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Game File Mystery Hunt...


tadd
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Regarding those ambient ipl files . I checked some of the pickpocket locations and I dont recall any of these .

I originally thought these were the atm robbery missions and didnt realize there were seperate .

Are these still in the game ?

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is it possible to get a closer look at this by finding it in the files?

 

J4tBhR7.jpg

 

Seems to be a rocket or spaceship.

Someone else on the decoding thread posted this so I dont know where it is but I think its the dam, can anyone confirm?

Edited by ashy152
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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?

Funny you should ask... i was using xbox files but kept getting errors, so used xbox most of the time and just switched to ps3 files if a certain file didnt work.

 

@sonof... ive had the same issue... been through most sfx files and all i found was the train horn lol

 

Obviously, lsc purchasable horns will be different since lsc calls for them and applies them to cars... the big question is where are all the standard horns though... i cant seem to find the buggers lol

Edited by tadd
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Funny you should ask... i was using xbox files but kept getting errors, so used xbox most of the time and just switched to ps3 files if a certain file didnt work.

 

According to the release history of LibertyV, they struggled a lot with extracting wav in xbox but ps3 was much smoother. I'm always worried it's extracting partial wavs on xbox, so I would suggest to have another pure-ps3 look around the sounds

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Cool will do mate, i have all the extracted in a folder so will replace them with the ps3 versions.

Edited by tadd
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Cool will do mate, i have all the extracted in a folder so will replace them with the ps3 versions.

 

I did another quick test that might help you..

We assume this sound file is related to the docker, right? sfx\audio_misc_rpf\streamed_vehicles_granular\dune_space.awc

I ran a full grep for "dune_space" and this string is only referenced inside sfx\config\sounds.dat54.rel

so these sfx config rel files might be part of the mapping you're looking for.. but I don't know their structure

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Yeh i got the same results mate...

 

Unfortunately im not knowledgeable enough to break these files down... the trouble is, there is nothing inside the sound files other than the file name to grep for or use to identify it... so i would assume it will be an unnamed file and these dat.rel files are the ones, as you said, that hold the info we need.

 

Thank you for assisting with all this info talkol :)

Edited by tadd
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Happy New Year! I wanted to ask, what about UV Maps for characters models .xdd format? :r*:

24b96d870108t.jpg

 

tgascoigne you remember? :cry:

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Discussion about the lack of references to the alien egg and asteroid.. As you know we haven't found any good refs to these models. I wanted to recap everything that was found so we can discuss what do with them onward..

 

Full grep for alien egg hash (0x6B795EBC) and string ("alien_egg") in ALL game files:

 

levels\gta5\props\lev_des\lev_des_rpf\lev_des.xtyp - hash found here, we don't parse XTYP files yet.. my best bet is that they're like IDE files from older gta's (http://gta.wikia.com/IDE) so I'm not sure if they're even interesting

movies\cnt_underbelly.bik - hash found here, probably false positive, this is a video of a tv show, media player can open it (standard bink movie format)

movies\mov_meltdown.bik - hash found here, probably false positive, same reason

levels\gta5\props\lev_des\lev_des_rpf\prop_alien_egg_01.xdr - string found here, well this is the model that we've opened already

 

Full grep for asteroid hash (0xDF9841D7) and string ("asteroid") in ALL game files:

levels\gta5\props\lev_des\lev_des_rpf\lev_des.xtyp - hash found here, see above
levels\gta5\props\lev_des\lev_des_rpf\prop_asteroid_01.xdr - string found here, well this is the model that we've opened already
That's it.. These are all the references which is very not promising.
The most probable reason is that these objects are not yet in the game (either waiting for some update or cut content). There is a slim chance that the references to them are somehow hidden or encrypted.. I don't believe this is the case because the other easter eggs (ufo's) were all easy to find with obvious clear text references in both the scripts and the xmaps. There is also a slim chance that there's another type of reference which is not hash or string.. I don't believe that as well because all the other stuff we know exists in the game is always referenced by one of those.
What do you think? Should we conclude they're missing for now, or should we dig on for something specific?
Edited by talkol
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Accidentally posted this in the Chiliad thread instead of here. I was wondering if anyone knew what the weird structure on the beach is called in the files and if there was any way to determine why they changed it in the update? Seems odd to change something so random like that.

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As far as I'm concerned that's enough evidence to say neither objects are used in the game. We should probably check out the xtyp files just to be certain but I'd expect those to be indexes or something.

 

I've spent the past few hours fixing up the latest version of xdr2obj at last. This is the new, non-C version which shouldn't suck as much as the old one.

