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reditec

[REL] OpenIV Package Creator

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reditec

This is a tool in development to create .OIV 2.0 packages.

I released it at https://de.gta5-mods.com/tools/openiv-package-creator
Now you guys can publish your mods in .oiv / zip zip files

 

Current version: 1.01

 

a0445677f3.png

Current progress (minor UI update)

 

It's ofcourse based on the official .oiv format and OpenIV will be able to open your generated packages.

Edited by reditec
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wuwav

I will release it in ~5 hours

However, this packages can be created in ~5 minutes without your app.

Can you develop something really necessary? For example, new features for OpenRDR/OpenRW? If you check for programers, which realize it?

 

Is it kind of fetish, creating projects with "open" in its name?

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chasez

 

I will release it in ~5 hours

However, this packages can be created in ~5 minutes without your app.

Can you develop something really necessary? For example, new features for OpenRDR/OpenRW? If you check for programers, which realize it?

 

Is it kind of fetish, creating projects with "open" in its name?

 

I think this is a very good idea. Instead of installing separate files why not offer just one installation file. Would help users and modders to get mods around.

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reditec

@chasez

Especially as publishin the .oac files leads to crashes (I found out today, they're not meant for publishing, as the developers can still change the syntax of the .oac files => break the mods)

However, I'm working on it.

I'm still thinking of a nice way to add files and to display that.

This is more work than expected. The entire information stuff works already, so I guess I'll have to finish it tomorrow.

 

@wuvav

I am not the only one working on RDR Explorer and OpenRW. If you guys are interested in me continuing the tools, bump the thread to remind me and don't bump other threads. I'll put more work into RDR Explorer later and after we have textures and collisions and audios for RDR, I'll take care again of OpenRW. Just wait. I'm only one person, I have a real life and it's boring to work on the same project all the time. I'm also a German voice actor (in some other forums) and produce electronic music - all of that stuff in a professional style. Also I run the 5mods YouTube channel and manage the Facebook pages of 5mods and XENTAX.

Just don't expect anything, I'm doing all of that stuff for free and never asked for payments, donations or anything else that would give me a bigger motivation than just the nice words of other people.

Think about that, please.

Edited by reditec
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reditec

OpenRDR

My tool is called Red Dead Redemption Explorer, you know that, right?
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_CP_

When we can see the release? Did you include adding files to package or is it just a UI for xml editing?

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reditec

When we can see the release? Did you include adding files to package or is it just a UI for xml editing?

Both is possible.

You can't find the release yet. Rappo needs to verify it at GTA5-mods.com.

After he verifies, I'll paste the link here. :)

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_CP_

Please, add an option to edit created .oiv packages.

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reditec

Please, add an option to edit created .oiv packages.

Coming soon with lots of other improvements :)

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GooD-NTS

If you are going to continue this project, I have a few suggestion:

 

1 - Projects files

Just like you have in Visual Studio it is good to have project file. All information about packages saves into project, so authors will be able to open project and continue work on package or make new version of mod. The Package Id must be the same for all versions of package.

 

2 - UI

Correctly it is just f*cked up. I mean this:

 

00.png

This is a mess, controls are too small, there is too much information to fill on one screen.

It is better to split this window into tabs, like this:

 

01.png

Also, you need better preview for colors and icon. (128x128 it is not a recommendation it is requirement)

 

3 - Support for text editing comands

 

4 - Validations

You also need to validate file names inside package, and it would be nice to validate XML after all.

Edited by GooD-NTS
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reditec

If you are going to continue this project, I have a few suggestion:

Thanks in advance!

I'll read them carefully and write my thoughts below.

 

 

1 - Projects files

Just like you have in Visual Studio it is good to have project file. All information about packages saves into project, so authors will be able to open project and continue work on package or make new version of mod. The Package Id must be the same for all versions of package.

This is exactly what I planned to do. But I won't need project files you guys probably think of now. I will use the .oiv packages as project files.

 

2 - UI

Correctly it is just f*cked up. I mean this:

00.png

This is a mess, controls are too small, there is too much information to fill on one screen.

It is better to split this window into tabs, like this:

 

01.png

Also, you need better preview for colors and icon. (128x128 it is not a recommendation it is requirement)

 

Thanks for the idea with the tabs. I didn't think about this yet. And yes, I know it's f*cked up, this was just made very quickly. I have to optimize lots of code. (One of the reasons why this is closed source)

 

 

3 - Support for text editing comands

I'm unsure how to implement them into the UI. Maybe this "tab" thing will help. I also don't think this is a very important feature, as I don't see the use of this yet, maybe you can give me an example, when it could be used.

