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Game File Mystery Hunt...


tadd
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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. ;)

 

 

I agree with this 100%, however do we know of any other such collision boxes around other weird geometry. It could prove that it is that, or it could rule it out entirely.

Edited by Glokon
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Talkol I saw your reddit post about the box around the stone . You said you havent seen it ALMOST anywhere else . Is there another area in particular you found a box like this that has any meaning as a location ?

Edited by stangone50
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Can you upload or email these two files? Somehow i missed thia weeks ago.

 

 

an update regarding p_secret_weapon_02: I ran the hexfinder.php script to see which files point to its hashcode:1. levels\gta5\props\lev_des\lev_des_rpf\lev_des.xtyp2. levels\gta5\_hills\country_02\cs2_06c_rpf\cs2_06c_5.xbn and for some reasons no xmap files.. so we don't have quick and easy locations 1. XTYP - did not research this file format yet 2. XBN - also an unresearched file, but it was located in a directory of the crashed cargo plane, in the lake.Can someone play this mission again and keep an eye open for the secret weapon model+texture that we know?Maybe you can even come after the mission to where the cargo crashed in the lake..And last, this might be just noise

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Can you upload or email these two files? Somehow i missed thia weeks ago.

an update regarding p_secret_weapon_02: I ran the hexfinder.php script to see which files point to its hashcode:1. levels\gta5\props\lev_des\lev_des_rpf\lev_des.xtyp2. levels\gta5\_hills\country_02\cs2_06c_rpf\cs2_06c_5.xbn and for some reasons no xmap files.. so we don't have quick and easy locations 1. XTYP - did not research this file format yet 2. XBN - also an unresearched file, but it was located in a directory of the crashed cargo plane, in the lake.Can someone play this mission again and keep an eye open for the secret weapon model+texture that we know?Maybe you can even come after the mission to where the cargo crashed in the lake..And last, this might be just noise

I'll even do better, I will re-run the hex searches again for the big 4 and make a concentrated post about all xrefs and the files that hold them

 

Talkol I saw your reddit post about the box around the stone . You said you havent seen it ALMOST anywhere else . Is there another area in particular you found a box like this that has any meaning as a location ?

I looked at so many files so it was hard to state for certain I've never seen something similar before.. Usually I notice these things because these are the sort of things I'm looking for. I'll definitely keep my eyes open for similar stuff and also in the future if we make our own XBN parser, maybe we could bulk search for them Edited by talkol
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I looked at so many files so it was hard to state for certain I've never seen something similar before.. Usually I notice these things because these are the sort of things I'm looking for. I'll definitely keep my eyes open for similar stuff and also in the future if we make our own XBN parser, maybe we could bulk search for them

I'll make a note to take a look at xbn files next chance I get, since there's a good chance it'll share commonalities with the meshes. Possibly tomorrow but no guarantee, I'm away from home for xmas and genius over here managed to forget his laptop charger, so I'm hoping my replacement arrives tomorrow. Either way I'll keep you updated.

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I'll make a note to take a look at xbn files next chance I get, since there's a good chance it'll share commonalities with the meshes. Possibly tomorrow but no guarantee, I'm away from home for xmas and genius over here managed to forget his laptop charger, so I'm hoping my replacement arrives tomorrow. Either way I'll keep you updated.

 

Do not forget. .xdd UV Maps :santa:

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I'll make a note to take a look at xbn files next chance I get, since there's a good chance it'll share commonalities with the meshes. Possibly tomorrow but no guarantee, I'm away from home for xmas and genius over here managed to forget his laptop charger, so I'm hoping my replacement arrives tomorrow. Either way I'll keep you updated.

 

 

you are our OBJ master :)

 

maybe some of this could be useful:

1. WBN format from GTA IV: http://www.gtamodding.com/index.php?title=WBD-WBN - the OpenIV guys said it's very similar to xbn

2. the .black screenshots of actual xbn's can help to compare the number of blocks and compare the end result, the screenshots in general have lots of info in them

3. notice in the screenshots that the camera coordinates correspond to GTA world map coordinates, so I assume the vertices are in world coords, not model-relative coords. this btw is pretty awesome because your XBN2OBJ should definitely support merging the XBN to an existing OBJ, not just creating a new OBJ for it, and then we could run it multiple times with a script and create large conjoiined OBJ's

 

edit: the merge functionality is very important. I tried to go over the Chiliad mountain xbn to find hidden enterances, but it's split over 50 xbn files, so without merge it's very difficult to go over

Edited by talkol
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I'll make a note to take a look at xbn files next chance I get, since there's a good chance it'll share commonalities with the meshes. Possibly tomorrow but no guarantee, I'm away from home for xmas and genius over here managed to forget his laptop charger, so I'm hoping my replacement arrives tomorrow. Either way I'll keep you updated.

