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Pages: (10) 1 2 [3] 4 5 ... Last »  ( Go to first unread post ) Reply to this topicStart new topicStart Poll

 Documenting GTA IV Data files

 DAT, IDE, IPL, CFG, CSV...
 
Jost_Vice  
Posted: Tuesday, Dec 9 2008, 16:04
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realtime, not prerendered
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QUOTE (Dup @ Dec 9 2008, 16:54)
QUOTE (pinky @ Dec 9 2008, 15:50)
QUOTE (Dup @ Dec 9 2008, 16:28)
Actualy, I buggered up.

It's controlled by the game name column:

CODE
dukes,  dukes,  car,  DUKES, SULTANRS,  VEH@LOW, VEH@LOW_HI3_HI3, 100, 999,  0.2094, 0.2094,  0, 2, 1.0 ,2, ext_strong+ext_sunroof


Gives me a dukes with backfires and dump valve.

Hmmm, Turbo NRG anyone?
Hope it works.

My test on the PCJ wasn't fruitful sad.gif

Isn't GAME NAME the GTX name? what has that to do? yawn.gif

Tried replacing the cop cars car group with the Dodo and Androm (both in handling, but no entry in vehicles.dat sad.gif ) Using DexX's trick, and I got Faggios... I didn't see them driving, but I saw they were at the bridge and at the cop stations. When I got into them, after some seconds, it crashed.
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pinky  
Posted: Tuesday, Dec 9 2008, 16:41
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QUOTE (Jost_Vice @ Dec 9 2008, 17:04)
QUOTE (Dup @ Dec 9 2008, 16:54)
QUOTE (pinky @ Dec 9 2008, 15:50)
QUOTE (Dup @ Dec 9 2008, 16:28)
Actualy, I buggered up.

It's controlled by the game name column:

CODE
dukes,  dukes,  car,  DUKES, SULTANRS,  VEH@LOW, VEH@LOW_HI3_HI3, 100, 999,  0.2094, 0.2094,  0, 2, 1.0 ,2, ext_strong+ext_sunroof


Gives me a dukes with backfires and dump valve.

Hmmm, Turbo NRG anyone?
Hope it works.

My test on the PCJ wasn't fruitful sad.gif

Isn't GAME NAME the GTX name? what has that to do? yawn.gif

Tried replacing the cop cars car group with the Dodo and Androm (both in handling, but no entry in vehicles.dat sad.gif ) Using DexX's trick, and I got Faggios... I didn't see them driving, but I saw they were at the bridge and at the cop stations. When I got into them, after some seconds, it crashed.

You were warned about the no hierarchy thing JV. tounge.gif

They will need the minimum hierarchy parts for whatever vehicle type you are trying to make them, eg rudders etc for planes.
Surprised you even got that far.
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Hollaz  
Posted: Tuesday, Dec 9 2008, 17:06
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Well, i tried changing the hud.dat, but my game didn't start. Either i'm doing something wrong with these modding tricks (which i suspect), or it's something else.

I've tried to document the structure:
A line is built like this:
CODE
NameOfEntry  posX,posY  sizeX,sizeY  EntryOfColor  Alpha

Which makes, for example this:
CODE
HUD_AREA_NAME  0.929,0.872  0.418,0.595  HUD_COLOUR_WHITE  255


NameOfEntry (ex: HUD_AREA_NAME): Is the name of the HUD entry. Most of these is fairly easy to understand where they are.
posX,posY (ex: 0.929,872): Is the position on the screen the entry should be placed. posX and posY is obviously the name of the Axis they go.
sizeX,sizeY (ex: 0.418,0.595): Is the size the text should have. Bigger value, bigger font. Is also on X and Y axis.
EntryOfColor (ex: HUD_COLOUR_WHITE): These names are from entries located in the hudColor.dat file in the same folder. More on it later.
Alpha (ex: 255): Is pretty obvious, in a scale between 0-255, 0 is invisible and 255 is fully visible.

the hudColor.dat is "related" to the hud.dat file, having entries of colors in RGB.
Example of a line:
CODE
HUD_COLOUR_PURPLE  152 111 158

The form of these lines is pretty simple. Just name entry (which i assume cannot be changed in names), R G and B.
Changing the values of these should change the ending color product in the game.

