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Neodymium

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

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Neodymium

 

 

 

I uploaded a new version of the tool.

The changes are:

- Added names for fields that were unknown in ymf files

- You can now convert RBF xxx.ymt files to xxx.ymt.rbf.xml, but you cannot convert it back to RBF yet.

 

gtxd.ymt is an example of an RBF file. You can just rename the xml file to ymt and replace the RBF of your game by the xml file the same way it works for carcols.ymt. I only tested this for gtxd, it will probably not work for all RBF files.

Keep up the good work. By any chance, would you know when PSO will be included?
I dont know yet when I will have time to implement full pso support. In which pso files are you interested?
No rush or anything, but do you have any word on the peds.ymt and pedpersonality.ymt PSO files? I want to get in there because I have mods that I wanna make to them that the community will be happy to have, and I know exactly what I need to change to get them working. Decompileing them to xml should be enough as I believe that I can load them anyways by just changing the file extension.

 

I had a look at them but could convert them only partially to xml. I can now read all pso files completely, but there are many string-hashes for which I didnt find the real string and using a hash collision like in levels.ymt crashes the game. So the converted xml file is unfourtunately useless at the moment.

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nkjellman

 

 

 

 

I uploaded a new version of the tool.

The changes are:

- Added names for fields that were unknown in ymf files

- You can now convert RBF xxx.ymt files to xxx.ymt.rbf.xml, but you cannot convert it back to RBF yet.

 

gtxd.ymt is an example of an RBF file. You can just rename the xml file to ymt and replace the RBF of your game by the xml file the same way it works for carcols.ymt. I only tested this for gtxd, it will probably not work for all RBF files.

 

Keep up the good work. By any chance, would you know when PSO will be included?
I dont know yet when I will have time to implement full pso support. In which pso files are you interested?
No rush or anything, but do you have any word on the peds.ymt and pedpersonality.ymt PSO files? I want to get in there because I have mods that I wanna make to them that the community will be happy to have, and I know exactly what I need to change to get them working. Decompileing them to xml should be enough as I believe that I can load them anyways by just changing the file extension.

 

I had a look at them but could convert them only partially to xml. I can now read all pso files completely, but there are many string-hashes for which I didnt find the real string and using a hash collision like in levels.ymt crashes the game. So the converted xml file is unfourtunately useless at the moment.Well, if you successfully decompiled the part of pedpersonality.ymt that is missing from the last gen pedpersonality.meta, I could possibly use that. Also, if you have been able to recompile it, I might be able to use it.

 

Ether way, I hope to hear more soon.

Edited by nkjellman

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Neodymium

Ok I could fix a stupid bug. Here is a xml version of peds.ymt. Let me know if it works for you.

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nkjellman

Ok I could fix a stupid bug. Here is a xml version of peds.ymt. Let me know if it works for you.

I'll take a look at it.

 

Also, do you have a xml version of pedpersonality.ymt or just peds.ymt?

 

Edit: I haven't found anything in here relating to shadows, but I seem to have found special ability parameters. which seems to be interesting. I also found some lines that may allow me to make the game think I am a story mode character when I am actually my Online character, like I used to have on the last patch. It would be cool if it actually allowed money to work when I play as an MP character.

 

However, it seems that some parameters say hash_collision_###RANDOMNUMBERS###. Not sure if that is a bad thing or not. I'll test it in game. I could manually replace the strings myself as most of them seem to be in fields where there are strings. The parameters that have this are <Radio#> (only some), <AbilityType> (for Michael, Trevor, and Franklin), and <PedVoiceGroup>. Some of these names may be recoverable from DLC peds.meta files, and other meta files. There also is a line that reads <hash_collision_2455926842 /> between <MovementClipSet> and <StrafeClipSet>. In the DLC files, theer doesn't seem to be a line there.

 

Edit: The file works ingame, and I have been able to fix the broken animations on the Freemode male. Once pedpersonality is cracked, I should be able to fix the animations on all peds without changing their personality.

 

ZiXxWVa.jpg

 

pIBDPH0.jpg

 

uaEdng9.jpg

 

 

Unfortunately, As expected, the main protagonists special abilities don't work, so you will still need to get those hashes so we can edit the file without breaking things. But on the bright side, this means that we can give other peds the protagonists special abilities. But I also bet that their voices don't work with the file ether as those have the hash_colision_####### value.

 

Edit: Headlight shadows still work on cars that Michael, Trevor, or Franklin is in.

 

 

R8XtKXa.jpg

 

It is possible that the flag for the headlight shadows when your not in a vehicle is in pedpersonality, and not the <Hash_Collision_#####> that you found. Perhaps I can test this theory by changing the personality of a random ped to be one of the protagonists. Then I can spawn them in a vehicle and see what happens.

Edited by nkjellman
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Neodymium

@nkjellman: Pedpersonality still doesnt work yet.

Concerning the hash_collision_xxx: I've written a tool that scans all xml files of the game for the real string. I could recover a lot of strings but not all. Somethimes the real string is just not there. For example the clip sets of peds.ymt are defined in clip_sets.ymt, as hashes only. We will possibly never be able to recover such strings. But look at this from the other perspective. Since the game also doesn't know the string itself, we can just use another string that leads to the same hash (a collision). This is what the hash_collision_xxx is. There is no difference for the game.

 

For the enum and flag types: Does it help you when I give you the set of possibilities?

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WildBrick142

Edit: Headlight shadows still work on cars that Michael, Trevor, or Franklin is in.

 

 

R8XtKXa.jpg

 

It is possible that the flag for the headlight shadows when your not in a vehicle is in pedpersonality, and not the <Hash_Collision_#####> that you found. Perhaps I can test this theory by changing the personality of a random ped to be one of the protagonists. Then I can spawn them in a vehicle and see what happens.

