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 Post subject: Re: [PS3/ X360] GTA V resource research & software developme
PostPosted: Wed Nov 20, 2013 11:10 pm 
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Texturs from Beach Bum DLC have different format? I can't open them by Dageron's tool.

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 Post subject: Re: [PS3/ X360] GTA V resource research & software developme
PostPosted: Tue Nov 26, 2013 3:30 am 
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Seems so, here's a screenshot of the error. Here are some sample textures. Also get an error when trying to resize the window.
Image

Also the carcols file in the DLC is a readable .meta, not a .xmt/.cmt. May be useful for making a .xmt/.cmt reader? Files.

And lastly, files in update.rpf should overwrite files in the dlc pack, so if you want to edit/add something in the dlc, you don't need to mess around with the dlc files. Makes editing the handling for everything a lot easier.


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 Post subject: Re: [PS3/ X360] GTA V resource research & software developme
PostPosted: Tue Dec 10, 2013 12:45 am 
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Ok, so I finally started to work on the resources. I didn't do exactly what I planned at first.
As first step I added a resource viewer for .xtd/.ctd. (With many missing fields right now).
Image
This is just the first step towards working with resources.
So right now I want to describe as many structures and fields of the resources in the program, and I will be happy if other people will be able to help me with that.
My next target with resources is viewing/extracting 3D models. But first that I need to understand the related structures and add them to my program.
For those who are interested, the changes are available in the resources branch in the git.


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 Post subject: Re: [PS3/ X360] GTA V resource research & software developme
PostPosted: Fri Dec 13, 2013 9:18 pm 
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@up

Ask tgascoigne, he made a .xdr exporter, but without loading textures, you can ask him for a help.
http://gtaforums.com/topic/656269-game- ... 1064238416


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 Post subject: Re: [PS3/ X360] GTA V resource research & software developme
PostPosted: Fri Dec 13, 2013 10:17 pm 
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There is also C++ source to it : https://github.com/tgascoigne/xdr2obj

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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/


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 Post subject: Re: [PS3/ X360] GTA V resource research & software developme
PostPosted: Wed Dec 18, 2013 11:29 pm 
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We need a working model importer with cords and such but we need a batch texture exporter.Also we need a max script to have those models with cords.


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 Post subject: Re: [PS3/ X360] GTA V resource research & software developme
PostPosted: Wed Jan 01, 2014 9:59 pm 
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Hi folks !

I've made a small tool that exports r* .xmap files into .txt files with modelnames + coords + rotations.

I'm sure someone can use it !

If you need it pm me.


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 Post subject: Re: [PS3/ X360] GTA V resource research & software developme
PostPosted: Sat Jan 04, 2014 11:21 am 
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Hi people of XeNTax...Im new to this site...but i have one problem with texture editing ps3 , i have been using the awesome libertyV RPF7 Editor by kornto to extract .rpf files successfully and edit them.
One in particular i have edited is Franklin's face & Tshirts - part4.rpf / streamedpeds_players.rpf / player_one / uppr_diff_004_a_uni.ctd & head_diff_000_a_bla.ctd.
ive Opened them with Dageron's Awesome GTA V Console Texture Editor 1.3.1 with success. I then drag the dds files uppr_diff_004_a_uni.dds etc...to Photoshop which has a
NVIDIA Plug-in for Adobe Photoshop to allow for .dds files viewing editing saving. I then repack and save with LibertyV-r25 to player_one / streamedpeds_players.rpf / part4.rpf. then
Replace original part4.rpf in my actual gta 5 game folder USRDIR. My modded texture i edited "Franklins Tshirts & Franlins Face with Tattoos" are successful but only up close...when camera gets further away
from object (Franklin) it disappears and original texture comes in to play...Thats my only problem...Any advice or suggestions? heres some example images [img][IMG]http://i1334.photobucket.com/albums/w643/risatisone/20140105_003317_zps22105911.jpg[/img][/img]

And a Youtube Video sample of what i mean http://youtu.be/Hx-4gSb-QVM


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 Post subject: Re: [PS3/ X360] GTA V resource research & software developme
PostPosted: Sat Jan 04, 2014 1:50 pm 
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perese1 wrote:
it disappears and original texture comes in to play...Thats my only problem...Any advice or suggestions? heres some example images

no mip-maps of texture was replaced, use only lastest Dageron tools and read instruction, please
Image