There are although two different rows of these files; HD and CRT. These was/is for different TV types, so i'm not sure what PC-monitors use. The only difference is in the hudColor.dat file, where the RGB values differ.

Note that this is only what i think these files should do (I have not tested if this really works). As i mentioned, i can't get modified files to run.
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Dup  
Posted: Tuesday, Dec 9 2008, 18:23
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QUOTE (Jost_Vice @ Dec 9 2008, 16:04)
QUOTE (Dup @ Dec 9 2008, 16:54)
QUOTE (pinky @ Dec 9 2008, 15:50)
QUOTE (Dup @ Dec 9 2008, 16:28)
Actualy, I buggered up.

It's controlled by the game name column:

CODE
dukes,  dukes,  car,  DUKES, SULTANRS,  VEH@LOW, VEH@LOW_HI3_HI3, 100, 999,  0.2094, 0.2094,  0, 2, 1.0 ,2, ext_strong+ext_sunroof


Gives me a dukes with backfires and dump valve.

Hmmm, Turbo NRG anyone?
Hope it works.

My test on the PCJ wasn't fruitful sad.gif

Isn't GAME NAME the GTX name? what has that to do? yawn.gif

The game must use the GXT names to determine the banger and backfiring characteristics.

Here's something I made earlier:



Watch in HD (bottom right of video if not already activated in HD)

Edit, note the police cruiser also has all the sounds of the Sultan RS but still retains the siren?

This post has been edited by Dup on Tuesday, Dec 9 2008, 18:27
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pinky  
Posted: Tuesday, Dec 9 2008, 19:23
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Great work Dup.
Made some eyecandy to go with Dop's earcandy.
user posted image user posted image user posted image user posted image user posted image user posted image user posted image user posted image user posted image user posted image


Going to apply some to other cars and bikes now. smile.gif
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FunGt  
Posted: Tuesday, Dec 9 2008, 19:56
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LOL
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Awesome colors pinky, can you write here this one? It's look like gold.
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pinky  
Posted: Tuesday, Dec 9 2008, 20:07
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QUOTE (FunGt @ Dec 9 2008, 20:56)
Awesome colors pinky, can you write here this one? It's look like gold.

It is an Orange primary and secondary with a bright yellow specular.
here is my lambo colours:
CODE
233,112,59,bright,orange  # 131 lammy orange
252,252,0,-,yellow           # 132 lammy yellow
255,255,255,-,white       # 133 lammy white
255,0,255,bright,pink   # 134 lammy pink
58,254,12,light,green   # 135 lammy green
50,140,255,bright,blue         # 136 lammy light blue
53,255,158,light,green        # 137 lammy mint
153,53,255,dark,pink   # 138 lammy purple
53,53,255,bright,blue   # 139 lammy blue


That one you like is the lammy orange with lammy yellow specular.

The Sultan sound works on the NRG, just no flames. sad.gif
Still, it will sound good enough for stunt vids. smile.gif
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Killuminati91  
Posted: Tuesday, Dec 9 2008, 20:11
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anyone found punch / push power? If i add <physics force="1000.0" /> to the UNARMED part in weaponinfo.xml it doesnt change anything
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MasterK  
Posted: Tuesday, Dec 9 2008, 20:33
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I guess that's because weaponinfo.xml is only a "preset" file which've been used by the developers to easily edit files through Excel.

Find a .dat file with a similar name, and try that.

