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Neodymium

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

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NTAuthority

@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?

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_CP_

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 by _CP_

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CN_tianhe

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....

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_CP_

Which file did you want to open?

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BlackScout

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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CN_tianhe

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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Mr.Arrow

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

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CN_tianhe

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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_CP_

@BlackScout
Set parentIndex to -1.

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PhillBellic

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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BlackScout

@_CP_ Oh, I'll give it a try.

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HeySlickThatsMe

xbox360 file

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_MK_

Can you please provide that file ?

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BlackScout

@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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_CP_

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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BlackScout

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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Jestic

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.

 

3Doomer and\or Alexander Blade will

 

 

....Once OpenIV supports it :p

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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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_CP_

@Jestic

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

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HeySlickThatsMe

Can you please provide that file ?

i don't have it

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_CP_

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" />

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NTAuthority

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

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Neodymium

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

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NTAuthority

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

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BlackScout

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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HeySlickThatsMe

i think its related to some object .rpf's

i saw rpf files like v_utility

v_rubbish

v_rooftop etc

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NTAuthority

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.

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_CP_

Daniel-Bryan-YES-YES-YES.gif

e8PabLoh.jpg

 

Surprisingly, FiveM's converted collisions crashed the game.

Edited by _CP_

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