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Game File Mystery Hunt...


tadd
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Umm im using the ps3 files and havent got into the xbox files just yet but i get audio_rel, common, part0, part1, part2, part3, part4, ps3, sfx and then the eboots...

 

i got a version of the xbox files but in 2 iso files and when i extract them i just end up with system update, video_ts, audio_ts and default.xex ... i have no clue how to get the files out lol

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I may be wrong since I don't own a modded Xbox or PS3, but AFAIU the part0.rpf, part1.rpf, etc... are the 8Gb mandatory game files you need to install on PS3. The equivalent 8Gb files for the Xbox are the 4 files located in content\0000000000000000\545408A7\00000002 on Disc 1. You have to use a soft called Horizon to move them on your Xbox hard-drive and then i don't know, maybe once you launch the game the files are converted and you can extract them on your PC or something.

Anyway, I went to some location mentioned earlier by ZancudoTakeover and i didn't really find anything interesting related to the hunt. However, in this location:

Scene_Root, -227.9399, -1541.52, 31.6, 13, 0, 0, 0, -1, launcher_BasketballChallenge, 0

there's actually a basketball court and a bunch of guys who know Franklin and talk to him when you come close to them: http://rsg.ms/1bBojw3

Most likely we were supposed to be able to play basketball with them as a mini-game, but R* dropped it out, unfortunately.

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ZancudoTakeover

I may be wrong since I don't own a modded Xbox or PS3, but AFAIU the part0.rpf, part1.rpf, etc... are the 8Gb mandatory game files you need to install on PS3. The equivalent 8Gb files for the Xbox are the 4 files located in content\0000000000000000\545408A7\00000002 on Disc 1. You have to use a soft called Horizon to move them on your Xbox hard-drive and then i don't know, maybe once you launch the game the files are converted and you can extract them on your PC or something.

 

Anyway, I went to some location mentioned earlier by ZancudoTakeover and i didn't really find anything interesting related to the hunt. However, in this location:

Scene_Root, -227.9399, -1541.52, 31.6, 13, 0, 0, 0, -1, launcher_BasketballChallenge, 0

there's actually a basketball court and a bunch of guys who know Franklin and talk to him when you come close to them: http://rsg.ms/1bBojw3

Most likely we were supposed to be able to play basketball with them as a mini-game, but R* dropped it out, unfortunately.

 

Yeah tadd if your getting only audio/video stuff you cant just read a x360 DL DVD In a pc dvd drive. you need a drive with 0800 firmware on it to read it properly afaik

 

And thats what I was afraid of Xevious117. We are seeing stripped content. I have previously found phone numbers for dial-a-sub, gay military man, and a yeti that you are suppose to be able to call.

 

We're running into a bunch of new stuff, but its possible its all just removed pieces left over. I honestly hope R* wasn't dicks and actually put a real meaning behind the mural (flyable UFO's) but I'm losing hope.

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have all these websites been found and listed?

 

yes, see my 2nd post in this thread (page 1).. the correct list was already discovered

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Thanks! I think that is the program i used to extract. I re extracted just in case What are the long name files you speak of?

//www.se7ensins.com/forums/threads/xbox-image-browser-v2-9-0-350.913733/. part_x files are these long name files, change each to part0.rpf, part1.rpf etc.

 

 

content\0000000000000000\545408A7\00000002 etc.

HHnErXC.png


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just thought I should share that I have found a reference to the alien runes overlay...

 

if you go to folder common/data and go to scaleformpreallocation.xml go down a little and there is something about it... not sure what the file is or what it is for, maybe one of the techies in here can explain?

Saw these a while ago and in my eyes they don't really help.

Scaleform is a technology by Autodesk that allows embedding flash files in games. The in-game websites, the minimap, the hud and such are implemented in flash.

The file you saw lists all the flash files (movies) and the amount of memory each of them requires to run.

It doesn't really give any leads to finding them in game.

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Ahh thanks for the help guys and @talkol, just thought i would mention them, wasnt sure if you saw them... @takeover did you get my PM?

