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Game File Mystery Hunt...


tadd
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I found the sand glyph

cs_rls_hp_sand_marking01.dds

 

Hat off.. To @GTA_BUMHOFFER as well. All our work is meaningless without you guys, thanks for taking the time to sift through everything.

 

Several things I notice:

 

1. do you see the letters "rls" in the dds file name? cs_RLS_hp_sand_marking01

I recall seeing this three letter combination in the file names of our important textures (like the mural itself). Is it possible these letters are indicative of the mystery in general? Can someone check this please?

 

2. sand_marking01 - 01? Should we look for 02? You can run grep on all the game files recursively and search for the word "sand". This will bring up all the files which contain this word anywhere inside.

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ZancudoTakeover

 

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.

 

 

someone decompiled /levels/gta5/script/script_rpf/ambient_ufos.xsc. It does look like theres possibly 3 UFOs listed, have not made a swing at it yet.

 

http://forum.xentax.com/viewtopic.php?f=10&t=10801&start=15

 

xI cHOcOLaTe posted this, didn't follow thread or check it outmyself to see if its right yet

 

XSC.sys file format

-----------------

0x00 - 0x03 - Header (0x34274500)

0x04 - Padding (0x50)

0x05 - 0x07 - Size 1

0x08 - Padding (0x50)

0x09 - 0x0B - Size 2

0x0C - 0x0F - Magic? (0xFDF69E36)

0x10 - 0x13 - Size of Script (starting with (byte 0x2D -> byte 0x2E) with 2 nulls

0x14 - 0x17 - Padding (0x00)

0x18 - 0x1B - Size (?)

0x1C - 0x1F - Padding (0x00)

0x20 - 0x23 - Size (?)

0x24 - Padding (0x50)

0x25 - 0x27 - Size (?)

0x28 - 0x2B - Padding (0x00)

0x2C - Padding (0x50)

0x2D - 0x2F - Size (?)

0x30 - 0x33 - Padding (0x00)

0x34 - 0x37 - Padding (0x00)

0x38 - 0x3B - Checksum (probably CRC32)

0x3C- 0x3F - Count (?)

0x40 - Padding (0x50)

0x41 - 0x43 - Offset of string table.

0x44 - Padding (0x50)

0x45 - 0x47 - Offset of data/flags for string table (?)

0x48 - 0x4B - Padding (0x00)

0x4C - 0x4F - Padding (0x00)

0x50 - Start of Script.

if 0x50 not start of script

0x50 - Padding (0x50)

0x51 - 0x53 - Offset of start of script.

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someone decompiled /levels/gta5/script/script_rpf/ambient_ufos.xsc. It does look like theres possibly 3 UFOs listed, have not made a swing at it yet.

 

Decompiling xsc files is not so simple. There's a big distance from figuring out the header to getting x,y,z locations referenced by the script. I recall seeing a post by a guy claiming to decompile this script, but I don't remember any proof or means to reproduce.

 

Every research we perform is always backed by the method of reproduction. We don't just share results, we share methods. When other people don't do the same, I remain skeptical of their findings until I get around to research it myself. If you can find how he concluded that these coordinates are in the script I'll be happy to chase this angle.

Edited by talkol
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Well I just mapped out a large majority of the XDR files. I have way more information than I ever thought I could get. I'm working on a viewer now. Check back in an hour or two. Here's an 010 Editor template (Based off interdpths) looks like C but it's not.

 

http://pastebin.com/47bSLKV4

 

Prepare to shat yourself

 

long story short, I have the verts, I have the indicies, I have all kinds of crap I never thought I could map in 4 hours. All thanks to Interdpth who pushed me in the right direction.

Edited by reoze
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ZancudoTakeover

 

someone decompiled /levels/gta5/script/script_rpf/ambient_ufos.xsc. It does look like theres possibly 3 UFOs listed, have not made a swing at it yet.

 

Decompiling xsc files is not so simple. There's a big distance from figuring out the header to getting x,y,z locations referenced by the script. I recall seeing a post by a guy claiming to decompile this script, but I don't remember any proof or means to reproduce.

