stuff in red)

 

<Item>
<modelName>lazer</modelName>
<txdName>lazer</txdName>
<handlingId>LAZER</handlingId>
<gameName>LAZER</gameName>

<vehicleMakeName />
<expressionDictName>null</expressionDictName>
<expressionName>null</expressionName>
<animConvRoofDictName>null</animConvRoofDictName>
<animConvRoofName>null</animConvRoofName>
<animConvRoofWindowsAffected />
<ptfxAssetName>veh_plane</ptfxAssetName>
<audioNameHash />
<layout>LAYOUT_PLANE_LAZER</layout>
<coverBoundOffsets>STANDARD_COVER_OFFSET_INFO</coverBoundOffsets>
<explosionInfo>EXPLOSION_INFO_DEFAULT</explosionInfo>
<scenarioLayout />
<cameraName>FOLLOW_LAZER_CAMERA</cameraName>
<aimCameraName>PLANE_AIM_CAMERA</aimCameraName>
<bonnetCameraName>FIGHTER_BONNET_CAMERA</bonnetCameraName>
<vfxInfoName>VFXVEHICLEINFO_PLANE_VULKAN</vfxInfoName>
<shouldUseCinematicViewMode value="true" />
<shouldCameraTransitionOnClimbUpDown value="false" />
<shouldCameraIgnoreExiting value="false" />
<AllowPretendOccupants value="false" />
<AllowJoyriding value="true" />
<AllowSundayDriving value="true" />
<AllowBodyColorMapping value="true" />
<wheelScale value="0.200100" />
<wheelScaleRear value="0.117600" />
<dirtLevelMin value="0.000000" />
<dirtLevelMax value="0.800000" />
<envEffScaleMin value="0.300000" />
<envEffScaleMax value="0.600000" />
<envEffScaleMin2 value="0.300000" />
<envEffScaleMax2 value="0.500000" />
<damageMapScale value="0.300000" />
<damageOffsetScale value="1.000000" />
<diffuseTint value="0x00FFFFFF" />
<steerWheelMult value="1.000000" />
<HDTextureDist value="5.000000" />
<lodDistances content="float_array">25
35
100
1000
</lodDistances>
<identicalModelSpawnDistance value="20" />
<maxNumOfSameColor value="10" />
<defaultBodyHealth value="1000.000000" />
<pretendOccupantsScale value="1.000000" />
<visibleSpawnDistScale value="1.500000" />
<trackerPathWidth value="2.000000" />
<weaponForceMult value="1.000000" />
<frequency value="100" />
<swankness>SWANKNESS_4</swankness>
<maxNum value="999" />
<flags>FLAG_NO_BOOT FLAG_DRIVER_NO_DRIVE_BY FLAG_DONT_SPAWN_IN_CARGEN FLAG_DONT_SPAWN_AS_AMBIENT FLAG_BLOCK_FROM_ATTRACTOR_SCENARIO FLAG_DONT_TIMESLICE_WHEELS</flags>
<type>VEHICLE_TYPE_PLANE</type>
<plateType>VPT_NONE</plateType>
<vehicleClass>VC_PLANE</vehicleClass>
<wheelType>VWT_SPORT</wheelType>
<trailers />
<additionalTrailers />
<drivers>
<Item>
<driverName>S_M_M_Marine_02</driverName>
<npcName />
</Item>
</drivers>
<extraIncludes />
<doorsWithCollisionWhenClosed>
<Item>VEH_EXT_DOOR_DSIDE_F</Item>
</doorsWithCollisionWhenClosed>
<driveableDoors />
<bumpersNeedToCollideWithMap value="false" />
<needsRopeTexture value="false" />
<requiredExtras />
<rewards />
<cinematicPartCamera>
<Item>WINGTIP_LEFT_CAMERA</Item>
<Item>WINGTIP_RIGHT_CAMERA</Item>
<Item>LAZER_TAIL_RIGHT_CAMERA</Item>
</cinematicPartCamera>
<NmBraceOverrideSet />
<buoyancySphereOffset x="0.000000" y="0.000000" z="0.000000" />
<buoyancySphereSizeScale value="1.000000" />
<pOverrideRagdollThreshold type="NULL" />
</Item>

Edited by tadd

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tadd

sorry for double but was looking in common/data/level/gta5 again as above and came across time.xml... open her up and... well...

