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GTA Liberty City Stories Mobile Modding

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ThirteenAG
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#1

Posted 17 December 2015 - 12:03 PM

hhzguUx.png?1


It seems like the game uses Renderware, so file structure is quite similar to Vice City's. Audio is MP3, textures are PVR/TXD/PNG.

Directory tree: http://pastebin.com/n09wMip4

Let's start digging further?
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#2

Posted 17 December 2015 - 02:09 PM Edited by Jinx., 17 December 2015 - 02:17 PM.

Someone must check if the models use the .dff format. If yeah, then maybe someone should import a car in 3Ds Max (or ZModeler) and see if the hierarchy is the same. Maybe check if the peds use same bone hierarchy as VC ones.

I would do that but I don't own any iOS device.

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#3

Posted 17 December 2015 - 03:10 PM

Models are in DFF, but they can't be imported, different version of RW.

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#4

Posted 17 December 2015 - 05:02 PM

Models are in DFF, but they can't be imported, different version of RW.

Not even using the tool DK did for VC .dffs?

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#5

Posted 17 December 2015 - 06:01 PM

Current RW version is unknown, I asked few people to crack it, so hopefully we will get them even today.

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#6

Posted 17 December 2015 - 06:44 PM Edited by HM128, 17 December 2015 - 06:48 PM.

So, no more World thing. Someone could convert it to PC in speed of light then, but not me. I have enough :D Only my frontend could be worth of my time on this conversion.

 

@ThirteenAG, what about giving us some sample models? Just for check.

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Dageron RUS
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#7

Posted 17 December 2015 - 06:47 PM

Good luck in GTA LCS-nextgen research! Hope if somebody create 3ds max importer (or any converter) for LCS Mobile formats (DFF and so on, Mobile -> PC), he will not forget about back conversion (PC -> Mobile). Maybe it will be a new page of Stories modding.
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#8

Posted 17 December 2015 - 06:53 PM

As I said in the other thread: the DFFs i've seen aren't used because they are in a very weird PS2 specific format that contains partially the same data as PS2 MDLs. The TXDs otoh are in a PSP format that looks rather similar to the format of PS2 TXDs.


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#9

Posted 17 December 2015 - 06:54 PM Edited by HM128, 17 December 2015 - 06:57 PM.

What about dff and txd naming? Are they still stored as numbers?

 

//EDIT

It looks like I answered on my own question. Still LVZ format is here.


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#10

Posted 17 December 2015 - 07:05 PM

Maybe game is using textures from "Textures_PVR" folder, they're all unpacked.


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#11

Posted 17 December 2015 - 07:07 PM

That's very likely. As to models: Sergeanur thinks the game actually uses the PS2 dffs but I can't really believe that.


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#12

Posted 17 December 2015 - 07:20 PM

What about mix of DFF and MDL structure?

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#13

Posted 17 December 2015 - 07:43 PM Edited by thehambone, 17 December 2015 - 07:43 PM.

Would you guys mind sharing a few gamesaves? I want to look at the file structure. I don't have an iPhone so I can't get my hands on the game yet.

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#14

Posted 17 December 2015 - 07:55 PM

This is a list of all the files for one: http://aap.papnet.eu/gta/lcs_files.txt

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Ss4gogeta0
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#15

Posted 17 December 2015 - 10:32 PM

so in the file list, it lists the intro as LCS_INTRO_1080.m4v

1080p video confirmed?

any luck with main.scm?

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#16

Posted 17 December 2015 - 10:33 PM

Upscaled video, nothing else.

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#17

Posted 17 December 2015 - 10:37 PM

Upscaled video, nothing else.

sad, I was hoping they would have actually remade it...

anyway, ash has been saying that the LCS mod was just handed a bountiful platter of goodies... I assume that these will be used at the first chance available?

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#18

Posted 17 December 2015 - 10:49 PM Edited by sharpie_eastern, 17 December 2015 - 11:01 PM.

