_CP_ Posted September 13, 2016 Share Posted September 13, 2016 Draw distance values in YMAP is really weird, they are set in YTYP already, why R* put them there too? Very interesting. BS_BlackScout 1 Link to comment Share on other sites More sharing options...
EncryptedReality Posted September 13, 2016 Share Posted September 13, 2016 Could it be related to shadow distance? Link to comment Share on other sites More sharing options...
_CP_ Posted September 13, 2016 Share Posted September 13, 2016 Maybe, who knows? I'm trying to put a custom model on a cleaned map with new directory and using new YTYP/YMAP but nothing. BS_BlackScout 1 Link to comment Share on other sites More sharing options...
nkjellman Posted September 13, 2016 Share Posted September 13, 2016 Maybe, who knows? I'm trying to put a custom model on a cleaned map with new directory and using new YTYP/YMAP but nothing. Perhapss the manifest.ymf tells the game what ymap and ytyp files to load. It also may specify other attributes such as if the file can be loaded and unloaded via native like the interiors or North Yankton. I also should note that when I was doing Heist Map Updates a year ago, I had issues with different combos of the files, such as lods appearing. It could also contain info regarding DLC maps. If you look at the Online update files, the sizes on the ymaps are identical to the originals, but the ytyps are much smaller in the DLC. Not to mention that the names are different, so it has to somehow relate the original one to the updated one. There also could be information relating to the props which Rockstar has disabled in GTA Online. Link to comment Share on other sites More sharing options...
_CP_ Posted September 13, 2016 Share Posted September 13, 2016 All I see in .ymf file is the models/textures list. I thought about levels.ymt, but it isn' this. Link to comment Share on other sites More sharing options...
BS_BlackScout Posted September 13, 2016 Share Posted September 13, 2016 (edited) Stupid guess: gta5_cache_y.dat line 1129 pseudo scrambled xml like file, weird Edited September 13, 2016 by BlackScout Link to comment Share on other sites More sharing options...
nkjellman Posted September 14, 2016 Share Posted September 14, 2016 So has anyone been successful at adding7 to the map yet with a race track or something? Something like the Laguna Seca Raceway map. Link to comment Share on other sites More sharing options...
NTAuthority Posted September 14, 2016 Share Posted September 14, 2016 (edited) Stupid guess: gta5_cache_y.dat line 1129 pseudo scrambled xml like file, weird [level]_cache_[platform] contains the boundaries of existing file hashes so the game won't have to scan these on initial load. Anything not listed in the cache will just be scanned like traditional GTA behavior in SA/IV was as well. The _manifest.#mf file in streamed RPFs only specifies 'high-LOD' linking for @hi/+hidr/... collisions/models/textures, and is not required to load a map. Also, guys, please try to do a proper file system loader and stop modifying core RPFs and having to deal with 'oh is this file in that DLC', the whole DLC/update/DLC-patch/cacheLoader system will make you nuts... even more so the actual game itself has most of the 'load a non-gta5 level' code intact and you should use it, see also levels.meta (or well, #mt in PC, try console versions instead, also the only bit not kept intact is loading a different level during the game). also just for you guys 0xA023A02C = archetypeNamejust to make your xml look less sh*tty Edited September 14, 2016 by NTAuthority The_GTA, BS_BlackScout, Jestic and 1 other 4 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...
NTAuthority Posted September 14, 2016 Share Posted September 14, 2016 Maybe, who knows? I'm trying to put a custom model on a cleaned map with new directory and using new YTYP/YMAP but nothing. ... probably you missed something? 'I've been trying [this] but I'm not showing how I tried it but it doesn't work' doesn't help much. BS_BlackScout 1 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...
_CP_ Posted September 14, 2016 Share Posted September 14, 2016 What did I do?1) Used cleaned up images.meta to remove V map. 2) Created manhat directory in levels/gta5.3) Created manhat09.rpf and manhat_metadata.rpf. 4) manhat09.rpf has two files, model and texture dictionary of a V palm. 5) manhat_metadata.rpf has one YTYP - manhat_metadata_001 and four YMAP files - manhat09, manhat09_critical_0, manhat09_strm_0, manhat_lod. 6) images.meta has entries to load my custom RPFs. nkjellman 1 Link to comment Share on other sites More sharing options...
fastman92 Posted September 14, 2016 Share Posted September 14, 2016 (edited) Good work. I'm eager to try this software today. Edited September 14, 2016 by fastman92 nkjellman 1 Link to comment Share on other sites More sharing options...
