Neodymium Posted August 12, 2016 Share Posted August 12, 2016 (edited) THIS TOOL IS DISCONTINUED.After the OpenIV team received a C&D letter for their tool, I decided to stop any activity related to GTAV. I already stopped developing new tools some time ago and I am not willing to stuggle with problems like these in the future by providing modding tools for GTAV.I'm sorry for everyone interested in my work. ------------------------------------------------------------------------------------------------------------------ Meta Toolkit Meta Toolkit is a tool for GTAV that allows you to edit: - definition files (*.ytyp) - placement files (*.ymap) - manifest files (*.ymf) - meta files (*.ymt, only resource files, no PSO files) Just drag and drop the file onto the executable for converting it to xml. Drag and drop the xml again onto the executable to convert it back. There are a lot of unknown fields in the xml. If you experiment with them, feel free to discuss your results here. Remember to backup your GTAV files before u use this tool!Do NOT use GTA Online if you edited files. I do not take responsibilities for possible bans. Prerequisites: .NET Framework 4.6 [DOWNLOAD LINK REMOVED] Edited June 16, 2017 by Neodymium ChOcOsKiZo, nkjellman, Sonny_Black and 25 others 28 Link to comment Share on other sites More sharing options...
_CP_ Posted August 12, 2016 Share Posted August 12, 2016 Which files could be used after converting? (if any of them?) Link to comment Share on other sites More sharing options...
Mr.Arrow Posted August 13, 2016 Share Posted August 13, 2016 (edited) Very interesting,it must be a bitch to translate these binary blocks How long have you been working this? Edited January 16, 2017 by Mr.Arrow Link to comment Share on other sites More sharing options...
Neodymium Posted August 13, 2016 Author Share Posted August 13, 2016 Which files could be used after converting? (if any of them?) None of them. It's just for viewing. I don't know if I am motivated to spend time to write an importer, but if so, the output xml will be probably a bit different. Very interesting,it must be a bitch to translate these binary blocks How long have you been working this? Not so long. Reading the resource file itself is not very hard. And then there is a descriptiong of the structures, field types and enums inside each ymt file (and ymap and ytyp, the format is exactly the same). I simply write the xml according to this description. Link to comment Share on other sites More sharing options...
_CP_ Posted August 13, 2016 Share Posted August 13, 2016 (edited) I guess that most of the hashes in .ymap/.ytyp is the same as in IV, so it shouldn't be so hard to get their names. I'm glad to see other people involved in V modding, OpenIV team is good but monopoly isn't quite ok. Also - only bruteforce is the way to find missing names for hashes, right? Edited August 13, 2016 by _CP_ Mr.Arrow and The_GTA 2 Link to comment Share on other sites More sharing options...
unknown modder Posted August 13, 2016 Share Posted August 13, 2016 I guess that most of the hashes in .ymap/.ytyp is the same as in IV, so it shouldn't be so hard to get their names. I'm glad to see other people involved in V modding, OpenIV team is good but monopoly isn't quite ok. Also - only bruteforce is the way to find missing names for hashes, right? sometimes things are documented in the exe, but there isnt much Link to comment Share on other sites More sharing options...
_CP_ Posted August 13, 2016 Share Posted August 13, 2016 (edited) Maybe getting out all strings from EXE could be useful to match few hashes. Edited August 13, 2016 by _CP_ Link to comment Share on other sites More sharing options...
Neodymium Posted September 11, 2016 Author Share Posted September 11, 2016 I updated the tool from the first post. The list of known names is updated and you can also convert the file back to ymt, ymap and ytyp. Just drag and drop it again onto the exe. The game seems to accept the rebuilt files but I have not tested whether editing really works. So feel free to provide feedback. _CP_ 1 Link to comment Share on other sites More sharing options...
Mr.Arrow Posted September 11, 2016 Share Posted September 11, 2016 (edited) I updated the tool from the first post. The list of known names is updated and you can also convert the file back to ymt, ymap and ytyp. Just drag and drop it again onto the exe. The game seems to accept the rebuilt files but I have not tested whether editing really works. So feel free to provide feedback. Are you going to support .ymf too? It seems pretty vital for map editing. Edited September 11, 2016 by Mr.Arrow Link to comment Share on other sites More sharing options...
_CP_ Posted September 11, 2016 Share Posted September 11, 2016 (edited) Tried to move Michael's house up, but nothing happened, maybe related files are somewhere else. Wait... it works, IT WORKS! Edited September 11, 2016 by _CP_ BS_BlackScout and PacketOverload_x64bit 2 Link to comment Share on other sites More sharing options...
WildBrick142 Posted September 11, 2016 Share Posted September 11, 2016 Tried to move Michael's house up, but nothing happened, maybe related files are somewhere else. Did you replace the ymap in x64l or patchday2ng? It moved up fine for me. The only thing that didn't move is the LOD. Can't wait for proper map mods that support Rockstar Editor and other game features. Maxxeine and BS_BlackScout 2 Link to comment Share on other sites More sharing options...
_CP_ Posted September 11, 2016 Share Posted September 11, 2016 Ah, OK, I edited x64l, that's why his house didn't move up. Next step - new entries for custom model. Link to comment Share on other sites More sharing options...
Neodymium Posted September 11, 2016 Author Share Posted September 11, 2016 I updated the tool from the first post. The list of known names is updated and you can also convert the file back to ymt, ymap and ytyp. Just drag and drop it again onto the exe. The game seems to accept the rebuilt files but I have not tested whether editing really works. So feel free to provide feedback. Are you going to support .ymf too? It seems pretty vital for map editing. I don't know yet. This is a PSO file. Reading it should not be too hard, but I have never tried to change them. PacketOverload_x64bit 1 Link to comment Share on other sites More sharing options...
_CP_ Posted September 11, 2016 Share Posted September 11, 2016 OK, .ymf file is important too for map modding. Could you take a look at it too? Maxxeine and BS_BlackScout 2 Link to comment Share on other sites More sharing options...
BS_BlackScout Posted September 11, 2016 Share Posted September 11, 2016 (edited) WOW, actual progress! Great!! Going to try it. EDIT:Poor attempt of loading v_int_70 aka v_70_bikerbar props using v_int_58 aka Solomon's Office Some sh*tty copy n' paste from the <entities> part...Here lines for the Jukebox and Clock <Item type="CEntityDef"> <hash_A023A02C>prop_game_clock_02</hash_A023A02C> <flags value="18350080" /> <guid value="4292267417" /> <position x="1.086914" y="3.94558" z="-0.06017303" /> <rotation x="0.0" y="0.0" z="0.0" w="1.0" /> <hash_9CA32637 value="1.0" /> <hash_10FB7C42 value="1.0" /> <parentIndex value="-1" /> <lodDist value="-1.0" /> <hash_CA974BCD value="0.0" /> <hash_6C8F1715>enum_hash_7D934F41</hash_6C8F1715> <hash_A687AC89 value="0" /> <hash_2691F019>enum_hash_73D556CB</hash_2691F019> <extensions /> <hash_18C1D587 value="255" /> <hash_23C0E543 value="255" /> <hash_3C852527 value="0" /> </Item> <Item type="CEntityDef"> <hash_A023A02C>prop_jukebox_02</hash_A023A02C> <flags value="18350080" /> <guid value="305444235" /> <position x="-0.7437134" y="6.295013" z="-2.082581" /> <rotation x="0.0" y="0.0" z="0.7071068" w="0.7071068" /> <hash_9CA32637 value="1.0" /> <hash_10FB7C42 value="1.0" /> <parentIndex value="-1" /> <lodDist value="-1.0" /> <hash_CA974BCD value="0.0" /> <hash_6C8F1715>enum_hash_7D934F41</hash_6C8F1715> <hash_A687AC89 value="0" /> <hash_2691F019>enum_hash_73D556CB</hash_2691F019> <extensions /> <hash_18C1D587 value="255" /> <hash_23C0E543 value="255" /> <hash_3C852527 value="0" /> </Item> Edited September 11, 2016 by BlackScout Maxxeine 1 Link to comment Share on other sites More sharing options...
Neodymium Posted September 11, 2016 Author Share Posted September 11, 2016 Btw, the hash_C200AB4C field in the CMapData type of the ymap files contains the vehicle placement. BS_BlackScout 1 Link to comment Share on other sites More sharing options...
_CP_ Posted September 11, 2016 Share Posted September 11, 2016 Sadly, custom models/textures entries aren't working, tried to add a LC model and nothing, game requires edited manifest.ymf, which is a info of models in archive. Neodymium, take a look at, please, I guess it's an only barrier to put custom maps. PacketOverload_x64bit 1 Link to comment Share on other sites More sharing options...
BS_BlackScout Posted September 12, 2016 Share Posted September 12, 2016 (edited) I don't have a life. So, I replaced all the entries for prop_tree_birch_04 with some palm tree I forgot the model name... (using ls-multiplayer website, there is a nice index with search and yadda yadda) (simple replacement, it works perfectly, but I'm not sure whether I have to add v_palm at the end of the file or not. idk) I'm tired, I spent 3h with this sh*t, I'll release a mod later, I kinda like it. Screens: VisualV 2.7.0 + Bank_HWLD modifier Edited September 12, 2016 by BlackScout _MK_, Kalvin, Agem and 2 others 5 Link to comment Share on other sites More sharing options...