 

 

4 - Validations

You also need to validate file names inside package, and it would be nice to validate XML after all.

The XML is validated. The generation can't fail, I have a pretty good algorithm behind this.

At least I'm not aware of any mistakes I might have done.

I'm unsure what you mean with "validating" the filenames. I use GUID named folders, so the pathes are all unique. This means I can not copy the same file two times, but I already thought of a way to prevent this. I'll use MD5 or SHA-1 hashes for the content and the filenames instead of the GUIDs in the future.

 

Thanks for all of the thoughts you wrote down and for all the support I got from your side in the past.

Edited by reditec
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reditec

04ed4c6ec3.png
Coming soon...

Edited by reditec
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reditec

New version 1.01 released.

Comes with UI changes and some fixes.

It's a preparation for a major update planned for Tuesday or Wednesday evening (version 1.1)

Please report bugs and give feedback about the new UI.

Don't talk about the font size :p

Download at: https://www.gta5-mods.com/tools/openiv-package-creator

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Claude_Lib

No offence, but why such big letters?

I believe you're great at the backend stuff, but you really should outsource the interface to someone else.

Edited by Claude Liberty
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FunGt

Add some mini icons to make the look better: for example GTA icons near the name of the game.

Make the more important text bigger or bold and the less thinner and not bold.

Anyway if the backend works perfectly, it's already a nice program.

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reditec

No offence, but why such big letters?

I believe you're great at the backend stuff, but you really should outsource the interface to someone else.

If you find me some guy who wanna improve the UI, I'll ofcourse let him work with me. I even thought about switching from WindowsForms to WPF (more modern and more customizable)

Not even in the big fastman92 chat group in Skype (with currently 68 members) are people who can help me with the UI, I guess.

And the entire programming relies on the user interface a lot. I can't just change things easily :)

Maybe after I finish the features, I'll improve the design. I just somehow like the big font :D It kinda reminds me on Windows 8/10 apps, which look super cool with big fonts.

 

 

Add some mini icons to make the look better: for example GTA icons near the name of the game.

Make the more important text bigger or bold and the less thinner and not bold.

Anyway if the backend works perfectly, it's already a nice program.

Icons are an interesting idea. MAybe I'll implement them in the next update.

The text stuff is hard to do. Actually everything is important :p

 

However. Thanks for all the feedback! :)

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N8Gamez

This is a great tool and I know you are not finished with it yet so I hope this is on your mind. :blush:

 

Any chance of making the name the folders related to the rpf?

 

In the GTA V RE-Sized mod I have many files and with this tool it creates a unique name for each folder.

I realize this mod is unique in that it replaces thousands of files unlike most that replace a couple files.

 

Yet the point seems worth considering.

If one folder contains a erring file,( or if I decide to replace/update it), then it is havoc trying to find which of the hundreds of folders the file is in. :panic:

 

It would be nice if I could just make the folders name and structure relevant folders to follow the path. ie:

 

I want to insert these files:

prop_fac_machine_02+hidr.ytd

prop_ind_conveyor_01+hidr.ytd

prop_ind_conveyor_02+hidr.ytd

 

They are stored in this location:

x64c.rpf\levels\gta5\props\industrial\v_industrial.rpf

 

So your tool creates those folders and puts all the files in:

contents\x64c.rpf\levels\gta5\props\industrial\v_industrial.rpf [these are the folders and their path and all files in the v_industrial.rpf are in this same folder ]

 

Now it is easy to confrim all files by looking at the files in the folders, for all the files found in the " v_industrial.rpf " can be confirmed by looking in the folders:

contents\x64c.rpf\levels\gta5\props\industrial\v_industrial.rpf

 

Then anyone who downloads the mods can easily import the mods by following the path; and developers can replace or edit the contents easily too.

 

Currently I end up with randomly generated numbers for file names and each file is separate in a unique named folder so if someone downloads my oiv and changes the name to .zip

to see what files are there..... :pirate: I feel like I am hiding it from them in these massive unique numbered folders and that does not feel very opensource as I would like to be. :facedesk:

 

In creating folders to make the path to the files it is easier for anyone to confirm/replace/alter/omit or other the contents much easier, I feel.

 

So if you could find a way to implement this I think many people will be very happy with this tool for it will be very intuitive and comprehensive to use or edit.

 

P.S. I don't mind the big letters in fact it is nice for me since I have such high res on my ips.