I've found some intersting material so far, referring to beta mainly

CARCOLS.DAT
#mclaren, 6,6, 3,3, 7,7, 71,71, 76,76
#subaru, 7,6, 3,6, 71,6, 76,71, 6,71
#supra, 6,6, 3,3, 7,7, 71,71, 76,76,
#skyline, 6,6, 3,3, 7,7, 71,71, 76,76,
#cyclone, 7,78, 79,7, 71,6, 39,71, 76,3
HANDLING.DAT
;MCLAREN      1200.0    2500.0   1.8    0.0 -0.15 -0.30 70 0.75 0.90 0.45 	5 230.0 30.0 10.0 R P 	8.0   0.58 0 30.0  	1.2  0.25  5.0   0.20 -0.18 0.45 0.3		0.15 0.54 105000 	0			0  0
;SUBARU       1400.0    3400.0   2.4    0.0 0.1 -0.2  75  0.80 0.8  0.5  	5 200.0 28.0 5.0  4 P 	10.0  0.5  0 30.0  	1.1  0.15  0.0   0.30 -0.15 0.5  0.3		0.25 0.60 35000 	10000000	1  1
;SUPRA        1500.0    3000.0   2.0    0.0 0.15 -0.15 70 0.80 0.80 0.45 	5 200.0 28.0 10.0 R P 	11.1  0.52 0 30.0   1.5  0.12  0.0   0.30 -0.15 0.5  0.3		0.24 0.60 45000 	10000000	1  1
;SKYLINE      1600.0    3000.0   2.5    0.0 -0.05 -0.4 75 0.75 0.85 0.5  	5 200.0 32.0 5.0  4 P 	10.0  0.55 0 30.0  	1.7  0.15  0.0   0.28 -0.15 0.5  0.3		0.25 0.60 35000 	10000000	1  1
;CYCLONE      1800.0    4500.0   2.1    0.0 0.1 -0.1  75  0.60 0.85 0.5  	5 200.0 20.0 10.0 R P 	7.0   0.5  0 30.0  	1.0  0.15  0.0   0.28 -0.16 0.5  0.3		0.25 0.60 35000 	0			1  1
MINI         1000.0    1200.0   2.8    0.0 0.35 -0.2 75  0.75 0.80 0.48 	5 165.0 20.0 5.0  F P 	8.0   0.55 0 30.0  	1.4  0.16  0.0   0.27 -0.10 0.58 0.3		0.2  0.56 35000 	10000000	0  1

-Handling is almost the same as VC, its ordered slightly different

 

-Paths are found within the island IPL

 

-The SCM is basically the same as PS2/PSP version.

 

some MP3's have an MFAudio signature :p

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XEPOMAHT007
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#19

Posted 17 December 2015 - 10:52 PM

Kam's scripts progress:

LCS mobile DFF import = true
This File is RW Version : 3.0.0.0

Clump(16) Size: 7133
->Version: 784
->Object Count: 1
FrameList(14) Size: 597
->Frame Count:6
Atomic(20) Size: 6496
LCS Geometry Header(61453) Size: 6444
Model used 6 materials
Clump END--> 717
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#20

Posted 17 December 2015 - 11:04 PM Edited by thehambone, 17 December 2015 - 11:04 PM.

any luck with main.scm?

I did a quick comparison and found many similarities between iOS and PS2. However the iOS SCM is a little larger. I haven't come across any key differences yet.
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#21

Posted 17 December 2015 - 11:10 PM

I've found some intersting material so far, referring to beta mainly

CARCOLS.DAT
#mclaren, 6,6, 3,3, 7,7, 71,71, 76,76
#subaru, 7,6, 3,6, 71,6, 76,71, 6,71
#supra, 6,6, 3,3, 7,7, 71,71, 76,76,
#skyline, 6,6, 3,3, 7,7, 71,71, 76,76,
#cyclone, 7,78, 79,7, 71,6, 39,71, 76,3
HANDLING.DAT
;MCLAREN      1200.0    2500.0   1.8    0.0 -0.15 -0.30 70 0.75 0.90 0.45 	5 230.0 30.0 10.0 R P 	8.0   0.58 0 30.0  	1.2  0.25  5.0   0.20 -0.18 0.45 0.3		0.15 0.54 105000 	0			0  0
;SUBARU       1400.0    3400.0   2.4    0.0 0.1 -0.2  75  0.80 0.8  0.5  	5 200.0 28.0 5.0  4 P 	10.0  0.5  0 30.0  	1.1  0.15  0.0   0.30 -0.15 0.5  0.3		0.25 0.60 35000 	10000000	1  1
;SUPRA        1500.0    3000.0   2.0    0.0 0.15 -0.15 70 0.80 0.80 0.45 	5 200.0 28.0 10.0 R P 	11.1  0.52 0 30.0   1.5  0.12  0.0   0.30 -0.15 0.5  0.3		0.24 0.60 45000 	10000000	1  1
;SKYLINE      1600.0    3000.0   2.5    0.0 -0.05 -0.4 75 0.75 0.85 0.5  	5 200.0 32.0 5.0  4 P 	10.0  0.55 0 30.0  	1.7  0.15  0.0   0.28 -0.15 0.5  0.3		0.25 0.60 35000 	10000000	1  1
;CYCLONE      1800.0    4500.0   2.1    0.0 0.1 -0.1  75  0.60 0.85 0.5  	5 200.0 20.0 10.0 R P 	7.0   0.5  0 30.0  	1.0  0.15  0.0   0.28 -0.16 0.5  0.3		0.25 0.60 35000 	0			1  1
MINI         1000.0    1200.0   2.8    0.0 0.35 -0.2 75  0.75 0.80 0.48 	5 165.0 20.0 5.0  F P 	8.0   0.55 0 30.0  	1.4  0.16  0.0   0.27 -0.10 0.58 0.3		0.2  0.56 35000 	10000000	0  1

-Handling is almost the same as VC, its ordered slightly different
 
-Paths are found within the island IPL
 
-The SCM is basically the same as PS2/PSP version.
 
-For some reason some songs are pitched down?


I wonder if any left over beta models or textures exist in the mobile port. if not, then I dont think it would be too hard for someone to make some of the vehicles.