 

Do not forget. .xdd UV Maps :santa:Don't worry, I haven't :) I've been working on a new and improved tool. The last one was kinda hacked together and as a result the code is ugly and it's hard to extend it without breaking stuff (hence everything dying in the last few builds).

 

My plan is to build something of a framework for working with R* file formats. For the curious it's written in Go rather than C, and my working version is in the GitHub repo under the go_rewrite branch.

 

Edit: Wow, I've just noticed the topic was only created two weeks ago. We've come a long way guys, big thanks to everyone who's joined in, especially Tadd for kicking it all off :) Let's keep up the pace!

Edited by tgascoigne
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I'll make a note to take a look at xbn files next chance I get, since there's a good chance it'll share commonalities with the meshes. Possibly tomorrow but no guarantee, I'm away from home for xmas and genius over here managed to forget his laptop charger, so I'm hoping my replacement arrives tomorrow. Either way I'll keep you updated.

Do not forget. .xdd UV Maps :santa:
Don't worry, I haven't :) I've been working on a new and improved tool. The last one was kinda hacked together and as a result the code is ugly and it's hard to extend it without breaking stuff (hence everything dying in the last few builds).

 

My plan is to build something of a framework for working with R* file formats. For the curious it's written in Go rather than C, and my working version is in the GitHub repo under the go_rewrite branch.

 

Edit: Wow, I've just noticed the topic was only created two weeks ago. We've come a long way guys, big thanks to everyone who's joined in, especially Tadd for kicking it all off :) Let's keep up the pace!

 

ookay, im still wait ^^

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I just made the topic talkol and myself had the idea in PM as reddit and the other post on here were too busy for this kind of stuff... its thanks to you people like talkol, reoze, interdpth, glokon and yourself that we have the usable tools and stuff to hunt... so for that i thank you guys...

 

But yes we have come a LONG way in just 2 weeks and people still dont even have this game as their christmas present yet... so, i kinda feel although we are hitting dead ends and stuff there is more we dont understand than we do and still lots of things to go through... its like chipping away at the north pole with a pick axe lol we will hopefully find the alien in the ice eventually though and even if we dont we can at least say at the end of it all what IS and ISN'T in the game...

 

Unfortunately the only way to be sure is to account for all files and their purpose...

 

Anyway as said only 2 weeks and we are this far in... we can check every texture and model in the files and i know reoze and talkol are working hard on those .xsc and .xbn files, we understand what most file types do (in general) and have located the files of most places of interest... pretty good going between like 10 guys in 2 weeks in our spare time lol

 

...

 

Having said all of this though i feel there are some things that still need finding and looking into...

 

1. are the nothing to see/nothing here places... why are those 2 locations so important? Why tell us there is nothing to see at those 2 particular places? Whats different about those walls and textures and area thats different about the rest...

 

And 2. Is more info on the 4 vehicles unaccounted for... spsmall, spmed and the other 2 talkol mentioned (nepalm and hind was it?)

 

anyway back to wrapping presents and all the boring stuff adults have to do at xmas lol great work guys.

Edited by tadd
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1. are the nothing to see/nothing here places... why are those 2 locations so important? Why tell us there is nothing to see at those 2 particular places? Whats different about those walls and textures and area thats different about the rest...

 

Aren't these messages at the homeless camps?

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I meant locate them in the game files...

 

And i believe one is on the south side of the shaft of the cock and balls freeway near downtown... the other is near vespucci beach... the freeway one says "nothing here" and on the floor behind you says "turn around"... the vespucci one says "nothing to see here groove along"

Edited by tadd
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There's something going on in the church at the Altruist camp. If you look at the power lines you can see that all the power from the camp is coming from the church and there is also a satellite pointing towards the ocean, which is also where the guy on the ledge is looking. The power lines go all the way up to the radio tower where there is another satellite pointing to Ft. Zancudo. Also at the church there is green smoke coming from the chimney and it reminds me of the meth smoke from Breaking Bad.

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LiquidNitrogen

@druminator I never watch breaking bad so I'll take your word for it. But when I get I guess I'm gonna have to investigate the altruist camp. I'm gonna find something for this investigation somewhere.

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In a lastest unpacked Title Update i managed to extract update.rpf and in this file using Liberty V you can find interesting file in timecycle section called xmas (w_xmas.xml) :D

Edited by 1speed1
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I'm going to lauch it manually :D If this works I'll send you some screens :) (Sorry for my "potato" english ;D)
Besides what is the purpose of changing the monument (statue) near the beach? It seems like it is the only object they changed (replaced) in patch.

Edited by 1speed1
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I'm going to lauch it manually :D If this works I'll send you some screens :) (Sorry for my "potato" english ;D)

Besides what is the purpose of changing the monument (statue) near the beach? It seems like it is the only object they changed (replaced) in patch.

 

Many people have said its because of copyright issues with the original statue.

