reditec Posted November 14, 2015 Author Share Posted November 14, 2015 Couldn't you probably resize it and stuff? I mean, the folders I gave you use shapes instead of images, so that should be easy. Nope. Yeah, with the empty folder icons, maybe. But e.g. the full-folder icon won't look nice, as it comes with pictures of various charakters (i enhanced your icon a bit). Even that is quite easy to manage, but I still need icons for various filetypes. I can't give you guys a list right now, but I'll do so for sure this afternoon. Link to comment Share on other sites More sharing options...
reditec Posted November 14, 2015 Author Share Posted November 14, 2015 (edited) Awesome news I actually managed to display the contents of the RPF files: I know that most things don't look awesome yet, but I had to remove / edit and write some new code to extend OpenRDR / RPFtool / SparkIV. It actually was kinda messed up, but now it seems to work using the WindowsForms lib. I'll have to add some new code now and some basic features, but after that, I'll release the current source and binaries Oh, there's also a new bug, that makes it impossible to open the same .rpf file two times in a row, so I'm working on fixing that one. Edited November 14, 2015 by reditec DamnedDev, Mr. Leisurewear, Quant and 2 others 5 Link to comment Share on other sites More sharing options...
_CP_ Posted November 14, 2015 Share Posted November 14, 2015 (edited) Drawable models wasn't touched, am I right? And how textures are stored? In .xtd files or R* made another way to store? Edited November 14, 2015 by _CP_ Quant 1 Link to comment Share on other sites More sharing options...
Mr. Leisurewear Posted November 14, 2015 Share Posted November 14, 2015 Drawable models wasn't touched, am I right? And how textures are stored? In .xtd files or R* made another way to store? We're researching the drawables now for this tool , xtd exists , but the rdr assets inside the two rpf's is a real mess so you sometimes have resources without extension but same container type. Quant 1 Link to comment Share on other sites More sharing options...
_CP_ Posted November 14, 2015 Share Posted November 14, 2015 (edited) IIRC, extension for models should be too in the first bytes of file, yep? Edited November 14, 2015 by _CP_ Link to comment Share on other sites More sharing options...
Mr. Leisurewear Posted November 14, 2015 Share Posted November 14, 2015 (edited) It's not the extension , we use is at extension in the tool but it's more like the RSC , resource container identifier it's in the first 4 bytes as int32 and the second 4 bytes are always the container version Edited November 14, 2015 by PrograMan Quant 1 Link to comment Share on other sites More sharing options...
Mr.Arrow Posted November 15, 2015 Share Posted November 15, 2015 I almost forgot that RDR is a 32 bit game.... Link to comment Share on other sites More sharing options...
Mr. Leisurewear Posted November 15, 2015 Share Posted November 15, 2015 Since the memory is 512MB i doubt the game would run in 64bit mode as it is of no use and would hurt performance slightly , altough the xenon powerpc cpu is x86-x64, so yea 32-bits Link to comment Share on other sites More sharing options...
reditec Posted November 15, 2015 Author Share Posted November 15, 2015 Actually the game uses a mix of dds files and xtds. Link to comment Share on other sites More sharing options...
NTAuthority Posted November 15, 2015 Share Posted November 15, 2015 Model-related things are stored in #vd (xvd, cvd), #ft (xft, cft), and other resources... From the beginning it is better to start from #vd because this is the most understandable format. I am not experienced a lot in 3d model research, so glad to see that someone is interested in the RDR file formats. Like with MCLA mcCitySector files, I'd assume there's at least some standard rmcDrawable/grmModel data in places... 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...
reditec Posted November 15, 2015 Author Share Posted November 15, 2015 (edited) I know you guys have been waiting a couple of days for this. We are glad to announce version 1.00 of Red Dead Rdemption Explorer. Features and credits can be found below. Check out our website: http://reditec.github.io/ New: Fixes: - TONS of crash fixes - TONS of RPF bug fixes - Requires admin privileges now - Get the source feature works now Features: - Supports now: Red Dead Redemption 1-Disk: Retail version - RPF reading support - RPF extracting support - new icons - About window Removed: - Updater [not working with GitHub / not really important yet] Credits: Reditec / Felix Bartling Lead Developer & Project Management PrograMan / Kilian Van den Eynde Lead Developer & Reverse Engineering Dageron RUS Reverse Engineering DamnedDev / Jonathan Additional research iKlikla / Andreas Heimann Logo, Website, Icon creation NotGigo Icon creation Vadim M Icon creation Special thanks to: Chipsman Explainations about RPF files and RAGE Alexander Blade Explainations about RPF files and RAGE DageronRUS For creating OpenRDR and letting us use the source Twisted For creating RPFtool and publishing the source Koolk For creating libertyV and publishing the source Aru For creating SparkIV and publishing the source OpenIV team For creating OpenIV with Xbox 360 support Source available at GitHub Binaries available at GitHub Have a nice day! Please report all bugs you encounter to this topic Edited November 15, 2015 by reditec Quant, Igor Bogdanoff, DamnedDev and 1 other 4 Link to comment Share on other sites More sharing options...
