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Hey People! Carmageddon 1 Android .IMG related question here

Posted: Tue Mar 13, 2018 6:32 pm
by 3dwizard
Hey people. I've been down this rabbit hole of unpacking the .OBB file and the .WAD file and I am stuck at the .IMG files in the android version of the phone.
All that I want to do is be able to replace all of the on-screen controls with 100% transparent textures, because I am able to use a gamepad with it and the on-screen controls can't be disabled from the game and they are really annoying when you want the full screen experience without on-screen controls taking up screen space.
I tried deleting the .img files corresponding to the onscreen controls but there's a gray pixel left for every button.
The only way to make the controls disappear from the screen is if I replace the buttons with 100% transparent textures.

The problem is that I can't produce any .IMG files(textures) for carmageddon 1 android, because I don't know what app to use to do that.
I have not been able to view/edit nor produce .IMG files for the android carmageddon 1 game and as far as my research goes, I haven't found anybody else that did it either.

This is a shame because if we could make the controls disappear from the screen, coupled with an android emulator and a keyboard or with a real android device and a gamepad, we could get a much more classic vanilla experience than we can do now.
I like the android version more than the pc version and I would absolutely love to be able to take care of this hindrance of not being able to turn off the touch screen on-screen controls.
This feature should have been a no brainer when they made this port.

Re: Hey People! Carmageddon 1 Android .IMG related question

Posted: Tue Mar 13, 2018 10:07 pm
by Toshiba-3
Yeah the android version uses Stainless' IMG format while the iOS counterpart uses the TDX format, kinda annoying.
There's one tool that can export IMG files: Flummery 0.3.7.5. However it will only do so for textures applied to a model saved as a C:R vehicle. So you'd have to make a transparent tiff file, apply it on a model, load it in Flummery and save as C:R vehicle.
[...] more classic vanilla experience than we can do now.
It'd still be very far from the original though. The mobile port is a good way to discover Carmageddon and have some of it in the pocket I guess, but it is not a good CARMA1 experience if you get what I mean.

Too bad you choosed your other nickname as you're more known as Mr Deviance in the community.

Re: Hey People! Carmageddon 1 Android .IMG related question

Posted: Wed Mar 14, 2018 6:03 pm
by 3dwizard
Thanks for the reply.
Toshiba-3 wrote: So you'd have to make a transparent tiff file, apply it on a model.
I can make a transparent tiff file but the part where I have to apply it to a 3d model that can be read by flummery, I think I could figure this out if I read some hours through the forums but how about a quick hint, is there a topic that explains what I need to do this?

Do I need 3dsmax to do this?
Once I get to apply the texture to a 3d model and export it, In a format that flummery can read, I will try to export it with flummery.

If the exported transparent .IMG file from C:R manages to get loaded properly by the C1 port, I will totally remove the button layout from the android version and post a link to the .OBB file for those that care to play carmageddon 1 android without on screen controls.

Re: Hey People! Carmageddon 1 Android .IMG related question

Posted: Wed Mar 14, 2018 6:38 pm
by Toshiba-3
Oh there's an easy way to go about this: simply download the template of one of the C2 cars from http://www.toxic-ragers.co.uk/files/car ... ates/cars/ and swap one of the textures with the transparent one. Then you process it with Flummery, it should do the trick I think?

I gave it a try myself: https://rr2000.cwaboard.co.uk/R6/transparent.img
It's a 64x64 texture but I have no way to verify that the full transparency as been retain. Might save you some time if it works.

If the OBB file is the same for everyone, maybe an IPS patch would be more practical.

Re: Hey People! Carmageddon 1 Android .IMG related question

Posted: Wed Mar 14, 2018 7:24 pm
by 3dwizard
Hah you beat me to posting first!
Since I last posted, I was able to follow your previous advice but instead of .tiff I used a .png and it worked, but I see you found another way.

I just randomly loaded the suppressor made by Alex on the carmageddon forums in flummery and I replaced the materials with a transparent png file and then when I exported the suppressor It spat out an img which I used in the game and I can confirm it works now.
For best results I just rapidly generated a 1x1 pixel transparent png here http://www.1x1px.me and used it as textures and voilla no more buttons.
Finally carmageddon 1 can be played without on screen controls when you want to use an emulated keyboard or gamepad that replace the touch screen controls!

Now all that is left for me to do is figure out the name for every visible texture that is annoying and replace it with the transparent texture.
Once I do this tomorrow, I will post screenshots or maybe even a video of it working on both pc android emulators and on a real device.

