Jump to content
    1. Welcome to GTAForums!

    1. GTANet.com

    1. GTA Online

      1. Los Santos Drug Wars
      2. Updates
      3. Find Lobbies & Players
      4. Guides & Strategies
      5. Vehicles
      6. Content Creator
      7. Help & Support
    2. Red Dead Online

      1. Blood Money
      2. Frontier Pursuits
      3. Find Lobbies & Outlaws
      4. Help & Support
    3. Crews

    1. Grand Theft Auto Series

      1. Bugs*
      2. St. Andrews Cathedral
    2. GTA VI

    3. GTA V

      1. Guides & Strategies
      2. Help & Support
    4. GTA IV

      1. The Lost and Damned
      2. The Ballad of Gay Tony
      3. Guides & Strategies
      4. Help & Support
    5. GTA San Andreas

      1. Classic GTA SA
      2. Guides & Strategies
      3. Help & Support
    6. GTA Vice City

      1. Classic GTA VC
      2. Guides & Strategies
      3. Help & Support
    7. GTA III

      1. Classic GTA III
      2. Guides & Strategies
      3. Help & Support
    8. Portable Games

      1. GTA Chinatown Wars
      2. GTA Vice City Stories
      3. GTA Liberty City Stories
    9. Top-Down Games

      1. GTA Advance
      2. GTA 2
      3. GTA
    1. Red Dead Redemption 2

      1. PC
      2. Help & Support
    2. Red Dead Redemption

    1. GTA Mods

      1. GTA V
      2. GTA IV
      3. GTA III, VC & SA
      4. Tutorials
    2. Red Dead Mods

      1. Documentation
    3. Mod Showroom

      1. Scripts & Plugins
      2. Maps
      3. Total Conversions
      4. Vehicles
      5. Textures
      6. Characters
      7. Tools
      8. Other
      9. Workshop
    4. Featured Mods

      1. Design Your Own Mission
      2. OpenIV
      3. GTA: Underground
      4. GTA: Liberty City
      5. GTA: State of Liberty
    1. Rockstar Games

    2. Rockstar Collectors

    1. Off-Topic

      1. General Chat
      2. Gaming
      3. Technology
      4. Movies & TV
      5. Music
      6. Sports
      7. Vehicles
    2. Expression

      1. Graphics / Visual Arts
      2. GFX Requests & Tutorials
      3. Writers' Discussion
      4. Debates & Discussion
    1. Announcements

    2. Forum Support

    3. Suggestions

Game File Mystery Hunt...


tadd
 Share

Recommended Posts

but I can't be bothered to go to such lengths and write another tool so 8 people can rip it off.

Man it's annoying seeing competent devs write stuff like that, I've seen too many different projects die from this sh*t. What some assholes do shouldn't be a concern for a project for yourself and the community, f*ck them. You want to contribute something, do it, release it, make it open it and put a license on it - someone wants to contribute, they'll make a pull and help. If some jerkoff makes a closed fork and tries to pass it off as their own they can get f*cked, we'll know who started it and gets the credit. Sorry, it just grinds my gears to see that, you're doing damn good work; don't let a handful of people dissuade you.

 

Anyway, as for a map viewer it would be kinda cool, but yeah using the super LODs would just be ugly (unless you just kept it overhead view and projected the map you're using now over it, that might be nice just to give the map some depth?). IIRC (which I'm probably not) there's 4 main levels of LOD for the main city in IV: super LOD (un-textured, very low poly), far (which would be this I guess) which would work for a browser map viewer, medium and near - both of those would be too much I think, unless you used a LOD system... but that'd be overkill for a simple map/coord viewer.

Link to comment
Share on other sites

Ahh if we want street view, we have our actual game...

 

Not in any way telling you what to do... just think your guys time would be better spent on something else.

 

And as for the docker horns... im struggling to find them... anyone seen them? I found the textures and the engine noises but still no horns lol

Edited by tadd
Link to comment
Share on other sites

Actually, if GTA5 has the Far LOD that SonofUgly mentions, I might be able to make a quick and dirty 3d map locator in Unity, and just put it for web. I don't particularly like Unity but it could come to use if you guys really wanted a 3D map viewer, however I wouldnt be able to host it (Copyright materials and such) but I would be willing to release the code and files for someone to host it.

Link to comment
Share on other sites

At the end of the day someone must feel they could've done a better job I guess.

 

but I can't be bothered to go to such lengths and write another tool so 8 people can rip it off.

