Important information: this site is currently scheduled to go offline indefinitely by end of the year.

[PS3/ X360] GTA V resource research & software development

The Original Forum. Game archives, full of resources. How to open them? Get help here.
Post Reply
appan
ultra-n00b
Posts: 1
Joined: Tue Oct 01, 2013 1:25 pm

Re: [PS3/ X360] GTA V resource research & software developme

Post by appan »

I was able to download my GTA V Online Save file, it's an unknown format.. probably packed with something

Anyone want to help me figure out? I'm new to this stuff.. Also I got some interesting URLs from the production servers.. like .asmx file you can send POST-request to.
CityPoke912
beginner
Posts: 30
Joined: Sat Sep 18, 2010 8:20 pm
Has thanked: 1 time

Re: [PS3/ X360] GTA V resource research & software developme

Post by CityPoke912 »

general.awc from audio_radio.rpf/radio_06_country cannot be opened. I'm sure that file contains more than one tracks.
CRACKbomber
ultra-n00b
Posts: 5
Joined: Thu Nov 10, 2011 1:13 am

Re: [PS3/ X360] GTA V resource research & software developme

Post by CRACKbomber »

Code: Select all

struct XSC_Sys
{
int hdr; //0x00 - 0x03
short ptr1; // 0x04 - 0x05
short size1; // 0x06 - 0x07
short ptr2; // 0x08 - 0x09
short ptrptrCodeStart; //0x0A-0x0B
int unk; // 0x0C-0x0F (checksum?)
int scriptSize; // 0x10 - 0x13
int unk2; // 0x14 - 0x17
int sizeUnk1; // 0x18-0x1B
int unk3; // 0x1C-0x1F
int sizeUnk2; //0x20 - 0x24
short ptr3; // 0x24 - 0x27
short offset3; // 0x26 - 0x29
int unk4; // 0x28 - 0x2D
short ptr4; // 0x2C - 0x2F
short offset4; // 0x2E - 0x2F
int unk5; // 0x30 - 0x35
int unk6; // 0x34 - 0x37
int unk7; // 0x38 - 0x3B
int unk8; // 0x3C - 0x41
short ptr5; // 0x40 - 0x41
short namePtr; // 0x42 - 0x43
short ptr6; // 0x44 - 0x45
short ptrptrStringTable; // 0x46 - 0x47
int stringTableSize; // 0x48 - 0x4F
int unk9; // 0x50 - 0x53
}
AchillesPDX
beginner
Posts: 34
Joined: Fri Mar 16, 2012 6:02 pm
Has thanked: 4 times

Re: [PS3/ X360] GTA V resource research & software developme

Post by AchillesPDX »

kornto: Music extraction seems like it's working great now for PS3. Any chance you could have it write out multiple stereo wav files instead of multiple mono wav files for anything that has more than one track? Would make mixing stuff back together quite a bit easier.
AchillesPDX
beginner
Posts: 34
Joined: Fri Mar 16, 2012 6:02 pm
Has thanked: 4 times

Re: [PS3/ X360] GTA V resource research & software developme

Post by AchillesPDX »

peshkohacka wrote:I probably shouldn't have used the term skip (though the waveform is completely flat), maybe clipping would be a better word for explaining it. With the latest trunk, extracting from PS3/audio_misc.rpf/streams/menu_music.awc results in a few files. menu_music.awc.14735460.wav is the one i've noticed issues (5.940-5.950, 7.920-7.930). You can clearly see it on the waveform.
If it means anything, I also see these exact same anomalies in my extraction of the PS3 version using LibertyV-r37
OrangeC
double-veteran
double-veteran
Posts: 868
Joined: Sun Apr 20, 2008 2:58 am
Has thanked: 5 times
Been thanked: 41 times

Re: [PS3/ X360] GTA V resource research & software developme

Post by OrangeC »

I second about the mono to stereo muxing. Would make it easier as i dont have hundreds of files to mix.
AchillesPDX
beginner
Posts: 34
Joined: Fri Mar 16, 2012 6:02 pm
Has thanked: 4 times

Re: [PS3/ X360] GTA V resource research & software developme

Post by AchillesPDX »

OrangeC wrote:I second about the mono to stereo muxing. Would make it easier as i dont have hundreds of files to mix.
I still want the separate tracks saved out as they are now, but they're currently in "mono pairs" for each stereo track. A single stereo wav per track would cut the number of files in half.
brendan19
ultra-veteran
ultra-veteran
Posts: 389
Joined: Thu Aug 12, 2010 8:15 am
Has thanked: 54 times
Been thanked: 93 times

Re: [PS3/ X360] GTA V resource research & software developme

Post by brendan19 »

Well if they have the same file name so you know what pairs go together, you could use the Wavewizard to join them together.
OrangeC
double-veteran
double-veteran
Posts: 868
Joined: Sun Apr 20, 2008 2:58 am
Has thanked: 5 times
Been thanked: 41 times

