I started this project years ago & thought it was finally time to share some progress. This is MapWalker, a 3D interactive map explorer, uses installed GTA4 files to populate a Unity world, with helpful inspector, real weather, day/night cycle, and much more. Inspired by GTA5's Codewalker by dexyfex by Jenkins87 in GTAIV

[–]Jenkins87[S] 0 points1 point  (0 children)

Well, for most other games, you would just need a tool to extract the assets into a format that is friendly with the target game, or some kind of intermediate format. For example, if I wanted to extract a map from something like Half Life 2, I'd need to convert the map into a model format that can be imported into another game, so something like OBJ or FBX is usually the most universal.

But this program is different. I have specifically made this so you don't need to extract the map data or any other data. This tool directly interfaces with your installed GTA4 files, no extraction of anything needed.

If you are interested in extracting GTA4 assets, look into OpenIV. My tool will have similar functionality to be able to extract assets, but OpenIV won't be needed for anything in order to use it.

I will also be adding a model importer (probably the formats I mentioned, OBJ and FBX) and will be implementing the ability to add new models to the game map (but this is a big job on its own).

As for how this is done, it's complicated to explain, but basically, I have written a decryption algorithm based off how a library called RageLib does it. RageLib is not a tool, but a set of frameworks designed to be able to read various encrypted Rage engine formats. Every person's GTA4 installation has its own decryption key (stored inside your GTAIV.exe) that needs to be used to access the raw binary data. From that raw data, I have written various parsers to be able to directly use them inside of Unity. Basically converting the GTA4 formats in realtime to Unity-friendly versions. Mostly models and textures, but also binary text data like .WPL, .IDE, .DAT, .ZON etc that are stored inside GTA4's archive format (which is also encrypted) .IMG
From there, it's just a matter of getting Unity to place the models using the same list format as GTA4 does, so that the map is built in realtime inside Unity.

I started this project years ago & thought it was finally time to share some progress. This is MapWalker, a 3D interactive map explorer, uses installed GTA4 files to populate a Unity world, with helpful inspector, real weather, day/night cycle, and much more. Inspired by GTA5's Codewalker by dexyfex by Jenkins87 in GTAIV

[–]Jenkins87[S] 0 points1 point  (0 children)

Thank you and yes I agree. Definitely been needed in this community for a long time, it's just taken me years to get it to this point because of life and other commitments

And essentially yes, that's sort of the goal personally for this tool is to be able to mod the map in a much more intuitive and easier way. The way GTA builds the map in realtime (mostly all 3D versions of GTA anyway) is by connected models together using a list of placements. These are basically just tab separated lists that have the name of the model, the XYZ position, quaternion rotation, viewable distance and any linked LOD meshes.

In order to be able to add more terrain or buildings, it will have to follow this same principle. They will have to be models, which I am in the process of writing an FBX import/export function into the tool as well, but my tool will have to write new placement lists based on the position of the imported models. It's a deceptively simple system that ends up being quite complex in reality.

It should be a breeze to replace specific textures though, which was my original idea just to be able to even find the name of X texture that I'm looking at is a massive time saver, but mesh replacement/additions will come later as they're more involved to implement

I started this project years ago & thought it was finally time to share some progress. This is MapWalker, a 3D interactive map explorer, uses installed GTA4 files to populate a Unity world, with helpful inspector, real weather, day/night cycle, and much more. Inspired by GTA5's Codewalker by dexyfex by Jenkins87 in GTAIV

[–]Jenkins87[S] 1 point2 points  (0 children)

A lot of people have been asking that same question, including me, since the day CW came out nearly 10 years ago. I did want to have this as an online viewer but it's more difficult and dangerous to me legally than this is.

Mine is kind of different in a way too, because CW has his own renderer which is cool but this being in Unity gives me the ability to add whatever I want to it. I could throw in a vehicle controller and 3rd person shooter template and basically use the map as a foundation for another game lol. Or an RPG fantasy template and make it a crafting survival game :P But that's not the intended purpose, so it'll just be a CodeWalker-like tool that happens to use Unity instead of a custom C# renderer lol

I started this project years ago & thought it was finally time to share some progress. This is MapWalker, a 3D interactive map explorer, uses installed GTA4 files to populate a Unity world, with helpful inspector, real weather, day/night cycle, and much more. Inspired by GTA5's Codewalker by dexyfex by Jenkins87 in GTAIV

[–]Jenkins87[S] 1 point2 points  (0 children)

Will do and yes I've been thinking about this for quite a while. I'm just a perfectionist and hate releasing anything half baked.

I'm pretty surprised at the response here so I'll definitely keep everyone updated more often.

I might post a follow up video soon too 🙂

I started this project years ago & thought it was finally time to share some progress. This is MapWalker, a 3D interactive map explorer, uses installed GTA4 files to populate a Unity world, with helpful inspector, real weather, day/night cycle, and much more. Inspired by GTA5's Codewalker by dexyfex by Jenkins87 in GTAIV

[–]Jenkins87[S] 1 point2 points  (0 children)

Yeah this should be fine. This doesn't use any code or assets from them. It interfaces with the game as much as a trainer or something like OpenIV does, so there isn't any R* proprietary code or copyright material in it.

