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fastman92 processor


fastman92
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What this tool does I convert map placement files like .ipl and .ide from a lot of types from different games to any other?

Yes.

 

Wow, that is really imrpessing, but the problem that there isn't a read-me or a tutorial, because for who dont have programming knowledge (like me) doint know how to use it, but it is a really interresting tool and really useful, i hope you do something like a gui or atleast a tutorial on how to use that tool.

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  • 3 months later...
goodidea82

 

I'm developing a tool myself now so that I can customize it as I need it. Will publish it under SAxVCxLC/toolsForInstallation when it's finished. Thanks anyway.

I could share the code for IDE and IPL.

The only problem is that it lacks the documentation.

That's why it's best if you can contact me on Skype, so you can ask me quickly about the code in case you don't know something.

 

 

I have read the source code in the subfolders and files of "fastman92 limit adjuster 4.2\source code\fastman92 include\IDE_IPL\" and like what I see there. I'm considering to restart working on a tool using your code basis. However, if your processor tool is based on this source code or something similar, then it would make sense to continue working on your tool instead. Hope that Skype contact is not a prerequisite.

 

The tool I started developing has some nice features (besides most tags of IPLs, also Radar and Water.dat movement). Unfortunately it is a bit messy (due to learning process about RW formats) and one major thing that is missing is support for Paths. I have read about the different path systems LC, VC, SA, including your own format and consider implementing them. Do you have developed a tool for working with paths already?

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  • 10 months later...
  • 1 year later...

I converted binary ipls with your processor to extract parked car information, but i have problems with directions.

 

Edit: Nevermind, they are in radians, problem solved itself.

Edited by gta.bullet
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  • 1 year later...

.idb creation for Bully might not working correctly.
Some .idb make the lamp posts project light even during the day.

I tested with psc_rich.idb. I decompiled to .ide text, then recompiled to psc_rich.idb binary.
Even though I din't make any edition in the file, still get the bug.

 

g2JGZLC.jpg

decompile code:

fastman92_processor.exe /file_type ide /input_type binary /input_game GAME_EXACT_BULLY_SCHOLARSHIP_EDITION_PC /input_filename "psc_rich.idb" /output_type text /output_game GAME_EXACT_BULLY_SCHOLARSHIP_EDITION_PC /output_filename "psc_rich.ide" /string_list data\bully_strings.txt

compile code:

/file_type ide /input_type text /input_game GAME_EXACT_BULLY_SCHOLARSHIP_EDITION_PC /input_filename "psc_rich.ide" /output_type binary /output_game GAME_EXACT_BULLY_SCHOLARSHIP_EDITION_PC /output_filename "psc_rich.idb" /string_list data\bully_strings.txt

Either way, I was able to create a draw distance mod for the game. Thank you.

gK52ZoK.jpg

 

Also increased the 2dfx effects draw distance. It's incomplete since I can't edit some files due to the lighting bug I mentioned earlier

WZobf7k.jpg

 

 

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  • 3 months later...
Please for instructions on how to convert img files to text and rewrite subtitles in another language at Bully Scholarship edition, Thank you
Edited by davidgames
  • KEKW 1
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  • 3 weeks later...

I use them to convert the IPL file of the Android version of SA. When I modify the content of the ipl, I re-converted it, and the game crashes halfway through the reading.

Conversion:
fastman92_processor.exe /file_type ipl /input_type binary /input_game GAME_EXACT_GTASA_ANDROID /input_filename "law2_stream3.ipl" /output_type text /output_game GAME_EXACT_GTASA_ANDROID /output_filename "law2_stream3_text.ipl

Switch back:
fastman92_processor.exe /file_type ipl /input_type text /input_game GAME_EXACT_GTASA_ANDROID /input_filename "law2_stream3_text.ipl" /output_type binary /output_game GAME_EXACT_GTASA_ANDROID /output_filename "law2_stream3.ipl

The progress bar crashes when half read:

Game has crashed, here's a crash log:
Current process ID: 9547
Current thread ID: 13363
Exception address: 0x00000000 (module not found)
Exception signal: 11 (SIGSEGV)
Exception code: 0x1 (SEGV_MAPERR)

