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[WIP|V] MetaTool (ymt, ymap, ytyp)


Neodymium
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Which file did you want to open?

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HHnErXC.png


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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:

 

uk3f3NG.png

 

Or at least part of it.

 

EDIT: Changing the parent index to 383 made everything disappear. Lel

Edited by BlackScout
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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

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You can't open that file yet.This tool mostly works with .ytyp and .ymap.

hmm.....guess i'll wait the openIV support then....

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@BlackScout
Set parentIndex to -1.

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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. :^:

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Can you please provide that file ?

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@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)

2toEjan.png

Yes I am restoring the Cherry Blossoms in Mirror Park.

Edited by BlackScout
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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.

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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...
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EncryptedReality

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.

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EncryptedReality

Eh, well too bad it will be when i'm in college, i won't have much time to mod.

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@Jestic

Not in this century. Writing a converter shouldn't be so extremely hard.

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HHnErXC.png


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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" />

HHnErXC.png


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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

contemners.png

 

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 by NTAuthority

SsZgxdL.png

Inactive in GTA/R* title modification indefinitely pursuant to a court order obtained by TTWO. Good job acting against modding!

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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 by NTAuthority
  • Like 1

SsZgxdL.png

Inactive in GTA/R* title modification indefinitely pursuant to a court order obtained by TTWO. Good job acting against modding!

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I added support for mainfest.ymf files. But the names in the xml are all unknown.

:O gonna test

 

id2 stuff...

 

2UtKpRP.png

 

Not sure about the importance of this file.

Edited by BlackScout
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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.

SsZgxdL.png

Inactive in GTA/R* title modification indefinitely pursuant to a court order obtained by TTWO. Good job acting against modding!

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Daniel-Bryan-YES-YES-YES.gif

e8PabLoh.jpg

 

Surprisingly, FiveM's converted collisions crashed the game.

Edited by _CP_

HHnErXC.png


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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 by NTAuthority
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Inactive in GTA/R* title modification indefinitely pursuant to a court order obtained by TTWO. Good job acting against modding!

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Oh, and still models are flickering under certain angles, I swear I removed all occluders, but it's happening.

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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.

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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
  • Like 1

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Inactive in GTA/R* title modification indefinitely pursuant to a court order obtained by TTWO. Good job acting against modding!

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