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Thanks! I think that is the program i used to extract. I re extracted just in case What are the long name files you speak of?

//www.se7ensins.com/forums/threads/xbox-image-browser-v2-9-0-350.913733/. part_x files are these long name files, change each to part0.rpf, part1.rpf etc.

 

 

content\0000000000000000\545408A7\00000002 etc.

 

I have those files but if i renamed them they don't load into Liberty V. I also tried to grab them from my usb using Horizon but i ended up with the same files/problem. I am missing something

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I have those files but if i renamed them they don't load into Liberty V. I also tried to grab them from my usb using Horizon but i ended up with the same files/problem. I am missing something

See my response to tadd above, maybe you should write a tutorial when you get it working

Edited by talkol
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Made some headroom with models, they moved vertex info data into the gpu memory unlike gta iv...Working on it..

Edited by interdpth_
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For XDRs, first WDRs are compressed LZ77 compressed or ZLib compressed. However, XDRs are not compressed. This is the first issue GTA IV models viewers have. So to deal with this, whenever they check for compression and the type isn't supported. Do a raw copy of the data. so instead of decompressing, just read filelength-0x10. Then you can seperate CPU and GPU and go from there. I am currently working with the SparkIV source to get models displaying. And then I get stuck at shaders. lol

Maybe we should skip the shaders for now.. I think seeing the vertices (and wireframe) will be a great start.

 

If SparkIV becomes too complicated to use, maybe we should just extract the vertices manually from the XDR header and write them down as an OBJ file (that's the simplest 3d model file format I know of - it's just a textual list of vertices) and use some OBJ viewer to see the wireframe. So basically you'll be making XDR->OBJ converter

Edited by talkol
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I have those files but if i renamed them they don't load into Liberty V. I also tried to grab them from my usb using Horizon but i ended up with the same files/problem. I am missing something

See my response to tadd above, maybe you should write a tutorial when you get it working

 

Thank You! Sorry i missed this post.

 

So anyone having problems getting into the Xbox content files should get this

http://digiex.net/downloads/download-center-2-0/xbox-360-content/apps-pc/9464-wxpirs-extract-content-xbox-360-demos-video-dlc-arcade-game-containers.html

Open the files in the content folder then export through this program.

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You guys realize they put it there to mess with you? To make you think it was real thus you have it at the front of your mind your whole playthrough wondering what the f*ck it is, thus making you do this?

 

Alot of other developers have done it, and it works

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Funny how it goes quiet when a job needs doing... i would give anything a go mate to move this all along... i am the do'er around here lol its just this stuff is way over my head so i'd only slow you down...

 

im currently being a grunt and going through files to find the sand glyph and any other things that catch my eye, found things close to the glyph (area wise) but not the actual file... thinking its called something really plain lol sand_057 or something stupid (thats not actually a file btw lol) just gotta keep at it...

 

sorry i cant be of use, i hope talkol can step in and maybe help sort it or something, a model viewer would be amazing right now... with a texture viewer and a model viewer we can piece together pretty much a whole picture in our minds lol

Edited by tadd
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This thread is making my penis soft.

 

ok, here's a little viagra for ya

 

one of he holy grails for us is getting the x,y,z location on the map of every object in the game

this will be the first major link between the game world and the file world

this is how we plan to locate the alien egg for example

 

to do this we need 2 parts:

1. get the x,y,z of every model by hash code

2. find the hash code of every model by its filename or textual name

 

we potentially have part 1 done :)

 

XMAP files are the binary files containing object placement (they were WPL in GTA IV)

 

this nifty script will dump the locations from every XMAP:

http://pastebin.com/X75yjiNu

 

notes:

1. this is a php script, install php to run it, save the file as "xmap_inst.php" in root of your game files

2. run in command line like this: "php xmap_inst.php > out.txt"

3. this will create a HUGE out.txt with all the info, every line has the format:

-121.0077, 6402.3438, 34.5984, 0xB2B00EB6

which is x, y, z, hash code

4. this will only run on windows

5. this needs xbox files

6. it is still experimental

7. it will dump every xmap file recursively in ALL directories and subdirectories

Edited by talkol
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Would anyone like to head the models up?