General registers:
R0 : 0x00000000 (0)
R1 : 0x000018F8 (6392)
R2 : 0xCD03ACD1 (-855397167)
R3 : 0x00000001 (1)
R4 : 0xC94FF6B8 (-917506376)
R5 : 0xC801FAF4 (-939394316)
R6 : 0xCD5FD27C (-849358212)
R7 : 0xC94FF6B0 (-917506384)
R8 : 0xCD5FD27C (-849358212)
R9 : 0xCD56CCB8 (-849949512)
R10: 0x00000078 (120)
R11: 0xCD494A74 (-850834828)
R12: 0xCD2C2654 (-852744620)
SP : 0xC94FF638 (-917506504)
LR : 0xCD03C89D (-855390051)
PC : 0xCD03ACF8 (-855397128) ["libGTASA.so"+0x3EBCF8]
PSR : 0x60070030 (1611071536)

 

Edited by XMDS
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  • 1 month later...

@fastman92

 

I think something in the conversion process between binary IPLs and normal IPLs is quite a bit inaccurate, I did some tests using your tool converting every binary IPL in the game to normal IPLs and then back to binary, made 0 changes to the files but for whatever reason the map now has small cracks in places where different models meet.

 

Comparison pics:

 

Z7zyXW5.jpg

8UPYMtF.jpg

 

E5VyhHW.jpg

4bQkt1K.jpg

 

NG4vqNX.jpg

88VnBZS.jpg

 

Fhvo1tQ.jpg

jd1r4TE.jpg

jYzLR2j.png

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  • 5 months later...

IPL support for Bully: Scholarship Edition seems to be working incorrectly.

The props are always spawned to the area 0.

 

When you first convert the .ipb to .ipl, it shows this:

 

inst
981, GamesRm01, 14, -502.449, 325.686, 33.5091, 1, 1, 1, 0, 0, 0, 1, 0, hash_45316c0e
982, HallWyDormDn, 14, -502.584, 313.949, 33.3847, 1, 1, 1, 0, 0, 0, 1, 0, hash_322f7ba2
2588, DrmFirebell, 14, -484.619, 316.031, 34.2169, 1, 1, 1, 0, 0, 0, 1, 0, hash_1ecc7cf4

 

When you convert this .ipl back to .ipb and then back to .ipl, it shows this:

inst
981, GamesRm01, 0, -502.449, 325.686, 33.5091, 1, 1, 1, 0, 0, 0, 1, 0, hash_45316c0e
982, HallWyDormDn, 0, -502.584, 313.949, 33.3847, 1, 1, 1, 0, 0, 0, 1, 0, hash_322f7ba2
2588, DrmFirebell, 0, -484.619, 316.031, 34.2169, 1, 1, 1, 0, 0, 0, 1, 0, hash_1ecc7cf4

 

When converting files back to binary for some reason area id always defaults to 0. So, instead of spawning the objects in the interior/area 14 (used by the Boys' Dorm), it's spawning them in 0 (which is the main world).

 

Steps to reproduce:

  1. Grab isc_dorm.ipb from World.img.
  2. Convert the file to .ipl.
  3. Without doing any changes to it, convert the file back to .ipb.
  4. Finally, convert the .ipb file back to .ipl.

 

Using this .ipb in game would make the entire Boys' Dorm interior dissapear.

 

Edited by Chillaxo
explained why its broken with more details
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On 9/12/2021 at 1:10 AM, Chillaxo said:

IPL support for Bully: Scholarship Edition seems to be working incorrectly.

The props are always spawned to the area 0.