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 Post subject: Re: [PS3/ X360] GTA V resource research & software developme
PostPosted: Sat Jan 04, 2014 7:49 pm 
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perese1 wrote:
Hi people of XeNTax...Im new to this site...but i have one problem with texture editing ps3 , i have been using the awesome libertyV RPF7 Editor by kornto to extract .rpf files successfully and edit them.
One in particular i have edited is Franklin's face & Tshirts - part4.rpf / streamedpeds_players.rpf / player_one / uppr_diff_004_a_uni.ctd & head_diff_000_a_bla.ctd.
ive Opened them with Dageron's Awesome GTA V Console Texture Editor 1.3.1 with success. I then drag the dds files uppr_diff_004_a_uni.dds etc...to Photoshop which has a
NVIDIA Plug-in for Adobe Photoshop to allow for .dds files viewing editing saving. I then repack and save with LibertyV-r25 to player_one / streamedpeds_players.rpf / part4.rpf. then
Replace original part4.rpf in my actual gta 5 game folder USRDIR. My modded texture i edited "Franklins Tshirts & Franlins Face with Tattoos" are successful but only up close...when camera gets further away
from object (Franklin) it disappears and original texture comes in to play...Thats my only problem...Any advice or suggestions? heres some example images [img][IMG]http://i1334.photobucket.com/albums/w643/risatisone/20140105_003317_zps22105911.jpg[/img][/img]

And a Youtube Video sample of what i mean http://youtu.be/Hx-4gSb-QVM

You sure there isnt a very high detail copy of franklin and a lower detail of his face, still i didnt think it would change that close


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 Post subject: Re: [PS3/ X360] GTA V resource research & software developme
PostPosted: Wed Jan 08, 2014 9:08 am 
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Thank you so much Dageron & kornto...This is my texture for franklins Hat and Stomach & arms tattoos Image


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 Post subject: Re: [PS3/ X360] GTA V resource research & software developme
PostPosted: Thu Jan 09, 2014 2:48 pm 
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SILENTpavel wrote:
perese1 wrote:
it disappears and original texture comes in to play...Thats my only problem...Any advice or suggestions? heres some example images

no mip-maps of texture was replaced, use only lastest Dageron tools and read instruction, please
Image

in the vehicles.meta there is something that relates to this
Code:
<HDTextureDist value="5.000000" />
      <lodDistances content="float_array">10
25
60
500
</lodDistances>

that suggest that there are 5 different textures depending on how far away you are form the vehicle


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 Post subject: Re: [PS3/ X360] GTA V resource research & software developme
PostPosted: Sun Jan 12, 2014 11:55 am 
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xI cHOcOLaTe wrote:
I was looking into the .xsc files and they seem like they're compiled. I had an hour to myself and mapped some stuff, maybe someone else has a better idea?

Code:
XSC.sys file format
0x38 - 0x3B - Checksum (probably CRC32)




hey how were you able to spot this in particular?


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 Post subject: Re: [PS3/ X360] GTA V resource research & software developme
PostPosted: Sun Jan 12, 2014 3:22 pm 
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PS3 AWC Decoder for Grand Theft Auto V

This small tool allows you to convert GTAV AWC files to mp3 or wav audio. (works only with PS3 version of GTAV.)
Image

Features:
  • Open single file or process selected folder;
  • Export audio to MP3, WAV or Multichannel WAV (only in streams);
  • Support command line arguments, can be used by other tool or in scritps;

Command line arguments: 
Code:
GTAV_PS3_AWCDecoder.exe [/FILE | /FOLDER] input [/MP3 | /WAV | /STERIO_WAV] destination

   /FILE      Process single file.
   /FOLDER      Process folder with sub folders.
   input      Specifies the file or folder to be processed.
   /MP3      Export audio channels as separated MP3 files.
   /WAV      Export audio channels as separated WAV files. Converted from MP3, will take more time.
   /STERIO_WAV      Export audio channels as Multichannel WAV (only in streams) files. Converted from MP3, will take more time.
   destination      Specifies the output directory.

Examples:

   GTAV_PS3_AWCDecoder.exe /FILE "C:\DATA_V\cargobob.awc" /MP3 "C:\DATA_V\out\"
   GTAV_PS3_AWCDecoder.exe /FOLDER "C:\DATA_V\AUDIO\" /MP3 "C:\DATA_V\out\"


 
Donwload: http://bit.ly/GTAVPS3AWC


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 Post subject: Re: [PS3/ X360] GTA V resource research & software developme
PostPosted: Wed Jan 29, 2014 8:48 am 
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Hi guys...im trying to figure out what a GPUTEXTUREFORMAT_DXT4_5 is and if it is able to be retextured using photoshop cs5. the file i got is a dds file
but when using photoshop it has greenish look and a ALPHA1 in the channels on Photoshop eg with pictures

PLease help me out..realy noobish when it comes to dxt4_5 stuff...Ive successfully edited the DXT1 really well also am i able to save once ive successfully edited the DXT4_5 dds file? really would like to edit these please help
Image Image



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