_CP_ Posted September 15, 2016 Share Posted September 15, 2016 Which file did you want to open? BS_BlackScout 1 Link to comment Share on other sites More sharing options...
BS_BlackScout Posted September 16, 2016 Share Posted September 16, 2016 (edited) What the hell... I tried to add a tree in Mirror Park... prop_tree_jacada_01 Alright. Well, here is the code <Item type="CEntityDef"> <hash_A023A02C>prop_tree_jacada_01</hash_A023A02C> <flags value="1572872" /> <guid value="2741845996" /> <position x="970.454" y="-694.1223" z="58.0001" /> <rotation x="0.0" y="0.0" z="-0.021262" w="0.999774" /> <hash_9CA32637 value="1.0" /> <hash_10FB7C42 value="1.0" /> <parentIndex value="381" /> <lodDist value="250.0" /> <hash_CA974BCD value="0.0" /> <hash_6C8F1715>LODTYPES_DEPTH_HD</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>And here is the tree x_O: Or at least part of it. EDIT: Changing the parent index to 383 made everything disappear. Lel Edited September 16, 2016 by BlackScout Link to comment Share on other sites More sharing options...
CN_tianhe Posted September 16, 2016 Share Posted September 16, 2016 Which file did you want to open? explosion.ymt, i want to change the explosion blur and shake. in here. / update / update.rpf / x64 / data / metadata Link to comment Share on other sites More sharing options...
Mr.Arrow Posted September 16, 2016 Share Posted September 16, 2016 You can't open that file yet.This tool mostly works with .ytyp and .ymap. Link to comment Share on other sites More sharing options...
CN_tianhe Posted September 16, 2016 Share Posted September 16, 2016 You can't open that file yet.This tool mostly works with .ytyp and .ymap. hmm.....guess i'll wait the openIV support then.... Link to comment Share on other sites More sharing options...
_CP_ Posted September 16, 2016 Share Posted September 16, 2016 @BlackScout Set parentIndex to -1. BS_BlackScout 1 Link to comment Share on other sites More sharing options...
PhillBellic Posted September 16, 2016 Share Posted September 16, 2016 I've just seen this Topic. Y'all have found some pretty awesome stuff. Here's hoping for a fully Modeled North Yankton, and down the track a fully Modeled New Alderney and Liberty City. The White Death 1 Link to comment Share on other sites More sharing options...
BS_BlackScout Posted September 16, 2016 Share Posted September 16, 2016 @_CP_ Oh, I'll give it a try. Link to comment Share on other sites More sharing options...
_MK_ Posted September 16, 2016 Share Posted September 16, 2016 How did this guy open explosion.ymt ? https://www.gta5-mods.com/misc/not-today-not-todaaay-no-explosion-blur-lifelike-explosionsi tried opening it with this tool and it crashed. Link to comment Share on other sites More sharing options...
HeySlickThatsMe Posted September 16, 2016 Share Posted September 16, 2016 xbox360 file _MK_ 1 Link to comment Share on other sites More sharing options...
_MK_ Posted September 16, 2016 Share Posted September 16, 2016 Can you please provide that file ? Link to comment Share on other sites More sharing options...
BS_BlackScout Posted September 16, 2016 Share Posted September 16, 2016 (edited) @BlackScout Set parentIndex to -1. Worked! Thanks! Now, anyone with an idea on how to get rid of the LOD? (I don't want this prop there anymore, so I erased the line) Yes I am restoring the Cherry Blossoms in Mirror Park. Edited September 16, 2016 by BlackScout Link to comment Share on other sites More sharing options...
_CP_ Posted September 16, 2016 Share Posted September 16, 2016 Trees LOD models are combined in "combos" saved in YDD, so few trees are assigned to one combo LOD, if you remove LOD entry, trees in area won't be loaded from further distance. Link to comment Share on other sites More sharing options...
BS_BlackScout Posted September 16, 2016 Share Posted September 16, 2016 Trees LOD models are combined in "combos" saved in YDD, so few trees are assigned to one combo LOD, if you remove LOD entry, trees in area won't be loaded from further distance.I see, I think I will try to find a way to just hide the model... It's not the ideal but it works on a good distance... Link to comment Share on other sites More sharing options...
EncryptedReality Posted September 16, 2016 Share Posted September 16, 2016 So, noone is actually trying to write a converter or a 3ds Max exporter for this? I highly doubt anyone could enjoy working with ymap/ytyp in this way it is now. GTA BELGIUM and _MK_ 2 Link to comment Share on other sites More sharing options...
EncryptedReality Posted September 16, 2016 Share Posted September 16, 2016 Eh, well too bad it will be when i'm in college, i won't have much time to mod. Link to comment Share on other sites More sharing options...
_CP_ Posted September 16, 2016 Share Posted September 16, 2016 @Jestic Not in this century. Writing a converter shouldn't be so extremely hard. BS_BlackScout and Maxxeine 2 Link to comment Share on other sites More sharing options...
HeySlickThatsMe Posted September 17, 2016 Share Posted September 17, 2016 Can you please provide that file ? i don't have it Link to comment Share on other sites More sharing options...
_CP_ Posted September 18, 2016 Share Posted September 18, 2016 Did you try a meaning of these hashes? Is this a bounding box of an area or what? <hash_DD22821F x="370,0961" y="-986,6787" z="-130,0" /> <hash_A22EA335 x="430,0961" y="-926,6787" z="-70,0" /> <hash_1C75BCF1 x="387,3141" y="-980,0975" z="-100,0328" /> <hash_6D074437 x="421,8876" y="-912,5726" z="-84,0654" /> Link to comment Share on other sites More sharing options...
