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Game File Mystery Hunt...


tadd
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I can confirm there is extra dialog for omega clearly rwferencing an abduction and whar seems like a fight, could be possible that omega is indeed an alien.

 

Now heres the bad news, the only files referencing the dialog files are the two omega cutscenes. This to me points towards dlc or cut content. But because there are no VOIDed missions im willing to bet dlx

In Update 1.08 There new xsc files :

am_rontrevor_cut.xsc

dlc_assassin1.csc

dlc_assassin2.csc

dlc_assassin3.csc and .. etc

can you check it ?

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I can confirm there is extra dialog for omega clearly rwferencing an abduction and whar seems like a fight, could be possible that omega is indeed an alien.

 

Now heres the bad news, the only files referencing the dialog files are the two omega cutscenes. This to me points towards dlc or cut content. But because there are no VOIDed missions im willing to bet dlx

In Update 1.08 There new xsc files :

am_rontrevor_cut.xsc

dlc_assassin1.csc

dlc_assassin2.csc

dlc_assassin3.csc and .. etc

can you check it ?

 

LMAO I would not doubt we will have to buy this big mystery, f*ck rockstar

Edited by brothan323
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The XBN viewer (static collisions) is a very effective way of checking for potential doors and hidden passages. If a trigger door exists, the doorway must not be a solid wall in the static collision model.

 

I've also checked the cablecar shed (where the mural is):

http://imgur.com/a/dX6b0

 

As you can see, the entire wall of the mural including the alleged door in the middle are completely solid. In addition, the "room" behind the mural is completely sealed and does not have any openings (including by any type of trigger). This is finally solid (pun intended) evidence that the cablecar shed does not have a hidden jetpack compartment or a secret entrance to a Chiliad tunnel system.

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The XBN viewer (static collisions) is a very effective way of checking for potential doors and hidden passages. If a trigger door exists, the doorway must not be a solid wall in the static collision model.

 

I've also checked the cablecar shed (where the mural is):

http://imgur.com/a/dX6b0

 

As you can see, the entire wall of the mural including the alleged door in the middle are completely solid. In addition, the "room" behind the mural is completely sealed and does not have any openings (including by any type of trigger). This is finally solid (pun intended) evidence that the cablecar shed does not have a hidden jetpack compartment or a secret entrance to a Chiliad tunnel system.

 

Is there a way to remove the doors from objects and import them in the game and then play? And is it possible to remove those bars from those watervents?

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Ahhh man, thanks reoze and talkol... just one theory after another dropping off the list... i suppose we are narrowing things down though and no need for me to keep shooting the mural and stuff lol

 

Good work guys lets keep it going, even bad news is good in this hunt.

 

Edit... good point how do those tunnel openings with bars look in your viewer talkol? The ones near paleto and the saw mill i mean.

Edited by tadd
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I feel like the Grinch on xmas, but I'm looking in all the places we don't really want to look..

It appears the FZ bunker is a dead-end as well :(

 

http://imgur.com/a/XwRpL

 

This is the static collision model (solid walls you can't pass through) of the bunker. As you can see, the elevator indeed opens. Since the elevator door is dynamic and has its own moving model, it isn't part of the static collision model - you see an empty opening where it is. But when you look into the elevator room, you can see it's sealed off. This is evidence that there's nothing more to this elevator. The elevator does not descend and there is no opening to a secret level below the bunker. In addition, you can also see a screenshot of the bunker from below and as you can see the floor is completely solid.

 

Edit: some people rightfully asked why I'm convinced that the bunker interior couldn't somehow be loaded from a different file. Well, when this is the case, you will see a complete lack of walls in the static collision model. I've taken the same screenshots of the collision model for Michael's house (from the exterior): http://imgur.com/a/shmw4 and as you can see there are no walls inside and the door is "empty". The interior walls of the house are loaded indeed from a different file (the interior's XBN), but if the main doorway was solid in the exterior, you wouldn't be able to step inside.

Edited by talkol
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Hmm well im still holding hope of a possible -enter the elevator and get transported to a hidden interior- type thing going on...

 

I didnt think R* would ever have hidden tunnels just sat there for us to glitch into at will... it must be a trigger of some kind.

