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What is the future of GTA V Modding?



  • We already have a prototype for creating entirely new maps. It's unclear how advanced it is yet, or how advanced it will be.
    However. I was thinking. With all the progress that's been made so far.

    Imagine some time from now we have a way to completely remove the original loading map from GTA V, and instead replace it with our own, importing custom props and 3D Models.

    For developers/designers reading this, what is your perspective? Do you think it's possible or will be possible to do such a thing? Remove the map from GTA V, and replace it with ones own?

    The game seems very open source with most of the configuration files written in encrypted meta files. I have to wonder how far it can progress. It's almost as if Rockstar intentionally leave their game open and easy to decrypt for the programmers that know how like this because they possibly support the modding community. They may have to act like they don't for legal reasons, like the hot coffee incident several years ago, when Grand Theft Auto San Andreas came out.

    Also, if anyone knows. What does the process or actually knowing how to even decrypt the metadata files among the other encrypted formats start with? Where do you even begin to start the process of figuring out exactly how an archive could be opened?



  • Hey it became possible with GTA IV and every GTA game before that, so why not for GTA V as well. So I think I is possible and that It will be possible really soon. Maybe by next year, or even earlier.



  • @JZersche

    Imagine some time from now we have a way to completely remove the original loading map from GTA V, and instead replace it with our own, importing custom props and 3D Models.

    Yeah.... that's already possible because we can edit existing ymap files.

    For developers/designers reading this, what is your perspective? Do you think it's possible or will be possible to do such a thing? Remove the map from GTA V, and replace it with ones own?

    Yep. Like I said, its possible but it needs focus and concentration.



  • @AHK1221

    Is there a way I could remove a large portion of the map, just so the game loads very fast for testing purposes? Any developers know if it's possible to alter vehicle handling data in-game? There aren't any handling injection mods out there and the only one that I ever found doesn't work. Feel free to use this thread of course for general discussion.



  • @JZersche

    Is there a way I could remove a large portion of the map, just so the game loads very fast for testing purposes?

    https://forums.gta5-mods.com/topic/9360/map-editing/
    Take a look here, a guy by the name of @Dekurwinator explained a lot of map editing concepts.

    Any developers know if it's possible to alter vehicle handling data in-game? There aren't any handling injection mods out there and the only one that I ever found doesn't work.

    This seems to work:
    https://www.gta5-mods.com/tools/real-time-handling-editor



  • @AHK1221 Brilliant!, Thank you.



  • @JZersche
    R* never thought in do intentionally "open source" their games, the true is, they are using Rage engine based in modular and no hardcoded hexadecimal system for files to keep the easy and fast management of objects by the render motor, that is the way to do their open games and so, Why to change something that has made their graphics engine so effective?.

    The process to decrypt files in GTA V and any other videogame is always based in direct reading of contents in memory, only when the game starts its loading process, we can see in the memory the process threads to catch them and see the decryption methods acting over hexadecimal values and then, start creating native decryption tools with the info collected from memory reading and from the decompiled scripting methods in the game libraries and executables (reverse engineering knowledge recquired in this step).
    Is recquired a well low language of programmation knowledge, memory reading skills, hexadecimal understanding to indentify the correct format headers and knowledge in emulation of decoded storage methods and runtimes. At last and obviously, pretty good knowledge about 3D matter/contents is recquired to be focused in good tools for the rendering processing by the game engine and in that way, create good stuff, including knowledge of high level shading languages (in pixel and vertex shaders) to make compatible/exact materials and geometry properties with the game engine.



  • @Rarefacer In that case, a degree of knowledge in Assembly ASM programming would be extremely beneficial then? Making Modding applications and scripts then isn't as much as a walk in the park as adding in new vehicles and altering metadata. So in that sense, the developers that are actually decrypting the data and getting in to the archives might as well be on a similar level as the game developers themselves if I'm not mistaken? I'd be willing to place a bet that some of the people who design mods here know quite a lot about game development. Which, is of course where my degree of knowledge is headed. For now, I have a decent understanding of CSS, HTML5 and small amount of PHP, LUA and XML, and have only recently began getting in to Javascript and SQL. I have not learned ASM yet. I think I'm heading in the right direction.



