We put any transport in GTA SA on Android devices for GTA San Andreas.

Caches

Although the OBB cache is the same for all platforms, there are 3 different texture caches inside: DXT, ETC, and PVR. Depending on the graphics accelerator, one of these caches is loaded and used during the game.

In few words there are:

  • PVR   - is Powervr   cache.
    iOS game version has only PVR-cache;
  • Dxt   - is S3 Texture Compression, that used in PC version.
       Used by nVidia Tegra   and Adreno. Default cache format, can be read by game on any device.
  • Ect   - default Android compression, also known as Ericsson Texture Compression.
    Used by Mali.

All caches are stored in separate files, while there is a common Txt-file containing a list of textures in the remaining caches. Its structure can not be explained, just open this file with a notepad (for example, Notepad ++ "ohm).

The caches themselves are represented by three files:

  • xxx.DAT   - Data file. It is a consecutive raster, each of which begins with 8 bytes of overhead information. That is, something like this: [mipmap # 0] [mipmap # 1] ... [mipmap #n] [mipmap # 0] ...
  • xxx.TOC   - Offset file. Every 4 bytes of this file corresponds to an offset in the previous file, from which the next texture data begins. The first 4 bytes contain the size of the DAT file. The file is NOT required, in case of a size error, the game itself will recount the offset.
  • xxx.TMB   - thumbnail file, special case. DAT: textures contain only one mipmap.

Although the TXT file contains a large amount of information, in fact part of it does not make sense, part is ignored, part is taken from the DAT file. Essentially, TXT is a list of textures and nothing more.

Although the OBB cache is the same for all platforms, there are 3 different texture caches inside: DXT, ETC, and PVR. Depending on the graphics accelerator, one of these caches is loaded and used during the game.

Summarized as follows:

  • PVR   - accelerator cache Powervr.
    the iOS version of the game has only a PVR cache, which is logical;
  • Dxt   - The same S3 Texture Compression, which was used on the PC version.
       Uses it nVidia Tegra   and Adreno. The default format can be read on any device.
  • Ect   is the standard format for Android, known as Ericsson Texture Compression.
    Is used Mali.

All caches are stored in separate files, while there is a common Txt-file containing a list of textures in the remaining caches. Its structure can not be explained, just open this file with a notepad (for example, Notepad ++ "ohm).

The caches themselves are represented by three files:

  • xxx.DAT   - Data file. It is a consecutive raster, each of which begins with 8 bytes of overhead information. That is, something like this: [mipmap # 0] [mipmap # 1] ... [mipmap #n] [mipmap # 0] ...
  • xxx.TOC   - Offset file. Every 4 bytes of this file corresponds to an offset in the previous file, from which the next texture data begins. The first 4 bytes contain the size of the DAT file. The file is NOT required, in case of a size error, the game itself will recount the offset.
  • xxx.TMB   - thumbnail file, special case. DAT: textures contain only one mipmap.

Although the TXT file contains a large amount of information, in fact part of it does not make sense, part is ignored, part is taken from the DAT file. Essentially, TXT is a list of textures and nothing more.

Our friends again delight us with unrealistically cool programs for GTA San Andreas on Android. Today, we were surprisingly pleased Nathan Steele . He created a program that allows you to import textures, cars or other things in the game, right on the android. YES - YES, you heard right, now it's possible right on your fucking phone ...


The name of the program TXD TOOL, now we’ll tell you more about it:
So, not only can the program import textures into folders such as "gta3" "txd" "mobile"   etc. Tk is already built into it TXD Workshop, i.e. you can download a regular PC machine (traditionally there are such files as "name .txd"and" name .dff") and immediately install it, with just two clicks, the program itself will extract the textures from the .txd file and import them into the game.


Recommended system requirements: 1 GB of RAM or more, processor 4x1.3 GHz or more powerful.
Txd tool   allows you to perform many operations with textures:

  • Import
  • Export
  • Delete
  • Rename
  • Property Editing
  • Creating Aliases
NOTES:
  • This is an unofficial third-party application designed for texture editing.
  • VC or SA must be installed before using this application.
  • You should know a little about modding for comfortable use of the TXD Tool.
  • Txd tool   does not support texture overwriting. If a texture with the same name already exists, the import will be made and the imported texture will have a new name.
The TXD Tool supports all texture formats and allows you to import textures from various image formats or directly from txd files.