Although I can be wrong.. smile.gif

This post has been edited by MasterK on Tuesday, Dec 9 2008, 20:35
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Jost_Vice  
Posted: Tuesday, Dec 9 2008, 20:39
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Nah, weaponinfo.xml is the right file, I edited some stuff to get a flamethower. Actually it shoots molotov cocktails... but well tounge.gif

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I have to try out some of the flags and the damage types in this file, everything is looking pretty interesting. Soon we could start writting all down in the wiki, heh?
I like how this GTA is turning out, like everything is more open for edit...
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MasterK  
Posted: Tuesday, Dec 9 2008, 20:45
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Hah! Napalm forever smile.gif

On a side note, isn't there a way to force the leftover DODO to spawn in the game? I remember one of the Rockstar devs stated that they've been working on the game since November of 2004, and that there was an other map, which has been dumped later on because R.A.G.E.

So basicly they COULD have made a new version of the dodo, before starting to work on Liberty City, weren't they? I mean, they said that they didn't put driveable planes in the game, because of the size of the city... but they had an other place before, not LC, which was bigger in size, but had less details in it.

But I guess Pinky already tried it out smile.gif

Edit: I wonder what does the "OLD_PHYSICS" flag mean in the handling file. Is it related to the previous physics system, used by vehicles? Like an ability to use the same physics, what were apparent in San Andreas? Or is it just something related to the vehicle's condition?

Edit #2: Wait a minute.. JV, does that actually throw molotoc cocktails, or just render fire in front of the weapon? smile.gif Sorry for the questions, but I can't really try it myself yet, because the game lags extremely on my PC

This post has been edited by MasterK on Tuesday, Dec 9 2008, 20:53
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gamerzworld  
Posted: Tuesday, Dec 9 2008, 21:42
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QUOTE (MasterK @ Dec 9 2008, 15:45)
Hah! Napalm forever smile.gif

On a side note, isn't there a way to force the leftover DODO to spawn in the game? I remember one of the Rockstar devs stated that they've been working on the game since November of 2004, and that there was an other map, which has been dumped later on because R.A.G.E.

It wasn't dumped because of RAGE, it was dumped because they wanted to work on a small detailed area rather than working on a big and dull area.
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eagle016  
Posted: Tuesday, Dec 9 2008, 22:02
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I've been messing with the 'peds.ide' file trying to have cops show up as different people but whenever I do it that cop just disappears from the game completely.

Ok, I've messed with the 'pedtype' line and made actual cops just regular peds. In the game they would run away from me and the ones in the car still wouldn't do anything.

I've edited a random pedestrian (M_O_suited) and turned him into a cop. They show up as cops on the screen and will shoot at you when you have a wanted level, except they don't don't come after you from nowhere, you have to find them.

Alright, I edited 'peds.ide' 'pedpersonality.dat' and 'pedgrp.dat'. I was able to have my new cops (a once regular ped) as a cop, driving around in their cars and all, except the game will crash shortly after starting up. I think it's because of the 'pedgrp.dat' edit, but I'll test to find out.

It seemed to be the 'pedgrp.dat'. Once I replaced the modified pedgrp file with the original one the game didn't crash, and made it how I first tried it, where it did work... except I still had the trouble of finding the ped type that I made into a cop.

This post has been edited by eagle016 on Tuesday, Dec 9 2008, 23:15
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ikt  
Posted: Tuesday, Dec 9 2008, 22:07
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QUOTE (Jost_Vice @ Dec 9 2008, 20:39)
Nah, weaponinfo.xml is the right file, I edited some stuff to get a flamethower. Actually it shoots molotov cocktails... but well tounge.gif

user posted image

I have to try out some of the flags and the damage types in this file, everything is looking pretty interesting. Soon we could start writting all down in the wiki, heh?
I like how this GTA is turning out, like everything is more open for edit...

the things for the fires are in explosionfx.dat or something... I made my SMG shoot rockets and those rockers are modified to explode quite epic with a lot of fire.
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Skeeter  
Posted: Tuesday, Dec 9 2008, 22:35
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Haven't read the thread so dunno if anyone's figured out how to do car camera mods but i did so here's my findings.

Found how to change the car cameras.

It is the vehoff.csv file


Format is as shown below.