 

When you first convert the .ipb to .ipl, it shows this:

 

inst
981, GamesRm01, 14, -502.449, 325.686, 33.5091, 1, 1, 1, 0, 0, 0, 1, 0, hash_45316c0e
982, HallWyDormDn, 14, -502.584, 313.949, 33.3847, 1, 1, 1, 0, 0, 0, 1, 0, hash_322f7ba2
2588, DrmFirebell, 14, -484.619, 316.031, 34.2169, 1, 1, 1, 0, 0, 0, 1, 0, hash_1ecc7cf4

 

When you convert this .ipl back to .ipb and then back to .ipl, it shows this:

inst
981, GamesRm01, 0, -502.449, 325.686, 33.5091, 1, 1, 1, 0, 0, 0, 1, 0, hash_45316c0e
982, HallWyDormDn, 0, -502.584, 313.949, 33.3847, 1, 1, 1, 0, 0, 0, 1, 0, hash_322f7ba2
2588, DrmFirebell, 0, -484.619, 316.031, 34.2169, 1, 1, 1, 0, 0, 0, 1, 0, hash_1ecc7cf4

 

When converting files back to binary for some reason area id always defaults to 0. So, instead of spawning the objects in the interior/area 14 (used by the Boys' Dorm), it's spawning them in 0 (which is the main world).

 

Steps to reproduce:

  1. Grab isc_dorm.ipb from World.img.
  2. Convert the file to .ipl.
  3. Without doing any changes to it, convert the file back to .ipb.
  4. Finally, convert the .ipb file back to .ipl.

 

Using this .ipb in game would make the entire Boys' Dorm interior dissapear.

 

I know about this bug. I need to release the new version. 

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Neat, cool to know.

 

Also, could you add these to bully_strings.txt too?

 

#Scripts
GameStart
1_01
1_02
1_02A
1_02B
1_02B_Dummy
1_02C
1_03
1_04
1_05
1_06_01
1_06_02
1_06_03
1_06_04
1_06_07
1_06_08
1_07
1_08
1_09
1_10
1_11x1
1_11x2
1_11xp
1_11_Dummy
1_E01
1_G1
1_S01
1_B
2_01
2_02
2_03
2_04
2_05
2_06
2_07
2_08
2_09
2_G2
2_S02
3_S03
2_S04
2_S05
2_S06
2_S07
2_R03
2_R03_X
2_R11_Chad
2_B
3_01
3_01A
3_01C
3_01D
3_02
3_03
3_04
3_05
3_06
3_08
3_08_PostDummy
3_G3
3_XM
3_S08
3_S10
3_S11
3_R05B
3_R07
3_R08_Rich7
3_R08_Business4
3_R08_Poor2
3_R08_School1
3_R09_N
3_R09_P3
3_R09_G3
3_R09_J3
3_R09_D3
3_B
4_01
4_02
4_03
4_04
4_05
4_06
4_G4
4_S11
4_S12
4_B1
4_B2
5_01
5_02
5_03
5_04
5_05
5_06
5_07a
5_09
5_G5
5_B
6_01
6_02
6_03
6_B
Chapt1Trans
Chapt2Trans
Chapt3Trans
Chapt4Trans
Chapt5Trans
Chapt6Trans
Mission_BMX
Mission_PR
CLIMBING
Halloween1
Halloween2
Halloween3
PumpkinPost
TombstonePost
Christmas
vote
RL_rich1
2s07
nutcracker
Rudy1
Rudy2
Rudy3
delivery
Miracle
geography
GK_SR1
GK_SR2
GK_SR2
GOKART_GP5
C_Chem_1
C_Chem_2
C_Chem_3
C_Chem_4
C_Chem_5
C_Art_1
C_Art_2
C_Art_3
C_Art_4
C_Art_5
C_Wrestling_1
C_Wrestling_2
C_Wrestling_3
C_Wrestling_4
C_Wrestling_5
C_Photography_1
C_Photography_2
C_Photography_3
C_Photography_4
C_Photography_5
C_English_1
C_English_2
C_English_3
C_English_4
C_English_5
C_Shop_1
C_Shop_2
C_Shop_3
C_Shop_4
C_Shop_5
C_Dodgeball_1
C_Dodgeball_2
C_Dodgeball_3
C_Dodgeball_4
C_Dodgeball_5
C_Biology_1
C_Biology_2
C_Biology_3
C_Biology_4
C_Biology_5
C_Geography_1
C_Geography_2
C_Geography_3
C_Geography_4
C_Geography_5
C_Math_1
C_Math_2
C_Math_3
C_Math_4
C_Math_5
C_Music_1
C_Music_2
C_Music_3
C_Music_4
C_Music_5
C_Engllish_1
C_Engllish_2
C_Engllish_3
C_Engllish_4
C_Engllish_5
BUSTPREFNOCLASS
BUSTPREFCLASS
LOSEWEAPONS
BUSTCOPS
PASSEDOUT
CLOCKTUTX
KNOCKEDOUT
REDX1
#end

