@Gerbooo2 said in Porting FiveM mods to SP:
Hi i have a ycd file where do i put it in?
An animation file simply goes into assets.
@Gerbooo2 said in Porting FiveM mods to SP:
Hi i have a ycd file where do i put it in?
An animation file simply goes into assets.
@JohnFromGWN said in (MISC) camera "zoom" editor like in the Rockstar Editor !:
I think you mean field of view (FOV). Zoom refers to making something appear closer or further. As in Zoom in, Zoom out.
I think you mean Field of Vision. And zoom in/out is actually a de facto side-effect of changing FOV. You literally increase Field of Vision by pulling back the camera a bit (as if zooming out). With the camera normally at around where your eyes would be (1st person), or a bit behind you (3rd person) -- essentially with you as (near)center -- increasing FOV is not ideal per se, as it comes with a small fish-eye effect. I needed to do this in my game, anyway, as I play on a 3840x1600 monitor (which would normally, on a 4k monitor, be like cropping a bit off the top and bottom). So, I used the only (working) tool ingame capable of setting FOV automagically, at startup: Zolika1351's Trainer to set CamFOVConstant=60, the sweet spot for me.
@JohnFromGWN said in Regarding Rockstar's updated modding policy.:
@meimeiriver said in Regarding Rockstar's updated modding policy.:
But the official Louis Vuitton Malletier company can, and actively does, send legal notices to 5mods to have mods with their brand removed.
I had no idea they would stoop so low. I would comply and then send them a link to a site that sells fake Vuitton merchandise with an enjoy this site and GFY.
I have frankly no idea why they bother. Who cares whether a game exists with fake clothes in it, using their brand? It's free advertising, if anything. Lawyers tend to think more rigid, though.
@JohnFromGWN said in Regarding Rockstar's updated modding policy.:
In the SP Universe they can only protect their own IP. If someone uploads a Coke or Pepsi t-shirt here it will be up to those companies, not R*, not T2I, to make a DMCA claim
Partially true. They will vigorously go after Libery City mods; but they are legally also required to state their gaming platform can't be used to violate the IP rights of others. Like you say, though, in practice, they really only care about their own IP, of course.
Misuse is another story. That is defendable. But removing real world brands? Come on.
You better believe it. Like Ren said, try finding Louis Vuitton on 5Mods.
If they ever tried to enforce bullshit on SP, the workaround would be Steam emulators or cracked games - this would of course alienate their fan base so I don't see them going there.
Nobody can practically prevent a SP player from having a Louis Vuitton item in their game. (Or Liberty City, even) But the official Louis Vuitton Malletier company can, and actively does, send legal notices to 5mods to have mods with their brand removed. As Dr. Evil told Nr. 2: "That, too, already has happened." So, they can certainly go after the sites that distribute their brands -- thus making it harder for ppl to get access to these type of mods. So, it's not about "police a stupid policy on the 100s or 1000s of user maintained RP servers," but simply about cutting off the source(s) to these materials.
@a63nt-5m1th said in What type of hash generator OpenIV is using?:
Talking about people potentially wiping out their modded files with an '.oiv' install, the Nbvisual/GTA V Remake patreon mod's '.oiv' installer completely replaces the user's 'update.rpf' & 'common.rpf'.
MODERATOR CAP ON: I surely hope not, as it is against the Rules to distribute original game files. And an entire update.rpf (despite possible minor changes in it), we consider an original game file. Much like we don't allow people to redistribute an entire, say, mpapartment.dlc or something in their mods either. Will investigate.
EDIT: Not seeing it on 5mods, fortunately. Or unfortunately, as the case may be, as that mod is assuredly going to make some victims that way.
It is, btw, also simply terribly irresponsible: an imported update.rpf will BREAK your game, guaranteed, at the next update. And update.rpf is likely the file almost everyone running mods has customized, one way or the other.
@JohnFromGWN said in What type of hash generator OpenIV is using?:
P.S. Slightly off topic, and apologies to @Aurora11 for hijacking, but why does the addonprops content.xml file refer to
<filename>dlc_addonProps:/def_props.ityp
when the actual filename is def_props.ytyp and def_props.ityp does not exist.
I know this isn't an error, just curious.
That is WAI.
For instance, it is common, in meta files, to refer to say .imap, whereas the actual file extension is called ymap. Same with .ityp vs. .ytyp files. Entirely normal.
@JohnFromGWN said in What type of hash generator OpenIV is using?:
@meimeiriver Thanks for the clear explanation.
Speaking of ytyps, is there any reason why the def_props.ytyp from MethOd's AddopProps mod can't be exported to xml from OpenIV?
I've exported other ytyps from OpenIV, as text/xml, but this particular one remains binary.
Yeah, I remember. Could be opened only with something called 'Meta Toolkit' (and then only the lastest beta version). It's no longer to be found anywhere. Doin't sweat it, though, the ytyp in it was horrifically bad, choke-full of egregious errors (in extents, centers, etc). Back in the day, people simly didn't know yet.
Yes, their props, no offense, are crap too. They were all set to be 'skinned mesh', iirc. And those don't show up in a ymap. At that time, ymap was new too. Just forget about that whole addonprops. It's extremely obsolete.
@JohnFromGWN said in What type of hash generator OpenIV is using?:
@meimeiriver I follow what you wrote, but to answer @Aurora11 's original question, and for my own knowledge, does every prop hash have an associated name just as every native function hash translates into a native function name[?]
In princple, yes. Early versions of addonprops and such had ytyps with only hashes. The props themselves held the names, of course. If a prop name is known to the game, then it will recognize and resolve the hash.
In aurora's case, the test is very simple. Create a test ymap somewhere, put the hash in question into a randon entry, save the ymap again, and reopen it (all in OpenIV). Then, if a corresponding prop exists for it, anywhere in the game, OpenIV will have 'resolved' it to a name. If not, there's simply no corresponding prop name for the hash ingame (or the dlc with the prop in it hasn't been loaded).
Menyoo typically stores props with both hash + name, like:
<ModelHash>0x46699f47</ModelHash>
<Type>2</Type>
<Dynamic>false</Dynamic>
<FrozenPos>true</FrozenPos>
<HashName>Akula</HashName>
Menyoo, unlike OpenIV and CodeWalker, doesn't use a name resolver, but relies on its own props.ini for name lookup. That is no big issue, really, as you pick those names (from props.ini) via the spooner mode anyway. You can, for example, right-click on an object ingame, and add it to the database; but when that prop name isn't in props.ini, Menyoo just stores it as a hash.
@Aurora11 said in What type of hash generator OpenIV is using?:
I want to convert a hash to name but unfortunately OpenIV only has the option to convert the name to hash
I have looked a lot of hash generators, ascii converters, hex stuff but none of them is giving the same result with the OpenIV's.
Can anyone tell what type of code it's using so I can look at it and hopefully find a website that can also convert from hash to name as well
That is never going to work. Hashes are computational checksums, as it were, over a string. They are inherently irreversible... unless you already have the name(s). We have the hashes for all Natives, for instance. Those can be reversed by simple look-up. I often do the same, with a custom tool of mine, for prop names (and everything hash) in a ytyp, for example, with only hash names. I collect all prop/meta data names, compute their hashes, then replace the hash names in the ytyp with the corresponding prop/meta data names again. Just because it looks cleaner.
Just taking a hash, however, without a (limited) set of prop names to generate hashes from, and trying to turn it into a name again, is impossible, though (unless you were to iterate through trillions upon trillions of generated names).