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[REL] OpenRW


reditec
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bf4610ba18.png

Another status update:

I'm currently improving some general things and added a new Refresh button (auto refreshing is not implemented yet, but will follow soon).

GIF animation showcasing the new refreshing / renaming feature:

e14d913753.gif

This is another GIF file showcasing the new ReBuild feature:

02121b4fcc.gif

Now I'm working on an "Add file" feature and the ability to delete files.

Finally I got a question:

Do you think, a "Replace a file" feature is necessary?

I personally thought about that and don't think it's necessary, but maybe you can explain me why you'd need it.

If anyone here got some designing skills and would like to create some better icons for the toolbar used in the IMG editor, feel free to upload it.

New build will be published after I add the other editing features and after adding the new language strings (probably I will publish some new strings / update existing strings in the near future)

Have a nice day! :)

Edit: Sorry, Camtasia Studio deleted my cursor :/

I uploaded the new source to GitHub. Compile at your own risk.

Edited by reditec
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hmm... what about mobile III? since there doesnt seem to be anything to open it

 

Mobile VC & SA are easily openable with TXDFu*ker

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hmm... what about mobile III? since there doesnt seem to be anything to open it

 

Mobile VC & SA are easily openable with TXDFu*ker

Didn't take a look at them. I don't own an iPhone, but all the Android apps. Could you give me some information about the location of the files and some properties? Are they maybe compressed, too (like on XBOX)?

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hmm... what about mobile III? since there doesnt seem to be anything to open it

 

Mobile VC & SA are easily openable with TXDFu*ker

Didn't take a look at them. I don't own an iPhone, but all the Android apps. Could you give me some information about the location of the files and some properties? Are they maybe compressed, too (like on XBOX)?

 

yes they are compressed, I am not 100% completely sure on the compression but they have topics here on GTAForums with alot of information

 

GTA 3 Mobile

 

GTA VC Mobile

 

GTA SA Mobile

Edited by Ss4gogeta0
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III is the only mobile game that uses TXDs and the files are not compressed. The textures inside the files are compressed however (this is not surprising). I don't know if anyone ever looked at the texture native format (The_GTA?), it looks unusual.

Edited by The Hero
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III is the only mobile game that uses TXDs and the files are not compressed. The textures inside the files are compressed however (this is not surprising). I don't know if anyone ever looked at the texture native format (The_GTA?), it looks unusual.

Do they use IMGs and where are the files located? :-)
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so , i was thinking maybe i can help OpenRW a bit by maybe , translating it from english to indonesia ?

 

but on the OpenRW Translation center there's no option to translate to indonesia , is there any other way for me to translate it ? i don't really have anything to do , i think maybe helping translating on this project is a good idea , and there's a chance it might improve my english , so i think it's not a bad idea.

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I appreciate your help, but currently I don't want t oput more work into the translations. I'll focus on some features and after that focus on multiple other translations. (maybe re-do the translation system)

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Do they use IMGs and where are the files located? :-)

Yes, they use dir/imgs. VC and SA use something else for textures though.
  • Like 3
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Question for the III Weapons though, they are all in one single .dff and txd (weapons.dff) I forgot the txd filename :/ unlike VC/SA which uses seperate .dff's and .txd's

 

 

Shout Bump: IS THE MOD DEAD?

Edited by SolidEevee
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  • 1 month later...

Question for the III Weapons though, they are all in one single .dff and txd (weapons.dff) I forgot the txd filename :/ unlike VC/SA which uses seperate .dff's and .txd's

 

 

Shout Bump: IS THE MOD DEAD?

Nope the mod is not dead. I'm quite busy with RDR Explorer right now. Also parts of the source currently on GitHub were broken by GitHub folks (it's still simple to fix that issue). I know there are a lot tools for RW (for RAGE aren't), so if someone wants to manage this mod while I'm busy with RDR Explorer, he may do it. Sorry for not replying earlier, you should create new posts, or I won't get any notification. :)

Edited by reditec
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  • 2 months later...

Hey guys!

Just wanted to announce that in the next weeks a rework of this tool is incoming based on a library fastman is currently developing. I'll switch to WPF and try to make the best all in one editor for GTA3D games ever seend :D

While fastman works in the library I'll finish OpenIV Package Creator.

Edited by reditec
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Hey guys!

Just wanted to announce that in the next weeks a rework of this tool is incoming based on a library fastman is currently developing. I'll switch to WPF and try to make the best all in one editor for GTA3D games ever seend :D

While fastman works in the library I'll finish OpenIV Package Creator.

Do not expect anything so soon.
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Do not expect anything so soon.

I don't. "Next weeks" is a pretty big timespan, I meant that I'll start the development in the next weeks (and that first of all affects reworking my entire UI and does not have to mean to use your libraray from the beginning, though that's a goal).
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  • 11 months later...

It would be awesome to have a tool to graphically edit .scm scripts, maybe creating missions in real time by editing the world itself, like other game engines.

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  • 3 months later...

Hello! I was wondering if your program could support Harry Potter and the Prisoner of Azkaban console version (GC/XBOX/PS2) and Harry Potter and the Goblet of Fire (PC and consoles). To my knowledge of looking at forums/wikipedia these were both RenderWare games as EA needed an engine to put those on at the time. I'm good friends with some Harry Potter modders for the pc (1-3) those use Unreal but the first three Harry pc games are different than the console games. I don't know what the first two Harry console games use. The later ones after 4 EA decided to use Bright Light Halogen.

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