Just checked. Both consoles have the same amount of debug files for each game. (same debug files) Have not checked PS3. I would like to look. Someone would need to send me a script.img and a script_network.img for IV, TLAD, and TBOGT.
Anyways in GTA IV's script.img and script_network.img I found no debug files. In TBOGT's script.img I found no debug files, but in TBOGT's script_network.img I found one debug sco. For TLAD's script.img I found a few debug files. In TLAD's script_network I also found a few debug files. However these debug files don't look like they do much. They look pritty striped down unless it is a small code that enables it. You would think it would be large code but the file may not do anything. However getting debug mode, you might be able to get some stuff on TBOGT online, but on TLAD you might be able to access more debug content. The code may be the same for all 3 games though.
Lets see what GooD-NTS says.
What you expect the file size isn't gonna show the true access of what it can do.Fire it up proper you will see neat features like i did.
Any ways let's do this by pm kinda filling the room here.
This post has been edited by ShakingASS on Thursday, May 3 2012, 03:26
There was barely any code in it however it might just be a small code that toggles it. May trigger something hard coded to read all the scripts so you tell the game what script to load ingame.
Also I think I might know how to crack the menu colors. I think the colors specifyed in the top of the hudcolor.dat need to be changed to crack TBOGT's colors.
This post has been edited by nkjellman on Thursday, May 3 2012, 04:15
There was barely any code in it however it might just be a small code that toggles it. May trigger something hard coded to read all the scripts so you tell the game what script to load ingame.
Could be i haven't looked at the coding on the sco but you will find it good when enabled.
There was barely any code in it however it might just be a small code that toggles it. May trigger something hard coded to read all the scripts so you tell the game what script to load ingame.
Could be i haven't looked at the coding on the sco but you will find it good when enabled.
There isn't much coding, but TLAD seems to have the most debug scripts left over. They could work on other games.
Time to test my hudcolor.dat theory.
Edit: IDK if it will work. I have downloaded Xbox mods that had the TBOGT hud colors modded but on PC, they don't seem to change. I have changed some of them, but most of them are still rainbow and purplish pink.
This post has been edited by nkjellman on Thursday, May 3 2012, 04:27
There was barely any code in it however it might just be a small code that toggles it. May trigger something hard coded to read all the scripts so you tell the game what script to load ingame.
Could be i haven't looked at the coding on the sco but you will find it good when enabled.
There isn't much coding, but TLAD seems to have the most debug scripts left over. They could work on other games.
There are precached collisions inside, apparently in the PC version it is not necessary..
QUOTE (pez2k @ Wednesday, May 2 2012, 22:31)
Hope nobody minds me making a little feature request:
Would it be possible in a future version to edit textures embedded in WDR and WFT files using the nice WTD-editing panel? SparkIV allows editing of WDR textures, so it seems to be feasible, but I've not found any tool that works with WFT textures.
here is the video how to edit textures inside the wdr files, wft's aren't editable yet
This post has been edited by Chipsman on Thursday, May 3 2012, 14:22
There was barely any code in it however it might just be a small code that toggles it. May trigger something hard coded to read all the scripts so you tell the game what script to load ingame.
Could be i haven't looked at the coding on the sco but you will find it good when enabled.
There isn't much coding, but TLAD seems to have the most debug scripts left over. They could work on other games.
Time to test my hudcolor.dat theory.
good luck.
I got some hud colors to SA. Darker part of slider and loading description.
I don't get why its impossible on PC to mod. Ive seen it done on Xbox.
@Open IV team: Do you guys know how to change the menu colors for TBOGT?
There was barely any code in it however it might just be a small code that toggles it. May trigger something hard coded to read all the scripts so you tell the game what script to load ingame.
Could be i haven't looked at the coding on the sco but you will find it good when enabled.
There isn't much coding, but TLAD seems to have the most debug scripts left over. They could work on other games.
Time to test my hudcolor.dat theory.
good luck.
I got some hud colors to SA. Darker part of slider and loading description.
I don't get why its impossible on PC to mod. Ive seen it done on Xbox.
@Open IV team: Do you guys know how to change the menu colors for TBOGT?
There was barely any code in it however it might just be a small code that toggles it. May trigger something hard coded to read all the scripts so you tell the game what script to load ingame.