 

sun, moon and tides anyone? (reformatted itself after a copy-paste, clearer in the xml file but you get the idea)

 

<?xml version="1.0" encoding="UTF-8"?>
-<time_data mode="dynamic" version="1.000000"><suninfo sun_yaw="0.0" sun_roll="122"/><mooninfo moon_wobble_offset="0.375" moon_wobble_amp="0.2" moon_wobble_freq="2" moon_roll="-122"/><sample uw_tc_mod="underwater" duration="4" hour="0" name="00:00"/><sample uw_tc_mod="underwater" duration="0" hour="5" name="05:00"/><sample uw_tc_mod="underwater" duration="0" hour="6" name="06:00"/><sample uw_tc_mod="underwater" duration="0" hour="7" name="07:00"/><sample uw_tc_mod="underwater" duration="0" hour="10" name="09:00"/><sample uw_tc_mod="underwater" duration="0" hour="12" name="12:00"/><sample uw_tc_mod="underwater" duration="0" hour="16" name="16:00"/><sample uw_tc_mod="underwater" duration="0" hour="17" name="17:00"/><sample uw_tc_mod="underwater" duration="0" hour="18" name="18:00"/><sample uw_tc_mod="underwater" duration="0" hour="19" name="19:00"/><sample uw_tc_mod="underwater" duration="0" hour="20" name="20:00"/><sample uw_tc_mod="underwater" duration="0" hour="21" name="21:00"/><region name="URBAN"/></time_data>

 

:panic:

 

this is all for tonight, bed time now but back on it tomorrow!! night all.

Edited by tadd

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JBetts420

Excuse my stupid but which plane is the vulkan and what does BLOCK_FROM_ATTRACTOR_SCENARIO suggest in a coding context?

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tadd

the vulkan is a vehicle found in the files a while ago that no one ever explained... I just did... and not sure myself would need to find out what the attractor scenario is lol

 

oh go on then one more...

 

how about the ingame weather cycle for you guys?? (now you can plan your trips to chiliad lol)

 

again same folder as above 2 but this file is weather.xml...

 