Txd tool   also has the following functions:

  • Mipmap Generation
  • RLE compression
  • Change themes
  • Change compression settings
  • Change export format

Txd tool   uses content created in Android Studio and code from open source software (open source licenses are contained within the application). Disclaimer and Warranties: You use this application at your own risk.

This article will discuss 2 ways to add the model you like in GTA SA Mobiles. For the first method, we need a PC. If you do not have access to a PC right now, then read the first method anyway, as there will be important information about the weight of the model, etc.

Method number 1

We will need 3 programs:
- IMG Tool (or any other program convenient for you to work with img files)
- TXD Workshop
- TXD Fucker

I will say right away: the dff file (the model itself) should weigh no more than 4mb, but in general for 3mb to work stably. At the expense of the txd file (texture), it is desirable that it also does not weigh very much.
I personally will now put the Nissan Silvia s13, its model weighs 1.5mb. And now let's finally get down to work:
We get the gta3 and gta3.img folders from the game cache (how to do this, I will write at the very end of the article, so that now you would not be loaded with information). We drop the folder and file on our computer. We open our gta3.img through any program convenient for you, and drop our dff file there.
Click "save."

The first stage is completed. It was very easy, but more difficult. We have a TXD file. Or rather textures. We need to extract these textures from the file. We start our TXDWorkshop, and open our txd file in it.

Now we see our textures. Be sure to note which textures are marked in red! But how to get them out? Click "Export" \u003e\u003e "Export all textures to png images". Then we select the folder where we want to save our textures, wait until the program finishes exporting, after which we can close it. Now we have model textures in png format

Next, open TXDFucker, open our gta3.txt in it (which will be located in the gta3 folder) and we see a bunch of all kinds of pictures. These are all textures from the game. In order to put our textures on our model, click "Import", and then it depends on what textures we have. If you have textures with an alpha channel among the textures (they will be marked in TXDWorkshop red), then import these textures by clicking "With Alpha". Select all the textures with the alpha channel, and click ok. There are also models with textures without an alpha channel. Now we import textures without alpha channel. Click "Without Alpha" and select all the textures that we have without an alpha channel, and click "OK." If the program freezes when importing textures, then it's okay, just wait a bit. Great, the program imported textures in gta3.txt

Now we drop our gta3 folder and gta3.img file onto the mobile device along the way: and confirm the replacement.
Now we can go into the game and check whether we managed to put a car. Finding a car is easiest through CarSpawner. But I’ll talk about how to put cleo scripts on the mobile version of GTA SA in the next post.
Here, as you see, everything worked out for me.

And now about how to get the gta3 folder and the gta3.img file from the cache in obb. To do this, we connect our device via a USB cable (the same thing can be done without a PC on the device itself, through any archiver). We go along the way:. There we see 2 files: "main.8.com.rockstargames.gtasa" and "patch.8, com.rockstargames.gtasa.obb".
Change the file extension from .obb to .zip and extract all files from both archives to. Both archives will contain folders with the same names but with different contents, so when you extract the second archive, confirm the merge of the folders. Now we can change the format from .zip to.obb back.

Attention!   The game will then weigh 2 times more!
Now we have the gta3 folder and the gta3.img file.
They will lie in the cache of the game, namely in.

Method number 2

We will need one program:
- Img Tool. You can find it on Google Play.

This method is for those who do not have a PC at hand.
This method has one minus: cars will be without textures. All because the program for working with gta3.img was made on android, but the program for working with gta3.txt was not done ...
There is one more problem. Some Img Tool on android for unknown reasons does not open. It also doesn’t open for me, because of which I will continue to write without screenshots.

Open our gta3.img through the Img Tool. Now we see all our models. Click "Import", and find our model, downloaded earlier. We select it, and wait while the program imports the file. Now click Save and exit the program. Now our model is in the game. We go into the game and look for it through CarSpawn. That's all.

In my next post, I will talk about several ways to install CLEO on a mobile GTA SA, and how to install scripts and how to use them. If you have any questions, or something didn’t work out for you, write me in a personal in

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