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Hmm well im still holding hope of a possible -enter the elevator and get transported to a hidden interior- type thing going on...

 

I didnt think R* would ever have hidden tunnels just sat there for us to glitch into at will... it must be a trigger of some kind.

 

Very unlikely. See my edit to the bunker post and compare with how Michael's house looks like (that we know only loads up on a specific trigger)

 

The hope I hold on to is that in a future update/DLC, all this will be changed :/

Edited by talkol
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I did indeed read your edit and not to be the ass but i dont get what you mean...

 

If the interior is loaded (because you found micheals interior .xbn) what happens if you remove that interior file and just load the outside?

 

Also the interior to micheals house loads actually in micheals house but what i was referring to was a situation like being transported to this hidden interior (in a completely different area than the bunker) entering the coords of the elevator could just trigger the cutscene or switch to this other place... obviously if you do not have the .xbn file of this interior we will never see its trigger area or event in the game...

 

Im also well aware that all interiors have been found but if this is really the big hidden mystery that it has been hyped into then i dont doubt R* to use some of the techniques that reoze mentioned to hide just the files needed to hide any secrets and the rest stored as usual and unhidden... making us all believe (even after looking in the files) that there is nothing more.

 

I guess unless we identify EVERY file and its exact purpose (every line of code) only then would we know that we have a set of files that related to nothing... the egg, asteroid and secret weapon could just be them giving file hunters a hint to keep looking lol

 

And another very big thing bugging me recently was a post made about modding the handling data for spsmall and spmed onto a chopper or plane... the person said its straight line speed was low but could turn super quick or something... the way they described it just made me think ufo or jetpack style handling...

 

I dunno getting close to xmas now guys and only so much time i have to dedicate to this search... i am by no means giving up just putting it aside for a while till boxing day probably lol

 

Here still if you need me and will still pop in and keep up to date.

 

Hope everyone has a good christmas though :) and doesnt see the mural on there tree like i have been doing lol

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I feel like the Grinch on xmas, but I'm looking in all the places we don't really want to look..

It appears the FZ bunker is a dead-end as well :(

 

http://imgur.com/a/XwRpL

 

This is the static collision model (solid walls you can't pass through) of the bunker. As you can see, the elevator indeed opens. Since the elevator door is dynamic and has its own moving model, it isn't part of the static collision model - you see an empty opening where it is. But when you look into the elevator room, you can see it's sealed off. This is evidence that there's nothing more to this elevator. The elevator does not descend and there is no opening to a secret level below the bunker. In addition, you can also see a screenshot of the bunker from below and as you can see the floor is completely solid.

 

Edit: some people rightfully asked why I'm convinced that the bunker interior couldn't somehow be loaded from a different file. Well, when this is the case, you will see a complete lack of walls in the static collision model. I've taken the same screenshots of the collision model for Michael's house (from the exterior): http://imgur.com/a/shmw4 and as you can see there are no walls inside and the door is "empty". The interior walls of the house are loaded indeed from a different file (the interior's XBN), but if the main doorway was solid in the exterior, you wouldn't be able to step inside.

 

Nice job! What about that tunnel behind the waterfall. Or that weird cave with the wooden doors? I need to know how to do this stuff so I can try things. But can you remove door and other things from the models and them import them in the game? If so we can try more things. Such like the hangars at Fort Zancudo is there anything behind them?

I did indeed read your edit and not to be the ass but i dont get what you mean...

 

If the interior is loaded (because you found micheals interior .xbn) what happens if you remove that interior file and just load the outside?

 

Also the interior to micheals house loads actually in micheals house but what i was referring to was a situation like being transported to this hidden interior (in a completely different area than the bunker) entering the coords of the elevator could just trigger the cutscene or switch to this other place... obviously if you do not have the .xbn file of this interior we will never see its trigger area or event in the game...

 

Im also well aware that all interiors have been found but if this is really the big hidden mystery that it has been hyped into then i dont doubt R* to use some of the techniques that reoze mentioned to hide just the files needed to hide any secrets and the rest stored as usual and unhidden... making us all believe (even after looking in the files) that there is nothing more.