-<WeatherCycles>-<Item><CycleName>EXTRASUNNY</CycleName><TimeMult value="2"/></Item>-<Item><CycleName>CLEAR</CycleName><TimeMult value="1"/></Item>-<Item><CycleName>SMOG</CycleName><TimeMult value="4"/></Item>-<Item><CycleName>EXTRASUNNY</CycleName><TimeMult value="1"/></Item>-<Item><CycleName>SMOG</CycleName><TimeMult value="3"/></Item>-<Item><CycleName>EXTRASUNNY</CycleName><TimeMult value="2"/></Item>-<Item><CycleName>EXTRASUNNY</CycleName><TimeMult value="1"/></Item>-<Item><CycleName>OVERCAST</CycleName><TimeMult value="1"/></Item>-<Item><CycleName>EXTRASUNNY</CycleName><TimeMult value="2"/></Item>-<Item><CycleName>SMOG</CycleName><TimeMult value="3"/></Item>-<Item><CycleName>CLOUDS</CycleName><TimeMult value="2"/></Item>-<Item><CycleName>CLEAR</CycleName><TimeMult value="5"/></Item>-<Item><CycleName>EXTRASUNNY</CycleName><TimeMult value="1"/></Item>-<Item><CycleName>SMOG</CycleName><TimeMult value="3"/></Item>-<Item><CycleName>EXTRASUNNY</CycleName><TimeMult value="2"/></Item>-<Item><CycleName>EXTRASUNNY</CycleName><TimeMult value="1"/></Item>-<Item><CycleName>CLOUDS</CycleName><TimeMult value="5"/></Item>-<Item><CycleName>CLEAR</CycleName><TimeMult value="2"/></Item>-<Item><CycleName>SMOG</CycleName><TimeMult value="2"/></Item>-<Item><CycleName>CLOUDS</CycleName><TimeMult value="2"/></Item>-<Item><CycleName>CLEAR</CycleName><TimeMult value="1"/></Item>-<Item><CycleName>SMOG</CycleName><TimeMult value="2"/></Item>-<Item><CycleName>OVERCAST</CycleName><TimeMult value="2"/></Item>-<Item><CycleName>SMOG</CycleName><TimeMult value="2"/></Item>-<Item><CycleName>CLEAR</CycleName><TimeMult value="1"/></Item>-<Item><CycleName>EXTRASUNNY</CycleName><TimeMult value="1"/></Item>-<Item><CycleName>EXTRASUNNY</CycleName><TimeMult value="2"/></Item>-<Item><CycleName>CLEAR</CycleName><TimeMult value="2"/></Item>-<Item><CycleName>EXTRASUNNY</CycleName><TimeMult value="2"/></Item>-<Item><CycleName>SMOG</CycleName><TimeMult value="3"/></Item>-<Item><CycleName>FOGGY</CycleName><TimeMult value="1"/></Item>-<Item><CycleName>SMOG</CycleName><TimeMult value="2"/></Item>-<Item><CycleName>CLOUDS</CycleName><TimeMult value="4"/></Item>-<Item><CycleName>SMOG</CycleName><TimeMult value="1"/></Item>-<Item><CycleName>EXTRASUNNY</CycleName><TimeMult value="2"/></Item>-<Item><CycleName>EXTRASUNNY</CycleName><TimeMult value="1"/></Item>-<Item><CycleName>SMOG</CycleName><TimeMult value="2"/></Item>-<Item><CycleName>OVERCAST</CycleName><TimeMult value="1"/></Item>-<Item><CycleName>CLOUDS</CycleName><TimeMult value="1"/></Item>-<Item><CycleName>EXTRASUNNY</CycleName><TimeMult value="1"/></Item>-<Item><CycleName>FOGGY</CycleName><TimeMult value="1"/></Item>-<Item><CycleName>CLEAR</CycleName><TimeMult value="3"/></Item>-<Item><CycleName>CLEAR</CycleName><TimeMult value="4"/></Item>-<Item><CycleName>CLEAR</CycleName><TimeMult value="5"/></Item>-<Item><CycleName>EXTRASUNNY</CycleName><TimeMult value="2"/></Item>-<Item><CycleName>EXTRASUNNY</CycleName><TimeMult value="2"/></Item>-<Item><CycleName>SMOG</CycleName><TimeMult value="3"/></Item>-<Item><CycleName>OVERCAST</CycleName><TimeMult value="1"/></Item>-<Item><CycleName>SMOG</CycleName><TimeMult value="3"/></Item>-<Item><CycleName>OVERCAST</CycleName><TimeMult value="3"/></Item>-<Item><CycleName>THUNDER</CycleName><TimeMult value="1"/></Item>-<Item><CycleName>SMOG</CycleName><TimeMult value="1"/></Item>-<Item><CycleName>CLEAR</CycleName><TimeMult value="1"/></Item>-<Item><CycleName>EXTRASUNNY</CycleName><TimeMult value="1"/></Item>-<Item><CycleName>EXTRASUNNY</CycleName><TimeMult value="2"/></Item>-<Item><CycleName>CLEAR</CycleName><TimeMult value="4"/></Item>-<Item><CycleName>CLOUDS</CycleName><TimeMult value="2"/></Item>-<Item><CycleName>CLEAR</CycleName><TimeMult value="3"/></Item>-<Item><CycleName>EXTRASUNNY</CycleName><TimeMult value="1"/></Item>-<Item><CycleName>CLEAR</CycleName><TimeMult value="1"/></Item>-<Item><CycleName>CLEAR</CycleName><TimeMult value="5"/></Item>-<Item><CycleName>SMOG</CycleName><TimeMult value="1"/></Item>-<Item><CycleName>CLOUDS</CycleName><TimeMult value="2"/></Item>-<Item><CycleName>RAIN</CycleName><TimeMult value="1"/></Item>-<Item><CycleName>SMOG</CycleName><TimeMult value="5"/></Item>-<Item><CycleName>CLOUDS</CycleName><TimeMult value="2"/></Item>-<Item><CycleName>EXTRASUNNY</CycleName><TimeMult value="1"/></Item>-<Item><CycleName>SMOG</CycleName><TimeMult value="2"/></Item>-<Item><CycleName>EXTRASUNNY</CycleName><TimeMult value="1"/></Item>-<Item><CycleName>EXTRASUNNY</CycleName><TimeMult value="2"/></Item>-<Item><CycleName>CLEAR</CycleName><TimeMult value="3"/></Item>-<Item><CycleName>CLEAR</CycleName><TimeMult value="5"/></Item>-<Item><CycleName>SMOG</CycleName><TimeMult value="3"/></Item>-<Item><CycleName>FOGGY</CycleName><TimeMult value="2"/></Item>-<Item><CycleName>CLEAR</CycleName><TimeMult value="1"/></Item>-<Item><CycleName>EXTRASUNNY</CycleName><TimeMult value="1"/></Item>-<Item><CycleName>EXTRASUNNY</CycleName><TimeMult value="3"/></Item>-<Item><CycleName>SMOG</CycleName><TimeMult value="2"/></Item>-<Item><CycleName>OVERCAST</CycleName><TimeMult value="3"/></Item>-<Item><CycleName>SMOG</CycleName><TimeMult value="1"/></Item>-<Item><CycleName>EXTRASUNNY</CycleName><TimeMult value="1"/></Item>-<Item><CycleName>EXTRASUNNY</CycleName><TimeMult value="1"/></Item>-<Item><CycleName>SMOG</CycleName><TimeMult value="3"/></Item>-<Item><CycleName>EXTRASUNNY</CycleName><TimeMult value="2"/></Item>-<Item><CycleName>EXTRASUNNY</CycleName><TimeMult value="1"/></Item>-<Item><CycleName>CLEAR</CycleName><TimeMult value="3"/></Item>-<Item><CycleName>CLEAR</CycleName><TimeMult value="5"/></Item>-<Item><CycleName>SMOG</CycleName><TimeMult value="3"/></Item>-<Item><CycleName>EXTRASUNNY</CycleName><TimeMult value="2"/></Item>-<Item><CycleName>SMOG</CycleName><TimeMult value="1"/></Item>-<Item><CycleName>OVERCAST</CycleName><TimeMult value="2"/></Item>-<Item><CycleName>SMOG</CycleName><TimeMult value="3"/></Item>-<Item><CycleName>FOGGY</CycleName><TimeMult value="1"/></Item>-<Item><CycleName>FOGGY</CycleName><TimeMult value="2"/></Item>-<Item><CycleName>FOGGY</CycleName><TimeMult value="1"/></Item>-<Item><CycleName>SMOG</CycleName><TimeMult value="1"/></Item>-<Item><CycleName>EXTRASUNNY</CycleName><TimeMult value="2"/></Item>-<Item><CycleName>EXTRASUNNY</CycleName><TimeMult value="1"/></Item>-<Item><CycleName>EXTRASUNNY</CycleName><TimeMult value="3"/></Item>-<Item><CycleName>EXTRASUNNY</CycleName><TimeMult value="1"/></Item>-<Item><CycleName>CLEAR</CycleName><TimeMult value="5"/></Item>-<Item><CycleName>SMOG</CycleName><TimeMult value="2"/></Item>-<Item><CycleName>CLEAR</CycleName><TimeMult value="5"/></Item>-<Item><CycleName>EXTRASUNNY</CycleName><TimeMult value="2"/></Item>-<Item><CycleName>EXTRASUNNY</CycleName><TimeMult value="1"/></Item>-<Item><CycleName>CLEAR</CycleName><TimeMult value="5"/></Item>-<Item><CycleName>SMOG</CycleName><TimeMult value="1"/></Item>-<Item><CycleName>CLEAR</CycleName><TimeMult value="5"/></Item>-<Item><CycleName>EXTRASUNNY</CycleName><TimeMult value="1"/></Item>-<Item><CycleName>CLEAR</CycleName><TimeMult value="3"/></Item>-<Item><CycleName>CLEAR</CycleName><TimeMult value="2"/></Item>-<Item><CycleName>SMOG</CycleName><TimeMult value="2"/></Item>-<Item><CycleName>SMOG</CycleName><TimeMult value="4"/></Item>-<Item><CycleName>OVERCAST</CycleName><TimeMult value="1"/></Item>-<Item><CycleName>THUNDER</CycleName><TimeMult value="2"/></Item>-<Item><CycleName>CLEARING</CycleName><TimeMult