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CamxxCore

Particle Asset Dump

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CamxxCore

A gift for the wonderful people of gtaforums.com. Here is a complete particle FX dump from GTA V..

 

This includes all particles used in the base game, missions/ scripts and DLC, as well as the variable names that can be passed to SET_PARTICLE_FX_EVOLUTION to manipulate them.

 

I found myself in need of these for a project i've been working on but I know this information will be useful to others as well..

 

If anything is missing, feel free to let me know. :lol:

 

Download

Edited by CamxxCore

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InfamousSabre

Once again, you are amazing!! How did you do this?

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CamxxCore

Once again, you are amazing!! How did you do this?

I reversed the classes in the exe. Got tired of going through the .ypt files and not knowing how to use the parameters :p (Some fx need the parameters to work properly)

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InfamousSabre

 

Once again, you are amazing!! How did you do this?

I reversed the classes in the exe. Got tired of going through the .ypt files and not knowing how to use the parameters :p (Some fx need the parameters to work properly)

 

Any chance you might do the same with sound effects?

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CamxxCore

 

 

Once again, you are amazing!! How did you do this?

I reversed the classes in the exe. Got tired of going through the .ypt files and not knowing how to use the parameters :p (Some fx need the parameters to work properly)

 

Any chance you might do the same with sound effects?

 

 

I'd have to see if its possible. I think the sound names may never be visible in their un-hashed form.

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NTAuthority

I think the sound names may never be visible in their un-hashed form.

sounds.dat name tables were removed since V, with the names supposed to be in a separate file, which of course is not ever shipped in the released game.

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CamxxCore

 

I think the sound names may never be visible in their un-hashed form.

sounds.dat name tables were removed since V, with the names supposed to be in a separate file, which of course is not ever shipped in the released game.

Ah. Thanks for clarifying. It's nice to finally "meet" you. I'm in awe with some of the stuff you did on alterIWNet/ 4D1 and of course FiveM..

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InfamousSabre

Honestly, even the hashes alone would be nice. We could always get the names via brute force later, like is being done with natives. Anything's better than sitting around aimlessly guessing sound names. lol

Edited by InfamousSabre

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Fireboyd78

 

I think the sound names may never be visible in their un-hashed form.

sounds.dat name tables were removed since V, with the names supposed to be in a separate file, which of course is not ever shipped in the released game.

 

 

This explains why a lot of the data doesn't make any sense...

 

Still wondering if anyone is interested in pursuing .dat file stuff, I have a sh*tty program to start with, but nobody seems interested. I can't do it myself :p

Edited by Fireboyd78

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mockba.the.borg

I felt like trying to read a Dr. Seuss's book in Chinese. I could recognize Thing 1 and Thing 2 there, even Thing 3, but that's about it.

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Fireboyd78

I felt like trying to read a Dr. Seuss's book in Chinese. I could recognize Thing 1 and Thing 2 there, even Thing 3, but that's about it.

I could crack this sumbitch wide open if only I knew how the hell they generate hashes. Jenkins doesn't work, "[string]_pc" doesn't work...*sigh*

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unknown modder

 

I felt like trying to read a Dr. Seuss's book in Chinese. I could recognize Thing 1 and Thing 2 there, even Thing 3, but that's about it.

I could crack this sumbitch wide open if only I knew how the hell they generate hashes. Jenkins doesn't work, "[string]_pc" doesn't work...*sigh*

 

whoops ignore

Edited by unknown modder

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