MAJEST1C_R3 Posted April 21, 2014 Author Share Posted April 21, 2014 is that your documentation or GTAModding.ru (can't see the author right now) or or or did you use theirs? This documentation from all russian speaking people including me. sharpie_eastern 1 Link to comment Share on other sites More sharing options...
sharpie_eastern Posted April 21, 2014 Share Posted April 21, 2014 (edited) is that your documentation or GTAModding.ru (can't see the author right now) or or or did you use theirs? This documentation from all russian speaking people including me. Oh, I had no idea. Isn't XEPO apart of that site? Why doesn't he share with you? EDIT: NT is right tho, there is no COLL documentation anywhere From XEPOMAHT, Stories WRLD tool Reading analog IPL of WRLD and convert it into a text format with a filter on the LOD objects. Edited April 21, 2014 by sharpie_eastern Link to comment Share on other sites More sharing options...
MAJEST1C_R3 Posted April 21, 2014 Author Share Posted April 21, 2014 (edited) is that your documentation or GTAModding.ru (can't see the author right now) or or or did you use theirs? This documentation from all russian speaking people including me. Oh, I had no idea. Isn't XEPO apart of that site? Why doesn't he share with you? Of course. Many documentations have been written by LCS Team and XEPOMAHT, Dageron etc. Models of cars/map stored same way. Only difference in the model header - if you look in MDL Importer by AK-73 which have been written a long time ago - you can understand Stories model format Edited April 21, 2014 by MAJEST1C_R3 Link to comment Share on other sites More sharing options...
MAJEST1C_R3 Posted April 21, 2014 Author Share Posted April 21, 2014 (edited) From XEPOMAHT, Stories WRLD tool Reading analog IPL of WRLD and convert it into a text format with a filter on the LOD objects. In Stories basically IPLs have: 1) IPL ID (always counting from 0) 2) Model ID 3) Bounding sphere 3) Transform matrix 4x4 and that's all. No links between models, no model names. IPLs usually comes with groups where LODs are in separate group but it don't help with LOD indexing. My tool set LODs using that groups. I think XEPOMAHT using that way too for filtering objects. I just can't realize why you're all blaming me and demanding my sources but yourself can't explore sources from MDL Importer by AK-73 which lying at front of your nose last f*cking 6 years. Hackman and XEPOMAHT done it, and now anybody who did not want to raise their f*cking asses and take a look at MDL Importer source blaming us that we hiding something from them. You don't even see what on the surface. Edited April 22, 2014 by MAJEST1C_R3 Ss4gogeta0 1 Link to comment Share on other sites More sharing options...
sharpie_eastern Posted April 22, 2014 Share Posted April 22, 2014 (edited) Can you generate an IPL from that group using names like: LODust, LODmer, LODurb? The combine the IPL's later. That way, at least we know what objects are lods. Also if you have collision coordinates, couldn't you match the coordinates with objects using the same coordinates and have the colls named accordingly? Or does it not work like that? Edited April 22, 2014 by sharpie_eastern Link to comment Share on other sites More sharing options...
MAJEST1C_R3 Posted April 22, 2014 Author Share Posted April 22, 2014 (edited) Can you generate an IPL from that group using names like: LODust, LODmer, LODurb? The combine the IPL's later. That way, at least we know what the lods are. Also if you have collision coordinates, could you match the coordinates with objects using the same coordinates? Or does it not work like that? This don't work because pivot of model don't match with pivot of collision (all models stored in compressed coordinates, so they all scaled down to cube and centered in purpose to minimize infelicity) => collisions and models have different coordinates. In each island IPLs always counting from 0 so there's no ability to match collision ID with model ID Edited April 22, 2014 by MAJEST1C_R3 Link to comment Share on other sites More sharing options...
sharpie_eastern Posted April 22, 2014 Share Posted April 22, 2014 (edited) What about the extraction order? Does the models order in the IMG have the same order as the extracted collisions? Is this possible to test? I noticed the LCS generic COLL matches the same car list as inside the GTA3PS2.IMG Edited April 22, 2014 by sharpie_eastern Link to comment Share on other sites More sharing options...