 

I guess unless we identify EVERY file and its exact purpose (every line of code) only then would we know that we have a set of files that related to nothing... the egg, asteroid and secret weapon could just be them giving file hunters a hint to keep looking lol

 

And another very big thing bugging me recently was a post made about modding the handling data for spsmall and spmed onto a chopper or plane... the person said its straight line speed was low but could turn super quick or something... the way they described it just made me think ufo or jetpack style handling...

 

I dunno getting close to xmas now guys and only so much time i have to dedicate to this search... i am by no means giving up just putting it aside for a while till boxing day probably lol

 

Here still if you need me and will still pop in and keep up to date.

 

Hope everyone has a good christmas though :) and doesnt see the mural on there tree like i have been doing lol

 

And what about renaming a different interior to michaelinterior.xbn and then go to Michael's house and see what gets loaded?

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I agree with tadd on this, I believe once we find a way to get to the elevator (Even if its added as DLC) it will just teleport us to an interior, same as the way multiplayer does, it just teleports you to an instance of that interior (Just so you dont walk into another players flat out of the blue).

 

EDIT: Also to point out, I have glitched through the building im speaking of in multiplayer, and there isnt a shaft of the elevator, and the apartment isnt even there, which gives me the belief that once a teleport is triggered it loads the interior, instances it somewhere on the map, and just sets a viewport camera to the window, so every apartment can see the same outside.

Edited by Glokon
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I did indeed read your edit and not to be the ass but i dont get what you mean...

 

If the interior is loaded (because you found micheals interior .xbn) what happens if you remove that interior file and just load the outside?

 

i'll try to be more clear :) the way things normally happen in-game is that if an exterior leads to an interior, it isn't blocked off with a wall - like the case with michael's house. the screenshots you see are of the exterior, not the interior. in the exterior, the doorway to michael's house is not a solid wall because you have to pass through it. when you pass through, you are transported into the interior. if the elevator did go down, i would expect to see a shaft below the bunker, but not the entire secret level - as that would probably be in a different file.

 

there could be other methods of teleport.. so this is not 100% proof, just evidence. for example, a special cut-scene could be triggered as soon as you enter the elevator, and at the end of it, you would appear in the secret level. this is what happens with north yankton for example. but this is a little too wishful thinking.. it's possible, but it would be strange to see. much like Rockstar hiding interiors in the executable. you know that anything is "possible", we just have to draw the line somewhere and focus on things that hold more promise like the big 4

 

regarding going through every line.. it's actually not that hard. all you have to do is open every xbn file and see what it is. i already did this to all the xbn's in the interiors rpf and we know what each of them is - there were no surprises there nor any interesting secret places.. there are still hundreds of xbn files in other places, but it seems more and more unlikely that any of them hold a miracle solution..

Edited by talkol
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well sorry to say talkol but since your our .black man, you have a lot of files to go through lol

 

Unless someone wants to get on a viewer for the public or for themselves to help poor talkol out? Someone mentioned creating one wouldnt be good for online though? Ahhh who cares lol we wanna solve this sh*t!!

 

Just messing maybe wait till R* try to charge us near enough game price for some DLCs and then give everyone the tools to destroy the game :p

Edited by tadd
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well sorry to say talkol but since your our .black man, you have a lot of files to go through lol

 

Unless someone wants to get on a viewer for the public or for themselves to help poor talkol out? Someone mentioned creating one wouldnt be good for online though? Ahhh who cares lol we wanna solve this sh*t!!

 

Funny thing is, Rockstar could easily stop the online hacking by doing a simple file hash check to match the version of the game they have, would stop people from going online with modified game. Only would add 15-20 seconds to initial load, depending on the amount of files.

 

Or you know use console specific security features.

Edited by Glokon
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Hmmm thats too easy for cockstar though, they have to make cheaters areas and all sorts of other wonderful ideas to stop hacking and stuff.

