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发现外国人已经开始了GTA:IV的MOD制作工作!我们中国的MOD TEAM要加油啊!
http://gta.qq.topzj.com/viewthre ... mp;extra=#pid672749
http://www.gtaforums.com/index.php?showtopic=382615
CODE
CODE | +-----------------------------------+
| Rage Package File |
+-----------------------------------+
| By Ac_K, UZI-I & ParoXum |
+-----------------------------------+
+--------+
| Header |
+--------+
0x00 - 4 byte - CHAR[4] - FourCC, Always "RPF0".
0x04 - 2 byte - WORD - Unknow (Certainly a padding ?).
0x06 - 2 byte - BYTE - Unknow (0x00 or 0x01).
0x08 - 2 byte - BYTE - Number of entry + 1 (for actual file).
+-----------------------------+
| Declaration Positions/Names |
+-----------------------------+
0x800 - 4 byte - UNK - Always 0x00 0x80.
0x804 - 4 byte - UNK - Always 0x01 0x00.
0x808 - 2 byte - BYTE - Number of entry (Files positions ?).
0x80C - 2 byte - BYTE - Number of entry (Files names ?).
+-------------------------+
| Positions (on 16 Bytes) |
+-------------------------+
0x810 - 4 byte - BYTE - Text position after the " / " ( " / " is after all the position).
0x814 - 4 byte - WORD - File Offset (number of "block").
0x818 - 4 byte - DWORD - Unknow (Certainly file size ?).
0x81C - 4 byte - DWORD - Unknow (Equal to 0x818 in different RPF).
The next file is on the next 16 bytes.
The second next file is on the next 16 bytes.
Etc...
+-------+
| Names |
+-------+
The names begin after all position.
For reconize the begin of the names, the / and the byte 0x00 is present.
After, the names are separate by 0x00.
+-------+
| Files |
+-------+
Writing on as padding (block ?) to 2048 Bytes likely 0x1000, 01800, etc...
The different formats :
- *.anim // animation array file
- *.bnd // collisions
- *.cfg // config basic file
- *.cm // camera coordinates ?
- *.data // -Unknow
- *.dds // directx texture format
- *.dynamic // -Unknow
- *.fx // compiled universal shaders
- *.fxc // another shader ?
- *.levelfx // -Unknow
- *.list // dictionnaries ?
- *.mesh // 3D models
- *.mtl // common material extension file
- *.phys // -Unknow
- *.png // universal image format
- *.rmtpx // effects/particles files
- *.skel // skeleton files
- *.sps // shader libraries ?
- *.static // Sound Bank
- *.strtbl // Boot Screen
- *.sva // -Unknow (Diffuse Texture?)
- *.td // Sound Bank
- *.txt // text, motd ?
- *.xeck // -Unknow (Sounds?)
- *.xml // input text files / ai files ?
- and other not discovery |
We wrote this for the RPF Table Tennis and not GTA IV (Because we don't succes to decompile it !).
But I think it's likely the same in GTA IV.

http://www.gtaforums.com/index.php?showtopic=341654


http://www.gtaforums.com/index.php?showtopic=383473
http://www.youtube.com/watch?v=8XcO7k3p4wQ
Well, after browsing the forum i managed to make a super-fast-amazing-comet-mod. 
I edited Handling.dat file from \Grand Theft Auto IV\common\data.
Steps needed to make that happen:
1. File modding abillity patch - nesscary to make it happen with no failure
2. Backup EVERYTHING u change, if u use MAGIC (step 1) u dont need to.
3. Go to Handling.dat in \Grand Theft Auto IV\common\data and find COMET line and replace it with the following line:
CODE | COMET 99999.0 � �0.0 0.0 -0.21 � �0.24 � 400.0 0.34 0.66 0.7 �0 �0 1.2512.5 0.12 0.48 � � � �0 -0.15 0.0 � � 1.0 0.6 1.5 � �00 404400101 �--c2--> |
And one last thing, im new at this forum, so hi all
i made a new handling line. It's better than my old one (in the vid)
CODE | DUKES 1700.0 2.0 85 0.0 -0.60 -0.30 0.0 5 0.99 1.5 345.0 0.450.65 0.7 35.0 4.05 3.80 14.0 0.15 0.42 1.3 0.7 0.7 0.14 -0.23 0.0 0.31 1.0 1.0 0.8 1.5 0.0 22000 440000 0 0 |
http://www.gtaforums.com/index.php?showtopic=383059
in my opinion, it's more realistic.

[ 本帖最后由 AHSAMMAS 于 2008-12-14 11:35 编辑 ] |
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