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GTA Liberty City Stories Mobile Modding

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gamerzworld
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#31

Posted 18 December 2015 - 04:04 PM Edited by gamerzworld, 18 December 2015 - 04:06 PM.

So no song removal this time?

Rockstar renew licenses for songs? That's a pipe dream.

 

https://twitter.com/...451729269628932

https://twitter.com/...454059603906560

https://twitter.com/...455306033598464

 

Looks like one song was added - almost wonder if it's something that was removed at last minute for PSP and was left in the branch that got forked by whomever made this.

https://twitter.com/...456532729143296


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#32

Posted 18 December 2015 - 04:05 PM Edited by Vadim M., 18 December 2015 - 05:13 PM.

 

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


shelby:
lcsshelby.png

 

 

It kinda reminds me this cut car

 

 

EDIT. Whoops, Jinx was right, it is Hellenbach GT

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Blackbird88
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#33

Posted 18 December 2015 - 04:09 PM

 

So no song removal this time?

Rockstar renew licenses for songs? That's a pipe dream.

 

https://twitter.com/...451729269628932

https://twitter.com/...454059603906560

https://twitter.com/...455306033598464

 

Looks like one song was added - almost wonder if it's something that was removed at last minute for PSP and was left in the branch that got forked by whomever made this.

https://twitter.com/...456532729143296

 

lol

I didn't expect anything else. :D


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#34

Posted 18 December 2015 - 04:51 PM

The shelby and spider are Hellenbach GT and Deimos SP, respectively. They are still ingame.
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gamerzworld
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#35

Posted 18 December 2015 - 05:04 PM

GXT seems to be VC format - any VC editor will open it. The credits table looks to be all bank, however.

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thehambone
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#36

Posted 18 December 2015 - 05:07 PM Edited by thehambone, 18 December 2015 - 05:13 PM.

GXT seems to be VC format - any VC editor will open it. The credits table looks to be all bank, however.

That makes sense, since the stories games run off of a modified VC engine (supposedly).
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gamerzworld
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#37

Posted 18 December 2015 - 05:11 PM Edited by gamerzworld, 18 December 2015 - 05:13 PM.

That makes sense, since the stories games run off of a modified VC engine (supposedly).

Yeah - basically VC with a different graphics engine.
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fannys
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#38

Posted 18 December 2015 - 05:27 PM

In what format missions?


gamerzworld
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#39

Posted 18 December 2015 - 05:38 PM

The credits table looks to be all bank, however.

Scratch that, it was just the program I was using.

 

4155985828.png


Blackbird88
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#40

Posted 18 December 2015 - 05:39 PM

GXT seems to be VC format - any VC editor will open it. The credits table looks to be all bank, however.

It is in VC format in PSP/PS2 too.

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HM128
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#41

Posted 18 December 2015 - 10:01 PM Edited by HM128, 19 December 2015 - 12:44 AM.

byVbst2.png

v3SiVM0.png

 

New TXD, works with textures from outside and gta3.img with new txd version.

In gta3.img even radar isn't in HD, left over old version.

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#42

Posted 19 December 2015 - 04:11 PM

LCS dff converter done:

http://gtaforums.com...r/?p=1068280342

 

There are probably bugs. Please report them.

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Dageron RUS
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#43

Posted 19 December 2015 - 04:53 PM

@TheHero

Well done! And what about the backward conversion? How do you think, is it possible?


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#44

Posted 19 December 2015 - 04:58 PM Edited by The Hero, 19 December 2015 - 04:59 PM.

I don't understand the file format well enough yet. Maybe some mdl pros know more. Also the material surface properties are f*cked, looks like there is some other data stored in there, don't know if that's important for writing these files.

Sergeanur and I are looking at skinned models. They don't seem to be working in VC yet.

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#45

Posted 20 December 2015 - 09:58 AM

There is quite a bit of bad stuff happening in LCS dffs :(

Sergeanur and I have been trying to fix the conversion of skinned models. We were able to get both in-game and cutscene models to show up correctly, please download the new version (link in the other topic).

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#46

Posted 20 December 2015 - 11:31 AM

iOS IMG/LVZ could be opened now or are they still uncracked?

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#47

Posted 20 December 2015 - 03:16 PM Edited by MAJEST1C_R3, 20 December 2015 - 03:21 PM.

iOS IMG/LVZ could be opened now or are they still uncracked?

I've checked these before. I've found PS2 map in there without any changes (changed only few LVZ/IMG structures, but the map still has WRLD system) so cracking them again and adding support in Map Converter (it can be done easily because the models and textures in PS2 format) makes no sense because now we can get PS2 map using original iOS IDE/IPL/DFF/COL

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Dageron RUS
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#48

Posted 20 December 2015 - 03:33 PM

Does this actually mean:

- iOS version contains "uncompiled" map resources (unused by game): IDE/IPL/DFF/COL
- iOS version contains "compiled" map resources (used by game): WRLD

 

?

I am asking because haven't got any iOS device (and didn't downloaded the game), while waiting for Android version.

The purpose of interest: game modding on mobile platforms.

If classic RW approach IDE/IPL/DFF/COL is not widely used in front of WRLD R*Leeds approach, this is rather annoying.

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MAJEST1C_R3
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#49

Posted 20 December 2015 - 03:36 PM Edited by MAJEST1C_R3, 20 December 2015 - 03:43 PM.

Does this actually mean:

- iOS version contains "uncompiled" map resources (unused by game): IDE/IPL/DFF/COL
- iOS version contains "compiled" map resources (used by game): WRLD

 

?

I am asking because haven't got any iOS device (and didn't downloaded the game), while waiting for Android version.

