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

Posted: Tue Oct 22, 2013 5:59 pm
by kornto
Alexander Blade wrote:you guyz killed Online as expected
http://www.gameranx.com/updates/id/1814 ... eta-level/
still thinking that you did a right thing allowing to pack rpfs ? :mrgreen:
We just allow rockstar to fix the game before it released on PC :) (Or in other words, if we didn't allow it until pc release, it would happen on the pc release anyway)

and kilian277, I don't think that they are compressed, since all the resources are compressed anyway. So it wouldn't make sense to compress it twice.

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

Posted: Tue Oct 22, 2013 8:13 pm
by Alexander Blade
it will happen on pc version anyway :) probably the only place where normal online gameplay is still possible is ng console

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

Posted: Tue Oct 22, 2013 8:34 pm
by ThanatosSelisen
Alexander Blade wrote:it will happen on pc version anyway :) probably the only place where normal online gameplay is still possible is ng console
R* should have stored the config files online for the online mode like every other online game. sadly they dont learn anything from past failures. with jtag and cfw(or ode devices) it's way to easy to cheat in every single way. before people started to mod the config files they allready had patched boot files for cheating online. and with all the money glitches people have a lot of possibillitys to make infinet money. modding game files is the lazy way. without they would have enough money. it's up to R* to make their games secure against modding game files.

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

Posted: Tue Oct 22, 2013 8:47 pm
by Ekey
ThanatosSelisen wrote:it's up to R* to make their games secure against modding game files.
They should realize that it is useless Image

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

Posted: Tue Oct 22, 2013 11:13 pm
by zorg93
Alexander Blade wrote:you guyz killed Online as expected
http://www.gameranx.com/updates/id/1814 ... eta-level/
still thinking that you did a right thing allowing to pack rpfs ? :mrgreen:
dont take this the wrong way but scocl was the final nail in the coffin for iv online on console. even though its intentions were good(like this) what it was being used for wasnt good and really harmed online

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

Posted: Wed Oct 23, 2013 12:11 pm
by Alexander Blade
zorg93 wrote:
Alexander Blade wrote:you guyz killed Online as expected
http://www.gameranx.com/updates/id/1814 ... eta-level/
still thinking that you did a right thing allowing to pack rpfs ? :mrgreen:
dont take this the wrong way but scocl was the final nail in the coffin for iv online on console. even though its intentions were good(like this) what it was being used for wasnt good and really harmed online
scocl (first released more than 3 years after the IV) doesn't support x360 sco format among with old native hashes , this was done via script conversion by some other tool , so the thing is that I did not provide direct capabilities of console modding as opposed to the tool from this topic which allowed to cheat in an easiest way by tweaking text files , and it was like few days since the Online launch when cheaters started to appear . I wouldn't be the one writing this if not the statements here that were telling something like we won't ruin Online but doing whatever we are doing .

ThanatosSelisen said that eboot was patched even before and this is true but it's much harder then tweak text based file and the changes applied to make the "feature" in eboot are usually limited by few bytes , but config file tweaking allows to do limitless changes in the data structure because V has a lot of stuff like this in text , and as result for Online the whole game gets desynchronized with disconnecting all clients only because of one with such config . If we will look at x360 then we can see that there are no xex mods for V , it was doomed with the ability to patch config . No offense ppl , just the facts .

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

Posted: Wed Oct 23, 2013 1:25 pm
by kilian277
kornto wrote:
Alexander Blade wrote:you guyz killed Online as expected
http://www.gameranx.com/updates/id/1814 ... eta-level/
still thinking that you did a right thing allowing to pack rpfs ? :mrgreen:
We just allow rockstar to fix the game before it released on PC :) (Or in other words, if we didn't allow it until pc release, it would happen on the pc release anyway)

and kilian277, I don't think that they are compressed, since all the resources are compressed anyway. So it wouldn't make sense to compress it twice.

Yeah didn't think about it that they are already compressed in rpf not standalaone , makes sense :)

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

Posted: Wed Oct 23, 2013 2:54 pm
by zorg93
Alexander Blade wrote:
zorg93 wrote:
Alexander Blade wrote:you guyz killed Online as expected
http://www.gameranx.com/updates/id/1814 ... eta-level/
still thinking that you did a right thing allowing to pack rpfs ? :mrgreen:
dont take this the wrong way but scocl was the final nail in the coffin for iv online on console. even though its intentions were good(like this) what it was being used for wasnt good and really harmed online
scocl (first released more than 3 years after the IV) doesn't support x360 sco format among with old native hashes , this was done via script conversion by some other tool , so the thing is that I did not provide direct capabilities of console modding as opposed to the tool from this topic which allowed to cheat in an easiest way by tweaking text files , and it was like few days since the Online launch when cheaters started to appear . I wouldn't be the one writing this if not the statements here that were telling something like we won't ruin Online but doing whatever we are doing .