I do want that Mini :p

I've found some intersting material so far, referring to beta mainly

CARCOLS.DAT
#mclaren, 6,6, 3,3, 7,7, 71,71, 76,76
#subaru, 7,6, 3,6, 71,6, 76,71, 6,71
#supra, 6,6, 3,3, 7,7, 71,71, 76,76,
#skyline, 6,6, 3,3, 7,7, 71,71, 76,76,
#cyclone, 7,78, 79,7, 71,6, 39,71, 76,3
HANDLING.DAT
;MCLAREN      1200.0    2500.0   1.8    0.0 -0.15 -0.30 70 0.75 0.90 0.45 	5 230.0 30.0 10.0 R P 	8.0   0.58 0 30.0  	1.2  0.25  5.0   0.20 -0.18 0.45 0.3		0.15 0.54 105000 	0			0  0
;SUBARU       1400.0    3400.0   2.4    0.0 0.1 -0.2  75  0.80 0.8  0.5  	5 200.0 28.0 5.0  4 P 	10.0  0.5  0 30.0  	1.1  0.15  0.0   0.30 -0.15 0.5  0.3		0.25 0.60 35000 	10000000	1  1
;SUPRA        1500.0    3000.0   2.0    0.0 0.15 -0.15 70 0.80 0.80 0.45 	5 200.0 28.0 10.0 R P 	11.1  0.52 0 30.0   1.5  0.12  0.0   0.30 -0.15 0.5  0.3		0.24 0.60 45000 	10000000	1  1
;SKYLINE      1600.0    3000.0   2.5    0.0 -0.05 -0.4 75 0.75 0.85 0.5  	5 200.0 32.0 5.0  4 P 	10.0  0.55 0 30.0  	1.7  0.15  0.0   0.28 -0.15 0.5  0.3		0.25 0.60 35000 	10000000	1  1
;CYCLONE      1800.0    4500.0   2.1    0.0 0.1 -0.1  75  0.60 0.85 0.5  	5 200.0 20.0 10.0 R P 	7.0   0.5  0 30.0  	1.0  0.15  0.0   0.28 -0.16 0.5  0.3		0.25 0.60 35000 	0			1  1
MINI         1000.0    1200.0   2.8    0.0 0.35 -0.2 75  0.75 0.80 0.48 	5 165.0 20.0 5.0  F P 	8.0   0.55 0 30.0  	1.4  0.16  0.0   0.27 -0.10 0.58 0.3		0.2  0.56 35000 	10000000	0  1

-Handling is almost the same as VC, its ordered slightly different
 
-Paths are found within the island IPL
 
-The SCM is basically the same as PS2/PSP version.
 
-For some reason some songs are pitched down?


I wonder if any left over beta models or textures exist in the mobile port. if not, then I dont think it would be too hard for someone to make some of the vehicles.

I do want that Mini :p

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#22

Posted 17 December 2015 - 11:47 PM Edited by XEPOMAHT007, 19 December 2015 - 10:02 PM.

I do want that Mini :p


9511693bdd69.png

Geo import test

1085446d494e.png
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#23

Posted 18 December 2015 - 12:09 AM Edited by The Hero, 18 December 2015 - 12:11 AM.

Working on a converter from LCS dff to normal dff right now. I've implemented the basics and hope I'll get something working tomorrow (never looked at this file format before, but it's relatively straight forward, just a header plus a bunch of VIFcodes).

 

XEPOMAHT007: Can you tell me why the geometry is split into multiple meshes? With RW all meshes have different materials but not in LCS, so what's the point?

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#24

Posted 18 December 2015 - 12:17 AM Edited by HM128, 18 December 2015 - 10:53 AM.

nice work XEPOMAHT

 

What about new TXD format?


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#25

Posted 18 December 2015 - 10:59 AM Edited by Jinx., 18 December 2015 - 11:05 AM.

Nice stuff, nice stuff.

Also thanks for these lines, sharpie. May make them usable for a GTA 3 mod I'm working on :)

XEPO, I have a question. Is there any BETA model left in the files? Since that pic with the Mini's dummy hierarchy you posted made me curious.

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#26

Posted 18 December 2015 - 12:04 PM

I have a working converter:
lcsimport.png
The mesh is still messy, will clean that up next.
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#27

Posted 18 December 2015 - 12:09 PM Edited by _CP_, 18 December 2015 - 12:10 PM.

@Jinx.
Most of cut vehicles have own models, so we can see very interesting infos.

@The Hero

Try to convert spider.dff or shelby.dff, these cars were cut.

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#28

Posted 18 December 2015 - 01:10 PM

One more reasonto check LCS once it get released for Android :)

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#29

Posted 18 December 2015 - 03:47 PM

@The Hero
Try to convert spider.dff or shelby.dff, these cars were cut.


shelby:
lcsshelby.png
spider:
lcsspider.png

Still haven't cleaned up the meshes. Also I've got some holes (you can see it on the spider). Not sure yet what's wrong there.
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#30

Posted 18 December 2015 - 03:57 PM

So no song removal this time?

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