 

Every research we perform is always backed by the method of reproduction. We don't just share results, we share methods. When other people don't do the same, I remain skeptical of their findings until I get around to research it myself. If you can find how he concluded that these coordinates are in the script I'll be happy to chase this angle.

 

Totally agree. If it was a troll though it wasn't just your average noob. woozie is the username on reddit who first posted those might be a good point of contact.

 

We also know the RDR xscs have opcodes mapped and decompilers done, the GTA5 xscs are a bit different but not impossible to think someone pulled it off.

 

http://www.reddit.com/r/chiliadmystery/comments/1n1lfb/spoilers_what_we_already_know/

 

 

 

Here's a chunk of information I posted on Facepunch. This may be helpful to solving this, dunno.

So a friend has been disassembling game scripts. I have all of them. I have some information about UFO's that I'm unsure of. Check this map.

http://gtavox.com/map/#seyJfX2siOlsiYyIsInqKImyOdSJdi4J2hYAwhVstMTE3OC43NTk3NjU2MjQ5rDUsOakuNjk1MzGqrLk3lCIxhTKLMpsidXNlcpOLM5tbMzIzNyydtzQuMzkylJw1MdU3MDAxLLgw2tA30S0yMDXZXX19

Those coordinates I found in ambient_ufos.txt they are somehow activated, we can't tell yet because we don't have any of the natives from the code. But here's the coordinates.

x,y,z -1124.392,-514.7001,33.21493 (Inner city on my map) 2490.0,3777.0,2402.879 (Upper right, notice the Z level though) -2052.0,3237.0,1450.078 (Bottom right, once again a really high Z)

These high Z values make me think a plane flying up might have a UFO encounter :O

Also some other interesting information, I see 2 UFO variants with 2 deathray variants.

AZ_SPECIAL_UFO_01 AZ_SPECIAL_UFO_02 SPECIAL_EVIL_UFO_DEATH_RAY SPECIAL_EVIL_UFO_DEATH_RAY_3

There's an if else statement on the death rays, so it seems maybe vehicle type or something it may do a different death ray animation or something. I assume special UFO is selecting 2 sets of the 3 coordinates to travel between? Unsure. We can't tell at this point. The code is very hard to read. It seems also maybe death ray and UFO generic movement may be 2 different events more or less.

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I found the sand glyph

cs_rls_hp_sand_marking01.dds

 

Hat off.. To @GTA_BUMHOFFER as well. All our work is meaningless without you guys, thanks for taking the time to sift through everything.

 

Several things I notice:

 

1. do you see the letters "rls" in the dds file name? cs_RLS_hp_sand_marking01

I recall seeing this three letter combination in the file names of our important textures (like the mural itself). Is it possible these letters are indicative of the mystery in general? Can someone check this please?

 

2. sand_marking01 - 01? Should we look for 02? You can run grep on all the game files recursively and search for the word "sand". This will bring up all the files which contain this word anywhere inside.

 

 

1 - RLS is possibly the initials of the creator of the image. Rick Stirling is the Global Lead Technical Artist on GTA V - http://www.imdb.com/name/nm2444218/?ref_=ttfc_fc_cr19

 

2 - I think 01 is just a default numbering system, so even if there is only one such file, it will still be numbered 01.

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Can someone send me this ambient_ufos xsc file?

 

Or better yet, upload it so others can download it too.

Edited by reoze
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I haven't been able to find the locations but I can confirm the death ray stuff.