value="1"/></Item>-<Item><CycleName>EXTRASUNNY</CycleName><TimeMult value="2"/></Item>-<Item><CycleName>CLEAR</CycleName><TimeMult value="2"/></Item>-<Item><CycleName>EXTRASUNNY</CycleName><TimeMult value="1"/></Item>-<Item><CycleName>EXTRASUNNY</CycleName><TimeMult value="2"/></Item>-<Item><CycleName>CLEAR</CycleName><TimeMult value="5"/></Item>-<Item><CycleName>SMOG</CycleName><TimeMult value="3"/></Item>-<Item><CycleName>OVERCAST</CycleName><TimeMult value="1"/></Item>-<Item><CycleName>SMOG</CycleName><TimeMult value="2"/></Item>-<Item><CycleName>OVERCAST</CycleName><TimeMult value="3"/></Item>-<Item><CycleName>SMOG</CycleName><TimeMult value="1"/></Item>-<Item><CycleName>CLEAR</CycleName><TimeMult value="5"/></Item>-<Item><CycleName>EXTRASUNNY</CycleName><TimeMult value="1"/></Item>-<Item><CycleName>EXTRASUNNY</CycleName><TimeMult value="1"/></Item>-<Item><CycleName>SMOG</CycleName><TimeMult value="3"/></Item>-<Item><CycleName>EXTRASUNNY</CycleName><TimeMult value="2"/></Item>-<Item><CycleName>EXTRASUNNY</CycleName><TimeMult value="1"/></Item>-<Item><CycleName>CLEAR</CycleName><TimeMult value="3"/></Item>-<Item><CycleName>CLEAR</CycleName><TimeMult value="5"/></Item>-<Item><CycleName>SMOG</CycleName><TimeMult value="3"/></Item>-<Item><CycleName>OVERCAST</CycleName><TimeMult value="2"/></Item>-<Item><CycleName>SMOG</CycleName><TimeMult value="2"/></Item>-<Item><CycleName>CLEAR</CycleName><TimeMult value="4"/></Item>-<Item><CycleName>EXTRASUNNY</CycleName><TimeMult value="2"/></Item>-<Item><CycleName>EXTRASUNNY</CycleName><TimeMult value="1"/></Item>-<Item><CycleName>EXTRASUNNY</CycleName><TimeMult value="3"/></Item>-<Item><CycleName>EXTRASUNNY</CycleName><TimeMult value="1"/></Item>-<Item><CycleName>SMOG</CycleName><TimeMult value="1"/></Item>-<Item><CycleName>SMOG</CycleName><TimeMult value="4"/></Item>-<Item><CycleName>EXTRASUNNY</CycleName><TimeMult value="1"/></Item>-<Item><CycleName>EXTRASUNNY</CycleName><TimeMult value="1"/></Item>-<Item><CycleName>SMOG</CycleName><TimeMult value="3"/></Item>-<Item><CycleName>EXTRASUNNY</CycleName><TimeMult value="2"/></Item>-<Item><CycleName>EXTRASUNNY</CycleName><TimeMult value="1"/></Item>-<Item><CycleName>CLOUDS</CycleName><TimeMult value="5"/></Item>-<Item><CycleName>CLEAR</CycleName><TimeMult value="2"/></Item>-<Item><CycleName>SMOG</CycleName><TimeMult value="2"/></Item>-<Item><CycleName>CLEAR</CycleName><TimeMult value="5"/></Item>-<Item><CycleName>EXTRASUNNY</CycleName><TimeMult value="2"/></Item>-<Item><CycleName>EXTRASUNNY</CycleName><TimeMult value="1"/></Item>-<Item><CycleName>CLEAR</CycleName><TimeMult value="3"/></Item>-<Item><CycleName>EXTRASUNNY</CycleName><TimeMult value="1"/></Item>-<Item><CycleName>CLEAR</CycleName><TimeMult value="5"/></Item>-<Item><CycleName>SMOG</CycleName><TimeMult value="3"/></Item>-<Item><CycleName>OVERCAST</CycleName><TimeMult value="2"/></Item>-<Item><CycleName>SMOG</CycleName><TimeMult value="2"/></Item>-<Item><CycleName>CLEAR</CycleName><TimeMult value="4"/></Item>-<Item><CycleName>EXTRASUNNY</CycleName><TimeMult value="2"/></Item>-<Item><CycleName>SMOG</CycleName><TimeMult value="3"/></Item>-<Item><CycleName>OVERCAST</CycleName><TimeMult value="1"/></Item>-<Item><CycleName>CLOUDS</CycleName><TimeMult value="2"/></Item>-<Item><CycleName>RAIN</CycleName><TimeMult value="1"/></Item>-<Item><CycleName>THUNDER</CycleName><TimeMult value="3"/></Item>-<Item><CycleName>RAIN</CycleName><TimeMult value="1"/></Item>-<Item><CycleName>CLEARING</CycleName><TimeMult value="2"/></Item>-<Item><CycleName>CLOUDS</CycleName><TimeMult value="1"/></Item>-<Item><CycleName>EXTRASUNNY</CycleName><TimeMult value="4"/></Item>-<Item><CycleName>SMOG</CycleName><TimeMult value="3"/></Item></WeatherCycles>