I figured it out. This is controlled by PedType inside the peds file.

 

What I did was set the PedType for ig_mp_Agent14 to "player_1" (Franklin) and loaded the game. Spawned him as driver and it worked.

 

 

rWUE2o7.png

VRM6K6v.png

 

 

When I turned him back into "civmale", he couldn't cast headlight shadows anymore.

 

Then I used peds.ymt and replaced all civmales and civfemales into player_1's. Unfortunately, this has brought up another problem. The peds DO cast headlight shadows now (at least the pedtypes I changed), but the city is pretty much a ghost town. Not a single vehicle or ped (that I changed the PedType of) spawns anymore.

 

6AlgYhY.png

 

 

EDIT: Cops still spawn when wanted, though at a very reduced rate.

 

CNH4sd4.png

OXSu1mv.png

mPXb9da.png

tRiFBzQ.png

 

Edited by WildBrick142
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BlackScout

@WildBrick142

 

I suppose the game is now using spawn values for Player1 instead of civmale or etc...

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Claude_Lib

 

Edit: Headlight shadows still work on cars that Michael, Trevor, or Franklin is in.

 

 

R8XtKXa.jpg

 

It is possible that the flag for the headlight shadows when your not in a vehicle is in pedpersonality, and not the <Hash_Collision_#####> that you found. Perhaps I can test this theory by changing the personality of a random ped to be one of the protagonists. Then I can spawn them in a vehicle and see what happens.

I figured it out. This is controlled by PedType inside the peds file.

 

What I did was set the PedType for ig_mp_Agent14 to "player_1" (Franklin) and loaded the game. Spawned him as driver and it worked.

 

 

rWUE2o7.png

VRM6K6v.png

 

 

When I turned him back into "civmale", he couldn't cast headlight shadows anymore.

 

Then I used peds.ymt and replaced all civmales and civfemales into player_1's. Unfortunately, this has brought up another problem. The peds DO cast headlight shadows now (at least the pedtypes I changed), but the city is pretty much a ghost town. Not a single vehicle or ped (that I changed the PedType of) spawns anymore.

 

6AlgYhY.png

 

 

EDIT: Cops still spawn when wanted, though at a very reduced rate.

 

CNH4sd4.png

OXSu1mv.png

mPXb9da.png

tRiFBzQ.png

 

 

Ooh, now that's interesting. But how does that affect the framerate?

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nkjellman

That is odd. When I tried doing that (Except I used player 0). When I tried, the shadows didn't work. It is probably because I spawned the ped as a driver and exited the vehicle. But when I did that, the pain sounds were Michael's. You know, fall screaming, getting shot, etc...

 

So now we need to find where ped type is defined. That way we can turn on the shadows for the other ped types. I don't know if the lack of vehicles are related to the fact that the ped type is player #, or the shadows themselves.

 

Edit: A workaround for this could be to write a script that spawns one of the SP characters in an open passenger seat in each vehicle that spawns, mutes them, and makes them invisible.

Edited by nkjellman

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Meth0d

What's the flag to make the prop static ? Please.

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alloc8or

What's the flag to make the prop static ? Please.

1572865

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Meth0d

 

What's the flag to make the prop static ? Please.

1572865

 

 

Hi, this flag doesn't work with props that have collision :/ it fall down :/

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alloc8or

Really? It's working for me.

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Meth0d

Really? It's working for me.

 

Flag 32 worked fine now, thanks for help bro!

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Claude_Lib

I just thought, is it theoretically possible to decompile the shaders? Then we could just enable headlights shadows for everyone without messing with peds types.

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BlackScout

Is there any way to batch convert XML's?

 

What a f*cking waste of time it is to drop manually every single file I want to convert.

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EncryptedReality

Should be easy to write a proccess to scan a folder and proccess files in it, there could be a build and todo folder, like in Flitskikker's tools

Edited by GTARandom
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_CP_

Did anyone try to put a vehicle via YMAP? Everything is placed correctly, but vehicle do not spawn.

Edited by _CP_

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NTAuthority

Is there any way to batch convert XML's?

 

What a f*cking waste of time it is to drop manually every single file I want to convert.

... the same thing that the FiveM conversion batch script has done? This isn't OpenIV, you don't have to work with a GUI. :/

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_CP_

Batch conversion of files:

 

set PATH=-path to metatool-;%PATH%for %i in (*.y*) do @MetaTool %i
Edited by _CP_

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Dilapidated

Did anyone try to put a vehicle via YMAP? Everything is placed correctly, but vehicle do not spawn.

Can confirm the same issue here. Yard1 and I both have tried this and couldn't get it to work.

Edited by Dilapidated

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Hans-Hermann Hoppe

Hello, new to map modding and have been looking at adding NEW collisions to North Yankton

Easiest way, I assume, is to add a new collision file (.ybn) to the folder where other collisions in the area are.

What's the easiest way to add the collision to a .ymap?

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ArthurLopes

Hello, new to map modding and have been looking at adding NEW collisions to North Yankton

 

Easiest way, I assume, is to add a new collision file (.ybn) to the folder where other collisions in the area are.

 

What's the easiest way to add the collision to a .ymap?

I Think you can edit the existent collisions importing they to 3dsmax with GIMS EVO.

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Mr.Arrow

What file are you converting?

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schnurboy

carcols and carvariations ymt

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schnurboy

thanks guys, carcols was only for testing, i already got that from openiv.

 

but thanks a LOT CP for carvari christmas present, this was the one i needed to finally get my replacer cars to perfection.

is that the one which goes into x64a ?

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_CP_

Nope, put it to x64\data.

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