gamerzworld Posted December 18, 2015 Share Posted December 18, 2015 (edited) So no song removal this time? Rockstar renew licenses for songs? That's a pipe dream. https://twitter.com/Ash_735/status/677451729269628932 https://twitter.com/Ash_735/status/677454059603906560 https://twitter.com/Ash_735/status/677455306033598464 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/Ash_735/status/677456532729143296 Edited December 18, 2015 by gamerzworld Link to comment https://gtaforums.com/topic/833380-gta-liberty-city-stories-mobile-modding/page/2/#findComment-1068275997 Share on other sites More sharing options...
Vadim M. Posted December 18, 2015 Share Posted December 18, 2015 (edited) @The Hero Try to convert spider.dff or shelby.dff, these cars were cut. shelby: It kinda reminds me this cut car EDIT. Whoops, Jinx was right, it is Hellenbach GT Edited December 18, 2015 by Vadim M. Jinx. 1 Link to comment https://gtaforums.com/topic/833380-gta-liberty-city-stories-mobile-modding/page/2/#findComment-1068275999 Share on other sites More sharing options...
Blackbird88 Posted December 18, 2015 Share Posted December 18, 2015 So no song removal this time? Rockstar renew licenses for songs? That's a pipe dream. https://twitter.com/Ash_735/status/677451729269628932 https://twitter.com/Ash_735/status/677454059603906560 https://twitter.com/Ash_735/status/677455306033598464 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/Ash_735/status/677456532729143296 lol I didn't expect anything else. Link to comment https://gtaforums.com/topic/833380-gta-liberty-city-stories-mobile-modding/page/2/#findComment-1068276019 Share on other sites More sharing options...
Jinx. Posted December 18, 2015 Share Posted December 18, 2015 The shelby and spider are Hellenbach GT and Deimos SP, respectively. They are still ingame. Sweet Bellic 1 Link to comment https://gtaforums.com/topic/833380-gta-liberty-city-stories-mobile-modding/page/2/#findComment-1068276207 Share on other sites More sharing options...
gamerzworld Posted December 18, 2015 Share Posted December 18, 2015 GXT seems to be VC format - any VC editor will open it. The credits table looks to be all bank, however. thehambone 1 Link to comment https://gtaforums.com/topic/833380-gta-liberty-city-stories-mobile-modding/page/2/#findComment-1068276271 Share on other sites More sharing options...
thehambone Posted December 18, 2015 Share Posted December 18, 2015 (edited) 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). Edited December 18, 2015 by thehambone lpgunit 1 Link to comment https://gtaforums.com/topic/833380-gta-liberty-city-stories-mobile-modding/page/2/#findComment-1068276289 Share on other sites More sharing options...
gamerzworld Posted December 18, 2015 Share Posted December 18, 2015 (edited) That makes sense, since the stories games run off of a modified VC engine (supposedly).Yeah - basically VC with a different graphics engine. Edited December 18, 2015 by gamerzworld thehambone 1 Link to comment https://gtaforums.com/topic/833380-gta-liberty-city-stories-mobile-modding/page/2/#findComment-1068276308 Share on other sites More sharing options...
fannys Posted December 18, 2015 Share Posted December 18, 2015 In what format missions? Link to comment https://gtaforums.com/topic/833380-gta-liberty-city-stories-mobile-modding/page/2/#findComment-1068276369 Share on other sites More sharing options...
gamerzworld Posted December 18, 2015 Share Posted December 18, 2015 The credits table looks to be all bank, however. Scratch that, it was just the program I was using. Link to comment https://gtaforums.com/topic/833380-gta-liberty-city-stories-mobile-modding/page/2/#findComment-1068276416 Share on other sites More sharing options...
Blackbird88 Posted December 18, 2015 Share Posted December 18, 2015 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. Jago 1 Link to comment https://gtaforums.com/topic/833380-gta-liberty-city-stories-mobile-modding/page/2/#findComment-1068276424 Share on other sites More sharing options...
DuckMan128 Posted December 18, 2015 Share Posted December 18, 2015 (edited) 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. Edited December 19, 2015 by HM128 NightmanCometh96, Igor Bogdanoff, ClaudX and 16 others 19 Link to comment https://gtaforums.com/topic/833380-gta-liberty-city-stories-mobile-modding/page/2/#findComment-1068277508 Share on other sites More sharing options...
The Hero Posted December 19, 2015 Share Posted December 19, 2015 LCS dff converter done: http://gtaforums.com/topic/752450-rel-renderware-file-converter/?p=1068280342 There are probably bugs. Please report them. Z i X, DuckMan128, Igor Bogdanoff and 7 others 10 Link to comment https://gtaforums.com/topic/833380-gta-liberty-city-stories-mobile-modding/page/2/#findComment-1068280355 Share on other sites More sharing options...
Dageron RUS Posted December 19, 2015 Share Posted December 19, 2015 @TheHero Well done! And what about the backward conversion? How do you think, is it possible? Link to comment https://gtaforums.com/topic/833380-gta-liberty-city-stories-mobile-modding/page/2/#findComment-1068280507 Share on other sites More sharing options...
The Hero Posted December 19, 2015 Share Posted December 19, 2015 (edited) 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. Edited December 19, 2015 by The Hero Blackbird88 and Vadim M. 2 Link to comment https://gtaforums.com/topic/833380-gta-liberty-city-stories-mobile-modding/page/2/#findComment-1068280531 Share on other sites More sharing options...