 

It includes plenty of mission names, alongside names used for things such as thropies, holidays, and objects being called in via scripts. I did also include extra ones, but that's just for extra compatibility.

Edited by Chillaxo
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  • 4 weeks later...

Hi Fastman, I have use your tool to convert one of bully ipb to ipl, but somehow the props is missing some of the variable.

this is the prop with complete variable

10246, SCBell2, 0, 197.159, -73.4447, 46.4597, 1, 1, 1, 0, 0, 0, 1, 0, hash_09310e5f, 6_B, 2

but this railing props, somehow the variable is missing

rail
BLNC_scroofpath01, 0
190.639, -65.6937, 30.4519
202.66, -65.6937, 30.4519
end
rail
BLNC_scroofpath02, 0
205.682, -70.0328, 35.8645
205.682, -77.3237, 35.8645
end
rail
BLNC_scroofpath03, 0
186.762, -80.5137, 35.8297
197.45, -80.5137, 35.8301
end
rail
SCMainSlideRail01, 0
220.786, -75.4268, 9.46323
221.893, -75.6483, 9.43255
223.518, -76.0247, 8.41349
225.681, -76.5297, 8.35141
227.279, -76.936, 7.46724
228.109, -77.1784, 7.39939
end
rail
SCMainSlideRail02, 0
220.785, -70.7843, 9.44987
221.838, -70.5709, 9.46552
223.514, -70.1875, 8.45414
225.675, -69.6908, 8.4046
227.282, -69.2803, 7.50697
228.12, -69.0334, 7.3617
end

 

can you give this a look, this is the ipb file

https://www.mediafire.com/file/l727geyfsg3qhb1/tschool.ipb/file

it cause problem, because when I convernt it back from ipl to ipb, and put in game, it crash my game because the railing is missing

 

Edited by Ramses7
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  • 2 weeks later...
On 10/14/2021 at 1:16 PM, Ramses7 said:

Hi Fastman, I have use your tool to convert one of bully ipb to ipl, but somehow the props is missing some of the variable.

this is the prop with complete variable

10246, SCBell2, 0, 197.159, -73.4447, 46.4597, 1, 1, 1, 0, 0, 0, 1, 0, hash_09310e5f, 6_B, 2

but this railing props, somehow the variable is missing

rail
BLNC_scroofpath01, 0
190.639, -65.6937, 30.4519
202.66, -65.6937, 30.4519
end
rail
BLNC_scroofpath02, 0
205.682, -70.0328, 35.8645
205.682, -77.3237, 35.8645
end
rail
BLNC_scroofpath03, 0
186.762, -80.5137, 35.8297
197.45, -80.5137, 35.8301
end
rail
SCMainSlideRail01, 0
220.786, -75.4268, 9.46323
221.893, -75.6483, 9.43255
223.518, -76.0247, 8.41349
225.681, -76.5297, 8.35141
227.279, -76.936, 7.46724
228.109, -77.1784, 7.39939
end
rail
SCMainSlideRail02, 0
220.785, -70.7843, 9.44987
221.838, -70.5709, 9.46552
223.514, -70.1875, 8.45414
225.675, -69.6908, 8.4046
227.282, -69.2803, 7.50697
228.12, -69.0334, 7.3617
end

 

can you give this a look, this is the ipb file

https://www.mediafire.com/file/l727geyfsg3qhb1/tschool.ipb/file

it cause problem, because when I convernt it back from ipl to ipb, and put in game, it crash my game because the railing is missing

 

Thanks.

 

I'm working on it.

 

I have checked it. The code to write a binary section rail, perm and pois is missing.