@[email protected]

I can't find the vertices.

 

Talkol, can you post the plot map on reddit?

 

plot map? not sure i understand

 

looked at the vertices and you're correct, they are in the gpu block

 

open the file levels\gta5\_hills\country_01\cs1_01_rpf\cs1_01_barn01.xdr for example

gpu block starts at offset 0x4010 i believe

every vertex is 0x30 bytes (they appear one after the other)

so first vertex is in offset 0x4010, second in offset 0x4040

now the format for each vertex..

first 4 bytes is position x, next 4 bytes is position y, next 4 bytes is position z

to get the position - take the 4 bytes, reverse them (since xbox is big endian and your pc is little) - and convert into a float

example: the first vertex is (0xC03E2000, 0xC19D6B00, 0x409CA400) which is (-2.97, -19.677, 4.895)

this should get you on the right track, let me know if you want me to help with the headers too (to get the vertex count)

Edited by talkol
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Ok talkol... so the hash code for which object is which should be?

 

I only ask because while going through the files i have found a couple of files (forget the file extentions, just viewed in notepad) that have props and im pretty sure ive seen code like this hash code as well...

 

whether i saw a file with props and the hash codes together i couldnt say for sure but will go back over the files and look with these hash codes in mind... ive been looking in common mainly so would this be where they are?

 

once i found the alien egg props hash code is it just a case of finding the xmap with that hash code and x,y,z and locating on the map?

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once i found the alien egg props hash code is it just a case of finding the xmap with that hash code and x,y,z and locating on the map?

 

yep.

 

my next task is figuring out the hash codes.. until then, try to get a web developer to implement an x,y,z viewer on the game map, very soon we'll have a ton of x,y,z to plot :)

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I found the sand glyph

 

its name is cs4_02_land16_g2+hidr.xtd and file is cs_rls_hp_sand_marking01.dds

 

its in part2.rpf....country_04

 

http://i.imgur.com/c3KRZtB.png

 

edit- Just realized there is an N under the arrow. Never noticed that in game

 

edit- Oh wow you cant see the N in game!

Edited by mojoe128
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Found the Alien Camp Clues and the Face Glyph on MC

http://imgur.com/a/5UJJw

Great. Is there a higher resolution version of the face one? I noticed when i was looking for textures there would be a few different resolutions for some of the files

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GTA_BUMHOFFER

 

Found the Alien Camp Clues and the Face Glyph on MC

http://imgur.com/a/5UJJw

Great. Is there a higher resolution version of the face one? I noticed when i was looking for textures there would be a few different resolutions for some of the files

 

IDK, thats the only one I could find in the RPF I checked. i batch converted all the XDR files in it to XTD, and that was the only one I could find..

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Would anyone like to head the models up?

@[email protected]

I can't find the vertices.

 

Talkol, can you post the plot map on reddit?

 

plot map? not sure i understand

 

looked at the vertices and you're correct, they are in the gpu block

 

open the file levels\gta5\_hills\country_01\cs1_01_rpf\cs1_01_barn01.xdr for example

gpu block starts at offset 0x4010 i believe

every vertex is 0x30 bytes (they appear one after the other)

so first vertex is in offset 0x4010, second in offset 0x4040

now the format for each vertex..

first 4 bytes is position x, next 4 bytes is position y, next 4 bytes is position z

to get the position - take the 4 bytes, reverse them (since xbox is big endian and your pc is little) - and convert into a float

example: the first vertex is (0xC03E2000, 0xC19D6B00, 0x409CA400) which is (-2.97, -19.677, 4.895)

this should get you on the right track, let me know if you want me to help with the headers too (to get the vertex count)

 

 

 

I was referring to this map http://i.imgur.com/sN3mCUz.jpg if we have more people looking for that ufo

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I was referring to this map http://i.imgur.com/sN3mCUz.jpg if we have more people looking for that ufo

 

To be honest, I didn't understand where they even got the coordinates above the movie studio.. I would like to verify them myself before we go mental on this.

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