Re: [PS3/ X360] GTA V resource research & software developme

Post by OrangeC »

why didn't I think of wave wizard :P
kornto
advanced
Posts: 61
Joined: Sat Jun 23, 2007 9:53 pm
Has thanked: 6 times
Been thanked: 37 times

Re: [PS3/ X360] GTA V resource research & software developme

Post by kornto »

Fixed the problem with the ps3. I already fixed that problem in the past, but this time it was harder to fix it, because of the changes that were made for the correct decoding.
And I am planning to do multi-channel wav extraction.
michalss
Moderator
Posts: 954
Joined: Sun Mar 27, 2011 8:42 pm
Has thanked: 10 times
Been thanked: 161 times

Re: [PS3/ X360] GTA V resource research & software developme

Post by michalss »

I would like to see SAVE button implemented instead of dealing with music. Edit RPF in RPF system would be nice :)
Quick BMS Editor GUI - simple easy to use
Goto : viewtopic.php?uid=34229&f=29&t=6797&start=0

Downloads from DropBox : https://dl.dropboxusercontent.com/u/
Dageron
advanced
Posts: 56
Joined: Mon May 25, 2009 8:22 am
Has thanked: 11 times
Been thanked: 58 times

Re: [PS3/ X360] GTA V resource research & software developme

Post by Dageron »

GTA V Console Texture Editor is updated! (version 1.3)

Image

http://dageron.com/?p=5200&lang=en
PS3 support added.

You may open, edit and save PS3 *.ctd in the same way, as *.xtd.
So, that features are available, but there are still some problems.

There are three common problems which I still try to figure out:
  • Unknown DXT formats
  • PS3 swizzling
  • Mipmaps
Not supported DXT formats for Xbox360: GPUTEXTUREFORMAT_DXN, GPUTEXTUREFORMAT_8.
Not supported DXT formats for PS3: GPUTEXTUREFORMAT_8_8_8_8 (because of swizzling), GPUTEXTUREFORMAT_8.

So, the PS3 problem is swizzling. I had never worked with it and was rather surprised that 8_8_8_8 is swizzled while DXT1/DXT5 is not. If someone has PS3 swizzling code (it should be something relative to Nvidia), please tell me.

Mipmaps is an old problem since GTA IV tool version (which I had released in 2011) - it is possible to change only "top level". Unfortunally I need to work a lot to figure that problem out, it will cause large changes in program UI and common texture reading method I currently use. I understand that mipmaps is a serious problem and hope to fix it in new release.

Test results and bug reports are welcome. The more you test, the better future version will be :) .

Please, test that tool, it will be large help. If you see that Texture Editor was unable to open any *.xtd/*.ctd, then send me that files in PM (or publish path to them). Also it will be very good if you check save function.

All RSC storage modes are supported, but it is better to use LibertyV export in "RSC7" mode.
Last edited by Dageron on Sat Oct 05, 2013 6:44 am, edited 1 time in total.
chrrox
Moderator
Posts: 2602
Joined: Sun May 18, 2008 3:01 pm
Has thanked: 57 times
Been thanked: 1422 times

Re: [PS3/ X360] GTA V resource research & software developme

Post by chrrox »

ps3 swizzle should be morton order
There is an example in noesis in the script for time splitters 2.

Code: Select all

elif imgFmt == 2:
		data = bytearray()
		for y in range(0, imgHeight):
			for x in range(0, imgWidth):
				idx = noesis.morton2D(y, x)
				if (idx*4+4) > datasize:
					idx = 0
				bs.seek(128 + idx*4, NOESEEK_ABS)
				data += bs.readBytes(4)
		data = rapi.imageDecodeRaw(data, imgWidth, imgHeight, "b8g8r8a8")
		texFmt = noesis.NOESISTEX_RGBA32
also
http://fgiesen.wordpress.com/2011/01/17 ... swizzling/
d875j
advanced
Posts: 52
Joined: Sun Jun 17, 2012 3:32 am
Has thanked: 4 times
Been thanked: 3 times

Re: [PS3/ X360] GTA V resource research & software developme

Post by d875j »

I wanted to bring Marston to V since files are in game.When i went to change Trevor's head with Marston's.I had done few Hex Edits to match the head_000_r.cdd since orig file for Marstan was different.Same with texture file it should work.But i repacked the files for the PS3 correctly says currupted have to reinstall. Should work there must be a file that checks the hash. FYI here's how to test the files: part4.rpf / models/ cdimages / steameds_players.rpf But Orig Head files will be in steameds_mp.rpf if someone wants to look into this would be great.
You do not have the required permissions to view the files attached to this post.
d875j
advanced
Posts: 52
Joined: Sun Jun 17, 2012 3:32 am
Has thanked: 4 times
Been thanked: 3 times

Re: [PS3/ X360] GTA V resource research & software developme

Post by d875j »

Here's second file wish someone could increase upload size.
You do not have the required permissions to view the files attached to this post.
Post Reply