 

  

On 9/14/2021 at 4:52 PM, Chillaxo said:

Neat, cool to know.

 

Also, could you add these to bully_strings.txt too?

 

#Scripts
GameStart
1_01
1_02
1_02A
1_02B
1_02B_Dummy
1_02C
1_03
1_04
1_05
1_06_01
1_06_02
1_06_03
1_06_04
1_06_07
1_06_08
1_07
1_08
1_09
1_10
1_11x1
1_11x2
1_11xp
1_11_Dummy
1_E01
1_G1
1_S01
1_B
2_01
2_02
2_03
2_04
2_05
2_06
2_07
2_08
2_09
2_G2
2_S02
3_S03
2_S04
2_S05
2_S06
2_S07
2_R03
2_R03_X
2_R11_Chad
2_B
3_01
3_01A
3_01C
3_01D
3_02
3_03
3_04
3_05
3_06
3_08
3_08_PostDummy
3_G3
3_XM
3_S08
3_S10
3_S11
3_R05B
3_R07
3_R08_Rich7
3_R08_Business4
3_R08_Poor2
3_R08_School1
3_R09_N
3_R09_P3
3_R09_G3
3_R09_J3
3_R09_D3
3_B
4_01
4_02
4_03
4_04
4_05
4_06
4_G4
4_S11
4_S12
4_B1
4_B2
5_01
5_02
5_03
5_04
5_05
5_06
5_07a
5_09
5_G5
5_B
6_01
6_02
6_03
6_B
Chapt1Trans
Chapt2Trans
Chapt3Trans
Chapt4Trans
Chapt5Trans
Chapt6Trans
Mission_BMX
Mission_PR
CLIMBING
Halloween1
Halloween2
Halloween3
PumpkinPost
TombstonePost
Christmas
vote
RL_rich1
2s07
nutcracker
Rudy1
Rudy2
Rudy3
delivery
Miracle
geography
GK_SR1
GK_SR2
GK_SR2
GOKART_GP5
C_Chem_1
C_Chem_2
C_Chem_3
C_Chem_4
C_Chem_5
C_Art_1
C_Art_2
C_Art_3
C_Art_4
C_Art_5
C_Wrestling_1
C_Wrestling_2
C_Wrestling_3
C_Wrestling_4
C_Wrestling_5
C_Photography_1
C_Photography_2
C_Photography_3
C_Photography_4
C_Photography_5
C_English_1
C_English_2
C_English_3
C_English_4
C_English_5
C_Shop_1
C_Shop_2
C_Shop_3
C_Shop_4
C_Shop_5
C_Dodgeball_1
C_Dodgeball_2
C_Dodgeball_3
C_Dodgeball_4
C_Dodgeball_5
C_Biology_1
C_Biology_2
C_Biology_3
C_Biology_4
C_Biology_5
C_Geography_1
C_Geography_2
C_Geography_3
C_Geography_4
C_Geography_5
C_Math_1
C_Math_2
C_Math_3
C_Math_4
C_Math_5
C_Music_1
C_Music_2
C_Music_3
C_Music_4
C_Music_5
C_Engllish_1
C_Engllish_2
C_Engllish_3
C_Engllish_4
C_Engllish_5
BUSTPREFNOCLASS
BUSTPREFCLASS
LOSEWEAPONS
BUSTCOPS
PASSEDOUT
CLOCKTUTX
KNOCKEDOUT
REDX1
#end

 

It includes plenty of mission names, alongside names used for things such as thropies, holidays, and objects being called in via scripts. I did also include extra ones, but that's just for extra compatibility.

I'll see it. 

Edited by fastman92
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chaosbginwenrealityend
On 4/4/2021 at 3:15 PM, Reyks said:

I think something in the conversion process between binary IPLs and normal IPLs is quite a bit inaccurate, I did some tests using your tool converting every binary IPL in the game to normal IPLs and then back to binary, made 0 changes to the files but for whatever reason the map now has small cracks in places where different models meet.

It might be a bit late but I just found this. I noticed this too recently when I wanted to modify some things in Los Santos.