 

EDIT: Also for interested parties, I have added the UV Invert map to my plotter. Slightly lower res than the rest but is readable.

Edited by Glokon
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I'm going to lauch it manually :D If this works I'll send you some screens :) (Sorry for my "potato" english ;D)

Besides what is the purpose of changing the monument (statue) near the beach? It seems like it is the only object they changed (replaced) in patch.

 

Many people have said its because of copyright issues with the original statue.

 

 

Yeah but I would be greatful if I got something of me or myself in a good videogame. I mean it's marketing. People are going to search to see what the real statue is and stuff. I personally think the new statue is a hint. I think the statue looks like a moutain, but that's just my opinion.

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is there a way to view .xmt files ?

because in 1.08 , there a new clothes for christmas

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is there a way to view .xmt files ?

because in 1.08 , there a new clothes for christmas

 

I would not be surprised if it are Santa hats or other X-Mas related stuff.

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Tgas... could you please post the latest version of your .xrd model viewer or is it a .xdr->.obj converter?

 

Just the latest working version please, thanks man.

 

And @above... it has been mentioned many times before this extra UFO coordinate found is nothing to do with the cutscene UFO, thank you for your input though.

Edited by tadd
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I'm back bitches, and fully equipped with a 27" screen, keyboard and mouse. No more tablet coding and ssh testing. Time to make some huge progress in a short period of time. XSC files are 100% completely mapped. There are certain opcodes I need to decode but now that I have access to IDA pro again this shouldn't be too hard at all.

 

 

 

 

What do you know about XMT files? I was under the assumption they had something to do with the scripts, there is literally no information on them other than "they can be opened using the block save editor". I'm more than willing to create a tool for these files but until I know what I'm actually looking at/for it's hard to crack the file spec.

 

My assumptions were that it was some kind of mapping file for variable names

is there a way to view .xmt files ?

because in 1.08 , there a new clothes for christmas

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Good to have you up and running reoze!!

 

And looking at the list of file names (its late and on my phone so only have file names) there seems to be a lot of .xmt files for animals and componentpeds (one .xmt file per animal and ped)

 

Dont know if this helps sorry just what i could find last thing before bed lol

 

models\cdimages\componentpeds_a_c_rpf\a_c_chimp.xmt

 

Is one of the files.

 

Night guys

Edited by tadd
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If that's really the case it sounds like it's attribute data which would be easily editable. The issue is, who knows what those values really mean.

 

 

can someone with the Xbox and PS3 binaries please PM me? I had a copy but not on this computer.

Edited by reoze
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If that's really the case it sounds like it's attribute data which would be easily editable. The issue is, who knows what those values really mean.

That's what I'm thinking, as I posted earlier the beachbum DLC has carcols.meta and carvariations.meta instead of carcols.cmt and carvariations.cmt (or xmt if you have an Xbox). So they just seem like Cell MeTa or Xenon MeTa files. I'll PM you the files.

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So, how much of the cut sheriffs office was found in the files? I know this may have been covered. I saw the minimap, and the low detail room is still present in the world. I'm curious to know what mission it could have been tied to.

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Oh my god :)

First, this is going to be a little off topic, sorry for that!

 

I can't believe how far you guys got in the last few weeks.

 

Five weeks ago I came to the point where I thouhgt "Let others find something, I give up".

Now I'm coming back after being told that my posting with the alien overlay was posted here and in some random russian forum too.

(Can't believe you referenced to my posting^^)

 

After reading the whole 37 pages here I have to say: AMAZING!

 

As I kept searching I made my very simple map based on the sat overlay jpeg to check coordinates, but the mapping tool provided here, just great work.

 

You even got the chance to use .black, this is awesome and makes me kind of jealous. :-)

 

At this point, you cant count me back in. I have all the game files still available (Oh I knew the time I need them would come).

 

All the modding in here, the alien egg that is in the files, changed models to get the egg and the ufo on for a detailed view, removing doors from the game, so nice! :D

 

 

Okay, to come back to topic:

I don't remember having it seen here... It was the last thing I tried to find in the game files.

 

There is some kind of old railway on the mountainside. it looks like they lead into some kind of old mine. The entrance is "sealed" with wood planks. (I think there was a spaceship part or a letter scrap)

 

I don't know the exact location for this but I found a pic of it:
0_0-8.jpg

 

@talkol I would like to see the collision map for this part of the map.. This could be a good secret spot.

Edited by petto
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With 1.08 update they increased the Tv of all the planes (by a lot), but the weird thing is they also increased spmed and spsmall too, but they didn't touch the hind, napalm or scamp. It's just a generic 250 now instead of 10 (same as Mammatus), but still, why bother - why even keep them, or the commented out vehicles, in.

 

Edit: this is in handling.dat if it wasn't clear :p

Edited by SonofUgly
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