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Pages: (111) « First ... 71 72 [73] 74 75 ... Last »  ( Go to first unread post ) Reply to this topicStart new topicStart Poll

 [REL] OpenIV (including openFormats)

 for GTA IV & Max Payne 3
 
Blaster_nl  
Posted: Tuesday, Mar 27 2012, 19:15
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QUOTE (GTARandom @ Tuesday, Mar 27 2012, 20:23)
It shows the existing navmeshes, so yes technically , navmeshes define the border where A.I is allowed to go/take step in... and it makes it more intelligent in world space navigation, during this it prevents peds from walking into walls and running in circles(as it occured in SA)

Then I wonder, if the path the peds walk is a algorithm writting inside the game engine, using the navmeshes to make a intelligent path for each ped.

OR are there other files that are used as path (like car splines) that go on top of the navmahes.
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GTARandom  
Posted: Tuesday, Mar 27 2012, 19:18
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The best example i can think of is: get a wanted level and stay inside the safehouse, you will eventually see police coming through your door tryin to arrest you tounge.gif

This means obviously that there must be some directions the peds follow in order to get to a destination, which is ~ navmeshes
Not only do navmeshes store these walls/barricades for them but also there must be certain flags that spawns vastly depend on

You may say , it's a spline like car paths, but not quite , they wouldn't respond to the environment so intelligently if it were so

This post has been edited by GTARandom on Tuesday, Mar 27 2012, 19:28
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City_Poke912  
Posted: Tuesday, Mar 27 2012, 21:08
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You both have right. Navmesh mean navigate mesh and describe, where ped can go, do something etc, right? smile.gif
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lpgunit  
Posted: Wednesday, Mar 28 2012, 03:11
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So, navmeshes are an advancement over the ped splines in the previous games? If so then this explains why they can follow you better.
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GooD-NTS  
Posted: Wednesday, Mar 28 2012, 19:35
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Development news:
I've just resolve this case 0000107: [openFormats (global)] Improve OpenIV Resource sub-system and fix grmModel data
This is means I have rewrite a some part of our resources system and remove some excess data from models resources classes.
Probable it will fix disappearing of models in global mods.
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Blaster_nl  
Posted: Wednesday, Mar 28 2012, 19:40
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QUOTE (GooD-NTS @ Wednesday, Mar 28 2012, 21:35)
Development news:
I've just resolve this case 0000107: [openFormats (global)] Improve OpenIV Resource sub-system and fix grmModel data
This is means I have rewrite a some part of our resources system and remove some excess data from models resources classes.
Probable it will fix disappearing of models in global mods.

QUOTE
Probable it will fix disappearing of models in global mods.



QUOTE
Probable it will fix disappearing of models in global mods.



QUOTE
Probable it will fix disappearing of models in global mods.



QUOTE
Probable it will fix disappearing of models in global mods.



QUOTE
Probable it will fix disappearing of models in global mods.



QUOTE
fix disappearing.


QUOTE
fix



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Great news, when will this version release? I will be ready to resave every WDR.

This post has been edited by Blaster_nl on Wednesday, Mar 28 2012, 19:45
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GTARandom  
Posted: Wednesday, Mar 28 2012, 19:42
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Great, great we been huntin' that model erasive bastard for months, it's time to put an END TO IT!
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flitskikker  
Posted: Wednesday, Mar 28 2012, 19:55
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QUOTE (GooD-NTS @ Monday, Feb 20 2012, 20:02)
  • OpenIV SCO Decompiler can't decompile any scripts which made with Alex's Scocl compiler.

Just FYI, IV:SA's startup script has been made using SCO ToolBox, since SCOCL didn't exist yet.
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GooD-NTS  
Posted: Thursday, Mar 29 2012, 06:20
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Warning: Because of sort of changes, new OpenIV will not compatible with old openFormats ODR/ODD files, be ready for it.

Blaster_nl, GTARandom I've just say "probable", I'm can't be sure will it fix error or not. We need make big testing.

QUOTE (flitskikker)
Just FYI, IV:SA's startup script has been made using SCO ToolBox, since SCOCL didn't exist yet.

It not making OpenIV SCO Decompiler better you know biggrin.gif It can't decompile custom scripts.

This post has been edited by GooD-NTS on Thursday, Mar 29 2012, 08:03
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lpgunit  
Posted: Thursday, Mar 29 2012, 07:52
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QUOTE (GooD-NTS @ Thursday, Mar 29 2012, 06:20)
Warning: Because of sort of changes, new OpenIV will not compatible old openFormats ODR/ODD files, be ready for it.

