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ThirteenAG

GTA Liberty City Stories Mobile Modding

Recommended Posts

guard3

Looks like translucency bug, present on all games. I dont think you can do anything.

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Hanakop93

I need help because all in all I do not know how to improve the map in the menu. I have replaced remastered PS2 style radar textures and they work perfectly, but the map in the menu is inaccurate, and even changing the texture size does not help much. I changed even to the original texture of the map for the test and there is the same problem.
In that case, does anyone know how to change the map grid to work properly and accurately?

 

qGUjsUF.png

lMTGFTR.png

 

 

 

 

Edit: The texture of the map can be found in '' patch.15.com.rockstargames.gtalcs.obb '' in pvr format.
 

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Ivan1337

Is it even possible to edit the carcols file in Mobile Version or PSP?

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guard3

Yes, in mobile version you can simply edit the carcols.dat file. In psp, you must edit GAME.DTZ and change colours assigned on vehicles with a hex editor.

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Ivan1337
Posted (edited)
On 8/16/2018 at 1:27 PM, guard3 said:

Yes, in mobile version you can simply edit the carcols.dat file. In psp, you must edit GAME.DTZ and change colours assigned on vehicles with a hex editor.

Yes, I found the carcols.dat while using the DTZpy.exe

But is there a way to put the carcols.dat back into the game.dtz?

Edited by Ivan1337

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guard3

DTZpy is for VCS only! If you used it for LCS, then you got garbage. You should have LCS mobile carcols.dat for reference. What part of carcols did you edit? Do you want to change RGB colours or what colour IDs are assigned to each car?

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Ivan1337

I changed the colour IDs on the car (glendale, 71,6 for example)

But is there a way to put it back on the GAME:DTZ file? xd

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guard3
Posted (edited)

You can't put it back, but you can edit GAME.DTZ itself with a Hex Editor. I've done it so I can help you.

GAME.DTZ is compressed using the zlib algorithm. To decompress use this. Rename GAME.DTZ to GAME.ZLIB and drag and drop to the file I sent.

 

Open the output file with a Hex Editor. The colour IDs are stored in the IDE section of each car. The IDE section pointer is at offset 0x3C

unknown.png

 

So, if we go to 0x3B64C8 we get to the beginning of the IDE section pointer table

unknown.png

 

If you take a look at generated VCS.IDE, glendale has ID 195. So we need to move from the beginning of the IDE section 195*4 = 780 bytes, or 0x30C in hexadecimal. So at 0x3B64C8 + 0x30C = 0x3B67D4 is the pointer to glendale's IDE section.

unknown.png

 

So if we go to 0x515220, we have the actual glendale data

unknown.png

The red circle indicates how many colour pairs glendale has and the blue part is the actual pairs. You can confirm in the generated CARCOLS.DAT. So if you want 71,6 for glendale, that means we have 1 colour pair, where 71 is 0x47 and 6 is 0x6, so our changes will look like this:

unknown.png

 

We're done. Save, drag n' drop to zdrop again and rename the output from GAME.ZLIB to GAME.DTZ, replace in the iso and enjoy

Edited by guard3

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gtafaninwest

Anyone know how to open the car spawner?

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