Assets/Grand Theft Auto V/cnh devkit leftovers assets: Difference between revisions

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{{Assets
{{Assets
|Page name=Grand Theft Auto V (Build 4 Install Data prototype)
|Page name=Assets/Grand Theft Auto V/cnh devkit leftovers assets
|status=Released
|status=Released
|dumper=the cnh
|dumper=the cnh
Line 11: Line 11:
|release_date={{RegionDate|WW|Sep 17, 2013}}
|release_date={{RegionDate|WW|Sep 17, 2013}}
|unreleased=No
|unreleased=No
|builddate=2013
}}
}}
{{DoNotUpload}}
{{DoNotUpload}}


A incomplete prototype of '''Grand Theft Auto V''' for the Playstation 3.
On April 14, 2024, a PlayStation 3 devkit, model 1400a, was made available on the Internet Archive. Although it was not identified which studio the devkit belonged to, as with most other pages from the user, [https://hiddenpalace.org/User:Funtimeandrefoxy funtimeandrefoxy] discovered that the hard drive was used by Rockstar and Team Bondi.
{{Download}}
{{Download}}
==Notes==
==Notes==
* Partially extracted by [https://hiddenpalace.org/User:Funtimeandrefoxy funtimeandrefoxy] on Mar 18, 2025. As of August 20, 2025, all files were recovered by the same user. There were some files that required hex repair to work, but a small number are partially functional and should not be used in their current state in the retail version. The devkit contained only a few files from part0.rpf, part1.rpf, part2.rpf and ps3.rpf. Whether there are more files besides these is unknown.
* Like most Rockstar and Team Bondi devkits, they all undergo a wipe process, meaning that even if deleted builds could have been fully recovered, the wipe renders them incomplete due to data removal. Aside from data removal, it's logical to say that some builds were superimposed on top of others as more builds were added.
* The build is the second oldest of all, although the build date is unknown, but probably at most a few months different from the final version.  
* This devkit has stored builds from at least April 2010 to May 2012 and builds from July 2013. Although it is known that the July 2013 builds are Installs, it is unknown if the older builds are. In addition to builds, there are also two patches dated around October 3, 2013 (which appear to be identical, although one is partially wiped). It seems the devkit was used in late 2014, although it was probably only used to test some cloud cache.
* The build contains several differences in the recovered map files. Some interiors never saw the light of day either. Thanks to the leaked interiorsinfo.xml from [[Grand Theft Auto V (Jul 24, 2013 Install Data prototype)]] it is possible to discover the coordinates where they would be located and the area they were part of, thus making it possible to know where the cmap file would be located. Unfortunately, the cmap files no longer exist and although it is possible to generate new ones on PC and Xbox 360 platforms, the same is not possible for PS3 although a private tool was created to restore the v_int_6.rpf in the PC version.
* Although uncorrupted assets from July 2013 work correctly in the retail version, assets from 2012 and earlier were created for an older version of the engine. Therefore, it's necessary to convert these assets to work in the retail version. Unfortunately, this can only be done with cmaps and ctyp. These assets from 2012 and earlier consist only of exteriors RPFs,  and almost none of these RPFs survived from that time, although at least 5 builds already existed.
* This build contains some unique vehiclemods. These vehiclemods are:
* Regarding the July installs, [https://hiddenpalace.org/User:Funtimeandrefoxy funtimeandrefoxy] was extracting, filtering, and repairing the most relevant RPFs (which have visible differences) as there are more than 2700 RPFs in early May 2026. In this way, more than 500 RPFs (some never seen before) were recovered, and those that were fragmented and had OK data were repaired.
** akuma_seat1.cft: Unique "Akuma" model for seat. This vehicle never had any seat mods. The name is unknown;
* Keep in mind that some assets are only partially okay, but most cannot be repaired due to a lack of data. However, one way to see these partially corrupted RPFs in OpenIV (and extract the files) is to increase the RPF size back to its original size.