The Hero Posted December 20, 2015 Share Posted December 20, 2015 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). Vadim M., Blackbird88, Igor Bogdanoff and 1 other 4 Link to comment https://gtaforums.com/topic/833380-gta-liberty-city-stories-mobile-modding/page/2/#findComment-1068283547 Share on other sites More sharing options...
_CP_ Posted December 20, 2015 Share Posted December 20, 2015 iOS IMG/LVZ could be opened now or are they still uncracked? Link to comment https://gtaforums.com/topic/833380-gta-liberty-city-stories-mobile-modding/page/2/#findComment-1068283787 Share on other sites More sharing options...
MAJEST1C_R3 Posted December 20, 2015 Share Posted December 20, 2015 (edited) 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 Edited December 20, 2015 by MAJEST1C_R3 Sweet Bellic and sharpie_eastern 2 Link to comment https://gtaforums.com/topic/833380-gta-liberty-city-stories-mobile-modding/page/2/#findComment-1068284469 Share on other sites More sharing options...
Dageron RUS Posted December 20, 2015 Share Posted December 20, 2015 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. Frank.s 1 Link to comment https://gtaforums.com/topic/833380-gta-liberty-city-stories-mobile-modding/page/2/#findComment-1068284532 Share on other sites More sharing options...
MAJEST1C_R3 Posted December 20, 2015 Share Posted December 20, 2015 (edited) 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 Edited December 20, 2015 by MAJEST1C_R3 Link to comment https://gtaforums.com/topic/833380-gta-liberty-city-stories-mobile-modding/page/2/#findComment-1068284540 Share on other sites More sharing options...
Dageron RUS Posted December 20, 2015 Share Posted December 20, 2015 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. Sweet Bellic 1 Link to comment https://gtaforums.com/topic/833380-gta-liberty-city-stories-mobile-modding/page/2/#findComment-1068284578 Share on other sites More sharing options...
MAJEST1C_R3 Posted December 20, 2015 Share Posted December 20, 2015 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. Link to comment https://gtaforums.com/topic/833380-gta-liberty-city-stories-mobile-modding/page/2/#findComment-1068284594 Share on other sites More sharing options...
Dageron RUS Posted December 20, 2015 Share Posted December 20, 2015 (edited) 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. Edited December 20, 2015 by Dageron RUS Link to comment https://gtaforums.com/topic/833380-gta-liberty-city-stories-mobile-modding/page/2/#findComment-1068284640 Share on other sites More sharing options...
MAJEST1C_R3 Posted December 20, 2015 Share Posted December 20, 2015 Dageron RUSJust 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 Link to comment https://gtaforums.com/topic/833380-gta-liberty-city-stories-mobile-modding/page/2/#findComment-1068284708 Share on other sites More sharing options...
The Hero Posted December 20, 2015 Share Posted December 20, 2015 (edited) MAJREST1C, could you release the source of your tools? I think that would help our efforts greatly. Edited December 20, 2015 by The Hero Link to comment https://gtaforums.com/topic/833380-gta-liberty-city-stories-mobile-modding/page/2/#findComment-1068284739 Share on other sites More sharing options...
Dageron RUS Posted December 20, 2015 Share Posted December 20, 2015 (edited) @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? Edited December 20, 2015 by Dageron RUS Link to comment https://gtaforums.com/topic/833380-gta-liberty-city-stories-mobile-modding/page/2/#findComment-1068284753 Share on other sites More sharing options...
sharpie_eastern Posted December 20, 2015 Share Posted December 20, 2015 (edited) 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 Edited December 20, 2015 by sharpie_eastern Link to comment https://gtaforums.com/topic/833380-gta-liberty-city-stories-mobile-modding/page/2/#findComment-1068284936 Share on other sites More sharing options...
The Hero Posted December 20, 2015 Share Posted December 20, 2015 changed only few LVZ/IMG structures, but the map still has WRLD system Looks like pointers are 64 bit instead of 32 bit, right? Link to comment https://gtaforums.com/topic/833380-gta-liberty-city-stories-mobile-modding/page/2/#findComment-1068285419 Share on other sites More sharing options...
MAJEST1C_R3 Posted December 20, 2015 Share Posted December 20, 2015 (edited) 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 Edited December 20, 2015 by MAJEST1C_R3 Link to comment https://gtaforums.com/topic/833380-gta-liberty-city-stories-mobile-modding/page/2/#findComment-1068285517 Share on other sites More sharing options...
sharpie_eastern Posted December 20, 2015 Share Posted December 20, 2015 (edited) After removing multiple objects in indust.ipl, the game crashes EDIT: It's definitly using the IPL and IDE's Edited December 20, 2015 by sharpie_eastern 871761, Frank.s, Agem and 1 other 4 Link to comment https://gtaforums.com/topic/833380-gta-liberty-city-stories-mobile-modding/page/2/#findComment-1068285589 Share on other sites More sharing options...
MAJEST1C_R3 Posted December 20, 2015 Share Posted December 20, 2015 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 Link to comment https://gtaforums.com/topic/833380-gta-liberty-city-stories-mobile-modding/page/2/#findComment-1068285735 Share on other sites More sharing options...
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