  • @JZersche Always but mixed with the others areas that compounds a game engine. We can see the example of Black Rage Research Project guys; there exists programmers, 3D/CGI artists and reverse engineers, and they working together, can create OpenIV and its modding features.



  • @JZersche For reverse engineering? Extremely.

    For using an API created by a person who knows it? Not really. Because thats what Alexander Blade did.



  • @AHK1221 I didn't understand exactly what you meant. Alexander Blade (dev of Scripthook) did what? I'm not understanding exactly what you're trying to convey that ASM wouldn't be beneficial for, it didn't make sense to me. Maybe you can rephrase?



  • @Rarefacer Alexander Blade made an API for people like us so that we don't have to learn Assembly for reverse engineering.



  • @Rarefacer

    Do you know the advantages of using C4D over 3D Max, are there any or is it personal preference? I know 3DS Max has a plugin called fumeFX which creates realistic fire, and seems to do a better job than C4D, but I've seen impressive things created with C4D as well, and have noticed people using C4D including yourself more frequently. Any reasons?



  • @AHK1221 Right. What API are we referring to? Is Scripthook an API? I've not well knowledged in these areas of programming yet, forgive my confusion. However, I'm starting to get in to programming now, rather than just the typical HTML/CSS and XUL I'm used to using. I'm upset with the lack of knowledge in this area. There are many people who want to make modifications, and have no idea where to even start, and it can be difficult to get results and answers to some questions via google. I like that in this community we all seem to be working together, and that's a great thing and I think the sharing of knowledge and information that is taking place is also a great thing.



  • @JZersche Lol Scripthook is the API.



  • @AHK1221 I sort of thought about that. ¯\(ツ)

    But my confusion originated from not knowing 'exactly' what it is that scripthook does. I may have forgot, or never knew. I just know it had something to do with allowing mods to be installed in GTA V, not knowing the actual programmatic function of it.



  • @AHK1221 I know, and is the convertion from native numerical sort to a visually understandable native functions of the engine to be scriptable. This is just one piece of the Rage engine pie.

    We can do script mods with just simple programming knowledge and feel satisfied with results, but to go further (really to create impressive and cool stuff), if we combine that with modelling, texturing, game physics, HUD, audio, animation (I hope it soon), native data file management/edition and import export features, we have the 90% of a game engine to make reality all our ideas and that is more satisfying.



  • @JZersche ScriptHook, as the name suggests, allows external (made by us modders) to be hooked into the game. AFAIK it puts our scripts next to the game's original scripts which allows us to use native functions.



  • @Rarefacer That's what the Iron Man mod did :)



  • @AHK1221 said in What is the future of GTA V Modding?:

    @JZersche

    Any developers know if it's possible to alter vehicle handling data in-game? There aren't any handling injection mods out there and the only one that I ever found doesn't work.

    This seems to work:
    https://www.gta5-mods.com/tools/real-time-handling-editor

    Just tested it out, went from putting 99999 mass on a Sultan with 1 mass.

    Really interesting result. 😂



  • @JZersche ok now I need to mess with it too XD



  • @AHK1221 I've had fun with 99999 mass before, but I never tried using '1'. It actually acts like the vehicle has a lot of mass, but immediately damages and destroys your engine sometimes, like I said. It's a really interesting effect. If you drive at a fair rate of speed and hit a pedestrian of another car, the camera shakes in a very cool realistic effect.

    If there was a way to trigger that camera shake every time something is hit, that would definitely need to be a mod. Actually the effect I was getting was from the mass being 99999, and I just didn't realize it because my car acted weird and came to a stop and wouldn't move anywhere, which gave me the illusion that the mass was at 1 but in reality the engine was destroyed. When I use this to reinitialize a new value like 1000 in to it, or 1 for some reason it's not working and only worked the first time. Will have to keep testing it.

    Edit: Just die and respawn, and the values will re-initialize.

    XD


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