 

Man it's annoying seeing competent devs write stuff like that, I've seen too many different projects die from this sh*t. What some assholes do shouldn't be a concern for a project for yourself and the community, f*ck them. You want to contribute something, do it, release it, make it open it and put a license on it - someone wants to contribute, they'll make a pull and help. If some jerkoff makes a closed fork and tries to pass it off as their own they can get f*cked, we'll know who started it and gets the credit. Sorry, it just grinds my gears to see that, you're doing damn good work; don't let a handful of people dissuade you.

 

Anyway, as for a map viewer it would be kinda cool, but yeah using the super LODs would just be ugly (unless you just kept it overhead view and projected the map you're using now over it, that might be nice just to give the map some depth?). IIRC (which I'm probably not) there's 4 main levels of LOD for the main city in IV: super LOD (un-textured, very low poly), far (which would be this I guess) which would work for a browser map viewer, medium and near - both of those would be too much I think, unless you used a LOD system... but that'd be overkill for a simple map/coord viewer.

Link to comment
Share on other sites

Beard monster

On the uv map it says between the crates at the altruist camp. Anybody figure out what this is and if the files revealed anything regarding that?

Link to comment
Share on other sites

Im not the one who confirms them, but if you link me to the page they are on, and which ones they are, id gladly fix it, or reoze and talkol they can all fix that.

Link to comment
Share on other sites

Leave them as is until they're figured out. My decompiler will spit out both names making it much easier to see which collision fits.

Link to comment
Share on other sites

Alright Srry about the map idea although it would be cool later on. Just don't go to great detail. I'd hate for the mystery to be solved and the map was finished. If there was a 3D map we could make a high resolution of it later on. Then put like a Spaceship parts or Letters in great detail or something. But just forget it right now it seemed to me it was more of an obstacle that seem to take people away from the hunt.

 

Now I do have some interesting info about the Astroid people have overlooked. If there was an astroid wouldn't there be a crater or something in the files? You if an astroid hit where would the Crater or large impact hit be? Can you guys find that out it may show the trigger point of the event.

Link to comment
Share on other sites

Alright Srry about the map idea although it would be cool later on. Just don't go to great detail. I'd hate for the mystery to be solved and the map was finished. If there was a 3D map we could make a high resolution of it later on. Then put like a Spaceship parts or Letters in great detail or something. But just forget it right now it seemed to me it was more of an obstacle that seem to take people away from the hunt.

 

Now I do have some interesting info about the Astroid people have overlooked. If there was an astroid wouldn't there be a crater or something in the files? You if an astroid hit where would the Crater or large impact hit be? Can you guys find that out it may show the trigger point of the event.

If the asteroid landed it would be in tiny little pieces (falling apart on entry to the atmosphere and impact on earth), if its in the game its out of the atmosphere imo.

  • Like 1
Link to comment
Share on other sites

Here is the full "LOD" map of GTA V (it doesn't include prologue):

 

90vmtw.png

28jkys0.png

 

I hope you'll like it

Edited by nmzik
Link to comment
Share on other sites

If you could manage to upload that into 3D model form that would be amazing!

ok,as soon as i get home,i'll upload it! :)

Link to comment
Share on other sites

Im not the one who confirms them, but if you link me to the page they are on, and which ones they are, id gladly fix it, or reoze and talkol they can all fix that.

 

 

Leave them as is until they're figured out. My decompiler will spit out both names making it much easier to see which collision fits.

 

 

Some of them are ridiculous, look at the following:

 

get_player_achieved_interruptable_incremented

get_distance_between_coords

 

Which one is more likely?

Link to comment
Share on other sites

 

Im not the one who confirms them, but if you link me to the page they are on, and which ones they are, id gladly fix it, or reoze and talkol they can all fix that.

 

 

Leave them as is until they're figured out. My decompiler will spit out both names making it much easier to see which collision fits.

 

 

Some of them are ridiculous, look at the following:

 

get_player_achieved_interruptable_incremented

get_distance_between_coords

 

Which one is more likely?

 

 

Yea, some pretty obvious fake ones are getting put on the site (over 700). People see the output from that bruteforcer and immediately think they have found legit results so they post them.

 

I mean.. set_weather_alien_ai_response honestly? Why would you think this is real..?

Link to comment
Share on other sites

Can i ask a simple question,

 

Those of you really deep i to this, are you using the same game files or your own game files?

Are those game files the standard edition, special edition or collectors edition?

 

With the collectors edition having extra content it may be redundant searching the standard edition files.