It just took me 2 hours to learn how to unpack a protected android .obb file and then how to unpack the .wad from inside it, and with your tip I was able to figure out how to generate .img files and now my original idea of making 100% trasnparent textures and replace the U.I has reached fruition.
Will post results tomorrow. Have a nice day and thanks for the tip with flummery!
I've never used any of the modding tools until today and I'm glad to have figured them out so fast.

Re: Hey People! Carmageddon 1 Android .IMG related question

Posted: Thu Mar 15, 2018 3:57 am
by QTZ
Nice trick :), but how to convert IMG? I don't konw how it is in new Flummery (it doesn't work on my old PC), but that old doesn't read IMG files, so we can convert only one way and read only textures in TDX (so Android cars are untextured in this version of Flummery).
As I say in the past I think the Android textures maybe different than iOS... we need tool to batch conversion of IMG (from / to) or such option in Flummery.

Re: Hey People! Carmageddon 1 Android .IMG related question

Posted: Thu Mar 15, 2018 8:52 am
by Errol
Flummery can write IMG files but can't really read them, I never implemented a way of loading Huffman binary tree data.

Unfortunately if I do add batch IMG support it won't be compatible with your OS QTZ. I make extensive use of functionality only found in the new .NET frameworks and they just don't work on XP anymore.

Possibly I could add support to TRixx? Or maybe put together something like TRixx but for IMG files. I'll see. TRimg sounds slightly rude.

Re: Hey People! Carmageddon 1 Android .IMG related question

Posted: Thu Mar 15, 2018 10:38 am
by Toshiba-3
There's no reason at all for the Android textures to be different from the iOS ones. They used a different format to accommodate for the hardware capabilities and that's pretty much it. Same game entirely really.

Re: Hey People! Carmageddon 1 Android .IMG related question

Posted: Thu Mar 15, 2018 11:52 am
by QTZ
I'am not the only user :) Flummery without IMG read support can't load Android cars with their textures. Now we have only stock cars, but one day we may have also custom. And we have Crashers, probably with IMG textures? Also I think updating TRixx is a great idea. BTW. I told this already, but TRixx have bug which during conversion (extract) may remove .pix files. Another thing this will be cool to have build in palettes with pink color. Currently I have created PPP to patch Flummery for race and menu with palettes stored in game (like in some SP pixelmaps). So I think updating both will be the best :) PS. I can run Win7 in virtual machine on another (old PC, where installation directly hang), but this is really annoying :) Another thing - my tool to drop / add header to obb have rude name FOBB, as their CLINT :) However this is coincidental...

The ios textures are different than gizmondo, this may be the same, but may not... why not to check... Img support is necessary in general anyway :)

Re: Hey People! Carmageddon 1 Android .IMG related question

Posted: Thu Mar 15, 2018 5:28 pm
by Toshiba-3
Expecting Errol to support IMG just to check if the textures are the same as the iOS counterpart isn't reasonable. The textures are the same, this is the very same game. I'd rather have him waste his time on C1 Crush Datas instead.
Img support is necessary in general anyway
Why? Unless you're sure that you're going to add new cars into the game if IMG format is supported, it's the opposite of necessary.
See, Flummery has been able to export vehicles in the proper format for both iOS and Android versions for 3 years now, yet no one has actually released any mod for this bad port of C1. And it's been out for almost 6 years already.
Also, no one here is interested at all in Crashers :yingyang:

[edit] Trent already explained all this to you:
http://www.carmageddon.com/comment/79164#comment-79164
He also mentioned in the Discord chat that you might simply try non-compressed TDX textures with the Android version. Might work.

Re: Hey People! Carmageddon 1 Android .IMG related question

Posted: Thu Mar 15, 2018 10:22 pm
by QTZ
As I understand Errol actually say he may implement that... I want to compare, but this is just possibility which will be opened. For example I wanted to extract fonts, which are not in other versions... but I can't. I think I have explained this above. There is no any mod for Android (except my own and this one. There was no instruction how to create new img before... and this method is very annoying when we need more files with concrete file names) because at the beginning no one was able to extract this specific obb and still there is no tool which is able to open Android cars with textures or convert textures only. I think every one who want to change something just can't extract existing textures, so can't do anything further. People ask how to extract img files... the answer is "we can't" so no one even try, also another persons who searching for solution surrender and stop.
At least in my country Android is most popular system in phones. So why if we want to create mod for Android we need to search and download ios version to took texture from there... (I guess this may be the workaround...).