nkjellman Posted September 14, 2016 Share Posted September 14, 2016 Stupid guess: gta5_cache_y.dat line 1129 pseudo scrambled xml like file, weird [level]_cache_[platform] contains the boundaries of existing file hashes so the game won't have to scan these on initial load. Anything not listed in the cache will just be scanned like traditional GTA behavior in SA/IV was as well. The _manifest.#mf file in streamed RPFs only specifies 'high-LOD' linking for @hi/+hidr/... collisions/models/textures, and is not required to load a map. Also, guys, please try to do a proper file system loader and stop modifying core RPFs and having to deal with 'oh is this file in that DLC', the whole DLC/update/DLC-patch/cacheLoader system will make you nuts... even more so the actual game itself has most of the 'load a non-gta5 level' code intact and you should use it, see also levels.meta (or well, #mt in PC, try console versions instead, also the only bit not kept intact is loading a different level during the game). also just for you guys 0xA023A02C = archetypeNamejust to make your xml look less sh*tty The problem with using the console files is for one, they could be outdated, but worse, there are some files where taking the console version doesn't work. Take using pedpersonality.meta from console in place of pedpersonality.ymt. It does not work due to missing fields. Which sucks because I am pretty damn sure that I know what to change in those files to fix the broken stealth and action mode animations on the peds that they don't work on. If Neodymium were to add the PSO formats to his tool, I could fix this bug. The funny part is, we know what the file format is inside, but there are additional fields on the PC version. It is my guess that they are relating to first person. Both peds and pedpersonality files are .meta in the dlc packs so we do know their format. Link to comment Share on other sites More sharing options...
_CP_ Posted September 14, 2016 Share Posted September 14, 2016 Creating own "level" will be much better than modyfing gta5, so NTA has a point. But levels.ymt is a PSO file, so there is no way to modify it now. BS_BlackScout 1 Link to comment Share on other sites More sharing options...
Mr.Arrow Posted September 14, 2016 Share Posted September 14, 2016 Well, I got the console version for levels if you want to use it : https://www.dropbox.com/s/mwqu749mmz4nnl5/levels.xml?dl=0 Link to comment Share on other sites More sharing options...
_CP_ Posted September 14, 2016 Share Posted September 14, 2016 But it's useless for now, we can't put it directly to the game without saving it to PSO. Link to comment Share on other sites More sharing options...
BS_BlackScout Posted September 14, 2016 Share Posted September 14, 2016 So perhaps deal with the weird GTA 5 level is the only way out? +deleting cache Link to comment Share on other sites More sharing options...
_CP_ Posted September 14, 2016 Share Posted September 14, 2016 In this way, we won't have to touch any of the levels/gta5 files. BS_BlackScout 1 Link to comment Share on other sites More sharing options...
Mr.Arrow Posted September 14, 2016 Share Posted September 14, 2016 (edited) But it's useless for now, we can't put it directly to the game without saving it to PSO. Just delete the line using PC format (ymt) , and replace it with console version. Thats how it works for me http://pastebin.com/aNa2byJC Edited September 14, 2016 by Mr.Arrow Link to comment Share on other sites More sharing options...
Stryfaar Posted September 14, 2016 Share Posted September 14, 2016 Am I the only one? BS_BlackScout and Saunders420 2 Link to comment Share on other sites More sharing options...
_CP_ Posted September 14, 2016 Share Posted September 14, 2016 (edited) @Mr.Arrow Show your modified file on pastebin. Are you sure that file is loaded correctly? Edited September 14, 2016 by _CP_ Link to comment Share on other sites More sharing options...
Mr.Arrow Posted September 14, 2016 Share Posted September 14, 2016 @Mr.Arrow Show your modified file on pastebin. Are you sure that file is loaded correctly? No,the game crashed as it loads.I thought you want to see how the file is saved as PSO. Link to comment Share on other sites More sharing options...
EncryptedReality Posted September 14, 2016 Share Posted September 14, 2016 (edited) For future in map modding i found out why shadows were dissappearing in FiveReborn and Multifive, i'm sure it'll be useful for new custom made maps. So the files to blame are most likely the IPL map occluder files: occlu_citye occlu_cityw and occlu_count. I also emptied the mapzones.xml as well as heightmap.dat. Also, if you're wondering how grass was placed, current research shows that it's done manually inside ymap files Edited September 14, 2016 by GTARandom Maxxeine 1 Link to comment Share on other sites More sharing options...
_CP_ Posted September 14, 2016 Share Posted September 14, 2016 (edited) Yep, I knew it. I hope there won't be big problems to move occluders from IV to V. Edited September 14, 2016 by _CP_ Link to comment Share on other sites More sharing options...