 

I know why this does this. It is the same flaw Kams 3dsmax scripts had where the X and Y coordinates are being rounded up or down. Importing .ipl with Kams; no rounding occured. It was only on export .ipl then One would have to manually fix this.

 

For example: 27.5679432 is rounded up after the second numeral after the decimal point like this: 27.57 and this subtile little difference is just enough to throw off the map pieces ever so slightly as shown above. I noticed it happens on decompile with this tool so compiling back with the rounded numerals creates the bug.

 

Thanks for this tool.

 

EDIT/update: This issue fixed with last update. Thank you very much

Edited by chaosbginwenrealityend
Report issue has been fixed in last update
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Hello bro how to decompress a mod that has been compressed using  your fastman92 IMG console ? Please help. 

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Version 1.9 released.

 

- Bully SE, IPL:2dfx section, properly loaded text entry now

- Bully SE, IPL:inst section, interior ID properly saved now

- Bully SE, IPL:rail section, writing to binary file implemented.

- Bully SE, IPL:pois section implemented

- Now all sections are implemented in all games except the path and 2dfx (2dfx only supported for Bully SE)

- Problem with floating-point precision should be solved now.

- List of possible games can be seen, if application executed without arguments.

 

List of possible games:
GAME_EXACT_GTAIII_PC
GAME_EXACT_GTAIII_PS2
GAME_EXACT_GTAIII_XBOX
GAME_EXACT_GTAIII_ANDROID_ARM32
GAME_EXACT_GTAVC_PC
GAME_EXACT_GTAVC_PS2
GAME_EXACT_GTAVC_XBOX
GAME_EXACT_GTAVC_ANDROID
GAME_EXACT_GTASA_PC
GAME_EXACT_GTASA_PS2
GAME_EXACT_GTASA_XBOX
GAME_EXACT_GTASA_ANDROID
GAME_EXACT_GTALCS_PS2
GAME_EXACT_GTAVCS_PS2
GAME_EXACT_GTAIV_PC
GAME_EXACT_GTAIV_PS3
GAME_EXACT_GTAIV_XBOX360
GAME_EXACT_GTAV_PC
GAME_EXACT_BULLY_SCHOLARSHIP_EDITION_PC

 

Works properly with files for GTA IV on PC, PS3 and Xbox360 platform.

 

New link can be found in the first post.

 

  

On 10/24/2020 at 2:22 PM, Clara said:

.idb creation for Bully might not working correctly.
Some .idb make the lamp posts project light even during the day.

I tested with psc_rich.idb. I decompiled to .ide text, then recompiled to psc_rich.idb binary.
Even though I din't make any edition in the file, still get the bug.

 

@Clara, this problem is solved now in the 1.9 version.

 

Problem solved now in the 1.9 version.

 

By the way in case of Bully SE it might be a better idea to open text files instead of doing the decompilation of binary files. These files can be found at Objects\ directory. Naturally, after editing the file file needs to be compiled into binary version and placed in the IMG archive to be loaded. It's not to decompile binary IDB files for a very simple reason - text files may contain valuable comments, while binary files do not. While the original IDE files are available in one directory.

Edited by fastman92
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  • 3 weeks later...

Hello, fastman! Thank you for this great tool.
Are you aware about the problem when you are converting IPL to Binary IPL (San Andreas) and it's breaking parked vehicles angles. Seems to be a common issue when I'm using your processor. At least GUI version.

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18 hours ago, Philips_27 said:

Hello, fastman! Thank you for this great tool.
Are you aware about the problem when you are converting IPL to Binary IPL (San Andreas) and it's breaking parked vehicles angles. Seems to be a common issue when I'm using your processor. At least GUI version.

Do the simple check:

 

Create from original text IPL the binary IPL. 

Create from that binary IPL the text IPL. 

 

Compare original text IPL and decompiled text IPL. 

If results are interesting (there's a difference in data), then post the details in the post. 

 

By the way, please replace fastman92 processor in the GUI version.

That package has got an old version of my tool. GUI version is not my project and hasn't been updated for a long time.

Edited by fastman92
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