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@talkol

Thanks for info with Michael's house:
svaGR6T.png

HHnErXC.png


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a good comment on reddit said that there's a garage where you step out of using an elevator and you just teleport out. I looked through the garage interiors and found an interesting one in v_garagel.xbn

 

http://imgur.com/a/RZ869

 

these are screenshots of the static collision model of the interior. the elevator there is also completely sealed off, no shaft, and obviously it teleports you out. this is a good lead. let's try and figure out how this specific doorway transcends the static walls and this will hopefully teach us if there's something similar in the bunker.. my hope is restored a bit (although not much because i've gone through all interiors and found no secrets, but still)

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a good comment on reddit said that there's a garage where you step out of using an elevator and you just teleport out. I looked through the garage interiors and found an interesting one in v_garagel.xbn

 

http://imgur.com/a/RZ869

 

these are screenshots of the static collision model of the interior. the elevator there is also completely sealed off, no shaft, and obviously it teleports you out. this is a good lead. let's try and figure out how this specific doorway transcends the static walls and this will hopefully teach us if there's something similar in the bunker.. my hope is restored a bit (although not much because i've gone through all interiors and found no secrets, but still)

 

Can someone look at the Fort Zancudo hangars? And the cave/shaft thingy with the wooden doors? And the rocket? I mean let's go over all the files. Easy talk coming from me, I know. Give me instructions how to do this and I will help.

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in the meantime, by request I looked over the static collision model of the altruist camp:

http://imgur.com/a/CI5gU

 

here are the interesting things i noticed:

 

1. all the buildings are solid, it seems they don't have triggerable entrances

2. in the 5th image from top, i remember there was another building near the radio tower. if indeed i remember correctly it is very interesting that this building is not static (and does not appear in the static collision model of the area)

3. the last 2 images show the sacrificial stone, the brown layer around it is not an actual wall, it's a collision box, used to test efficiently if something is inside this box. this means something in the game cares if something happens on the stone, enough for them to want to optimize this test with a special bounding box (it's definitely unique, i haven't seen those around almost anywhere else)

 

edit: update - in the detailed model of the house with pointed roof there might be an "open" window - http://imgur.com/a/tePEl , the same with this barn - http://imgur.com/a/OBiaS

 

edit 2: not sure if this is the cave on the bottom, but if it is, seems pretty solid - http://imgur.com/a/1GgUo

Edited by talkol
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in the meantime, by request I looked over the static collision model of the altruist camp:

http://imgur.com/a/CI5gU

 

here are the interesting things i noticed:

 

1. all the buildings are solid, it seems they don't have triggerable entrances

2. in the 5th image from top, i remember there was another building near the radio tower. if indeed i remember correctly it is very interesting that this building is not static (and does not appear in the static collision model of the area)

3. the last 2 images show the sacrificial stone, the brown layer around it is not an actual wall, it's a collision box, used to test efficiently if something is inside this box. this means something in the game cares if something happens on the rock, enough for them to want to optimize this test with a special box

 

Yeah, that last part is weird. So the rock is important? A trigger? And what about the cave near the camp?

Edited by Karoi
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Hey, Im not sure if this is of any help. I do have to confess that I have no idea of the game file approach of solving this ;)

 

I have just while searching around ingame found the glitch that you can walk through the door of the Paleto Bay office. From a quick google search I do realise that I am not the first one to discover that but I did not see it in relation with the mural discussion. I have not overlayed the mural over the map but to me it seems that if the sunken UFO is the leftest of the symbols, then the cracking egg can be placed at the Cluckin Bell factory and the jetpack symbol more or less around the Paleto Bay Sheriffs Office.

 

I know I'm not supposed to bring up new (maybe old, haven't checked all 30 pages) theories in this thread but I thought it might be worth it for someone to check out the files of the Paleto Bay Sheriffs office, as I do not believe that this is an accidental bug, since the inside of the sheriffs office has a counter and some doors and I wonder why R* would've put any details into the interior of an inaccessible house if it was not meant to be accessed.

 

By the way, I love the work you guys are doing here, been checking on the progress of the hunt every now and then since I finished the game, wish I could help more but really lacking the time at the moment ;)

 

ps: Also there is a house a little north of the sheriffs office called "Jetsam". Make of that what you will :p Even I think that's far fetched

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RE: The Paleto sherrifs office.

 

I too have noticed the interior of the office (it's a great place to go after robbing the armored truck that spawns across the street) I have walked all around that building and can't even see a window that you can see into the building. It's not just a desk and chair either, it has cups, a computer, office supplies, plants etc.... In other words, it's a furnished office. I have spent a lot of time trying to jump from the entrance to solid ground in the office, to no avail.