** akuma_seat2.cft: Unique "Akuma" model for seat. This vehicle never had any seat mods. The name is unknown;
* Regarding the assets from the July 2013 builds, some notable relevant assets are:
** asea_bumf_1.cft: Identical to a retail version model for the vehicle "Asea";
** 2 cut clouds, one of which corresponds to a supposed easter egg associated with horse-shaped clouds;
** bansh_roof_1.cft: Unique model for "Banshee" called "Carbon Roof";
** cut peds, most of which refer to the cops from the prologue, and curiously there is one ped that is an imitation of Dr. Evil from Austin Powers;
** double_rgaurd_1.cft: Unique model for called "Double-T " called "Carbon Rear Mudguard";
** cut weapons, but unfortunately the weapons.rpf is partially wiped, with the only cut weapon that is okay being a weapon called laptop (which, according to the source, seems to have been used only for testing purposes);
** elegy_zilla.cft: Unique model for "Elegy" called "Stock Engine";
** In terms of myths, the ghost is in a different position than in the final version, and there are more Spider Webs than in the final version, although the location of all of them is currently unknown;
** pey_spdeck.cft: Unique model for "Peyote" called "Plaque";
** There are some canceled vehicle mods related to some vehicles that exist in retail. Some of them seem to contain nothing; **Some cut interiors, such as Magenda's house, a Fort Zancudo bunker, and some CNC HQs, exist in this version, as well as some interiors that exist in the retail version but with differences here and there. There are also interiors with radical differences associated with GTA Online;
** ratloader_null5.cft: Identical to a retail version model for the vehicle "Ratloader";
**Hundreds of cut clothes and hats associated with the protagonists of GTA Online have been recovered, as well as different clothes and hats;
** barb_bars1.cft: This model adds lights to the "Ruffian". Interestingly, the vehicle already has vehiclemod by default, although originally it could be changed;
**Franklin has two different haircuts from the final version. There are hats and skin markings with different textures relative to the final version, although they are not very relevant;
** barb_bars2.cft Unique model for "Ruffian" called "Mesh Grille";
**There is a common.rpf that, despite having differences, most of which are not visible in the game, contains a folder with XMLs associated with a debug menu that unfortunately cannot be activated due to the lack of a debug EBOOT.BIN. These XMLs, in addition to addressing GTA SP and online, also contain several mentions of CNC;
** sent_canard.cft: Small, oddly shaped piece of carbon for the vehicle "Sentinel";
** Furthermore, there is an XML file called peruserdata.xml that contains several bug reports, mainly from 2011 and 2012, which allows one to get an idea of ​​how many missions were cut in the final version, among other things.
** sent2_towhook.cft: Unique model for "Sentinel2". The name is unknown;
* All these files mentioned were made available in May 2026 on AlphaArchive 3 and the Rockstar Games Archive, although the scope compared to assets initially made available in March to April 2025 is practically nil.
** wheel_musc_18.cdr and wheel_musc_18w.cdr: Repurposed model of the "DRAG SLP" called "Foster";
* Since uploading assets to the wiki is not allowed, and many of these assets require experience with the game files to implement them correctly, it is recommended to install the PS3 mod by '''player 67''' called [https://definitive-los-santos.netlify.app/ "Beta Preservation Edition"]. Please note that the mod is only compatible with BLES1807 and has many missing beta assets.
** wheel_musc_19.cdr and wheel_musc_19w.cdr: Repurposed model of the "Revolver" called "Split Six";
** wheel_off_11.cdr and wheel_off_11w.cdr: Repurposed model of the "Rebel Stock". The name is unknown;
** wheel_suv_20.cdr and wheel_suv_20w.cdr: Repurposed model of the "Empowered". The name is unknown.
* Interestingly, there are horse clouds in this version. The purpose is unknown. The parameters to generate this cloud exist in the retail version however. This rpf also has other different files.
 