 

 

sorry for long post again...

 

ok really is time for bed now, hopefully the weather cycles and tides will come in handy lol

 

night all.

Edited by tadd

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talkol

 

I know java/C#/VB and a bitta C++, also pretty good in ida/reversing. Big android guy, do custom roms and have a few apps so I got it covered on programming side if ya need it.

 

I have a 0800 drive for reading 360 discs, cables to read the 360 and PS3 hdd as well if we need actual files pulled from somewhere. I also have a original PS3 that can be downgraded to CFW just haven't gotten around to it yet. My RGH 360 is in a closet I think it needs to be reflowed or xclamp tightened it had RROD for past few months, just haven't had time to look at her again. If its needed I can probably get it booted though.

 

 

well it's time we get hard core :) choose something to research befitting your abilities - don't let it be too easy.

 

what about making XDR -> XTD converter?

 

pulling the textures out manually with the 0x10000 trick kinda sucks. I think we can turn XDR files (that include textures) into XTD files by throwing out all the vertices and other non-texture stuff and fixing the header.

 

I've been staring in the hex of XDR for too long and here is what I found: open 2 files for example, cs1_10_clue.xtd and cs1_10_clue_mountain01.xdr

 

RSC7 files on xbox usually have this format: 0x10 bytes header, 0x2000 bytes cpu memory block, and the rest gpu memory block. this is why the actual texture pixel data starts from 0x2010 in all files. for exact specs of RSC7 look here: http://forum.xentax.com/viewtopic.php?f=10&t=10801&start=15

 

so to turn XDR -> XTD we only need to mess with the 0x2000 bytes of the cpu memory block - that's where the header is

 

cs1_10_clue.xtd format:

 

0x10 bytes - RSC7 header

0x20 bytes - XTD header

0x80 bytes - info about texture # 1 - notice it starts with magic 0xA47A8500

0x80 bytes - info about texture # 2 - notice it starts with magic 0xA47A8500
0x61 bytes - string table, texture headers point here with offsets like 0x5000XXXX where XXXX is offset from beginning of cpu block
0x1e7f bytes - padding (until end of cpu block, total 0x2000 bytes)
from here starts the gpu block, 0x10000 bytes for each 256x256 pixel texture
cs1_10_clue_mountain01.xdr format:
0x10 bytes - RSC7 header
0x280 bytes - XDR related header stuff (unknown)
0xc0 bytes - info about texture # 1 - notice it starts with magic 0xA47A8500
0x38 bytes - string table, texture headers point here with offsets like 0x5000XXXX where XXXX is offset from beginning of cpu block
0x1c88 bytes - padding (until end of cpu block, total 0x2000 bytes)
from here starts the gpu block, 0x10000 bytes for each 256x256 pixel texture
so, how to make the converter? i guess we take the original XDR, keep the 0x10 bytes RSC7 header, then put 0x20 bytes XTD header (need to figure out these bytes, they include stuff like number of textures), then move the info about texture #n here - should start with magic 0xA47A8500 - also important to fix all the 0x5000XXXX offsets since we move them.
that's the general direction i had in mind. what do you think?
Edited by talkol

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Hondaslayer

Could the Vulcan possibly be the VTOL variant of the P996? IIRC a VTOL jet was shown at one point (picture IIRC) Would make sense to basically make it an "add-on" to the P996 (think blower or body kits added to cars at LSC)

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interdpth_

Talkol, I should be able to make the converter tonight if we can crack out the file format as ctd should be known. I'm putting your info together now. I had an account here previously, but getting my password sent back to me seems broken. Oh, well. Love doing this.

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talkol

Talkol, I should be able to make the converter tonight if we can crack out the file format as ctd should be known. I'm putting your info together now. I had an account here previously, but getting my password sent back to me seems broken. Oh, well. Love doing this.

 

XTD/CTD should be known since we have viewers for them, but unfortunately i couldn't find info about them

 

the info i wrote i gathered myself by staring at it, lol :)

 

i'm game, let's crack this baby! we should first try to convert a single file manually in a hex editor to make sure it's working

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cyberwookie81

is the snow cycle in a different file? the only time i have ever seen it is with a cheat.

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interdpth_

talkol, had some problems with your offsets. E-mailed you.

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interdpth_

 

 

I know java/C#/VB and a bitta C++, also pretty good in ida/reversing. Big android guy, do custom roms and have a few apps so I got it covered on programming side if ya need it.

 

I have a 0800 drive for reading 360 discs, cables to read the 360 and PS3 hdd as well if we need actual files pulled from somewhere. I also have a original PS3 that can be downgraded to CFW just haven't gotten around to it yet. My RGH 360 is in a closet I think it needs to be reflowed or xclamp tightened it had RROD for past few months, just haven't had time to look at her again. If its needed I can probably get it booted though.

 

 

well it's time we get hard core :) choose something to research befitting your abilities - don't let it be too easy.

 

what about making XDR -> XTD converter?

 

pulling the textures out manually with the 0x10000 trick kinda sucks. I think we can turn XDR files (that include textures) into XTD files by throwing out all the vertices and other non-texture stuff and fixing the header.

 

I've been staring in the hex of XDR for too long and here is what I found: open 2 files for example, cs1_10_clue.xtd and cs1_10_clue_mountain01.xdr

 

RSC7 files on xbox usually have this format: 0x10 bytes header, 0x2000 bytes cpu memory block, and the rest gpu memory block. this is why the actual texture pixel data starts from 0x2010 in all files. for exact specs of RSC7 look here: http://forum.xentax.com/viewtopic.php?f=10&t=10801&start=15

 

so to turn XDR -> XTD we only need to mess with the 0x2000 bytes of the cpu memory block - that's where the header is

 

cs1_10_clue_mountain01.xdr format:
0x10 bytes - RSC7 header
0x280 bytes - XDR related header stuff (unknown)
0xc0 bytes - info about texture # 1 - notice it starts with magic 0xA47A8500
0x38 bytes - string table, texture headers point here with offsets like 0x5000XXXX where XXXX is offset from beginning of cpu block
0x1c88 bytes - padding (until end of cpu block, total 0x2000 bytes)
from here starts the gpu block, 0x10000 bytes for each 256x256 pixel texture
so, how to make the converter? i guess we take the original XDR, keep the 0x10 bytes RSC7 header, then put 0x20 bytes XTD header (need to figure out these bytes, they include stuff like number of textures), then move the info about texture #n here - should start with magic 0xA47A8500 - also important to fix all the 0x5000XXXX offsets since we move them.
that's the general direction i had in mind. what do you think?

