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					Originally Posted by codectile  So, it finally got released. You have really put some efficient effort on this plugin. I would like to see the source code and a proper documentation, for learning purposes. | 
 
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					Originally Posted by Crayder  I don't think that's the point of this thread. I'm pretty sure he stated that he is here for development of the 'User-Friendly Installer'.
 The plugin development is not in consideration, it's release is. To be released it needs an installer, user friendly as stated.
 
 
 
 As you can clearly see, after the installer (extractor) is created and stuff, it will be a public project.
 
 Just thought I'd point this out.
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 This is not even the release section, it's pretty obvious it's not released yet. It's even titled, "Release Development".
Ok, I had an idea... This is not for the release but it's a pretty fancy idea...
So, we can add our objects. What if we could create our own 'fake' collisions for it to scan? Like, a function would have three points (because collisions are triangular based). When a ray get to this triangle, it will be returned.
I was also wondering if there was a way to return the object id in the callback. Ofc this will only work for the custom objects.
	
 
	
	
	
		
	
 
 
	
	
	
		
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		About installer, a simple rar extractor will do...
	
	
	
	
		
	
 
 
	
	
	
		
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		You need to extract the data from the GTA assets (img file) the collision binary must be created by the scripter it is illegal to distribute commercial assets.
	
	
	
	
		
	
 
 
	
	
	
		
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		Why don't you ask Kalcor for help? I'm sure he would be glad to make something to extract raw data for you, only thing that you have to do is to utilize raw data using some kind of smart arrays.
	
	
	
	
		
	
 
 
	
	
	
		
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		28.01.2015, 20:04 
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 Last edited by Crayder; 28/01/2015 at 11:31 PM.
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		Lol pottus, if you remember correctly... That was the same console IMG editor I told you about and we agreed on a long time ago. It's open sourced as I told you before, so we can use it without permission (although I actually talk to fastman sometimes, and he already agreed on its use).
With this console editor, you could simply make an AHK script with the GUI stuff and InputBoxes/FileSelectFolder to create an installer. This will look very generic but it would work. Of course, it'd still be much better with a real installer.
In fact, it'd be easier to use the source of that program to make a new extractor. It has all the img encryption crap and stuff in it already.
EDIT: If I remember correctly, it was Chris that said it's easier to just read straight from the IMG file instead of each collision file extracted from it.
	
	
	
	
		
	
 
 
	
	
	
		
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		I put all the required files on the first post if anyone wants to take a shot at creating a good automatic extraction method.
	
	
	
	
		
	
 
 
	
	
	
		
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		A batch script would be fine the process just needs to be simple but effective but also fool proof for the following reasons.
1.) No confusion over what files are required.
2.) Prevent people from trading copyright files.
Now the project also needs to be organized and put on github there is actually two projects the plugin and the binary builder that processes all these files (Removes lods, etc) and the ColAndreas plugin it's self.
	
	
	
	
		
	
 
 
	
	
	
		
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		29.01.2015, 01:40 
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 Последний раз редактировалось Crayder; 29.01.2015 в 02:16.
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		I actually just managed to create an extractor in AHK. I'm sure Mauzens binary would be way better though.
My script is actually understandable, simple. When you run the executable (compiled AHK to exe), you are first asked to select an extraction folder, this is the location the files will be extracted to. Then you are asked to select the GTA installation folder. After the folders are selected, two consoles show, one for the gta3 files and the samp files. After everything is extracted from the IMG's to the folder, I get the other files from the gta folders. 
And it's really that simple! Thanks to this: 
http://www.gtagarage.com/mods/show.php?id=21750 all I have to do is run the commands in order.
	
		
	
 
 
	
	
	
		
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		@Mauzen those _streamX ipl's are located inside gta3.img (some are inside gta_int.img but think they are not on the list).
Anyway, keep in mind that those ipl and data files inside img's are in binary format (I guess we will need to decompile them before recompiling for plugin...)
EDIT: Why do we need barriers ipl/ide? Arent those for single player to prevent player passing to certain areas until he finishes some missions? Also isnt Audiozon.ipl for sounds in SA? Please note that i dont know what these files are for and its just a guess, so take it as question "do we need them?".
	
	
	
	
		
	
 
 
	
	
	
		
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		If it is found we don't need some files then we will exclude them.
	
	
	
	
		
	
 
 
	
	
	
		
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		Yea just realized I also don't have some of those files XD...
	
	
	
	
		
	
 
 
	
	
	
		
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		gen_int4_stream0.ipl  is inside  gta_int.img  along with many more
	
	
	
	
		
	
 
 
	
	
	
		
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		Would removing the folder after your done with it be good enough to cover the 'fool proof' requirements? 
:P
	
	
	
	
		
	
 
 
	
	
	
		
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		I actually think that people wont share files because there is no need to...It will take much longer to download those files than to extract them...