VEHICLE rebla FIELD BONNET_FWD POS 0.002625 -5.763062 0.764526 ANGLES -0.000000 0.000000 0.000000 FOV 100.000000

Vehicle CARNAME

FIELD Bonnet View= camera type

POS = Camera position cords

0.002625 = Left and right camera position

-5.763062 = Forward and back adjustments

0.764526 = Height adjustment for camera position up and down.

Angles = not sure not tested yet. Tho the 3 segment of numbers will probably act in direction to POS

FOV = Field of view as in how far u can turn left to right with camera movements i think.

It is possible now to have a fixed camera that follows the car totally as ppl wanted instead of using the mouse to view around when cornering and avoiding slow follow on camera methods. Just alter the bumper cam so its behind the car and above slightly to your desired preference.

Youtube example.

http://ca.youtube.com/watch?v=3-NtU43L7oM

This post has been edited by Skeeter on Tuesday, Dec 9 2008, 23:21
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Dup  
Posted: Tuesday, Dec 9 2008, 23:23
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Welcome Skeeter wink.gif

(I'm Dup from OcUK too)

I like the cameras as they are but would be a nice (And lengthy) mod to fix those cameras for those who prefer static camera.
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Skeeter  
Posted: Tuesday, Dec 9 2008, 23:54
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Ok who likes cockpit cameras. smile.gif

http://ca.youtube.com/watch?v=aDCWrYFNS4c
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eagle016  
Posted: Wednesday, Dec 10 2008, 00:07
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I don't think anyone has pointed this out yet. If you change the damagetype on UNARMED to 'BULLET' and add the <physics force= ""/> line (with the amount within the parentheses) it'll give Niko super strength when hitting objects/cars. For some reason it didn't work when I'd punch/push people.

The info for it would look like this:
QUOTE

<weapon type="UNARMED">
  <data slot="UNARMED" firetype="MELEE" damagetype="BULLET" group="PUNCH_KICK" targetrange="10.0" weaponrange="1.6">
   <damage base="500" networkplayermod="1.0" networkpedmod="1.0"/>
   <physics force="25000.0"/>
   <pickup regentime="0"/>

   <controller>
    <rumble duration="60" intensity="0.23"/>
   </controller>

   <flags>
    <flag>CAN_AIM</flag>
    <flag>ARMOUR_PENETRATING</flag>
   </flags>
  </data>
</weapon>


The size change is what you need to add/change to have super punches.

Here's a video of it in action with the max force amount:
http://www.youtube.com/watch?v=pKBy1DB2uPM

This post has been edited by eagle016 on Wednesday, Dec 10 2008, 05:10
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KickyMcAssington  
Posted: Wednesday, Dec 10 2008, 00:39
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QUOTE (Skeeter @ Dec 9 2008, 23:54)
Ok who likes cockpit cameras. smile.gif

http://ca.youtube.com/watch?v=aDCWrYFNS4c

I do, I do! tounge.gif

Would you mind posting your modified text for a couple of the cars you've tested so far?
If possible I'd just like to get an idea of how drastic the changes should be without too much trial and error reloading the game. biggrin.gif

I wish I could contribute something new, but I'm a bit late to the party, been working on my mods without keeping up with the net.

Anyway Here's a couple videos of my Mods


Vehicle handling mod HD: http://www.youtube.com/watch?v=0lbZ6_DrhFM&=fmt22
Low res: http://www.youtube.com/watch?v=0lbZ6_DrhFM

Just for fun gun mod HD: http://www.youtube.com/watch?v=d8GvNmY22FE&=fmt22
Low res: http://www.youtube.com/watch?v=d8GvNmY22FE
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Skeeter  
Posted: Wednesday, Dec 10 2008, 01:01
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Find in vehoff.csv or whatever file it was. Find rebla entrys and edit the bonnent entry (2nd one of the rebla entrys) to this

VEHICLE rebla FIELD BONNET_FWD POS -0.402625 0.100000 0.764526 ANGLES -0.000000 0.000000 0.000000 FOV 92.000000

Edit - I've only tryed modding this one line so far, i.e testing what i can do with that cars bonnet cam. Been interesting but because of the dreadful long loading process its a nightmare to actually test small changes quickly.
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