ThanatosSelisen said that eboot was patched even before and this is true but it's much harder then tweak text based file and the changes applied to make the "feature" in eboot are usually limited by few bytes , but config file tweaking allows to do limitless changes in the data structure because V has a lot of stuff like this in text , and as result for Online the whole game gets desynchronized with disconnecting all clients only because of one with such config . If we will look at x360 then we can see that there are no xex mods for V , it was doomed with the ability to patch config . No offense ppl , just the facts .
from what it appeared scocl just needed the hashes for the old natives to work, as rockstar kept the format consistent across all 3 platforms.

also there are xex mods for x360 , the only problem is its a lot harder to get those working online, but i have seen for myself xex mods working online you just need to manually patch the xex and remove all R/W checks

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

Posted: Wed Oct 23, 2013 9:39 pm
by ThanatosSelisen
Alexander Blade wrote:
zorg93 wrote:
Alexander Blade wrote:you guyz killed Online as expected
http://www.gameranx.com/updates/id/1814 ... eta-level/
still thinking that you did a right thing allowing to pack rpfs ? :mrgreen:
dont take this the wrong way but scocl was the final nail in the coffin for iv online on console. even though its intentions were good(like this) what it was being used for wasnt good and really harmed online
scocl (first released more than 3 years after the IV) doesn't support x360 sco format among with old native hashes , this was done via script conversion by some other tool , so the thing is that I did not provide direct capabilities of console modding as opposed to the tool from this topic which allowed to cheat in an easiest way by tweaking text files , and it was like few days since the Online launch when cheaters started to appear . I wouldn't be the one writing this if not the statements here that were telling something like we won't ruin Online but doing whatever we are doing .

ThanatosSelisen said that eboot was patched even before and this is true but it's much harder then tweak text based file and the changes applied to make the "feature" in eboot are usually limited by few bytes , but config file tweaking allows to do limitless changes in the data structure because V has a lot of stuff like this in text , and as result for Online the whole game gets desynchronized with disconnecting all clients only because of one with such config . If we will look at x360 then we can see that there are no xex mods for V , it was doomed with the ability to patch config . No offense ppl , just the facts .
for 360 there are rte(real time editors) available. build like a trainer. ps3 is a bit behind. thats even worse. with modified eboots you have to replace them all the time but with rtes you just have to click and done. config file cheats appeared the last week or so. as i said before all the important stuff had to be stored online for the online part of gta but r* failed there again. i have a modified ps3 but i refuse to go and play online with it. i am following the scene for quite a while and know how easy it is to cheat in ps3 games. sad thing about this is that the developers cant prevent it. and with the ode devices sony cant find cfw users anymore. they can play online use cheats as they want. it sucks.

can only speak for myself. i like the tools provided here and i love to dig arround files of games and systems. sure those tools gave some jerks the opportunity to cheat online but R* is to blame for that too. not everyone who uses this tools does cheat online.

thx a lot for making them and sharing guys keep it up =)

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

Posted: Thu Oct 24, 2013 6:17 am
by michalss
Please PPL stop spamming and leave this topic alone for boys working on the formats! It is everyone personal choice to bring modded GTA online, i personally dont care coz we using it only for localization, that's all.

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

Posted: Sun Oct 27, 2013 12:22 pm
by Dageron
New GTA V Console Texture Editor version (1.3.1) is available:
http://dageron.com/?p=5533&lang=en

This is not 1.4 which has been mentioned earlier, this is an update for 1.3.

New improvements:
  • Added support for MipMaps (for Xbox360 and PS3), texture replacement is now possible for all ‘levels’
  • Added support for GPUTEXTUREFORMAT_8 (L8) texture format on Xbox360.
  • Improved support for MC:LA.
  • Fixed uncompression errors which caused in past texture 'cropping' while loading (new *.dll is used).
Some screens (taken from MC:LA data, but IV/RDR/MP3/V are supported in the same way):
Image Image Image Image

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

Posted: Thu Oct 31, 2013 6:25 am
by oG Goddess
Maybe someone can help.........with Dagerons program

I exported loadingscreen_gtav_logo.dds
opened it in paint
made the file transparent, saved as dxt1
imported it back
The picture seems to be compressed.

The problem I'm running into is im used to gta4 where i could define if each .dds was gxt5 or gxt1.

If anyone can help that would be great.

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

Posted: Fri Nov 01, 2013 8:11 pm
by oG Goddess
Has anyone looked into to the files of disc 1 or were able to? The file checks seem to extend out to disc 1.

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

Posted: Sat Nov 02, 2013 11:09 pm
by CityPoke912
Nothing very interest.

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

Posted: Tue Nov 05, 2013 5:24 pm
by EcheloCross
Finally managed to mod a few textures.

This is s_m_y_cop_01.xtd and s_m_y_cop_01+hi.xtd from componentpeds_s_m_y.rpf from part0.rpf with an inversion of the rgb colors on the dxt1 data.

Image

There is so much to tinker with in this game.

Btw, kornto, I had to comment out 1 line of code to get part0.rpf to re-pack. I was getting out of memory error. (idk if anyone got this error)

Code: Select all

private void WriteData(Stream stream, List<Entry> entries, Dictionary<Entry, Structs.RPF7EntryInfoTemplate> entriesInfo, IProgressReport progressReport = null)
        {
            if (progressReport != null)
            {
                //progressReport = new SubProgressReport(progressReport, entries.Sum(entry => entry is FileEntry ? ((FileEntry)entry).Data.GetSize() : 0));
            }