Posted January 20, 20205 yr Does anyone know if it is yet possible to mod the grayscale slow motion screen that plays when you die or get arrested? It would be nice to be able to play around with it to either extend it, remove the slow mo effect, or remove the grayscale coloring.
January 20, 20205 yr I have searched the nativeDB a bit but havent found anything to tinker with, unfortunately. Guess we'll have to wait for OpenIV to update 😕
January 20, 20205 yr If you have some experience with C++ and reverse engineering, I'd suggest you look at the screen effect native and trace that back to the internal function. Set a breakpoint, die in the game and it should hit the function to apply the filter. That way you can probably find the "death effect" code and change the effect or remove it.
April 2, 20205 yr Author Did anyone look into this? Interested in knowing if this could be done Edited April 2, 20205 yr by enterthemeng
April 4, 20205 yr i found the native for slow motion deadeye but its wired its uses 2 natives and i didn't save it. i'm going to see if i find it real quick.
April 4, 20205 yr //iLocal_23084 = player_id PLAYER::_0x1D77B47AFA584E90(iLocal_23084, -1, 1); // RESTORE_SPECIAL_ABILITY //1 of these natives calls the orange screen effect; another calls the slow motion but i just not 100% haven't played with them much PLAYER::_0x3ACAC8832E77BC93(iLocal_23084, 1); // i think the second parameter are bools PLAYER::_0x570A13A4CA2799BB(iLocal_23084, 1); // i think the second parameter are bools PLAYER::_0xBBA140062B15A8AC(iLocal_23084);
April 4, 20205 yr and i think they call the gray effect with this native GRAPHICS::_0x3A9A281FF71249E9(const char* p0, int time);
May 22, 20204 yr Author I think what I’m really after here is to be able to let the whole animation play out when your player gets arrested. I think it’s kind of a shame that they cut to black so quickly that the animation doesn’t get to play out the whole way, especially since that’s the only place the animation ever gets played. Does anyone know how much effort it would take to implement what was suggested so far? If it would be difficult anyone know of any simpler way?
August 26, 20204 yr Author Bump. Anyone know how to extend the sequence that plays when Arthur is arrested?
September 15, 20213 yr Author On 1/20/2020 at 3:06 PM, LMS said: If you have some experience with C++ and reverse engineering, I'd suggest you look at the screen effect native and trace that back to the internal function. Set a breakpoint, die in the game and it should hit the function to apply the filter. That way you can probably find the "death effect" code and change the effect or remove it. Hi @LMS, I'd like to be able to look into implementing this mod. I have no idea of where to begin though. I have some knowledge of how to code, but not much in C++. I'd like you had suggested but I do not know how to go about setting up the development environment to do so let alone set up a listener that allows me to step through the source code as you're suggesting. I was wondering if you would be willing to give me a few pointers on how to start out.
September 16, 20213 yr If you have little C++ experience and no reverse engineering experience this will be a tough one. I would recommend familiarizing yourself with tools such IDA (or Ghidra), x64dbg and Cheat Engine. Also look into how natives work in RAGE. Then you can follow the native I mentioned above in game code and see where the actual screen effect code is located. Then work from there.
September 17, 20213 yr Author Gotcha, thanks! Speaking of RAGE, would you happen to have to know how to get an up-to-date version of it? From the main site it looks like it hasn't been updated since December of last year and doesn't work with the latest versions of the game.
September 19, 20213 yr RAGE is the Rockstar Advanced Game Engine and not available for download. I was referring to understanding how the engine handles natives.
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