 

I found 0xc0 to contain the 0x5000XXX offsets, but they didn't seem to go anywhere but right back to 0xC0. And I can't find the magic number, the only string table I see starts at 0x350 What am I doing wrong here?

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nezia

hour="10" name="09:00"

programming typo?

 

I'm missing context to interpret the parameters correctly :/

 

Looks like the moon phases (?) or (more likely) the tides are following a strict pattern, which is like a "sinus-function" (amplitude and frequency is defined), but it is randomized with the wobble offset?

 

----

 

Regarding the weather cycles:

It is confusing me that they actually made this list?!

So it is explicitly not randomized?

 

----

 

Regarding snow:

I've never seen it snowing either during regular game play...I can only assume that this weather condition was already programmed in the part of the game engine that 'powers' the weather. And I bet the step from rain to snow is not that big of a deal. So they just did it while they were working on it.

It actually could be a nice addition for a "christmas" theme...

 

I mean End of January 2013 they announced that the game's release was delayed. So I bet they were already working on the summer themed "Beach Bum Update", which to be honest felt a bit weird to get in November...(at least on the northern hemisphere ;)).

 

Cheers!

Edited by nezia

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interdpth_

 

Regarding snow:

I've never seen it snowing either during regular game play...I can only assume that this weather condition was already programmed in the part of the game engine that 'powers' the weather. And I bet the step from rain to snow is not that big of a deal. So they just did it while they were working on it.

It actually could be a nice addition for a "christmas" theme...

 

 

 

 

It snows out there in Yankton.

Edited by interdpth_

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cyberwookie81

have any of you guys come across these files yet. the ones mention in the website. just curious

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talkol

 

I found 0xc0 to contain the 0x5000XXX offsets, but they didn't seem to go anywhere but right back to 0xC0. And I can't find the magic number, the only string table I see starts at 0x350 What am I doing wrong here?

 

 

it's probably differences between CDR and XDR, let me make sense of the CDR you sent me...

 

cs1_10_clue_mountain01.cdr format:

 

0x10 bytes - RSC7 header

0x3b0 bytes - XDR related header stuff (unknown)

0x40 bytes - info about texture # 1 - notice it starts with magic 0xFC588A00

0x38 bytes - string table, texture headers point here with offsets like 0x5000XXXX where XXXX is offset from beginning of cpu block

0xbd8 bytes - padding (until end of cpu block, total 0x1000 bytes - notice the total is different in xbox)

from here starts the gpu block, no idea how big each 256x256 pixel texture

 

note: you can see the offset to the string table in offset 0x3e0 (data is 0x500003f0)

 

in any case, the CDR is different than the XDR and looks much more chaotic. i really suggest you move to xbox files. i think xbox file formats are closer to pc than ps3 file formats, so there's better chance for gta iv tools helping us out.

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nezia

[...]

It snows out there in Yankton.

Why do I always forget about North Yankton...you are absolutely right!

 

 

----

 

 

For this post being not entirely spammy...and for the the sake of keeping this thread clean:

 

There is a user (RubyRod1) on reddit that was wondering if the Alien gibberish from Michael's abduction scene could be enhanced by filtering etc. to hear what sounds were used before the distortion. He thought he was able to hear english :)

 

Thread: http://www.reddit.com/r/chiliadmystery/comments/1rqsnk/did_someone_say_yoga_abduction_cutscene_does/

 

So yeah...I tried my best and cut the sound from a youtube video and did basic enhancements on it.

 

 

Basically what I hear: The response from one alien is "We gonna protect him!"

 

There is another reddit-user (Toneunknown), who – as a professional audio engineer – is willingly to help with his pro-equipment.

 

So I thought instead of giving him the ingame-sounds, maybe we can find the audio files, and maybe even only the alien-voice without the background noises (police-siren, ufo-sfx etc.)?

 

Did someone already stumble upon it?

I think I remember that you, talkol, said that the sound files were fairly easy accessible?

 

Thanks guys :)

Great work so far!

Edited by nezia

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talkol

 

I think I remember that you, talkol, said that the sound files were fairly easy accessible?

 

 

 

yes. audio files are AWC files and the tool LibertyV converts them into regular WAV files you can listen to. there was the big text file with all filenames, you can search there for .awc files by title and locate interesting ones

Edited by talkol

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interdpth_

This is odd, I already switched to using the XDR, http://i.imgur.com/nZsiILi.png my 0x38 doesn't have a string table, that's at 0x350. I'm confused.