Could be i haven't looked at the coding on the sco but you will find it good when enabled.
There isn't much coding, but TLAD seems to have the most debug scripts left over. They could work on other games.
Time to test my hudcolor.dat theory.
good luck.
I got some hud colors to SA. Darker part of slider and loading description.
I don't get why its impossible on PC to mod. Ive seen it done on Xbox.
@Open IV team: Do you guys know how to change the menu colors for TBOGT?
Use EditIV.
No thats not the problem. I know how to edit the colors, but the TBOGT menu colors are not changeable unless I find how.
There was barely any code in it however it might just be a small code that toggles it. May trigger something hard coded to read all the scripts so you tell the game what script to load ingame.
Could be i haven't looked at the coding on the sco but you will find it good when enabled.
There isn't much coding, but TLAD seems to have the most debug scripts left over. They could work on other games.
Time to test my hudcolor.dat theory.
good luck.
I got some hud colors to SA. Darker part of slider and loading description.
I don't get why its impossible on PC to mod. Ive seen it done on Xbox.
@Open IV team: Do you guys know how to change the menu colors for TBOGT?
Use EditIV.
No thats not the problem. I know how to edit the colors, but the TBOGT menu colors are not changeable unless I find how.
No with EditIV you can edit it aswell it will edit hud and the color.
I was planning on giving the police peds a new look and saw how important making new textures was when I came across this guys post and it gave me pause to wonder if I've overlooked a mistake I may have been making in the past. This is his post (sorry it's so long). Do you know what's going wrong?
"Hi All,
I'm facing a very peculiar problem while trying to edit some textures for the regular cop's hat. All I am trying to do is change the insignia on the hat from silver to gold, or maybe even to that used by SFPD on their hats. I've successfully changed the color from silver to gold in Photoshop, and saved the finished texture as a flattened PNG in Fireworks. However, when I load them in the game, the top of the hat turns from its usual blue color to purple! It looks really odd, and I haven't a clue why that color changes, since I've just copy-pasted the edited insignia from the color-changed texture over the old one on the unmodified texture. It also looks fine in the PNG, so I'm not sure why the hat is changing to purple, unless it has to do with renormalizing the colors on the final flattened PNG file.
Any thoughts?
EDIT: OK, I've noticed that the PNG files look fine, but when importing into the game using either SparkIV or OpenIV, the preview image in the programs show a slight purple tint when comparing the before and after screenshots that I took. Thus, it will obviously look purplish in the game, but I don't know why the importing of the texture causes it to have a purple tint. So my files aren't to blame per se, unless I'm missing a crutial setting that somehow preserves the colors of the PNG file and thus leading to the proper results when importing the texture.
EDIT 2: AH! I have found a problem with importing textures! I just found out after looking at my texture mods that when they are imported into the game, they look much worse than they do in the PNG file! I don't know why that's happening, but I'm getting to the bottom of this. When you looked at the previews of my textures on LCPD:FR Forums, they actually look more pixilated and decolored than they really appear...I'm not sure why. Hopefully someone has an answer for me? My hard work will be wasted if upon import, the textures automatically lower in quality! Else, I'm going to do some investigations and see how to churn out even better HD textures, such that they don't lose quality or become miscolored upon importing into the game...
EDIT 3: For your reference, here is an example of what I am talking about: (Left is original texture from the game before importing, right is my texture after importing, WIP armpatch and ranking textures omitted. Both are screenshots of the OpenIV editor window.)
As you can plainly and obviously tell, the left image looks much better than the right, although both files look the same as PNG files. I just added new textures to the original files, so nothing else was changed. Hence, I do not know why importing the texture causes this quality loss noticed here. This find can be a huge breakthrough for texture modders like us, explaining why our mods don't look as well as we made them to be. This is why I am trying to get to the bottom of this, because this importing problem basically spells disaster for texture mods, meaning that HD texture pack I was making will have to be put on hold until I can figure this out."
I replied with:
QUOTE
The answer you seek is very simple, Use latest OpenIV, when u import textures it automatically uses DXT5 compression. Do not use any DXT compression, but instead use A8R8G8B8. Only use this compression if the DXT ones make your texture look bad.
Because I experienced this with the gta3 loading screens.
