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

 IMG Manager 2.0 [III | VC | SA | IV]

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lowridincrew  
Posted: Friday, Feb 24 2012, 04:40
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How about a car installer such as it searches the folder, gives you options, replace any car?
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xmen  
Posted: Friday, Feb 24 2012, 05:59
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@ALMOST610 : I'm writing X Mod Installer V.2.0 for last 2 years(its too big project and was paused months ago). And its alot alot easier to use plus supporting custom plugins and wizards. However I will add Install Script kind of thing in IMGM 2.

@fastman92 : IMGM already does that, it doesn't change sequence when replacing. It might be appearing sorted by offset in list.

@Swoorup
- Yes, already added
- No
- Yes, will be added
- Yes, already added

@lowridincrew : Use "Bulk Replace" in IMGM 1.5 meanwhile
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ALMOST610  
Posted: Friday, Feb 24 2012, 06:03
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On Behalf on all of those who have made suggestions, we would like to thank you for taking our suggestions into consideration.

How much progress have you made on either of those tools? (IMG 2.0 & X Mod Installer)
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xmen  
Posted: Friday, Feb 24 2012, 12:28
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Not much progress on IMGM 2 but the library to modify all 4 games img files is nearly ready.

For XMI 2, visit here. Haven't touch since last update. sad.gif
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SilentPL  
Posted: Friday, Feb 24 2012, 14:54
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Yeah, commandline version would be nice. Spark Console is OK, but it can't rebuild the archive.
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oksa8  
Posted: Friday, Feb 24 2012, 18:13
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As someone said on the other page, maybe a function which allows you to create scripts that do a job for you, while keeping the 4GB .img size-limit?

For example, SPARK has it, but it only supports 2GB and doesn't have automatic Rebuild Archive.

A little example of a script used by SPARK:

CODE
-open "gta3.img"
-export "_lod_stwnyelmot1_.dff" "archives\country"
-export "a51.txd" "archives\country"
-export "a51_alpha.txd" "archives\country"
-delete "a51.txd"
-delete "a51_alpha.txd"
-save
-close
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fastman92  
Posted: Friday, Feb 24 2012, 18:19
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фастман92 | ف
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Another thing for console script is ability to create new empty IMG archive and perhaps import some files.
It'd be best if changes were kept in memory until -save option is used.
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JF-Mir2  
Posted: Friday, Feb 24 2012, 23:19
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Remove Bulk Replace, instead, use Import (Remove if exists) option, just like Alci's IMG editor. smile.gif That way, you can import new files and replace existing ones at the same time. It's good for lazy people like me you know. tounge.gif

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methodunderg  
Posted: Sunday, Mar 4 2012, 11:03
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Just stumbled across this one; didn't know you where working on a new one ..

My suggestions:

-IDE Harvest like G-IMG has smile.gif
-Drag and drop functionality too?
-Some players commented on the limit of the file import. (This is why BLITZ seperated his LOD mod into so many folders base on IDE names; as some users can't import more than 1,000 files at once)

This post has been edited by methodunderg on Sunday, Mar 4 2012, 11:06
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fastman92  
Posted: Sunday, Mar 4 2012, 11:11
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- possibility to open default.dat and gta.dat, load list of archives, import files to proper archive, (the first one that contains file with name of imported file)
It's is useful when using many IMG archives.
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xmen  
Posted: Sunday, Mar 4 2012, 16:37
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@fastman92
QUOTE
It'd be best if changes were kept in memory until -save option is used.

why ? IMGM will validate every command before executing. So its quite secure.

@JF-Mir2 : Its already been done

@methodunderg :
- I dont know what IDE harvest is, but I've added what G-Force asked(export/import by IDE, COL/DFF existence check by IDE)
- Yes
- The limit of files in IMGM is 100 if you Import through Dialog(to avoid silly windows max paths' lengths limit) . But if you want to add more than 100, then you should use drag and drop which has no limit.

@fastman92
QUOTE
possibility to open default.dat and gta.dat, load list of archives

thats already in todo list smile.gif

QUOTE
import files to proper archive, (the first one that contains file with name of imported file)

thats a very nice idea, will be added.
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fastman92  
Posted: Sunday, Mar 4 2012, 16:45
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QUOTE
why ? IMGM will validate every command before executing. So its quite secure.

OK, i don't know it would look when many IMG archives work.