It supports XDR, XDD, and XFT with uv coords, and texture mappings.

It doesn't support any of the wierder ones that the old program did yet, so if you find any files that don't work send me a copy of them via PM and I'll take a look.

 

It was also pointed out that the old program was pretty hard to use unless you're familiar with the command line, so this version will now convert all supported models in the current directory when you run it as normal (not via the command line).

 

If you've any questions or anything about it PM me rather than filling up this topic.

 

Download: http://tom.gascoigne.me/xdr2obj.zip

Source code: https://github.com/tgascoigne/xdr2obj

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the jetpack has he been located ?

Since I was born, no Jet-Pack truly appeared, only fake images...

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SomeBoredDude

What happened to the guy who was looking for the sounds from gta v? I would love to get a hold of the trains horn.

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What happened to the guy who was looking for the sounds from gta v? I would love to get a hold of the trains horn.

and also all radio conversations you get in buggies in case there are secret ones to trigger

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As far as I'm concerned that's enough evidence to say neither objects are used in the game. We should probably check out the xtyp files just to be certain but I'd expect those to be indexes or something.

 

I've spent the past few hours fixing up the latest version of xdr2obj at last. This is the new, non-C version which shouldn't suck as much as the old one.

It supports XDR, XDD, and XFT with uv coords, and texture mappings.

It doesn't support any of the wierder ones that the old program did yet, so if you find any files that don't work send me a copy of them via PM and I'll take a look.

 

It was also pointed out that the old program was pretty hard to use unless you're familiar with the command line, so this version will now convert all supported models in the current directory when you run it as normal (not via the command line).

 

If you've any questions or anything about it PM me rather than filling up this topic.

 

Download: http://tom.gascoigne.me/xdr2obj.zip

Source code: https://github.com/tgascoigne/xdr2obj

What license is this released under? I'd like to write up a model viewer in C#.

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So basically the Alien Egg and Astroid are close to being debunked at the moment. I'm guess the mural is a slowly growing Easter Egg and R* will add more to it in updates or DLC. If I have to pay to complete the Easter Egg I might not buy a GTA game again. I have all of them to this day even.

Besides I think the mural is incomplete and a lot of areas are faded. So think it is not even complete.
1 Final task I want found in the files. The Alien Code found at the hippie Camp with Symbols all around it. If it is a cryptic message about the mystery then let's get cracken.
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What license is this released under? I'd like to write up a model viewer in C#.

Go ahead, there's no license on it, use it for whatever you want. If you do find anything new about the format then I'd be interested to hear about it :)

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Talkol could you also do that with the alien runes hash and string... even just runes as a string and see what comes up please... not near my laptop to do it and was wondering if they are the same...

 

Also the secret weapon crate if you possibly could?

 

Thanks mate.

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Also i forgot... you mentioned .xtyp files maybe being the old ide files...

 

In some posts here...

 

http://gtaforums.com/topic/388289-rel-openiv-including-openformats/page-82

 

They mention ide files being responsible for what time lights turn on...

 

A bit of a long shot but could the egg, instead of being coded like a UFO to appear through scripts, actually be coded like a light and turn on at a certain time?

 

Bit of an odd thought but what do you think? The egg, is, bright green lol it could be glow in the dark but the lights in the .xtyp make it glow at the right time...

 

Just a thought... dont want it to be the end of the egg lol

 

Having said this though that would mean the asteroid is used in the same sort of way, or the .xtyp some how activates it like the lights in game?

 

Anyway bed now will check back tomorrow guys :)

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XMarqstheSpot

Accidentally posted this in the Chiliad thread instead of here. I was wondering if anyone knew what the weird structure on the beach is called in the files and if there was any way to determine why they changed it in the update? Seems odd to change something so random like that.

The original model of the Freemason/Telescope structure is still there underneath, it's just got a skin over it with the new look.

 

About two days ago I was flying around the city in the helichopper, turned towards the structure, and i saw the original model before it loaded the skin over it

 

Could be the far away LOD model but, it immediately changes to the new skinned version no matter how far away you are so it's still there for sure.

 

So basically the Alien Egg and Astroid are close to being debunked at the moment. I'm guess the mural is a slowly growing Easter Egg and R* will add more to it in updates or DLC. If I have to pay to complete the Easter Egg I might not buy a GTA game again. I have all of them to this day even.

Besides I think the mural is incomplete and a lot of areas are faded. So think it is not even complete.
1 Final task I want found in the files. The Alien Code found at the hippie Camp with Symbols all around it. If it is a cryptic message about the mystery then let's get cracken.