Blackbird88 Posted November 15, 2015 Share Posted November 15, 2015 (edited) What do you need admin privileges for? Are you trying to write to System32 or what? Edited November 15, 2015 by Blackbird88 reditec 1 Link to comment Share on other sites More sharing options...
reditec Posted November 15, 2015 Author Share Posted November 15, 2015 (edited) What do you need admin privileges for? Are you trying to write to System32 or what? It's open source - just look it up yourself xD But seriously, it's installed to Program Files (x86) folder. All programs placed there need admin privs to acess files at some locations. (E.G. I can't access my own RDR folder which is on Desktop without admin privs from Program Files x86 folder) If you don't trust me just remove the line that requires it to run as admin and it won't work. (from x86 folder) Edited November 15, 2015 by reditec Link to comment Share on other sites More sharing options...
DamnedDev Posted November 15, 2015 Share Posted November 15, 2015 (edited) For those who wondering about model support and anything else. I'm working on testing methods and seeing if we can write a export to extract models in a format to import into 3DS Max with existing tools. And will use IV shaders to make it easier. Models that use 6 textures and more for blending will be broken. There is a manual way of fixing without writing new shaders for the name to make new shader to allow more than 4 blends in IV. It will be like NTA's tool it will change the shaders inside model to something similiar to IV shaders. You have to use vertex blending on the aditional channels for blending. There is no clue when and how long til i can show the process. We relying on few members who are working on tool with reditec. I will port section of map showing with and without the fixes. We need to reverse engineer the placements for models into a format into IV so we have IDE and WPL. Edited November 15, 2015 by DamnedDev reditec, Igor Bogdanoff, Quant and 1 other 4 Link to comment Share on other sites More sharing options...
Blackbird88 Posted November 15, 2015 Share Posted November 15, 2015 What do you need admin privileges for? Are you trying to write to System32 or what? It's open source - just look it up yourself xD But seriously, it's installed to Program Files (x86) folder. All programs placed there need admin privs to acess files at some locations. (E.G. I can't access my own RDR folder which is on Desktop without admin privs from Program Files x86 folder) If you don't trust me just remove the line that requires it to run as admin and it won't work. (from x86 folder) That's what VirtualStore is for. Also there is a reason OpenIV doesn't install itself to PF you know. Link to comment Share on other sites More sharing options...
DamnedDev Posted November 15, 2015 Share Posted November 15, 2015 What do you need admin privileges for? Are you trying to write to System32 or what? It's open source - just look it up yourself xD But seriously, it's installed to Program Files (x86) folder. All programs placed there need admin privs to acess files at some locations. (E.G. I can't access my own RDR folder which is on Desktop without admin privs from Program Files x86 folder) If you don't trust me just remove the line that requires it to run as admin and it won't work. (from x86 folder) That's what VirtualStore is for. Also there is a reason OpenIV doesn't install itself to PF you know. Trust me i saw when i was in skype group chat when he is writing it there it had a issue. Maybe the run admin thing will be fixed. It's very buggy state if you don't do it. Also remember he has to rewrite lots of the code which isn't easy to do. jedijosh920 1 Link to comment Share on other sites More sharing options...
NTAuthority Posted November 15, 2015 Share Posted November 15, 2015 (edited) But seriously, it's installed to Program Files (x86) folder. All programs placed there need admin privs to acess files at some locations. (E.G. I can't access my own RDR folder which is on Desktop without admin privs from Program Files x86 folder) If you don't trust me just remove the line that requires it to run as admin and it won't work. (from x86 folder) ... you're probably trying to write data to Program Files itself, as if 'accessing files at some locations' would require elevation you'd need to run pretty much every application as administrator (be honest - do you need to run Word as administrator?). Again, data you write shouldn't be written to the application directory if the latter is in Program Files, but to the usual AppData folder or similar. Edited November 15, 2015 by NTAuthority 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...
reditec Posted November 16, 2015 Author Share Posted November 16, 2015 Running it as admin is a Workaround, actually. I'll try to fix it, but it might be very hard and take some time. (depends on my IniReader class) Blackbird88 1 Link to comment Share on other sites More sharing options...
reditec Posted November 16, 2015 Author Share Posted November 16, 2015 (edited) Okay, looks like I fixed the admin thing. Program doesn't require admin rights anymore. Couriously I am still able to write to my Program Files (x86) folder Whatever, now it stores all files inside the AppData folder and the binary.bin (or whatever the name was) gets copied to local appdata\temp KnownFilenames.txt will have to be moved to AppData. Also I'll have to add some code, so the app checks if one of the files was removed. There are still a couple of bugs, I'm fixing right now and after that I'll start working on editing features for RPFs. Don't expect PS3 support soon, we'll pobably focus on Xbox version first. Edited November 16, 2015 by reditec Link to comment Share on other sites More sharing options...