InfamousSabre Posted September 12, 2016 Share Posted September 12, 2016 So since this deals with map mods and models, maybe someone here can tell me: what is the model name for the FIB building? Ive looked all over but just cant seem to find it. Link to comment Share on other sites More sharing options...
_MK_ Posted September 12, 2016 Share Posted September 12, 2016 (edited) Amazing work there @Neodymium. @BlackScout That looks nice,i was actually trying to put the Beta tree back in the game by replacing models but then saw this thread,i plan on replacing all the long trees North the map with the tall Beta tree,but then when using ls-multiplayerthe search came up with a massive amount of trees (for prop_tree_cedar_04 which is one of the tall final trees used in the game),so do i have to replace each line at those locations shown with LSMP's search results ? Edited September 12, 2016 by _MK_ Link to comment Share on other sites More sharing options...
BS_BlackScout Posted September 12, 2016 Share Posted September 12, 2016 (edited) Amazing work there @Neodymium. @BlackScout That looks nice,i was actually trying to put the Beta tree back in the game by replacing models but then saw this thread,i plan on replacing all the long trees North the map with the tall Beta tree,but then when using ls-multiplayerthe search came up with a massive amount of trees (for prop_tree_cedar_04 which is one of the tall final trees used in the game),so do i have to replace each line at those locations shown with LSMP's search results ? It's simple. First, the massive amount is because it shows all the references in all ymaps for this specific prop... Second, make sure that is really the one you're looking to replace. You need to know the exact name of it, the exact model. So when looking up on LS Multiplayer database you'll see where the coords for the tree model are located and in which files/regions they are present Third, if you want to replace all of them, you'll need to edit ALL the .ymaps containing coords for this prop. Just replace the name of the model, it's pretty simple. Even a sh*tty tool like Notepad can do a "Replace All" e.g: find prop_tobereplaced and replace with prop_youwanttoreplacewith Fourth, if you're lost about where the location of the prop is, you can guide yourself using collision viewer and gta5map.glokon.org Edited September 12, 2016 by BlackScout _MK_ 1 Link to comment Share on other sites More sharing options...
WildBrick142 Posted September 12, 2016 Share Posted September 12, 2016 (edited) Are the collisions controlled in ymaps or will it require editing the actual collision model? Planted some trees but they aren't solid. Edited September 12, 2016 by WildBrick142 Agem 1 Link to comment Share on other sites More sharing options...
_CP_ Posted September 12, 2016 Share Posted September 12, 2016 Props has collisions inside models. Which palm tree model did you use? Link to comment Share on other sites More sharing options...
WildBrick142 Posted September 12, 2016 Share Posted September 12, 2016 Props has collisions inside models. Which palm tree model did you use? prop_palm_med_01b Added into bh1_rd_strm_3.ymap Link to comment Share on other sites More sharing options...
_CP_ Posted September 12, 2016 Share Posted September 12, 2016 (edited) Well... no idea why they doesn't have cols. Instead of added tree, I moved an original tree few meters further - collision don't move, that's weird. Edited September 12, 2016 by _CP_ Jestic 1 Link to comment Share on other sites More sharing options...
_CP_ Posted September 12, 2016 Share Posted September 12, 2016 (edited) YMAP has the entries for draw distance too, no idea why. ... or it's related to LOD indexing, but is it even possible? Edited September 12, 2016 by _CP_ BS_BlackScout 1 Link to comment Share on other sites More sharing options...
EncryptedReality Posted September 12, 2016 Share Posted September 12, 2016 This is great, i can finally start working on what i wanted to. Won't reveal what though, defeats the purpose of doing it for me BS_BlackScout and PacketOverload_x64bit 2 Link to comment Share on other sites More sharing options...
_CP_ Posted September 12, 2016 Share Posted September 12, 2016 (edited) Weird choice, R*, weird choice. v_palm.rpf didn't have an .ymf file, but adding an entry of custom model crashed the game at the loading screen. At least mailbox collision is OK. Now I think how can we put .rpf files to load custom maps, stripped images.meta works, map is fully unloaded, now what? Edited September 12, 2016 by _CP_ Saunders420 1 Link to comment Share on other sites More sharing options...
alloc8or Posted September 12, 2016 Share Posted September 12, 2016 Are the collisions controlled in ymaps or will it require editing the actual collision model? Planted some trees but they aren't solid. Just change the flags value to this ⤵ Should work for all objects, btw <flags value="1572865" /> BS_BlackScout, WildBrick142, Jestic and 1 other 4 Link to comment Share on other sites More sharing options...
EncryptedReality Posted September 12, 2016 Share Posted September 12, 2016 Gotta get the custom objects to work Link to comment Share on other sites More sharing options...
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