Link to comment
Share on other sites

SomeBoredDude

Can anyone get me every texture of the train like the names on boxcar, container car and tanker and maybe the subway?

Link to comment
Share on other sites

LiquidNitrogen

@XBL ha my bad. Idk what I was thinking. Sorry About that. I'll think twice next time. I don't usually post obvious fake ones.

Edited by LiquidNitrogen
  • Like 2
Link to comment
Share on other sites

@XBL ha my bad. Idk what I was thinking. Sorry About that. I'll think twice next time. I don't usually post obvious fake ones.

 

no need to apologize, you and the other leaderboard stars are doing fantastic work.. we couldn't understand any of the scripts without your contributed matches :)

  • Like 1
Link to comment
Share on other sites

 

I recall @tgascoigne saying that he looked over all the scripts and the docker hash is only mentioned in the omega mission. But it's a good idea to run a full grep over everything just to verify. I'll do that later today.

 

 

Full grep for space docker hash in ALL game files (0x1FD824AF)

 

data\lang\american_rpf\global.gxt2
Text subtitles, a table that connects the hash to the word "Space Docker".
levels\gta5\navmeshes3_rpf\navmesh[156][243].xnv
I think it's a false positive, but I opened this file just in case with .black, here it is: http://imgur.com/sOzEr0o Couldn't see anything of interest there.
levels\gta5\script\script_rpf\launcher_omega.xsc
An omega script.. the docker hash is used multiple times, usually with regards to natives like request_model or create_object.
levels\gta5\script\script_rpf\omega2.xsc
I couldn't find the hash in this script's disassembly, maybe @reoze or @tgascoigne can help - the hash is found twice in the binary.
sfx\audio_radio_rpf\radio_05_talk_01\mono_chattersphere.awc
probably false positive since this is a raw sound file (wave).
sfx\config\game.dat149.rel
I don't know what this file is, obviously something with sound effects configuration.
That's it.. this means the docker isn't in any xmap and really only used in the omega scripts.
Full grep for the string "dune2" in ALL game files
data\carcols.xmt - car config stuff
data\carvariations.xmt - config, self explanatory
data\handling.dat - config, how cars handle
data\levels\gta5\vehicles.meta - config, files related to each vehicle
levels\gta5\vehicles_rpf\dune2* - model (xft) and textures (xtd)
and an anecdote..
Not super related, but as I was searching for the docker hash I noticed something funny.. The script launcher_omega.xsc is running the native "is_orbis_version" - so this script is explicitly checking if it's being run on ps4 :) When we found the ps4/xbox1 natives I thought that the RAGE engine just had some general future support for these platforms.. but it's funny to see scripts that are actually checking this.
Edited by talkol
  • Like 2
Link to comment
Share on other sites

So you got no hit for the dockers textures or sound files using its hash?

 

I dont get how the game knows how to put all the pieces together if its not using the hash to call all the pieces together... what files make the call for all these files to come together to create the docker? A script .xsc?

 

Sorry for the dumb question lol

Edited by tadd
Link to comment
Share on other sites

So you got no hit for the dockers textures or sound files using its hash?

 

I dont get how the game knows how to put all the pieces together if its not using the hash to call all the pieces together... what files make the call for all these files to come together to create the docker? A script .xsc?

 

Sorry for the dumb question lol

Yeah gotta be horn sound files? And is there anything about certain headlights, finding file for xenon, standard and docker green lights? Did just post more on the mural page but tadds on it now ;)

Link to comment
Share on other sites

This may be a silly request but do we think we can create a simple library of which files go with which building/landscape/mission etc...

 

It may take some time but my hope is to end up with a quick and easy reference point to files names and what they are for... then we can also narrow down which files (like alien egg and asteroid) have no use...

 

Would help to build a picture of things...

 

Vehicles:

Docker

Lazer

Adder

etc...

Missions:

Story

Strangers and freaks

Etc...

 

 

And sections for models like

 

Maze bank

Chiliad

Hippy camp

Altruist camp

Etc...

 

More so we can... 1) find areas easier in the files... 2) have a list of files with no connection to anything... and 3) understand what each files is for...

 

Any thoughts?

 

Bed for me will check back tomorrow.

Edited by tadd
  • Like 1
Link to comment
Share on other sites

So you got no hit for the dockers textures or sound files using its hash?

 

I dont get how the game knows how to put all the pieces together if its not using the hash to call all the pieces together... what files make the call for all these files to come together to create the docker? A script .xsc?

 

Sorry for the dumb question lol

 

Well, the hash is over the string "dune2".