 

Peace, N8Gamez

Edited by n8gamez1

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reditec

This is a great tool and I know you are not finished with it yet so I hope this is on your mind. :blush:

 

Any chance of making the name the folders related to the rpf?

 

In the GTA V RE-Sized mod I have many files and with this tool it creates a unique name for each folder.

I realize this mod is unique in that it replaces thousands of files unlike most that replace a couple files.

 

Yet the point seems worth considering.

If one folder contains a erring file,( or if I decide to replace/update it), then it is havoc trying to find which of the hundreds of folders the file is in. :panic:

 

It would be nice if I could just make the folders name and structure relevant folders to follow the path. ie:

 

I want to insert these files:

prop_fac_machine_02+hidr.ytd

prop_ind_conveyor_01+hidr.ytd

prop_ind_conveyor_02+hidr.ytd

 

They are stored in this location:

x64c.rpf\levels\gta5\props\industrial\v_industrial.rpf

 

So your tool creates those folders and puts all the files in:

contents\x64c.rpf\levels\gta5\props\industrial\v_industrial.rpf [these are the folders and their path and all files in the v_industrial.rpf are in this same folder ]

 

Now it is easy to confrim all files by looking at the files in the folders, for all the files found in the " v_industrial.rpf " can be confirmed by looking in the folders:

contents\x64c.rpf\levels\gta5\props\industrial\v_industrial.rpf

 

Then anyone who downloads the mods can easily import the mods by following the path; and developers can replace or edit the contents easily too.

 

Currently I end up with randomly generated numbers for file names and each file is separate in a unique named folder so if someone downloads my oiv and changes the name to .zip

to see what files are there..... :pirate: I feel like I am hiding it from them in these massive unique numbered folders and that does not feel very opensource as I would like to be. :facedesk:

 

In creating folders to make the path to the files it is easier for anyone to confirm/replace/alter/omit or other the contents much easier, I feel.

 

So if you could find a way to implement this I think many people will be very happy with this tool for it will be very intuitive and comprehensive to use or edit.

 

P.S. I don't mind the big letters in fact it is nice for me since I have such high res on my ips.

 

Peace, N8Gamez

It is very important to have these folder structures, so people can have multiple files with the same file name.

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DeluxeMob

Very nice

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Cyron43

 

I will release it in ~5 hours

However, this packages can be created in ~5 minutes without your app.

Can you develop something really necessary? For example, new features for OpenRDR/OpenRW? If you check for programers, which realize it?

 

Is it kind of fetish, creating projects with "open" in its name?

 

So how do you create an oiv file containing multiple files? I don't know how to do that. Could you please tell me?

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Suparno Mandal

I am always getting an error if I try to delete a file which I have accidentally placed. I always had restart the whole adding process.

 

Error details :

 

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.IO.IOException: The directory is not empty.

   at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
   at System.IO.Directory.DeleteHelper(String fullPath, String userPath, Boolean recursive, Boolean throwOnTopLevelDirectoryNotFound, WIN32_FIND_DATA& data)
   at System.IO.Directory.Delete(String fullPath, String userPath, Boolean recursive, Boolean checkHost)
   at OpenIV_Package_Creator.Form1.toolStripButton4_Click(Object sender, EventArgs e)
   at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
   at System.Windows.Forms.ToolStripButton.OnClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
   at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.ToolStrip.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
    Assembly Version: 4.0.0.0
    Win32 Version: 4.8.4180.0 built by: NET48REL1LAST_B
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
OpenIV Package Creator
    Assembly Version: 1.0.2.0
    Win32 Version: 1.0.2.0
    CodeBase: file:///C:/Users/suparno/AppData/Roaming/Reditec/OpenIV%20Package%20Creator/OpenIV%20Package%20Creator.exe
----------------------------------------
System.Windows.Forms
    Assembly Version: 4.0.0.0
    Win32 Version: 4.8.4084.0 built by: NET48REL1
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
    Assembly Version: 4.0.0.0
    Win32 Version: 4.8.4084.0 built by: NET48REL1
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
    Assembly Version: 4.0.0.0
    Win32 Version: 4.8.4084.0 built by: NET48REL1
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Configuration
    Assembly Version: 4.0.0.0
    Win32 Version: 4.8.4084.0 built by: NET48REL1
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Core
    Assembly Version: 4.0.0.0
    Win32 Version: 4.8.4180.0 built by: NET48REL1LAST_B
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
System.Xml
    Assembly Version: 4.0.0.0
    Win32 Version: 4.8.4084.0 built by: NET48REL1
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
    <system.windows.forms jitDebugging="true" />
</configuration>

 

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