001591   00 00 00 00 00 00 00 00 00 4B 37 33 3C 9C AA 05 FA 77 15 C0 3B B2 C3 37 14 3B 70 D1 DB FA 92 E2 26 C1 FF B6 72   .........K73<.ª.úw.À;²Ã7.;pÑÛú.â&Áÿ¶r001628   A4 EA 06 91 6A E0 AD 56 CA D3 E2 D5 3B 01 71 EE AF E9 23 19 7F BC 86 F1 41 A7 26 7A 8C 73 E6 4F 3A C9 08 69 B6   ¤ê..jà.VÊÓâÕ;.qî¯é#..¼.ñA§&z.sæO:É.i¶001665   F7 CB AC CD 7F 40 30 9C 08 08 99 C1 C0 85 5A 16 47 F1 CB 1F CF 1E CD C8 5D EF 1F DF 7C BD 36 3C D9 CB B7 00 00   ÷ˬÍ[email protected]ÁÀ.Z.GñË.Ï.ÍÈ]ï.ß|½6<ÙË·..001702   00 00 00 00 00 00 00 00 00 00 4E 55 4C 4C 00 75 66 6F 00 41 5A 5F 53 50 45 43 49 41 4C 5F 55 46 4F 5F 30 31 00   ..........NULL.ufo.AZ_SPECIAL_UFO_01.001739   41 5A 5F 53 50 45 43 49 41 4C 5F 55 46 4F 5F 30 32 00 53 50 45 43 49 41 4C 5F 45 56 49 4C 5F 55 46 4F 5F 44 45   AZ_SPECIAL_UFO_02.SPECIAL_EVIL_UFO_DE001776   41 54 48 5F 52 41 59 00 53 50 45 43 49 41 4C 5F 45 56 49 4C 5F 55 46 4F 5F 44 45 41 54 48 5F 52 41 59 5F 33 00   ATH_RAY.SPECIAL_EVIL_UFO_DEATH_RAY_3.001813   00 00 00 00 00 00 00 00 00 00 00 50 00 00 50 00 00 00 00 00 00 00 00 00 00 00 00 50 00 06 A0 00 00 00 00 00 00   ...........P..P............P.. ......001850   00 00 00 00 00 00 00 00 00 00 01 00 00 00 00 00 00 00 00 00 00 00 61 6D 62 69 65 6E 74 5F 75 66 6F 73 00         ......................ambient_ufos.
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Ahh man i go bed and wake up and you guys have found something lol

 

so we have all glyphs accounted for now and the face would appear to be a signature of the work of a R* dev? (Either that or micheal when he was off his face made them all and signed the mountain lmao)

 

I guess next step is find these hash codes talkol has mentioned (which i am looking for today)

 

good work on finding the glyphs guys and on making sure this 3rd UFO is there.

 

Takeover, did you ever plot those coordinates i sent you in PM? Also i found a list of debug locations with coordinates if this is of any use?

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Totally agree. If it was a troll though it wasn't just your average noob. woozie is the username on reddit who first posted those might be a good point of contact.

 

I'm against disassembling of the scripts in general, so I can't help with that direction.

What I can offer is this, go over the xsc and find x,y,z triplets in the file. This is a very simple heuristic - they'll probably be 3 consecutive big endian floats and we have the valid ranges (we know how big the map is). The chance of stumbling upon triplets that fit this criteria by accident are negligible.

 

I can make a quick php that does that for any binary file (not just xsc).. and you guys can use it to pull potential locations off of things.

 

If anyone can give me the valid ranges of x, y, and z - this will really be helpful

Edited by talkol
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1 - RLS is possibly the initials of the creator of the image. Rick Stirling is the Global Lead Technical Artist on GTA V - http://www.imdb.com/name/nm2444218/?ref_=ttfc_fc_cr19

 

2 - I think 01 is just a default numbering system, so even if there is only one such file, it will still be numbered 01.

good stuff, I still think grepping is a very powerful method that can bring huge results with little effort.

 

If anyone wants to give it a shot, just google grep and download a grep.exe for windows. It's a program that can go over files and look for strings inside. if you run it recursively (probably -r command line parameter) from the game file root, it will go over all the files and look for hits. easy to do and might strike gold in making new connections between things

 

just to test the 2 theories above one would run grep twice, once with "_rls_" and once with "sand"

Edited by talkol
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Can someone send me this ambient_ufos xsc file?

 

Or better yet, upload it so others can download it too.

reoze, don't jump to xsc until we have a model viewer :) people are holding their breath

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I wouldn't hold your breath too long, tonight at the earliest and even then I'm not so sure. Once the week starts up I get pretty busy pretty fast.

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I wouldn't hold your breath too long, tonight at the earliest and even then I'm not so sure. Once the week starts up I get pretty busy pretty fast.

Send me what you got now and I'll work on it till you're free.

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Sorry man I totally forgot my whole backpack with my laptops and my phones I need to work on at home. It'l be done tonight, and i'll send the source either way when I get home.

Edited by reoze
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Does anyone know the location of the alien egg model in the files? I'm curious because stuff seems to be arranged together to some degree. May help locate it

Edited by mojoe128
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@up

gtav\part2\levels\gta5\props\lev_des\lev_des.rpf\prop_alien_egg_01.xdr

HHnErXC.png


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I see progress being made, nice. But still I think that going through game files was not something that Rockstar Games had in mind haha. There must some kind of logical way to trigger something. And with logical I mean a sequence of things. There must be more UFO's or something. I think five, just because of the 5 boxes.

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If we manage to find this movie studio UFO it would mean there are 5 lol... IF...

 

Yeah, Would be funny if there is a fake wall or something else that everyone looked over or didn't pay attention to.

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What I can offer is this, go over the xsc and find x,y,z triplets in the file. This is a very simple heuristic - they'll probably be 3 consecutive big endian floats and we have the valid ranges (we know how big the map is). The chance of stumbling upon triplets that fit this criteria by accident are negligible.

I can make a quick php that does that for any binary file (not just xsc).. and you guys can use it to pull potential locations off of things.

 

ok, here is the quick php: http://pastebin.com/6Xk93g72

running instructions:

1. it's a php script, so install php on your computer first

2. save the file as "find_locs.php"

3. in the command line run it with "php find_locs.php filename" (where filename is the file you want to search inside)

4. will only work on xbox files

5. it will dump to the output the list of potential locations

 

I dumped the alleged locations found in some of the script files, here are the results:

 

* note: remember that these are just values that look like locations, many of them might be random noise..

 

ambient_ufos.xsc - http://pastebin.com/Bk5W1MqE
altruist_cult.xsc - http://pastebin.com/4Q9HHfuu
am_airstrike.xsc - http://pastebin.com/KGRtFsGY
am_armybase.xsc - http://pastebin.com/6MqVCxJa
am_vehicle_spawn.xsc - http://pastebin.com/QNTTuztd
ambient_diving.xsc - http://pastebin.com/usbC6hmD
cheat_controller.xsc - http://pastebin.com/0WcpkdBf
epsdesert.xsc - http://tny.cz/e13db8d6
fake_interiors.xsc - http://tny.cz/482ece56
finale_endgame.xsc - http://tny.cz/c37c5a30
letterscraps.xsc - http://tny.cz/f74b676b
re_armybase.xsc - http://tny.cz/f1f3249b
restrictedareas.xsc - http://tny.cz/045cfcb5

 

* obviously we can't plot all of these manually

i would be very happy if one of you web developers out there will finally make us a simple plotting website

it should basically just show a text area, then you copy paste a few lines of coordinates (in the above format)

then it shows the gta map with these coords plotted

i'll help you do the plotting math, so this should probably take less than an hour to make

 

* another cool aspect

if you run the script on an xdr file, it will display all of the vertices (probably among other crap)

so you can use it until the model viewer is released

Edited by talkol
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ZancudoTakeover

-1124.3922, -514.7001, 33.2149

tits, awesome work. thats the movie studio ufo on ground level

 

*Edit* also not sure whos work this is, found it laying around but this is an excel (xlsx) of a map you can throw points on from a list. Might do in the meantime

http://www39.zippyshare.com/v/86892773/file.html

Edited by ZancudoTakeover
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Well guys me and Inter got meshes drawing without textures. Secret weapon looks like two giant crates. Alien egg looks like.....a ****ing egg. Gonna work on the textures now hopefully that'l tell us something. Otherwise we're gonna have to crack the shaders open too.

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Finally we have a model viewer?

HHnErXC.png


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I can't take screenshots of the openGL window without writing the code to do so unfortunately so you'll just have to see for yourself.

 

 

I could suggest downloading "gyazo" its a screen shot application. Put it on your toolbar then open it and then just drag over the window and it will provide you with one.

Edited by Mookz
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http://imgur.com/h5O8FzE

 

Here you go for all of those too afraid to open the exe.

 

And yes we finally have a model viewer. Currently it'l display all MAIN meshes (not LOD models). I have the material mappings and am working on getting the textures sorted out right now.

Edited by reoze
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