[Plugin] ColAndreas - (Released)
#21

Quote:
Originally Posted by codectile
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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.
Quote:
Originally Posted by Crayder
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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.
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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#22

About installer, a simple rar extractor will do...
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#23

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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#24

Well extracting .col files cant be a problem as there are many tools today...after all its more than a 10 years since SA has been released...Also extracting collision files is done only once so why not use already existing tools? (Like Alcis img editor...)

And about compiler i have no idea so im not gonna say anything.

By the way here is img editor in console that may be useful (or useless ) http://www.gtagarage.com/mods/show.php?id=21750

EDIT: If i understand right from release topic there is source code to that tool...
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#25

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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#26

That could work well with a file list to extract I will generate some file lists tonight.

Quote:
Originally Posted by MicroD
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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.
There is no need.
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#27

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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#28

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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#29

Quote:
Originally Posted by Pottus
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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.
Oh so its just about extracting the files, I thought youd also need them in a special arranged format.
Spark IMG Editor for example has a command-line tool for that. I guess it would be okay to get people downloading that tool? Rewriting an img extractor just to be able to offer it together with the download here would a bit too much extra work imo (alternatively we could ask the creator for his permission to redistribute the tool with your plugin).
I can write a batch script for that tomorrow, should just be half an hour of work.
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#30

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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#31

Okay, after giving it a quick look I cant find the Audiozon.ipl anywhere, neither in the img archives nor in the GTA directory. Where is it from?

Im also missing some .col and .ipl files (except those in /data/maps/ , especially all those _streamX ipls) that I couldnt locate yet

http://pastebin.com/m6tG3hZy
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#32

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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#33

@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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#34

Quote:
Originally Posted by Crayder
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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 to the folder, the files are looped and everything that doesn't have the .col extension is deleted.

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. @Mauzen, the link I just posted has the source of the img console. This is a lot simpler than Sparks, and the source is really simple too. When you create your extractor I recommend using the code in that source.
Thanks, Ill check that, but if your version already works I wont have to create another application
I already got a working batch file though that has to be placed together with spark in a subdirectory inside the GTA game folder, and extracts/copies all files to a directory, and afterwards checks if all files got extracted by counting them. But not having to download another application like spark first seems like a much better way.

Quote:
Originally Posted by DRIFT_HUNTER
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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...)
Some of them are, but e.g. gen_int4_stream0.ipl isnt in any of my IMG files, nor as single files in the game directory. Could this be a version issue? If yes, things could get nasty if the plugin needs those files and some legal game versions dont have it. Ive got the german DVD version 1.0, my gta3.img is unmodified and exactly 940,064,768 bytes in size.
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#35

If it is found we don't need some files then we will exclude them.
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#36

Yea just realized I also don't have some of those files XD...
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#37

gen_int4_stream0.ipl is inside gta_int.img along with many more
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#38

Quote:
Originally Posted by DRIFT_HUNTER
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gen_int4_stream0.ipl is inside gta_int.img along with many more
Woops thats my fault (failt) then, thought Id checked it for those files.
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#39

Would removing the folder after your done with it be good enough to cover the 'fool proof' requirements?

:P
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#40

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...
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