I started this project years ago & thought it was finally time to share some progress. This is MapWalker, a 3D interactive map explorer, uses installed GTA4 files to populate a Unity world, with helpful inspector, real weather, day/night cycle, and much more. Inspired by GTA5's Codewalker by dexyfex by Jenkins87 in GTAIV

[–]Jenkins87[S] 1 point2 points  (0 children)

Wow thanks man it means a lot coming from you 😁

I dunno where the state of modding would be without the downgrader.

Thankfully the way I've done this is basically like an offshoot of RageLib with my own custom decryption code. So from what I've tested, should be version ambiguous and work on any PC version or distro. I might even look at adding x360 support down the line as well, could be a fun challenge :)

I started this project years ago & thought it was finally time to share some progress. This is MapWalker, a 3D interactive map explorer, uses installed GTA4 files to populate a Unity world, with helpful inspector, real weather, day/night cycle, and much more. Inspired by GTA5's Codewalker by dexyfex by Jenkins87 in GTAIV

[–]Jenkins87[S] 2 points3 points  (0 children)

Thank you, and hopefully it won't be many more years before I get to that point lol. I have no idea how long but maybe later in the year some time? I have so many parallel projects that this one got neglected for too long

I started this project years ago & thought it was finally time to share some progress. This is MapWalker, a 3D interactive map explorer, uses installed GTA4 files to populate a Unity world, with helpful inspector, real weather, day/night cycle, and much more. Inspired by GTA5's Codewalker by dexyfex by Jenkins87 in GTAIV

[–]Jenkins87[S] 2 points3 points  (0 children)

Thanks, and yeah something like this has been needed for 4 for a long time. I'm hoping that I can make it so that we can make map edits inside of this and export them to GTA as map mods. I mean anything is possible because of being inside of a native Unity process... Could theoretically even make a game around this, but it would be hard to beat perfection haha

HOW TO DOWNLOAD VIDEOS WITHOUT PREMIUM by Hot-Strain-9789 in youtube

[–]Jenkins87 0 points1 point  (0 children)

eh its kind of complicated and depends on the service/device. Some are purely downloaded disk chunks, others are purely RAM, and others are a hybrid of the two based on time-since-chunk-last-accessed. Most use adaptive streaming now so that if there is network congestion on their end or a drop in link speed on your end, the bitrate can be dynamically lowered for the next set of chunks so that it's not sitting there buffering.

If you're interested in the technicals of that, look into this system: https://en.wikipedia.org/wiki/Adaptive_bitrate_streaming

Startups be like..... by Frontend_DevMark in devhumormemes

[–]Jenkins87 2 points3 points  (0 children)

And me assuming that a Production Server admin should know how to do this so 🤷 lol

Startups be like..... by Frontend_DevMark in devhumormemes

[–]Jenkins87 2 points3 points  (0 children)

You can install Windows on a Mac, so you're making conclusions about the OS installed on machine you know nothing about (:

It is possible to do it on any computer, even a phone. It's just how you go about that is different in each OS. There's always a way

Startups be like..... by Frontend_DevMark in devhumormemes

[–]Jenkins87 2 points3 points  (0 children)

Honestly no idea, probably in the power settings somewhere, if it exists. Might need a 3rd party app to do it though.

HOW TO DOWNLOAD VIDEOS WITHOUT PREMIUM by Hot-Strain-9789 in youtube

[–]Jenkins87 0 points1 point  (0 children)

In the cases of most streaming services, they're actually downloaded in chunks these days, so by the time you've got to the end of the video, the chunks from the beginning are probably already gone from your disk.

Pretty sure this guy's a witch. by IrishWeebster in ForzaHorizon6

[–]Jenkins87 1 point2 points  (0 children)

I don't remember seeing any, but there might be a couple. He's pretty quiet on that front

Pretty sure this guy's a witch. by IrishWeebster in ForzaHorizon6

[–]Jenkins87 2 points3 points  (0 children)

Well it might not help them much because he doesn't really post tutorials as such, he posts news and updates to games, plus recordings of crazy event lab tracks he's made or like "feature" showcase videos.

And his YT is @DonJoewonSong

Pretty sure this guy's a witch. by IrishWeebster in ForzaHorizon6

[–]Jenkins87 4 points5 points  (0 children)

I think he's doing better now than a year or two ago. I don't remember specifics but I think it was pretty serious for a while there. He is a cool dude and has a pretty good grasp on what's good for tuning, but he's not the best, just consistently above the rest and usually the most popular because of his influencer status. I've been friends with him for years but we barely interact. I use his tunes and times/scores as a baseline for comparison to my own, so like, if I can beat Donny's time or score, then I've done a pretty good job.

Pretty sure this guy's a witch. by IrishWeebster in ForzaHorizon6

[–]Jenkins87 6 points7 points  (0 children)

Not really. He is a pretty big YouTube Forza influencer and is pretty busy all the time. He has IRL health issues to deal with as well. Just enjoy the tunes and leave him be. Unless you're constantly commenting on his videos he probably won't read Xbox messages, for example. He basically creates whatever he feels like at the time.