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

Posted: Tue Oct 01, 2013 4:54 pm
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.

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

Posted: Tue Oct 01, 2013 6:36 pm
by CityPoke912
general.awc from audio_radio.rpf/radio_06_country cannot be opened. I'm sure that file contains more than one tracks.

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

Posted: Wed Oct 02, 2013 1:37 am
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
}

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

Posted: Wed Oct 02, 2013 7:01 pm
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.

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

Posted: Wed Oct 02, 2013 7:03 pm
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

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

Posted: Wed Oct 02, 2013 7:58 pm
by OrangeC
I second about the mono to stereo muxing. Would make it easier as i dont have hundreds of files to mix.

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

Posted: Wed Oct 02, 2013 10:52 pm
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.

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

Posted: Thu Oct 03, 2013 5:36 am
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.

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

Posted: Thu Oct 03, 2013 8:15 pm
by OrangeC
why didn't I think of wave wizard :P

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

Posted: Fri Oct 04, 2013 12:08 am
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.

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

Posted: Fri Oct 04, 2013 7:29 am
by michalss
I would like to see SAVE button implemented instead of dealing with music. Edit RPF in RPF system would be nice :)

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

Posted: Sat Oct 05, 2013 6:32 am
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.

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

Posted: Sat Oct 05, 2013 6:38 am
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/

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

Posted: Sun Oct 06, 2013 11:50 pm
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.

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

Posted: Sun Oct 06, 2013 11:51 pm
by d875j
Here's second file wish someone could increase upload size.