MAJEST1C_R3 Posted April 22, 2014 Author Share Posted April 22, 2014 (edited) What about the extraction order? Does the models order in the IMG have the same order as the extracted collisions? Is this possible to test? In LVZ there is only resource list which builded without any order, for example: resource ID 0 - model, resource ID 1-15 textures for model in resource ID 0 resource ID 16 model resource ID 17-20 - textures for model in resource ID 16 (textures with matched names don't added) and so on. So there is no order. Only way to match Collisions/Models/LODs - manually write special mapsystem files which will contain all needed info - which model from which Island has which LOD index and Collision model Edited April 22, 2014 by MAJEST1C_R3 Link to comment Share on other sites More sharing options...
sharpie_eastern Posted April 22, 2014 Share Posted April 22, 2014 (edited) Si si, but the map is around what, 4000 objects? It's not very efficient, plus for everyone to be writing there own at a time, a mess. What about the LOD tho? Could you extract those sections with different names so we know what the lods are? Edited April 22, 2014 by sharpie_eastern Link to comment Share on other sites More sharing options...
NTAuthority Posted April 22, 2014 Share Posted April 22, 2014 ... again, why do collisions and models need matching? Inactive in GTA/R* title modification indefinitely pursuant to a court order obtained by TTWO. Good job acting against modding! Link to comment Share on other sites More sharing options...
Johnny_D Posted April 22, 2014 Share Posted April 22, 2014 Because the names are different in the .col file.. That's what I have noticed. Link to comment Share on other sites More sharing options...
NTAuthority Posted April 22, 2014 Share Posted April 22, 2014 (edited) Because the names are different in the .col file.. That's what I have noticed. well no sh*t collisions don't need to be linked to models to be placed if you modify the target game to place them wherever you want, sadly, the files we've been given do not include coordinates Edited April 22, 2014 by NTAuthority Leeao 1 Inactive in GTA/R* title modification indefinitely pursuant to a court order obtained by TTWO. Good job acting against modding! Link to comment Share on other sites More sharing options...
Johnny_D Posted April 22, 2014 Share Posted April 22, 2014 For crying out loud! Is the "no sh*t" attitude really necessary? Figure it out, like Majestic posted earlier, go and take a look at the MDL Importer, I mean, you are a coding God, wouldn't be too hard for you to figure out. Explore the tool and maybe you could figure stuff out. I don't know much about Stories formats, but I do try my best to look around the files, whether it be via hex, or via documenting. Link to comment Share on other sites More sharing options...
MAJEST1C_R3 Posted April 22, 2014 Author Share Posted April 22, 2014 Because the names are different in the .col file.. That's what I have noticed. well no sh*t collisions don't need to be linked to models to be placed if you modify the target game to place them wherever you want, sadly, the files we've been given do not include coordinates how the target game must be modified ? Link to comment Share on other sites More sharing options...
elMarcoPL Posted April 22, 2014 Share Posted April 22, 2014 (edited) By the way, look at dat pictrue on the right. I'm curious where do we can get it... http://translate.google.com/translate?hl=en&sl=ru&tl=en&u=http%3A%2F%2Fgtamodding.ru%2Fwiki%2FMDL_importer&anno=2&sandbox=1 Edited April 22, 2014 by elMarcoPL Link to comment Share on other sites More sharing options...
MAJEST1C_R3 Posted April 22, 2014 Author Share Posted April 22, 2014 (edited) By the way, look at dat pictrue on the right. I'm curious where do we can get it... http://translate.google.com/translate?hl=en&sl=ru&tl=en&u=http%3A%2F%2Fgtamodding.ru%2Fwiki%2FMDL_importer&anno=2&sandbox=1 Nowhere. Only XEPOMAHT has it Here LCS collision map for VC. As you see there are many missing objects (I don't dig collisions a lot because this makes no sense for me because there is no way to match them with map models), so this is all what I can drag out. Only XEPOMAHT dragged whole collision map so you'd better to ask him. http://www.mediafire.com/download/e0sie7t7z26c8r7/ColMapLCS_VC.rar Edited April 22, 2014 by MAJEST1C_R3 Link to comment Share on other sites More sharing options...
sharpie_eastern Posted April 23, 2014 Share Posted April 23, 2014 (edited) The "no sh*t" is necessary. You acted like he "didn't know" and as if the last 9 pages never happened. I don't dig collisions a lot because this makes no sense for me because there is no way to match them with map models It doesn't matter if the collision matches up to the object's name or not, if the object and COLL are in the same spot then you wont even know. Don't you have a collision coordinate list with the missing objects? Shouldn't matter if its in VC format or not. Edited April 23, 2014 by sharpie_eastern Link to comment Share on other sites More sharing options...
Johnny_D Posted April 23, 2014 Share Posted April 23, 2014 (edited) Well no sh*t. I know why he used attitude, but after all, it wasn't necessary. Edited April 23, 2014 by Johnny_D Link to comment Share on other sites More sharing options...