BS_BlackScout Posted September 14, 2016 Share Posted September 14, 2016 Oh, by the way it seems Rockstar can even control grass color in YMAPs. That's really interesting!! Link to comment Share on other sites More sharing options...
nkjellman Posted September 14, 2016 Share Posted September 14, 2016 For future in map modding i found out why shadows were dissappearing in FiveReborn and Multifive, i'm sure it'll be useful for new custom made maps. So the files to blame are most likely the IPL map occluder files: occlu_citye occlu_cityw and occlu_count. I also emptied the mapzones.xml as well as heightmap.dat. Also, if you're wondering how grass was placed, current research shows that it's done manually inside ymap files Regarding the disappearing shadows, the normal game has the issue. Looking at the aircraft altimeter when flying an aircraft over low terrain, if you fly above the 4th notch down from the height limit, the shadows disappear. It does this everywhere. I was wondering if it is possible to have shadows render up to the height limit. You cam especially see this when you fly in first person. I can't remember if last gen had this bug. Also, has anyone tested how far you can place objects from the original map? There already is a mod that lets you fly way out over the ocean without your aircraft stalling. Additionally, I believe that we will need to modify the gameconfig.xml to add to the map, which unfortunately makes the game get out of memory errors. No one has made a gameconfig.xml that can run forever for the add on cars, except for Rockstar themselves. Link to comment Share on other sites More sharing options...
NTAuthority Posted September 14, 2016 Share Posted September 14, 2016 (edited) 5) manhat_metadata.rpf has one YTYP - manhat_metadata_001 and four YMAP files - manhat09, manhat09_critical_0, manhat09_strm_0, manhat_lod.Why would you need all of these? Just have a single ymap and don't set any parent (like _lod probably does?). Creating own "level" will be much better than modyfing gta5, so NTA has a point. But levels.ymt is a PSO file, so there is no way to modify it now.The console version of the meta should have the same fields the PC version does. Issue might be 'gta5' is hardcoded in a few places in the EXE to be the default level, IIRC. (oh, research shows all the field names changed. great! seems I can't trace the parser fields much either) Regarding the disappearing shadows, the normal game has the issue. Looking at the aircraft altimeter when flying an aircraft over low terrain, if you fly above the 4th notch down from the height limit, the shadows disappear. It does this everywhere. I was wondering if it is possible to have shadows render up to the height limit. You cam especially see this when you fly in first person. I can't remember if last gen had this bug. Filip is probably talking about an issue with regards to grcore geometry in old versions of FiveM/such. Also, has anyone tested how far you can place objects from the original map? There already is a mod that lets you fly way out over the ocean without your aircraft stalling.The old sector system has been replaced with a dynamic entity graph so it could be anywhere, but the #map streaming boundaries are still a fixed 8192.0 quadtree. Additionally, I believe that we will need to modify the gameconfig.xml to add to the map, which unfortunately makes the game get out of memory errors. No one has made a gameconfig.xml that can run forever for the add on cars, except for Rockstar themselves.... because you'll have to modify the heap in the EXE and can't do that with just gameconfig.xml, and R* does that whenever they need to? Also, if you're wondering how grass was placed, current research shows that it's done manually inside ymap filesThere's also a field in rage::phBound* that's mainly used from 'plants manager' stuff as mentioned by @listener. Don't just open the tool, but drag a YTYP\YMAP file on the exe and it will work.doesn't mean the tool shouldn't at least test args.Length and show usage Yep, I knew it. I hope there won't be big problems to move occluders from IV to V.you do know they're like not even needed if you do LOD linking properly, the IV ones didn't really optimize the game Edited September 14, 2016 by NTAuthority BS_BlackScout, Spider-Vice and The_GTA 3 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...
_CP_ Posted September 14, 2016 Share Posted September 14, 2016 @NTAuthority Even with one YMAP, game didn't load my model, entry in YTYP was correct. Link to comment Share on other sites More sharing options...
NTAuthority Posted September 14, 2016 Share Posted September 14, 2016 @NTAuthority Even with one YMAP, game didn't load my model, entry in YTYP was correct. content of xml variant of map/typ so we know what might be wrong? 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...
_CP_ Posted September 14, 2016 Share Posted September 14, 2016 (edited) Here you are: http://pastebin.com/7fyQq1aV http://pastebin.com/y5EUWKCx Separator in extracted files is comma, do you have it too? 1st edit - Progress - collision is loaded, but models still not. 2nd edi - _manifest.ymf IS required in metadata archive, models are invisible without it. Edited September 14, 2016 by _CP_ BS_BlackScout 1 Link to comment Share on other sites More sharing options...
CN_tianhe Posted September 15, 2016 Share Posted September 15, 2016 it's not running in my PC,i tried .net 4.6 and vc2013 x86 x64, noting change....i drag the .ymt file on the MetaTool.exe, it shows different message, but crash too after one second what else i need to do? i really need to open the ymt file.... Link to comment Share on other sites More sharing options...
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