I can agree this port is not good, anyway I want to dig...

About the Crushers it is interesting... to me! I have just downloaded cache from this game, it look like the files are completely different, so support for this game require in practice completely new code... so I think this need too much work anyway...

Edit: I see there "unity" string, so maybe it's based on unity engine.

Re: Hey People! Carmageddon 1 Android .IMG related question

Posted: Thu Mar 15, 2018 10:37 pm
by Errol
Yup, Crashers is Unity. I'm pretty sure tools exist to extract Unity assets if you want to have a fiddle.

Re: Hey People! Carmageddon 1 Android .IMG related question

Posted: Fri Mar 16, 2018 1:36 pm
by Toshiba-3
QTZ, it is the other way around, IMG is not supported because of the lack of interest. I don't see what is blocking anyone from modding Android C1, besides the fact they can't help themselves to begin with. How hard was it really to reach out to Trent and Errol to simply ask what was possible?

Android Carma and iOS Carma are the same game with the same content, only the texture format differ. You want to extract an IMG texture? Just grab its TDX counterpart from the iOS version (it's available in RR2000/R6 since 2012!) and convert it. At this point you can make skins and change other textures by using Flummery to export the IMG (it's really not difficult at all; just have to apply the textures on an object and they can all be processed at once).
Then as Trent showed it's also possible to add new cars altogether. Maybe require a bit of messing around I guess but it was already definitely achievable some years ago.

So you see, if people were indeed trying to mod Android C1 and had to rely on Flummery all the time to convert textures to Stainless' IMG format, then yes a proper tool to convert to IMG would be welcome. But it is not the case, there is Deep_Blue who seems to think about it now and then, Mr.D/3dwizard up there for an UI mod (Flummery is enough in this case), and you willing to make sure the iOS and Android textures are identical. If the other people who might think about modding the game can't even insist a bit to get some answers, be it on forums or the chats, then :oops:

Anyway just pointing out how Carma Mobile really hasn't gathered any interest modding-wise over the years.

Re: Hey People! Carmageddon 1 Android .IMG related question

Posted: Fri Mar 16, 2018 4:19 pm
by Errol
IMG only has the support it has because CarMODgeddon lost TDX support briefly and I hacked together rough and ready IMG support until they patched it back in again.

Re: Hey People! Carmageddon 1 Android .IMG related question

Posted: Tue Mar 20, 2018 3:42 pm
by 3dwizard
Sorry for missing in action in the last few days but I had IRL stuff to solve.

To cut it short..

I have done it!
I've managed to replace all of the touch screen controls with an invisible transparent texture and they are no longer visible at all even though they are still there and work as intended.
I've removed every visible element of these controls for both Digital and Analogue controller modes.

Here's a screenshot of the mod working.
Click the image for a larger res screenshot.

Image

Based on the fact that the game is freely available on the play store, I don't see any reason why it would be a problem for me to post my modded one here.
So without further ado, here's the modded .OBB file :ssmile:

DOWNLOAD


Installation instructions!
Just find this path on your android device and place my modified .OBB file there overwriting the existing one and you are good to go
"Internal storage\Android\obb\com.stainlessgames.carmageddon"

The files that were replaced are the following with their respective folder paths:

DATA_ANDROID\DATA\CONTENT\UI\ASSETS\PPI_HIGH\BRAKE_PEDAL_ON.IMG
DATA_ANDROID\DATA\CONTENT\UI\ASSETS\PPI_HIGH\GAS_PEDAL_ON.IMG
DATA_ANDROID\DATA\CONTENT\UI\ASSETS\PPI_HIGH\HANDBRAKE_ON.IMG
DATA_ANDROID\DATA\CONTENT\UI\ASSETS\PPI_HIGH\SLIDE_BACK.IMG
DATA_ANDROID\DATA\CONTENT\UI\ASSETS\PPI_HIGH\SPEEDBRAKE_SLIDER_THUMB_ON.IMG
DATA_ANDROID\DATA\CONTENT\UI\ASSETS\PPI_HIGH\STEER_LEFT_ON.IMG
DATA_ANDROID\DATA\CONTENT\UI\ASSETS\PPI_HIGH\STEER_RIGHT_ON.IMG
DATA_ANDROID\DATA\CONTENT\UI\ASSETS\PPI_HIGH\STEER_SLIDER_THUMB_ON.IMG