NTAuthority Posted September 18, 2016 Share Posted September 18, 2016 (edited) Did you try a meaning of these hashes? Is this a bounding box of an area or what? <hash_DD22821F x="370,0961" y="-986,6787" z="-130,0" /> <hash_A22EA335 x="430,0961" y="-926,6787" z="-70,0" /> <hash_1C75BCF1 x="387,3141" y="-980,0975" z="-100,0328" /> <hash_6D074437 x="421,8876" y="-912,5726" z="-84,0654" /> it's the bounding box the #map will be added to the scene manager for - for me the following works as a lazy hack: <hash_DD22821F x="-8192.0" y="-8192.0" z="-6000.0" /> <hash_A22EA335 x="8192.0" y="8192.0" z="6000.0" /> <hash_1C75BCF1 x="-8192.0" y="-8192.0" z="-6000.0" /> <hash_6D074437 x="8192.0" y="8192.0" z="6000.0" />(if you're using , and distributing files to others; PLEASE change your Windows locale until this tool gets fixed to not depend on such!) also: I just realized I've been lied to all my life or well PERMANENT_ITYP_FILE doesn't actually load an ityp it's a fake as f*ck path that marks an rpf to always load the ytyp with the name of the rpf for instance platform:/levels/gta5/props/residential/v_garden.ityp just means it'll load v_garden.rpf/[something].ytyp or maybe everything.rpf/v_garden.ytyp this as well, note the lack of proper alpha testing as always (Cfx used a hack to force one flag to always be enabled) and OpenIV f*cking up collision conversion Edited September 18, 2016 by NTAuthority MrGTAmodsgerman, Maxxeine, The_GTA and 2 others 5 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...
Neodymium Posted September 18, 2016 Author Share Posted September 18, 2016 I added support for mainfest.ymf files. But the names in the xml are all unknown. BS_BlackScout and _CP_ 2 Link to comment Share on other sites More sharing options...
NTAuthority Posted September 18, 2016 Share Posted September 18, 2016 (edited) I added support for mainfest.ymf files. But the names in the xml are all unknown.please do support other PSINs also got the stripped map working even w/ editor, except collisions are dead as said above Edited September 18, 2016 by NTAuthority 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...
BS_BlackScout Posted September 18, 2016 Share Posted September 18, 2016 (edited) I added support for mainfest.ymf files. But the names in the xml are all unknown. gonna test id2 stuff... Not sure about the importance of this file. Edited September 18, 2016 by BlackScout Link to comment Share on other sites More sharing options...
HeySlickThatsMe Posted September 18, 2016 Share Posted September 18, 2016 i think its related to some object .rpf's i saw rpf files like v_utility v_rubbish v_rooftop etc Link to comment Share on other sites More sharing options...
NTAuthority Posted September 18, 2016 Share Posted September 18, 2016 Not sure about the importance of this file.explicit dependencies between maps, collisions, textures and some other stuff. perhaps ityp files that aren't marked as permanent. 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 18, 2016 Share Posted September 18, 2016 (edited) Surprisingly, FiveM's converted collisions crashed the game. Edited September 18, 2016 by _CP_ PhillBellic, Anime_Boom, Maxxeine and 1 other 4 Link to comment Share on other sites More sharing options...
NTAuthority Posted September 18, 2016 Share Posted September 18, 2016 (edited) Surprisingly, FiveM's converted collisions crashed the game.yeah they don't have BVHs generated as I controlled the loader anyway and that was a future concern - normally I'd export/import with OpenIV but somehow that corrupts a bunch of Cfx ybn files even though Cfx wbn files round-tripped fine. contacted GooD but he seems too salty to reply as to why OIV f*cks up reading Cfx collision files. (Cfx generates BVHs at load-time OH AND THAT'S WHY COLLISIONS TAKE AGES TO LOAD FOR PEOPLE LIKE AVAIL AND SUCH AS THAT HAPPENS ON THE MAIN THREAD AND SUCH AND NORMALLY PEOPLE USED OIV-PROCESSED FILES) Edited September 18, 2016 by NTAuthority 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 18, 2016 Share Posted September 18, 2016 Oh, and still models are flickering under certain angles, I swear I removed all occluders, but it's happening. BS_BlackScout 1 Link to comment Share on other sites More sharing options...
lunchxbles Posted September 18, 2016 Share Posted September 18, 2016 Oh, and still models are flickering under certain angles, I swear I removed all occluders, but it's happening. If you only converted the models through FiveM there could be an issue inside the model. You can always open it in zmodeler and re-export it and it should fix that. BS_BlackScout 1 Link to comment Share on other sites More sharing options...
NTAuthority Posted September 18, 2016 Share Posted September 18, 2016 Oh, and still models are flickering under certain angles, I swear I removed all occluders, but it's happening.oddly this doesn't happen for any of the converts I've tried, neither in Cfx itself or the actual game - but those might be heavily conservative rwtool converts. If you only converted the models through FiveM there could be an issue inside the model. You can always open it in zmodeler and re-export it and it should fix that.if zmod reexport quality is the same as IV that'll just break more sh*t; rather use OIV and batch-process boundaries in the drawables 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...
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