MAJEST1C_R3 Posted May 15, 2014 Author Share Posted May 15, 2014 PAK Viewer for Chinatown Wars PSP. Many resources are still unknown... http://www.mediafire.com/download/rubzuqiiihz734x/CW_PAK_Viewer_v0.1b.rar CharlesVercetti, 5d0, gamerzworld and 5 others 8 Link to comment Share on other sites More sharing options...
Frank.s Posted May 15, 2014 Share Posted May 15, 2014 (edited) Great new tool. How would it be possible to automatically convert LCS PSP/PS2 peds to SA PC ped format? (without re-rigging) Could you release the PSP/PS2 LCS peds in SA format? Also, slightly offtopic: how is it be possible to automatically convert VC PC peds to SA PC ped format? Edited May 15, 2014 by Frank.s Ss4gogeta0 1 Link to comment Share on other sites More sharing options...
sharpie_eastern Posted May 16, 2014 Share Posted May 16, 2014 There is a VC to SA project that has converted VC peds to SA format using the same bones which allowed them to use VC animations in SA with little to no converting. I don't think you can convert LCS/VCS peds to SA without any .exe tweaks but I know for a fact you can convert LCS/VCS peds to VC. Ak-73's MDl importer can import LCS peds and export them to VC with no work. Link to comment Share on other sites More sharing options...
Agem Posted May 16, 2014 Share Posted May 16, 2014 There is a VC to SA project that has converted VC peds to SA format using the same bones which allowed them to use VC animations in SA with little to no converting. I don't think you can convert LCS/VCS peds to SA without any .exe tweaks but I know for a fact you can convert LCS/VCS peds to VC. Ak-73's MDl importer can import LCS peds and export them to VC with no work. So in theory, you could use the LCS to VC exporter and then the VC to SA exporter. Wow, sounds trippy. Link to comment Share on other sites More sharing options...
sharpie_eastern Posted May 16, 2014 Share Posted May 16, 2014 Yup, you could. Link to comment Share on other sites More sharing options...
MAJEST1C_R3 Posted May 16, 2014 Author Share Posted May 16, 2014 (edited) Some progress with Chinatown Wars models UV data found. Edited May 16, 2014 by MAJEST1C_R3 Frank.s, DK22Pac, pogo_01 and 8 others 11 Link to comment Share on other sites More sharing options...
El Dorado Posted May 16, 2014 Share Posted May 16, 2014 Maybe a stupid question, but ah... would be possible to convert the original PS2 map of San Andreas to PC? I was trying to do that, without sucess Link to comment Share on other sites More sharing options...
MAJEST1C_R3 Posted May 16, 2014 Author Share Posted May 16, 2014 Maybe a stupid question, but ah... would be possible to convert the original PS2 map of San Andreas to PC? I was trying to do that, without sucess What the difference between PS2 SA map and PC map? Link to comment Share on other sites More sharing options...
El Dorado Posted May 16, 2014 Share Posted May 16, 2014 PS2 map have some unique objects, like some lights on Four Dragons Casino, and at the same time, much less objects placed, like trees. It's overall more "cleaner" than the PC. Link to comment Share on other sites More sharing options...
theNGclan Posted May 17, 2014 Share Posted May 17, 2014 PS2 map have some unique objects, like some lights on Four Dragons Casino, and at the same time, much less objects placed, like trees. It's overall more "cleaner" than the PC. IPL editing. The missing objects ARE in the PC version but unused. Jago and MAJEST1C_R3 2 Link to comment Share on other sites More sharing options...
MAJEST1C_R3 Posted May 17, 2014 Author Share Posted May 17, 2014 (edited) PS2 map have some unique objects, like some lights on Four Dragons Casino, and at the same time, much less objects placed, like trees. It's overall more "cleaner" than the PC. If PS2 and PC map differ like LCS PS2 map and PSP (prelighting, remodeled buildings) - maybe converting PS2 map make sense but the maps differ only by few IPL objects... PS. Found "Texture" and "Material" sections in CW models, but seems UV have some scaling factors in material and because of that UV looks incorrectly Edited May 17, 2014 by MAJEST1C_R3 pogo_01 and Frank.s 2 Link to comment Share on other sites More sharing options...
El Dorado Posted May 17, 2014 Share Posted May 17, 2014 Well ok... but considering you already converted the stories maps, shoudn't be hard to convert PS2 SA map, and it would be a nice bonus Anyway, carry on Link to comment Share on other sites More sharing options...
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