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nezia

yes. audio files are AWC files and the tool LibertyV converts them into regular WAV files you can listen to. there was the big text file with all filenames, you can search there for .awc files by title and locate interesting ones

Awesome!

Was already going through the gamefile names and I guess I found the relevant one.

As I don't have access to the game files and am on a Windows-less Mac right now, so LibertyV won't work, is it possible for you (or anyone with files and tools) to convert the following file to WAV:

 

sfx\audio_misc_rpf\script\fam5_yoga_aliens.awc

 

I am pretty sure the "fam5_yoga_aliens.awc" is the right file.

 

 

Not sure about the following ones:

sfx\audio_misc_rpf\s_mini_amb\aliens.awc

 

sfx\audio_cs_rpf\cutscene_mastered_only\michael_knockout_fafm_anaa_01_sync_mastered_only.awc

sfx\audio_cs_rpf\cutscene_mastered_only\michael_knockout_fafm_anaa_02_sync_mastered_only.awc

sfx\audio_cs_rpf\cutscene_mastered_only\michael_knockout_fafm_anaa_03_sync_mastered_only.awc

 

...might not hurt, if the first one isn't a hit :)

 

Thanks in advance!

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Jessafur

have any of you guys come across these files yet. the ones mention in the website. just curious

You know that dlc was a hoax, right?

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talkol

@tadd, you asked to pull textures from the mural XDR "cs1_10_mountainviewpoint_d.xdr"

 

well.. only the mural texture is there in smaller sizes

http://imgur.com/yyyoRI2

http://imgur.com/tbNzdEt

 

also looked at "cs1_10_redeye.xdr" and there are no textures there

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cyberwookie81

 

have any of you guys come across these files yet. the ones mention in the website. just curious

You know that dlc was a hoax, right?

 

yeah i was just wondering if the files mention in the site were real

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talkol

This is odd, I already switched to using the XDR, http://i.imgur.com/nZsiILi.png my 0x38 doesn't have a string table, that's at 0x350. I'm confused.

 

sorry buddy if i wasn't clear, the numbers are not offsets, they are byte counts

 

so count 0x10 from the start for the initial header, then count x more for the next part, then count x more to get to the next part

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talkol

best to ask anyone with ps3 files because xbox awc to wav doesn't work perfectly

Edited by talkol

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interdpth_

I crcked XTDS pretty much thanks to an open source program for GTA IV, I am going to try to alert the author then put the code on an svn if anyone wants to help. It's currently crashing :(

 

Here is what I have for XTDs so far.

RSC Header ->XTDHeader{         uint32 VTable;           uint32 BlockMapOffset; // Offset to the block map            uint32 ParentDictionary;            uint32 UsageCount;            uint32 HashTableOffset; // Offset to the hash table            uint16 TextureCount; // Number of textures in this dictionary            uint16 TextureCount2; // Repeated texture count            uint32 TextureListOffset; // Offset to the texture list            uint16TextureCount3; // Repeated texture count            uint16 TextureCount4; // Repeated texture count}Thenseek to header.HashTableOffset(from here on when I say seek, I mean +0x10 for rsc header and remove the high bit five)uint32 TextureHashes[header.TextureCount];Then we read texture infoWe are given offsetsuint32 infoOffsets[header.TextureCount];Then we loop and seek and read from infoOffsetsWhich brings us to the next set of tables called TextureInfo        uint32 VTable;            uint32 BlockMapOffset;            uint32 Unknown1;            uint32 Unknown2;            uint32 Unknown3;            uint32 Unknown44;            uint32 Unknown5;            uint32 Unknown6;            uint32 NameOffset;            uint32 Unknown7;            uint32    Unknown8;            uint32    Unknown9;            uint32    Unknown10;            uint32    Unknown11;            uint16    Width ;            uint16    Height;            uint32    Unknown12;Then we read the extra data!             uint16 Unknown1; // 0x0020            uint16 Unknown2; // 0x0003            uint32 Unknown3; // 0x00000001            uint32 Unknown4; // 0x00000000            uint32 Unknown5; // 0x00000000            uint32 Unknown6; // 0x00000000            uint32 Unknown7; // 0xFFFF0000            uint32Unknown8; // 0xFFFF0000            uint32Unknown9; // 0x84000002            uint32 GpuTextureDataOffset; // 0x60000054, need to remove the upper and lower 8 bits            uint32 Unknown10; // 0x003FE1FF            uint32 Unknown11; // 0x00000D10            uint32 Unknown12; // 0x00000000            uint32 Unknown13; // 0x00000200            byte Padding[0xc]; // 12 bytes of 0xCD padding

Looking further into it, I think the extra info is embedded directly into the texture info unlike GTA IV.

 

So if someone could help me out....

Also really long post sorry

 

Okie doke, it was embedded

Edited by interdpth_

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