Which means that we'll have to wait for 3Doomer to make an update for his toolset.
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GooD-NTS  
Posted: Thursday, Mar 29 2012, 16:50
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Here is thing:
At the current time is no way to control compression and MipMap levels for WDR embedded textures. (Really you can control it if you are uses DDS textures).
Now I thinking about one thing which make possible to control those params.
Here is the question:
Do you think it is really needed for controlling compression and MipMap levels for WDR embedded textures?
Please vote.
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terreur69  
Posted: Thursday, Mar 29 2012, 18:14
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QUOTE (GooD-NTS @ Wednesday, Mar 28 2012, 21:35)
Development news:
I've just resolve this case 0000107: [openFormats (global)] Improve OpenIV Resource sub-system and fix grmModel data
This is means I have rewrite a some part of our resources system and remove some excess data from models resources classes.
Probable it will fix disappearing of models in global mods.

and it is added to open IV?
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GooD-NTS  
Posted: Saturday, Mar 31 2012, 12:36
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user posted image
0.9.4 "motion-3"


Run OpenIV for getting update or download install from openiv.com

Changes and improvements in OpenIV 0.9.4 "motion-3".

Simplified openFormats import menu
user posted image
New menu, just one item. All clear and simple, nothing else.

New features for WPFL files
user posted image
Improved WPFL Viewer now it show vertex and polygons count.
Also now you can export models to openFormats.

Improved work with textures in WDR/WDD/WFT Viewers
user posted image
Now you can simple find texture file, just click on file name.

WNV Viewer
user posted image
Maybe it will interesting for somebody.

Placement Search
Just watch the video below and all will become clear:


We also made many changes in other OpenIV and openFormats features
http://openiv.com/bugs/changelog_page.php

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GTARandom  
Posted: Saturday, Mar 31 2012, 12:38
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That's a great update icon14.gif

This helps me research WNV by the way

This post has been edited by GTARandom on Saturday, Mar 31 2012, 12:41
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GooD-NTS  
Posted: Saturday, Mar 31 2012, 20:55
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Hot fix is available for OpenIV 0.9.4 "motion-3".
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Alber2gt  
Posted: Sunday, Apr 1 2012, 11:30
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FIx disappering of global mods?
Probable it fix it this update
ITS AWERSOOOOMESSSS NEWS
DEVELOPERS OF OPEN 4-I WIting of this
GREAT THANKS FOR WE!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
YOURS PROGRAMM-ITS AWERSOME
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terreur69  
Posted: Sunday, Apr 1 2012, 13:55
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I have a problem with the new version of OpenFormat :

http://img441.imageshack.us/img441/8175/gt...40115513276.png
http://img805.imageshack.us/img805/5128/gt...40115530944.png

in certain angle, portions of the models disappear .
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GooD-NTS  
Posted: Sunday, Apr 1 2012, 14:17
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QUOTE (terreur69 @ Sunday, Apr 1 2012, 17:55)
I have a problem with the new version of OpenFormat :

http://img441.imageshack.us/img441/8175/gt...40115513276.png
http://img805.imageshack.us/img805/5128/gt...40115530944.png

in certain angle, portions of the models disappear .

The problem was in yesterday build (31.03.2012, build 297), and it resolved in todays "Hot-fix" build (01.04.2012, build 298).
Make sure you are uses lasted OpenIV and GIMS builds.
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terreur69  
Posted: Sunday, Apr 1 2012, 14:28
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QUOTE (GooD-NTS @ Sunday, Apr 1 2012, 16:17)
QUOTE (terreur69 @ Sunday, Apr 1 2012, 17:55)
I have a problem with the new version of OpenFormat :

http://img441.imageshack.us/img441/8175/gt...40115513276.png
http://img805.imageshack.us/img805/5128/gt...40115530944.png

in certain angle, portions of the models disappear .

The problem was in yesterday build (31.03.2012, build 297), and it resolved in todays "Hot-fix" build (01.04.2012, build 298).
Make sure you are uses lasted OpenIV and GIMS builds.

I use the latest version of GIMS and IV open, i just extracted my models of open IV , and without importe with GIMS, i have inporte them directly in openIV .
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GTARandom  
Posted: Sunday, Apr 1 2012, 14:42
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You're doing something wrong, here this issue has been resolved in the last update.
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