reditec Posted November 16, 2015 Author Share Posted November 16, 2015 (edited) I just finished my work on Build 2 of RDR Explorer. Actually it's very similar to Build 1, but comes with some bugfixes and doesn't require admin privileges anymore. It's probably like one of Ubisofts Day 1 patches Download at: http://reditec.github.io/ New: Fixes: - A couple of crash fixes - Now checks whether important files exist or not - No admin privileges required Have a nice day and keep contributing Source available at GitHub Binaries available at GitHub Have a nice day! Please report all bugs you encounter to this topic Edited November 16, 2015 by reditec Quant and jedijosh920 2 Link to comment Share on other sites More sharing options...
jedijosh920 Posted November 16, 2015 Share Posted November 16, 2015 I found in rdr2_layer1.rpf that in the textures folder if you add .dds to the extracted file, you can actually view them. TheWhiteHat 1 Link to comment Share on other sites More sharing options...
Mr. Leisurewear Posted November 16, 2015 Share Posted November 16, 2015 That's because they are in that format but name is just unkown for now reditec and jedijosh920 2 Link to comment Share on other sites More sharing options...
DamnedDev Posted November 16, 2015 Share Posted November 16, 2015 We will dump more names alot of files have them. It tells the name how to decrypt them from their originial hex name. That's why 0x21fe7e.dds doesn't have the acual name. If some people want to chip in and get more names so we can get them decrypted it will be helpful. jedijosh920 1 Link to comment Share on other sites More sharing options...
jedijosh920 Posted November 17, 2015 Share Posted November 17, 2015 XFT files are pedestrian models and XEDT are their textures? Link to comment Share on other sites More sharing options...
reditec Posted November 17, 2015 Author Share Posted November 17, 2015 Just check all the text files. I know that they contain a lot of references to filenames. Link to comment Share on other sites More sharing options...
Mr. Leisurewear Posted November 17, 2015 Share Posted November 17, 2015 XFT files are rage fragment files , they're not only used for peds but also for cars etc... like in gta. They can contain skeleton data and weighted bones (rigging) , lampposts in gta are also fragments xedt is unknown to me , xtd probably , texture dictionary... You can write a small script to check each text files and get all the strings out of them and process them into the jenkins "dehasher" to get hash code. jedijosh920 1 Link to comment Share on other sites More sharing options...
reditec Posted November 17, 2015 Author Share Posted November 17, 2015 You can write a small script to check each text files and get all the strings out of them I don't really see similarities in those text files. How to detect them? Link to comment Share on other sites More sharing options...
reditec Posted November 19, 2015 Author Share Posted November 19, 2015 Our team really needs a Delphi developer to explain us some simple code for our tool (shouldn't take longer than 30 minutes). Delphi skills and maybe C++ skills required. Please help us. Skype: spielereditec Link to comment Share on other sites More sharing options...
reditec Posted November 22, 2015 Author Share Posted November 22, 2015 (edited) By the way, the Delphi stuff is already done. Fastman92 and PrograMan are a great help I'm trying to figure out the subtitle format for cutscenes right now. It will take like 2-3 weeks probably until we'll share some new features with you guys. - Added multiple files export feature Our skype group: https://join.skype.com/gyxfrQl1VuxN Edited November 27, 2015 by reditec Quant 1 Link to comment Share on other sites More sharing options...
reditec Posted November 24, 2015 Author Share Posted November 24, 2015 (edited) Status report We've got multiple new members in our team now. I worked on trying to add PS3 support today, but it's no that easy. I couldn't find a way to get the key out of the .ELF or whatever file the AES key contains. This doesn't mean we won't add PS3 support, but we won't add PS3 support probably in the next update. I need a command line tool that works with parameters to convert .bin or SELF to ELF. (like xextool) And then a tool to extract the key of that ELF file. I found a python script to do the first thing, maybe we'll use that. I progressed with subtitle file viewing, but not everything about that format is clear to me, yet. Kilian (PrograMan) works on including lzx decompression, we're very close. After that (probably tomorrow or in the very next days) he'll take a first look at the fragments. Leeao joined our team and will probably work together with Jonathan "DamnedDev" on the 3DS Max importer. Some of you might wonder why I don't publish daily updates, as this is OpenSource programming. The answer is simple: We won't publish unfinished stuff, or at least we try to avoid it. The source of the tool and the tool is public, but the behind-the-scenes-stuff isn't. So please don't wonder why it sometimes looks like this topic is inactive. It's not, we're just developing... or are busy with real life Have a nice day Edited November 25, 2015 by reditec Igor Bogdanoff 1 Link to comment Share on other sites More sharing options...
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