'''Note: Analysis is still being carried out on the files.'''


==Screenshots==
==Screenshots==
Line 73: Line 66:
==Videos==
==Videos==
<youtube>05wtinEgokQ</youtube>
<youtube>05wtinEgokQ</youtube>
<youtube>KTEceHqQDPY</youtube>
==Acknowledgments==
Thanks to '''Anton''', '''Player 67''', '''rollschuh2282
''', '''Slick''' and '''WildBrick''' for the support given as progress was made. Thanks also to [https://hiddenpalace.org/The_cnh the cnh] for making the devkit available.


{{Prototype Footer|{{Navbox prototype|Grand Theft Auto V}}}}
{{Prototype Footer|{{Navbox prototype|Grand Theft Auto V}}}}

Revision as of 12:39, May 17, 2026

Click to upload a new image...Dummy link
Grand Theft Auto V · cnh devkit leftovers assets
Dump status Released
Dumped by the cnh
Released by the cnh
File release date April 14, 2024
Origin Playstation 3 DevKit HDD
Game Grand Theft Auto V
System PlayStation 3
Genre Driving/Racing, Action-Adventure
Release date WW Sep 17, 2013
Do not upload
Please do not upload this prototype.

On April 14, 2024, a PlayStation 3 devkit, model 1400a, was made available on the Internet Archive. Although it was not identified which studio the devkit belonged to, as with most other pages from the user, funtimeandrefoxy discovered that the hard drive was used by Rockstar and Team Bondi.

Notes

  • Like most Rockstar and Team Bondi devkits, they all undergo a wipe process, meaning that even if deleted builds could have been fully recovered, the wipe renders them incomplete due to data removal. Aside from data removal, it's logical to say that some builds were superimposed on top of others as more builds were added.
  • This devkit has stored builds from at least April 2010 to May 2012 and builds from July 2013. Although it is known that the July 2013 builds are Installs, it is unknown if the older builds are. In addition to builds, there are also two patches dated around October 3, 2013 (which appear to be identical, although one is partially wiped). It seems the devkit was used in late 2014, although it was probably only used to test some cloud cache.
  • Although uncorrupted assets from July 2013 work correctly in the retail version, assets from 2012 and earlier were created for an older version of the engine. Therefore, it's necessary to convert these assets to work in the retail version. Unfortunately, this can only be done with cmaps and ctyp. These assets from 2012 and earlier consist only of exteriors RPFs, and almost none of these RPFs survived from that time, although at least 5 builds already existed.
  • Regarding the July installs, funtimeandrefoxy was extracting, filtering, and repairing the most relevant RPFs (which have visible differences) as there are more than 2700 RPFs in early May 2026. In this way, more than 500 RPFs (some never seen before) were recovered, and those that were fragmented and had OK data were repaired.
  • Keep in mind that some assets are only partially okay, but most cannot be repaired due to a lack of data. However, one way to see these partially corrupted RPFs in OpenIV (and extract the files) is to increase the RPF size back to its original size.
  • Regarding the assets from the July 2013 builds, some notable relevant assets are:
    • 2 cut clouds, one of which corresponds to a supposed easter egg associated with horse-shaped clouds;
    • cut peds, most of which refer to the cops from the prologue, and curiously there is one ped that is an imitation of Dr. Evil from Austin Powers;
    • cut weapons, but unfortunately the weapons.rpf is partially wiped, with the only cut weapon that is okay being a weapon called laptop (which, according to the source, seems to have been used only for testing purposes);
    • In terms of myths, the ghost is in a different position than in the final version, and there are more Spider Webs than in the final version, although the location of all of them is currently unknown;
    • There are some canceled vehicle mods related to some vehicles that exist in retail. Some of them seem to contain nothing; **Some cut interiors, such as Magenda's house, a Fort Zancudo bunker, and some CNC HQs, exist in this version, as well as some interiors that exist in the retail version but with differences here and there. There are also interiors with radical differences associated with GTA Online;
    • Hundreds of cut clothes and hats associated with the protagonists of GTA Online have been recovered, as well as different clothes and hats;
    • Franklin has two different haircuts from the final version. There are hats and skin markings with different textures relative to the final version, although they are not very relevant;
    • There is a common.rpf that, despite having differences, most of which are not visible in the game, contains a folder with XMLs associated with a debug menu that unfortunately cannot be activated due to the lack of a debug EBOOT.BIN. These XMLs, in addition to addressing GTA SP and online, also contain several mentions of CNC;
    • Furthermore, there is an XML file called peruserdata.xml that contains several bug reports, mainly from 2011 and 2012, which allows one to get an idea of ​​how many missions were cut in the final version, among other things.
  • All these files mentioned were made available in May 2026 on AlphaArchive 3 and the Rockstar Games Archive, although the scope compared to assets initially made available in March to April 2025 is practically nil.
  • Since uploading assets to the wiki is not allowed, and many of these assets require experience with the game files to implement them correctly, it is recommended to install the PS3 mod by player 67 called "Beta Preservation Edition". Please note that the mod is only compatible with BLES1807 and has many missing beta assets.

Screenshots

The photos below were taken by funtimeandrefoxy around the time this build was first discovered.

The photos below were taken by Player 67.

Videos

Acknowledgments

Thanks to Anton, Player 67, rollschuh2282 , Slick and WildBrick for the support given as progress was made. Thanks also to the cnh for making the devkit available.