How does this work exactly? How come when you choose to automatically set a compression, it always sets DXT5? Apparently, it's wrong in some cases.
I thought I would ask this here sense the Open IV team might be able to explain. This isn't a big issue. Once in a while I will start GTA IV and load the game up and it will look like this. It doesn't happen very much but has happened before. Also people are only visible when their a good 30 feet away. No radio icons, radar, hud weapon icons, map icons, map, anything. To fix I just restart the game. But I wanted to know if the Open IV team has an explanation,.
This post has been edited by nkjellman on Sunday, May 13 2012, 18:34
I thought I would ask this here sense the Open IV team might be able to explain. This isn't a big issue. Once in a while I will start GTA IV and load the game up and it will look like this. It doesn't happen very much but has happened before. Also people are only visible when their a good 30 feet away. No radio icons, radar, hud weapon icons, map icons, map, anything. To fix I just restart the game. But I wanted to know if the Open IV team has an explanation,.
+, had a same problem, its interesting why it happens.
OpenIV lead developer Group: Members
Joined: May 3, 2008
QUOTE (nkjellman)
I thought I would ask this here sense the Open IV team might be able to explain. This isn't a big issue. Once in a while I will start GTA IV and load the game up and it will look like this. It doesn't happen very much but has happened before. Also people are only visible when their a good 30 feet away. No radio icons, radar, hud weapon icons, map icons, map, anything. To fix I just restart the game. But I wanted to know if the Open IV team has an explanation,.
QUOTE (yurban )
+, had a same problem, its interesting why it happens.
I'm really don't know why it can be happens, maybe because mods, or because your hardware or because of Rockstar Toronto.
QUOTE (Blaster_nl)
How does this work exactly? How come when you choose to automatically set a compression, it always sets DXT5? Apparently, it's wrong in some cases.
It is work very simple, by file format: BMP => A8R8G8B8 JPG => DXT1 TGA => DXT5 PNG => DXT5 DDS => From DDS file
Hmm, looks like MP3 seems to have a GTA IV/EFLC like file structure. Can you show whats inside some of the files? I noticed common.rpf, xbox360.rpf and playerped.rpf. I also noticed the textures were xtd. So are there files that are importable to IV, or the other way around?
Edit: When, or if Rockstar ports GTA IV and EFLC to the Vita, do you think the files would be the PS3 format, or a new format? (maybe if their really nice they will be PC format lol)
Edit: Could you send me that Playerped.rpf? That is if its possible to play as Max in GTA IV.
This post has been edited by nkjellman on Thursday, May 17 2012, 02:11
Hmm, looks like MP3 seems to have a GTA IV/EFLC like file structure. Can you show whats inside some of the files? I noticed common.rpf, xbox360.rpf and playerped.rpf. I also noticed the textures were xtd. So are there files that are importable to IV, or the other way around?
Edit: When, or if Rockstar ports GTA IV and EFLC to the Vita, do you think the files would be the PS3 format, or a new format? (maybe if their really nice they will be PC format lol)
Edit: Could you send me that Playerped.rpf? That is if its possible to play as Max in GTA IV.
How does this work exactly? How come when you choose to automatically set a compression, it always sets DXT5? Apparently, it's wrong in some cases.
It is work very simple, by file format: BMP => A8R8G8B8 JPG => DXT1 TGA => DXT5 PNG => DXT5 DDS => From DDS file
Of course you should use what's best for you, so manually set before importing an image. Quality wise: A8R8G8B8 > DXT1 > DXT3/5 but of course compression wise it goes: DXT1 > DXT3/5 > A8R8G8B8, it's down to if an image has an alpha channel that the game uses, for example, clothing, normally does not, so you can freely use either A8R8G8B8 to preserve as much quality as required, but taking up space, or use DXT1, which compresses the image, but is better quality than DXT3/5. If the image has an Alpha, you can't use DXT1 at all as it doesn't save the alpha channel, so then you'd have to decide between A8R8G8B8 or DXT3/5 and then preview what's best for you. The main difference between DXT3 and DXT5 is just the harshness of the edge detection when compressing, so again, if you want to go into more, you'd have to look at both Main and Alpha channel, if the colours are more direct lines, you'd be better with DXT3 but if it's more curved then DXT5 would be the choice.
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