 

Inside levels\gta5\vehicles_rpf there's a model with the name "dune2.xft" and a texture dictionary with the name "dune2.xtd" - so I guess the model and textures are referenced by the string filename and not the hash.

 

There are other places that reference the docker by string and not hash like the file data\handling.dat which contains the vehicle handling params, or data\levels\gta5\vehicles.meta which is really interesting and points to the model and texture explicitly..

 

Generally speaking, we're not exactly sure how it all fits together since it's part of the core engine (the game executable), and nobody is trying to reverse engineer it.

 

Regarding the sounds, I have no idea.. They're either referenced from the XFT model itself, or maybe from some config file under data (referenced by string name), or maybe in the sound effects config file that showed up in the hash grep.

Edited by talkol
Link to comment
Share on other sites

Cool thank you for the info talkol, i will continue the hunt for the horns lol and lights :p

 

are you opening awc files on xbox or ps3?

Link to comment
Share on other sites

Those of you really deep i to this, are you using the same game files or your own game files?

Are those game files the standard edition, special edition or collectors edition?

With the collectors edition having extra content it may be redundant searching the standard edition files.

All copies of the game have the same stuff, it's just unlocked (in-game) with a code, except many files are different formats between PS3 and 360.

 

As for the horn search, I think they're either called by name, or modifier #, in carcols.meta for vehicle modifications they're listed like:

 

<identifier>HORN_TRUCK</identifier><modifier value="1766676233" /><audioApply value="1.000000" /><weight value="0" /><type>VMT_HORN</type>
Only have a list for ones that you can change in LSC.

 

 

<identifier>HORN_TRUCK</identifier>

<modifier value="1766676233" />

<identifier>HORN_COP</identifier>

<modifier value="2904189469" />

<identifier>HORN_CLOWN</identifier>

<modifier value="2543206147" />

<identifier>HORN_MUSICAL_1</identifier>

<modifier value="1732399718" />

<identifier>HORN_MUSICAL_2</identifier>

<modifier value="2046162893" />

<identifier>HORN_MUSICAL_3</identifier>

<modifier value="2194999691" />

<identifier>HORN_MUSICAL_4</identifier>

<modifier value="2508304100" />

<identifier>HORN_MUSICAL_5</identifier>

<modifier value="3707223535" />

 

 

At the end of the day someone must feel they could've done a better job I guess.

Well they haven't so far. Edited by SonofUgly
Link to comment
Share on other sites

 

Those of you really deep i to this, are you using the same game files or your own game files?

Are those game files the standard edition, special edition or collectors edition?

With the collectors edition having extra content it may be redundant searching the standard edition files.

All copies of the game have the same stuff, it's just unlocked (in-game) with a code, except many files are different formats between PS3 and 360.

 

As for the horn search, I think they're either called by name, or modifier #, in carcols.meta for vehicle modifications they're listed like:

 

<identifier>HORN_TRUCK</identifier><modifier value="1766676233" /><audioApply value="1.000000" /><weight value="0" /><type>VMT_HORN</type>
Only have a list for ones that you can change in LSC.

 

 

<identifier>HORN_TRUCK</identifier>

<modifier value="1766676233" />

<identifier>HORN_COP</identifier>

<modifier value="2904189469" />

<identifier>HORN_CLOWN</identifier>

<modifier value="2543206147" />

<identifier>HORN_MUSICAL_1</identifier>

<modifier value="1732399718" />

<identifier>HORN_MUSICAL_2</identifier>

<modifier value="2046162893" />

<identifier>HORN_MUSICAL_3</identifier>

<modifier value="2194999691" />

<identifier>HORN_MUSICAL_4</identifier>

<modifier value="2508304100" />

<identifier>HORN_MUSICAL_5</identifier>

<modifier value="3707223535" />

 

I don't know much about game files but somewhere there must be default horns which cars have as standard as well as headlights and the docker lights? Must be somewhere?

Link to comment
Share on other sites

I don't know much about game files but somewhere there must be default horns which cars have as standard as well as headlights and the docker lights? Must be somewhere?

It looks like headlight lights are set in visualsettings.dat, and then changed in carcols to fit the car. I assumed that horns where kept somewhere in audio_misc.rpf, but I couldn't find them, and I get a lot of errors when trying to export to wav with LibertyV.

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

  • 1 User Currently Viewing
    0 members, 0 Anonymous, 1 Guest

×
×
  • Create New...

Important Information

By using GTAForums.com, you agree to our Terms of Use and Privacy Policy.