The purpose of interest: game modding on mobile platforms.

If classic RW approach IDE/IPL/DFF/COL is not widely used in front of WRLD R*Leeds approach, this is rather annoying.

Seems to be it uses classic "uncompiled" map system

But maybe I'm wrong


Dageron RUS
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#50

Posted 20 December 2015 - 03:45 PM

Hm, very interesting! Hope Android release will be soon...

 

Btw, in previous mobile releases R* leaked some fun things. III mobile version contained multiplayer maps and uncompiled *.sc scripts, VC mobile version somehow contained old *.sc compiler. That makes sence of minor leaking for fans (don't actually think it was some kind of mistake). As for mobile LCS release, maybe R* also leaked something interesting, beta stuff and so on.

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MAJEST1C_R3
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#51

Posted 20 December 2015 - 03:51 PM

Hm, very interesting! Hope Android release will be soon...

 

Btw, in previous mobile releases R* leaked some fun things. III mobile version contained multiplayer maps and uncompiled *.sc scripts, VC mobile version somehow contained old *.sc compiler. That makes sence of minor leaking for fans (don't actually think it was some kind of mistake). As for mobile LCS release, maybe R* also leaked something interesting, beta stuff and so on.

Yeah, now we can get full PS2 map (with original PS2 textures or enhanced) linked with collisions and which has correct file names of models and textures instead numbers from WRLD.


Dageron RUS
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#52

Posted 20 December 2015 - 04:07 PM Edited by Dageron RUS, 20 December 2015 - 04:11 PM.

Original filenames is really good thing. I still remember LVZ "mess" of hash-ids.

This could be a new page of LCS research/modding approach.

 

... for sure if it is still interesting for someone.

 

As far as I remember, there were (or there is?) three small team-up groups:

*) you (MAJEST1C),  XEPOMAHT007, Sergenaur, Viger...

*) me (Dageron), SILENT_Pavel, BiDi...

*) HackMan, Silent and ex-VCS PC Edition team

 

Still not so impressive, at least we can count on fingers those who was interested, or still interested, in Stories research.

While both LCS and VCS games are great.


MAJEST1C_R3
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#53

Posted 20 December 2015 - 04:24 PM

Dageron RUS

Just looked few LCS letsplays - seems to be u were right about that iOS uses damn 'compiled' map system (models of building appearing just like on consoles - when player approaching coords of some world - all models in this world appeared simultaneously except dynamics). Check the videos - it very noticeable when player driving on long freeways


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#54

Posted 20 December 2015 - 04:31 PM Edited by The Hero, 20 December 2015 - 05:45 PM.

MAJREST1C, could you release the source of your tools? I think that would help our efforts greatly.


Dageron RUS
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#55

Posted 20 December 2015 - 04:33 PM Edited by Dageron RUS, 20 December 2015 - 04:34 PM.

@MAJEST1C_R3

On PS2 it was a strict effect when you are riding from one city sector to another (logically divided by radar squares, as far as I remember): previous sector is just begun getting unloaded and next one is not ready in memory, so as a result it was a "sudden load" effect (while sector LOD is ready). Do you mean such kind of effect on iOS?


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#56

Posted 20 December 2015 - 05:20 PM Edited by sharpie_eastern, 20 December 2015 - 05:24 PM.

Hm, very interesting! Hope Android release will be soon...

 

Btw, in previous mobile releases R* leaked some fun things. III mobile version contained multiplayer maps and uncompiled *.sc scripts, VC mobile version somehow contained old *.sc compiler. That makes sence of minor leaking for fans (don't actually think it was some kind of mistake). As for mobile LCS release, maybe R* also leaked something interesting, beta stuff and so on.

 

Just few handling lines and the mini car


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#57

Posted 20 December 2015 - 07:04 PM

changed only few LVZ/IMG structures, but the map still has WRLD system


Looks like pointers are 64 bit instead of 32 bit, right?

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#58

Posted 20 December 2015 - 07:29 PM Edited by MAJEST1C_R3, 20 December 2015 - 07:30 PM.

 

changed only few LVZ/IMG structures, but the map still has WRLD system


Looks like pointers are 64 bit instead of 32 bit, right?

 

 

Yeah, and links have been added between texture IDs and PVR textures (but original PS2 textures still exists in file). Resources are same with PS2.

Anyway if the game really uses WRLD system - we have serious troubles with mapping for LCS mobile


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#59

Posted 20 December 2015 - 07:44 PM Edited by sharpie_eastern, 20 December 2015 - 08:11 PM.

 After removing multiple objects in indust.ipl, the game crashes

 

EDIT: It's definitly using the IPL and IDE's

mMTfBpb.jpg

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#60

Posted 20 December 2015 - 08:28 PM

Why don't we try moving objects via IPL. Maybe just flat out removing a chunk, that should let us know the game relies on the IPL, IDE's

Yeah, that's clarify a things.

 

 

@MAJEST1C_R3

On PS2 it was a strict effect when you are riding from one city sector to another (logically divided by radar squares, as far as I remember): previous sector is just begun getting unloaded and next one is not ready in memory, so as a result it was a "sudden load" effect (while sector LOD is ready). Do you mean such kind of effect on iOS?

 

This is Stories WRLD map system (each dot = separate WRLD with local coord system for IPLs in it).

I think it works that way:

1. Game get player's coords and finds a world which has nearest coords from player and also loads worlds which connected to this world (or just finds a worlds inside some radius from player)

2. Game loads IPLs and resources of these worlds and makes output IPL and resource list (where are no matching IPL and resource IDs)

3. Renders an IPL

Maybe I'm wrong

 

hNTzuEd.jpg





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