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in the meantime, by request I looked over the static collision model of the altruist camp:

http://imgur.com/a/CI5gU

 

here are the interesting things i noticed:

 

1. all the buildings are solid, it seems they don't have triggerable entrances

2. in the 5th image from top, i remember there was another building near the radio tower. if indeed i remember correctly it is very interesting that this building is not static (and does not appear in the static collision model of the area)

3. the last 2 images show the sacrificial stone, the brown layer around it is not an actual wall, it's a collision box, used to test efficiently if something is inside this box. this means something in the game cares if something happens on the stone, enough for them to want to optimize this test with a special bounding box (it's definitely unique, i haven't seen those around almost anywhere else)

 

edit: update - in the detailed model of the house with pointed roof there might be an "open" window - http://imgur.com/a/tePEl , the same with this barn - http://imgur.com/a/OBiaS

 

edit 2: not sure if this is the cave on the bottom, but if it is, seems pretty solid - http://imgur.com/a/1GgUo

 

Very interesting find. I looked up a YouTube video of the cutscene where Trevor drops up the 4th hitchiker to see if anything unique happens with the rock.

 

 

Honestly, I think that collision volume is just to allow you to take cover behind the organically shaped altar stone.

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RE: The Paleto sherrifs office.

 

I too have noticed the interior of the office (it's a great place to go after robbing the armored truck that spawns across the street) I have walked all around that building and can't even see a window that you can see into the building. It's not just a desk and chair either, it has cups, a computer, office supplies, plants etc.... In other words, it's a furnished office. I have spent a lot of time trying to jump from the entrance to solid ground in the office, to no avail.

 

There are actually a whole bunch of interesting interiors. We've discussed the list from several angles in these posts:

http://www.reddit.com/r/chiliadmystery/comments/1qrpa4/who_wants_to_go_over_all_the_interior_minimaps/

http://www.reddit.com/r/chiliadmystery/comments/1qhrtx/lets_map_out_all_the_interiors_in_the_game_files/

 

We were also able to locate all of the interiors on the game map:

http://gtaforums.com/topic/656269-game-file-mystery-hunt/?p=1064248524

 

If you want to locate them yourself, take this list:

http://pastebin.com/AKcYVr7j

 

And plot it with Glokon's wonderful plotter:

http://tools.glokon.org/gta-map/

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Is the collision barrier around the rock related to either Trevor appearing there at the start of the Altruist Shootout or the baseball bat pickup?

Trevor is transported there from the entrance to the camp, maybe the presence of his model by the rock triggers the mission when it happens immediately after the cutscene?

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Very interesting find. I looked up a YouTube video of the cutscene where Trevor drops up the 4th hitchiker to see if anything unique happens with the rock.

 

 

Honestly, I think that collision volume is just to allow you to take cover behind the organically shaped altar stone.

 

 

well, I hope you're wrong :) added some extra angles if it helps: http://imgur.com/a/0r2ep

maybe we can try and take cover behind the rocks on the right that don't have the brown stuff, or the other side of the stone (since the brown doesn't cover it all the way)

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Holy crap, gone for 6 hours, and you guys have found loads! Im starting to get excited again. Nice work on finding that collision volume, is there any reference to it? Like has the collision volume got a name?

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well, I hope you're wrong :) added some extra angles if it helps: http://imgur.com/a/0r2ep

maybe we can try and take cover behind the rocks on the right that don't have the brown stuff, or the other side of the stone (since the brown doesn't cover it all the way)

 

 

I'd like to hope I am wrong too, but further testing is leading me to believe it is just cover collision.

 

I explained further in the Reddit thread why I think this is cover collision.

 

Reasons I think this is not a trigger volume.

  • Collision detection is non trivial, processing wise. Using such a complex shape to trigger an event would be wasteful as a box shape would suffice. Trigger volumes are typically invisible so having such a refined shape would not be noticeable to the average gamer.
  • Cover systems interacting with organic geometry is very prone to creating visual glitches. Often a box is not appropriate and must be defined by a more complex shape. Usually something designed to minimize the chance of clipping against the illusion of "invisible walls".

Again, please do not take this as a comment on your work. I greatly appreciate you taking the time to hunt these things down. I just don't want you to waste your time swatting at shadows.

 

It is possible this is something of importance and I am wrong... but I really don't think so. ;)

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