QUOTE
QUOTE
possibility to open default.dat and gta.dat, load list of archives

thats already in todo list smile.gif

That's great. I hope you'll implement IMGLIST scribe too, added by IMG & Stream Limit Adjuster

Example in gta.dat config file:

CODE
IMGLIST data\images.txt


Images.txt:
CODE
#this has been ordered to reflect the order on the disk

anim\anim.img
models\paths.img
models\pedprops.img
models\radar.img
models\txd.img
models\weapons.img
models\vehicles.img

data\maps\country\countn2.img
data\maps\country\countrye.img
data\maps\country\countryN.img
data\maps\country\countryS.img
data\maps\country\countryW.img
data\maps\country\counxref.img

data\maps\generic\barriers.img
data\maps\generic\dynamic.img
data\maps\generic\dynamic2.img
data\maps\generic\multiobj.img
data\maps\generic\procobj.img
data\maps\generic\vegepart.img

data\maps\interior\propext.img

data\maps\leveldes\leveldes.img
data\maps\leveldes\levelxre.img
data\maps\leveldes\seabed.img

data\maps\LA\LAe.img
data\maps\LA\LAe2.img
data\maps\LA\LAhills.img
data\maps\LA\LAn.img
data\maps\LA\LAn2.img
data\maps\LA\LAs.img
data\maps\LA\LAs2.img
data\maps\LA\LAw.img
data\maps\LA\LAw2.img
data\maps\LA\LaWn.img
data\maps\LA\LAxref.img

data\maps\SF\SFe.img
data\maps\SF\SFn.img
data\maps\SF\SFs.img
data\maps\SF\SFSe.img
data\maps\SF\SFw.img
data\maps\SF\SFxref.img

data\maps\vegas\vegasE.img
data\maps\vegas\VegasN.img
data\maps\vegas\VegasS.img
data\maps\vegas\VegasW.img
data\maps\vegas\vegaxref.img


It's inspired by GTA IV's IMGLIST:
CODE
# NOTE: The names and paths in this file are CASESENSITIVE on PS3 so don't f*ck 'em up.

#this has been ordered to reflect the order on the disk

commonimg:/data/cdimages/navgen_script
commonimg:/data/cdimages/script_network 1
platformimg:/anim/cutsprops  1
platformimg:/anim/cuts   1
platformimg:/data/maps/interiors/Int_Props/props_ss 1
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hristobg  
Posted: Sunday, Mar 4 2012, 16:58
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I support this tool but I got to ask: what's the point? There is already OpenIV and SparkIV, and other tools for IV that can open .img archive.

Anyway though, good luck with it.
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xmen  
Posted: Sunday, Mar 4 2012, 16:59
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QUOTE (hristobg @ Sunday, Mar 4 2012, 22:28)
I support this tool but I got to ask: what's the point? There is already OpenIV and SparkIV, and other tools for IV that can open .img archive.

only IV smile.gif
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fastman92  
Posted: Sunday, Mar 4 2012, 17:09
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- ability to open IMG archive by opening this file in explorer. Set up by "Open with" option in Windows.
So we can click twice on IMG archive and IMG Manager comes up.
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hristobg  
Posted: Sunday, Mar 4 2012, 17:21
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QUOTE (fastman92 @ Sunday, Mar 4 2012, 17:09)
- ability to open IMG archive by opening this file in explorer. Set up by "Open with" option in Windows.
So we can click twice on IMG archive and IMG Manager comes up.

Now I know. Thank you, master. smile.gif
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Gforce  
Posted: Sunday, Mar 4 2012, 17:39
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QUOTE (xmen @ Sunday, Mar 4 2012, 16:37)

@methodunderg :
- I dont know what IDE harvest is, but I've added what G-Force asked(export/import by IDE, COL/DFF existence check by IDE)

Harvest by IDE is pretty much the same as Export by IDE, REspawn took it one step further by also giving the option to delete the files from the IMG once extracted to a folder wink.gif
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Swoorup  
Posted: Monday, Mar 5 2012, 04:00
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Hey, xmen

I think I found a possible way to edit txd, cols, other items while in IMGManager.

When the user double clicks a file inside the img, extract that file to a temporary place and let a suitable software open it, TXD workshop, Steve-m's col editor, etc, etc.

And when they are done, if changes are detected on the file, Prompt to replace the file, And if the user clicks yes, then replace the file in the img
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xmen  
Posted: Monday, Mar 5 2012, 04:23
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QUOTE (Swoorup @ Monday, Mar 5 2012, 09:30)
Hey, xmen

I think I found a possible way to edit txd, cols, other items while in IMGManager.

When the user double clicks a file inside the img, extract that file to a temporary place and let a suitable software open it, TXD workshop, Steve-m's col editor, etc, etc.

And when they are done, if changes are detected on the file, Prompt to replace the file, And if the user clicks yes, then replace the file in the img

check here
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Swoorup  
Posted: Monday, Mar 5 2012, 04:28
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Ohh blush.gif

But that version was only for San Andreas right?
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