 

Already found the file for that code, in fact one of the users here who regularly contributes uses it in his signature.

 

scroll back a few pages and i'm sure you'll find what you're looking for.

 

EDIT: Hehe, i meant he posts in the Decoding the Chiliad Mural thread.

Edited by XMarqstheSpot
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So basically the Alien Egg and Astroid are close to being debunked at the moment. I'm guess the mural is a slowly growing Easter Egg and R* will add more to it in updates or DLC. If I have to pay to complete the Easter Egg I might not buy a GTA game again. I have all of them to this day even.

Besides I think the mural is incomplete and a lot of areas are faded. So think it is not even complete.
1 Final task I want found in the files. The Alien Code found at the hippie Camp with Symbols all around it. If it is a cryptic message about the mystery then let's get cracken.

 

GTA-V-mrezmneymaker.jpg

 

From that guys sig.

Edited by ashy152
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Are those symbols one file as in one picture or is each symbol separate and put together to make the picture.

What are the file names of the symbols.

 

 

 

Also same questions regarding the alien sex position symbols.

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short question: did someone found the files from the mt. Gordo ghost?

So the UFOs got there own script but what is with the ghost?

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Quick update to xdr2obj: I've added support for all of the files that people PM'd me, if you've got any more that don't work please keep sending me them.
I've also improved the command line interface some more. Now, you can specify any number of models in the arguments, and you can also merge all output using the -merge "filename" command.

xdr2obj.exe -merge "cs5_1_props" cs5_1_props_prop1118_slod_children.xdd cs5_1_props_prop1119_slod_children.xdd

Download: http://tom.gascoigne.me/xdr2obj_dbd22aa.zip

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P0lymorphine

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

 

 

Yeah, just like every skiddy who has ever found the internet or every leecher who wishes he made the original

(or they wouldn't leech it?)

 

Honestly. don't let idiots put you off something like this.

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They mention ide files being responsible for what time lights turn on...

 

 

This is probably the case - either them or the xmaps. They probably define a time of day the model appears. I suspect this because of the bunker ufo light. We haven't found the time scheme for its appearance in the scripts (remember the time triggers post?)

 

The problem is, even if there's a specific time that appears in the xtyp, the model itself is not placed on the map.The model would have to be in the xmaps or the scripts (for dynamic spawn) for this to happen.

 

 

Quick update to xdr2obj: I've added support for all of the files that people PM'd me, if you've got any more that don't work please keep sending me them.

I've also improved the command line interface some more. Now, you can specify any number of models in the arguments, and you can also merge all output using the -merge "filename" command.

xdr2obj.exe -merge "cs5_1_props" cs5_1_props_prop1118_slod_children.xdd cs5_1_props_prop1119_slod_children.xdd

Download: http://tom.gascoigne.me/xdr2obj_dbd22aa.zip

 

I bet R* themselves don't have something as good as this ;) phenomenal work!

Edited by talkol
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Quick update to xdr2obj: I've added support for all of the files that people PM'd me, if you've got any more that don't work please keep sending me them.

I've also improved the command line interface some more. Now, you can specify any number of models in the arguments, and you can also merge all output using the -merge "filename" command.[code=auto:

xdr2obj.exe -merge "cs5_1_props" cs5_1_props_prop1118_slod_children.xdd cs5_1_props_prop1119_slod_children.xdd

[/code]Download: http://tom.gascoigne.me/xdr2obj_dbd22aa.zip

^^^ sorry but i cant see spolier tags on an iphone, I'm going to have to quote every post made using them from now on.

Edited by Scoobysrt
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Mad Bull gta

 

 

^^^ sorry but i cant see spolier tags on an iphone, I'm going to have to quote every post made using them from now on. just hold down on your screen and after a while it will be highlighted
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They mention ide files being responsible for what time lights turn on...

 

This is probably the case - either them or the xmaps. They probably define a time of day the model appears. I suspect this because of the bunker ufo light. We haven't found the time scheme for its appearance in the scripts (remember the time triggers post?)

 

The problem is, even if there's a specific time that appears in the xtyp, the model itself is not placed on the map.The model would have to be in the xmaps or the scripts (for dynamic spawn) for this to happen.

I get it, fair enough we will not get a location but at this point even a time would help lol... if it comes out as 3am or same time as the bunker lights it may help us narrow down at least what time of day we should be doing things...

 

Think we need any lead we can get at the minute lol

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