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 Thread Necropsy: Mobile Modding Help.

 
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Posted: Wednesday, Sep 5 2012, 04:14
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I wish to preface this with a full confession... I am old. I mean colleco, activision (the gaming system, not publisher) old. I played GTA3 fleetingly for a minute on the PS2 back in the day... but it just wasn't my thing. Flash forward a decade... and I am perusing a forum, and someone posts that GTA3 anniversary is on special for $.99. I thought it would be a dollar spent, and hour played and on to the next....

Little did I know that I would spend the next week completely immersed in the dynamic urban sprawl of Liberty. I planned to swap out my ROM, and backed up via TiB (an android root utility that kicks ass). Installed my new ROM, restored... and all of my game progress was GONE. I flipped my shizzzz. How could this be... I backed up data, wtf.

Soooo of course I took el googs and wanted to know the where the game save data was stored, to which I found a ton of resources and the answer I was looking for. What I did not intend to stumble upon was "MODDING". Plain and simple, MIND FARKING BLOWNING.

So, now instead of playing missions... I have been learning about txd's and texture mapping. .dff, zmodeler and 3d rendered models. Editing .IDE, add collision files and mission scripting. Shizzz endless. Custom vehicles, Player .bmp mods and the like. Its like rock... and I am a fiend.

So now to my question. I am noob to say the least and still trying to wrap my head around the basics. But I have a few questions that I think are specific to mobile platform mods (specifically android). I have been trying to add custom vehicles... and have had some success with VC vehicles. I am looking to port more vehicles that seemingly cause the game to crash. This is what I have learned so far...

(Using tegra3 .dxt specific architecture)

.dff size does not seem to be a limiting factor in importing custome vehicles. I have successfully applied dmagic's wheel mod (nowheel.dff and .dat, .ide edits). Where I think I run into problems is with Textures. For the most part (though not exclusively) most cars that work use 8bit color depth .txds. They also appear to use uncompressed .bmps/ .tgas This is what I have observed using txdviewer.

My question... is it possible to uncompress and downscale the color depth of the .bmps and repackage .txd? Would this even help? Are there other limiting factors (i.e # of polys)? I have gotten some sharp models imported and would like to continue modding it. The Mobile modding thread seems dead as I have read through it and activity is limited. Any help or direction would be super appreciated.

Anyway... GTA is stupid fun, and I am going to eventually splurge on VC/SA and IV for my PC.

Thanks.
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