and

DATA_ANDROID\DATA\CONTENT\UI\ASSETS\PPI_LOW\BRAKE_PEDAL_ON.IMG
DATA_ANDROID\DATA\CONTENT\UI\ASSETS\PPI_LOW\GAS_PEDAL_ON.IMG
DATA_ANDROID\DATA\CONTENT\UI\ASSETS\PPI_LOW\HANDBRAKE_ON.IMG
DATA_ANDROID\DATA\CONTENT\UI\ASSETS\PPI_LOW\SLIDE_BACK.IMG
DATA_ANDROID\DATA\CONTENT\UI\ASSETS\PPI_LOW\SPEEDBRAKE_SLIDER_THUMB_ON.IMG
DATA_ANDROID\DATA\CONTENT\UI\ASSETS\PPI_LOW\STEER_LEFT_ON.IMG
DATA_ANDROID\DATA\CONTENT\UI\ASSETS\PPI_LOW\STEER_RIGHT_ON.IMG
DATA_ANDROID\DATA\CONTENT\UI\ASSETS\PPI_LOW\STEER_SLIDER_THUMB_ON.IMG

Re: Hey People! Carmageddon 1 Android .IMG related question

Posted: Wed Jun 13, 2018 1:50 pm
by Deep_Blue
DB is still very much interested in modding Android C1.

While I haven't actually done anything about it yet, I AM seriously paying attention to those who have so far.
;)

Re: Hey People! Carmageddon 1 Android .IMG related question

Posted: Thu Sep 27, 2018 4:38 pm
by Deep_Blue
DB is still interested in modding Android C1. The only problem is that all I've found so far on how to do it is some kinda vague 'maybes' on whether or not it can be completely done.

Maybe I missed something along the way. I was pretty sick for about four years. Is there a tut somewhere on how to do this?

A step-by-step somewhere? I would really like to know this stuff.

I have Flummery but really have no idea how to use it. I need another proggy to work with WAD files?



I need a push, here...

Re: Hey People! Carmageddon 1 Android .IMG related question

Posted: Sat Oct 06, 2018 5:11 pm
by Toshiba-3
Trent managed to get a car into mobile C1 some years ago:
http://www.carmageddon.com/comment/72102#comment-72102

From what he says, the whole process isn't easy and requires a bit of hexediting for materials.

Seems like FOBB is needed to append/remove the OBB header from the WAD. The WAD unpacker to extract the content. Flummery to port models to Stainless' formats. Editing car.txt, lol scripts. Hexediting MTL files.

I'm afraid you're on your own if you want to push mobile C1 modding as there's really no one else into it :crazy:

Re: Hey People! Carmageddon 1 Android .IMG related question

Posted: Mon Oct 15, 2018 7:03 pm
by Dropoff
Errol wrote:Possibly I could add support to TRixx? Or maybe put together something like TRixx but for IMG files. I'll see.
It would be cool,i figured out that game called London Racer: Destruction Madness using same engine as carmageddon and file formats seems to be same or close enough,and unfortunately this game using only *.img textures,so i dont have any good way to extract them. Also level cnt loading kinda wrong a bit,im not sure why.

Re: Hey People! Carmageddon 1 Android .IMG related question

Posted: Mon Oct 15, 2018 10:26 pm
by Toshiba-3
Hello there Dropoff! I suppose you used QuickBMS with the script to extract the content of the WAD.
What are you trying to extract? CNT/MDL can be extracted and converted IIRC but yeah the IMG format is annoying. It seems like Errol's lib can go further with the IMG format (https://github.com/MaxxWyndham/ToxicRag ... ts/sIMG.cs) and I'm pretty sure we used to be able to convert that format but I can't remember!

Other Stainless games use that IMG format as well like Red Baron, Risk Factions and MtG.

Re: Hey People! Carmageddon 1 Android .IMG related question

Posted: Tue Oct 16, 2018 6:36 am
by Dropoff
Hi,thanks i will try that. Yeah i used quick bms script on wad archive,its good that game can directly load unpacked files so i can modify them. Btw cnt of vehicles loads fine,but levels are messed up a bit. It looks like this:
Image

Closer look:
Image

P.S. same result with flummery.

Re: Hey People! Carmageddon 1 Android .IMG related question

Posted: Tue Oct 16, 2018 8:48 pm
by Toshiba-3
Something's amiss with the CNT file. Seems like node scales are read wrong or something. I doubt Errol will fix that anytime soon though, plus it's been like 5 months since we last saw him around.

Re: Hey People! Carmageddon 1 Android .IMG related question

Posted: Tue Oct 16, 2018 10:46 pm
by Dropoff
:sad: