

  YoYo's 1957 Chevrolet Bel Air

  A special thanks to Yemil Aragon (Max Pain/Nemo) for giving me permission to
distribute his "Max Pain's MODDED GTA3 v2.0" mod, which includes YoYo's '57
Chevy convertible.

  I modded the .txd file to give the Chevy red and red-speckled black seats and
a 2001 New York license plate.

  YoYo's '57 Chevy vibrates a tiny bit at high speeds, which I'm guessing means
the wheels should have been attached with a shade better alignment.  I haven't
noticed any problems in how it drives, though, and I haven't learned how to use
ZModeler to change the dummies for wheels yet, anyway.
  http://gtaforums.com/topic/138100-getting-started-in-zmodeler/
  http://forum.zmodeler2.com/viewforum.php?f=11&sid=2c243d7a3e282f0b133002842
a8bb751

  As I mentioned in the main ReadMe file, I scoured the Internet for YoYo to ask
for YoYo's permission, but YoYo seems to have dropped out of the GTA community
around 2003 and the link no longer works for YoYo's Garage.  It seems to have
become abandonware a good while ago, but I hope someone can bring this to YoYo's
attention and let me know if YoYo approves.  I've submitted YoYo's mod with
credit and respect and supplied an E-mail address for him to contact me.  Thanks
to Yemil Aragon (aka Max Pain and Nemo) for giving me permission to distribute
his "Max Pain's MODDED GTA3 v2.0" mod, which includes YoYo's car.
  glenster@rediffmail.com
  yemil@hotmail.com
  http://www.gamespot.com/pc/action/grandtheftauto3/download_6084107.html
  http://www.fileplanet.com/122409/120000/fileinfo/Max-Paine's-Modded-GTA3-v2.0


  How to replace the Idaho with YoYo's 1957 Chevrolet Bel Air two door converti-
ble

  Download the IMG Tool v2.0 by Spooky.
  http://www.gtagarage.com/mods/show.php?id=63

  Use "Run as administrator" to open the IMG Tool, click File, Open, direct the
IMG Tool to the models folder of your main game folder, and open gta3.img.  The
menu fills with names of files.

  (Ordinarily, you'd use Commands > Extract to extract the original idaho.dff
and IDAHO.txd files to a location to save them, but I've supplied copies in the
OriginalFiles folder.)

  Use Commands > Delete to delete the idaho.dff and IDAHO.txd files (using Edit
> Find can help you find them).

  Then use Commands > Add to add the modded idaho.dff and IDAHO.txd files.  (I
think spaceeinstein once wrote that you should add the .dff file first then the
.txd file.)

  Use Commands > Rebuild Archive and wait for it to finish.  Close the IMG Tool.

  (For the "GTAIII XBox Version" mod, use the IMG Tool v2.0 to open models >
gta3.img, delete the idaho.dff file, add the modded idaho.dff file, and rebuild
the archive.  Then use the IMG Tool v2.0 to open models > txd.img, delete
idaho.txd, add the modded idaho.txd, and rebuild the archive.  Follow the rest
of the instructions below the same EXCEPT DON'T DELETE TXD.IMG AND TXD.DIR.  My
"OriginalFiles" folder has a "GTAIII XBox Version" folder with the original
"GTAIII XBox Verson" idaho.dff and idaho.txd files.)


  Load a game.  You can see that the '57 Chevy (Idaho replacement) has some seg-
ments that are white instead of showing the intended colors.  Exit the game.

  Go to the models folder and delete txd.img and txd.dir (again, don't do that
for the "GTAIII XBox Version").  The next time you run the game, those files
will be recreated as you get the message "Converting textures to optimal format
for your video card."
 

  (You don't have to make copies of the files you're going to change because
I've supplied copies of them in the OriginalFiles folder.)

  Copy the modded carcols, default, the default.ide files, and the modded
handling.cfg file you prefer (either one with modded Chevy or Chevy and Rumpo
handling), and Paste them in the data folder--click to Replace when asked.

  Rename your handling.cfg files to add the preface "Orig" to the original
handling.cfg and remove the preface "Chevy_" or "Chevy_Rumpo_" to use the modded
handling.cfg file you've chosen.

  Copy nowheel.DFF and Paste it in the models > generic folder.

  Run your defragmenter if you use a HDD.

  Done.


  Don't use the modded handling.cfg for the Chevy (which is beefed up from regu-
lar Idaho handling), or for the Chevy and a super Rumpo, for the Vigilante sub-
mission.  Otherwise, some criminals may try to get away in one.

  (An option you might try is the "Gloss Relection Mod" by 1TUFSS.

  (Vehicles have a glossy sheen.  It uses a 2048x2048 texture.  If that causes
lag, use the 1024x1024 texture.)
  http://www.thegtaplace.com/downloads/f3345-gloss-reflection-mod


  The Idaho/1957 Chevy can be found at:

  - the Supa Save in Trenton in mideast Portland and the Old School Hall in Chi-
      natown in southwest Portland

  - the parking lot across from Liberty City Memorial Coliseum in northwest
      Staunton and the parking lot for Kenji's Casino in southeast Staunton

  - the Suburban Import Export garage in northwest Shoreside Vale after complet-
      ing the vehicle collection

  I've included a map with the locations of parked Idahos/Chevys and Rumpos.


  If you want to change what's written in the bottom right corner of the screen
from "Idaho" to "1957 Chevrolet Bel Air" when Claude enters the car:

  See the tutorial "How to edit language files" by gtamodder.  It can be found
at GTA Forums at the next link. 
  http://gtaforums.com/topic/297324-how-to-edit-language-files/

  Download "GTA3 GXT 2.0" by Delfi
  http://www.thegtaplace.com/downloads/f561-gta3-gxt-2-0

  Right click the GTA III > TEXT folder, click "Properties," un-check the "read
only" dot, click "Apply," click to "Apply changes to this folder, subfolder and
files," click "OK," and click "OK."

  The instructions by gtamodder, adapted for this situation, are given below.

  1. Run "GTA3 GXT 2.0" as Administrator.

  2. Open up the GXT file corresponding to your language in

  C:\Program Files\Rockstar Games\GTAIII\TEXT

  There are files for both american and english, so I did this for both.

  3. Use Edit > Find to find where it says "Idaho."  There are two sections for
it--where it says "{Car 35} Idaho,", don't edit it.  In the next section where
it says it--"{IDAHO} Idaho"--change it to "[IDAHO} 1957 Chevrolet Bel Air" with-
out the quotation marks.

  4. Click File > Save.

  5. Have Claude get in the 1957 Chevrolet Bel Air (which you've used to replace
the Idaho) and "1957 Chevrolet Bel Air" will appear at the bottom right corner
of the screen.

****


  I changed data > handling.cfg with Notepad like this:

  Right click the game folder, click "Properties," un-check the "read only" dot,
click "Apply," click to "Apply changes to this folder, subfolder and files,"
click "OK," and click "OK."

  B  Weight (pounds)
  H  Vertical center of gravity
  I  Percent submerged
  J  Turning traction
  K  Braking traction
  N  Top speed
  O  Acceleration
  V  Springs
  W  Dampers
  Y  Ability of function to be damaged (damage appearance is still shown with
       0.0)
  Z  Value (dollars)
  AE Headlights


  Idaho/1957 Chevrolet
       B     H    I    J     K       N     O    V    W     Y      Z    AE
   4000.0  -0.3  -1   1.40  0.86  220.0  28.0  1.8  0.17  0.0  100000   2

    Rumpo
       B     H    I    J     K       N     O    V    W     Y      Z
  15000.0  -0.5  -1   1.2   0.90  350.0  50.0  2.3  0.22  0.0  100000


  The Idaho/1957 Chevrolet is like a souped-up '57 Chevy, customized enough be-
yond what an authentic stock '57 Chevy would be like to be competitive in "GTA
III" and made of something that can't be damaged by wrecks.  The Rumpo is a full
blown super car designed to triumph over just about anything in "III," nevermind
anything else.

  Those vehicles are given a -1 in column I, "nPercentSubmerged," in data > han-
dling.cfg.  If you have Claude drive one of them into water, they'll drop into
Blue (or Green) Hell for a few moments then appear on nearby land.

  To change the suspension for columns V and W, I used Ben "Cerbera" Millard's
"CFG Studio 2" with an un-modded version of "GTA III."
  http://projectcerbera.com/tools/cfgstudio2/

  Follow the installation innstructions for the ""CFG Studio 2" in the "readme"
file carefully.  Installation involves a special procedure for copying a handful
of the files supplied to C:\windows\system32\

  Right click the game folder, click "Properties," un-check the "read only" dot,
click "Apply," click to "Apply changes to this folder, subfolder and files,"
click "OK," and click "OK."

  Run "CFG Studio 2" as Administrator, click File > Open and go to Program Files
> Rockstar Games > GTAIII > data > handling.cfg and Open it.

  Go to Idaho and click the number for column V or W.  Click Tools > Suspen-
sion...  A menu appears.  Change the number in either the box for V or W to make
the effect in "GTA III" appear in one of the two boxes to the right.  A chart
with the description of those effects is at the bottom of the menu (one range of
numbers gives the vehicle the suspension of a sports car, another range gives it
the suspension of a super car, etc.).

  (Tip: I've noticed that the unmodded file gives a lower number for the effect
for W.)

  You can either save your results then, which changes your handling.cfg to
something more compact and easier for "CFG Studio 2" to read but makes han-
dling.cfg look like a block of text which is harder for me to read with Notepad,
or write down the new numbers for columns V and W and change them later with
Notepad.  (I typically write down the numbers and change handling.cfg later with
Notepad.)

  AE for the Idaho/'57 Chevy is 2 for big headlights.

****


  I used thre GTA "III" version of DMagic1's Wheel Mod:
  http://www.gtagarage.com/mods/show.php?id=6212

  I changed data > default.dat and default.ide with Notepad like this:

  Right click the game folder, click "Properties," un-check the "read only" dot,
click "Apply," click to "Apply changes to this folder, subfolder and files,"
click "OK," and click "OK."

  - In data > default.dat, below the line

   MODELFILE MODELS\GENERIC\wheels.DFF

   I added

   MODELFILE MODELS\GENERIC\nowheel.DFF

  - In default.ide, I changed the line

   # wheels: 	160-169

   to

   # wheels: 	160-169, 89

  - I added the nowheel.DFF file to the \models\Generic folder

  - In default.ide, below the line

    166, wheel_smallcar, generic, 2, 20, 70, 0
   
    I added

    89, wheel_lightmod, generic, 2, 20, 70, 0


  In default.ide, I changed the end of line 91 for the Idaho from

  0,	163, 0.64

  to	

  0,	 89, 0.85

****


  How to change carcols.dat

  A color chart for carcols.dat can be found at the next link.
  http://www.gtamodding.com/wiki/Carcols.dat

  Right click the game folder, click "Properties," un-check the "read only" dot,
click "Apply," click to "Apply changes to this folder, subfolder and files,"
click "OK," and click "OK."

  Open data > carcols.dat with Notepad.  There are pairs of numbers for each ve-
hicle.  The first number or primary number of a pair typically determines the
main body color (as it does in this case) and the second or secondary number
typically determines...something else, like most of the interior of a converti-
ble (as it does in this case). 

  The colors I chose for the Idaho:

  primary color (exterior): red 11 (anything I chose for a regular red came out
pink), silver-gray 74, gold 35, green 44 (or 46), black 70, purple 5, sky blue
56, orange 22

  secondary color (interior): red 27

  You can have Claude drive the vehicle in and out of a Pay 'n' Spray for a
quick way to check your results.  I wasn't so satisfied with some of the colors.
Anything I picked for a "Vice City" PCJ 600-type red came out pink, for example.
So:

  Coming up with new colors for carcols.dat

  I used Microsoft Paint, picked a color other than black or white for the
brush, clicked Colors > Edit Colors > Define Custom Colors, and fiddled with the
cursor over the window of a spectrum to come up with trios of colors--Red,
Green, and Blue--to add to the end of the list in upper part of carcols.dat.  As
with the other trios of colors already there, I gave each a number and an iden-
tifying name.

129,10,16                       # 95 dark red
56,28,64                        # 96 dark purple
38,51,23                        # 97 dark olive green
172,21,104                      # 98 cranberry one
191,55,112                      # 99 cranberry two
179,4,9                         # 100 red interior
108,47,99                       # 101 purple interior
230, 142, 11                    # 102 orange
255, 216, 0                     # 103 school bus yellow
255, 204, 0                     # 104 tangerine yellow

  Then I used some of those numbers for the pairs of numbers for the Idaho,
Rumpo, and Bus (reintroducing the school bus to "GTA III"--there are no children
in it, and people that hate going to school and might like to destroy it) in the
lower part of carcols.dat.

  idaho, 95,100, 74,27, 35,27, 97,97, 70,27, 96,101, 56,95, 22,95

  rumpo, 35,77, 95,79, 79,78, 70,78, 97,78, 96,79, 102,78, 3,78

****


  Excerpt from "Converting GTA 3 & Vice City Handling" by Ben "Cerbera" Millard
  http://projectcerbera.com/gta/3-vc/tutorials/converting

  "Converting from GTA Vice City to GTA 3"

  In this example I will use the original Sentinel setup from GTA Vice City: 

  SENTINEL 1400.0 2.0 4.9 1.6 0.0 0.2 -0.20 75 0.91 0.80 0.55 5 165.0 24.0 R P
10.17 0.55 0 30.0 1.3 0.13 0.2 0.56 35000 0.27 -0.15 0.5  0.3 8102 0 1

  As the GTA Vice City format does have the Suspension Anti-dive we need to re-
move it.  Find column ad of the Sentinel setup and you will find 0.3 is the cur-
rent value.  Delete this number but make sure there is still at least one space
or tab between the remaining values. 

  As GTA Vice City has extra ModelFlags data for some cars, make sure the
ModelFlags data is no longer than four characters.  If it is five, six or seven
characters long then delete characters from the left.  This will leave the four
smallest bytes which are supported by both GTA 3 and GTA Vice City.

  The Sentinel only uses the first four bytes.  If it had something like
1008102, to enable FAT_REAR tyres, you would remove the 100 from the left.  The
completed line should look something like this:

  SENTINEL 1400.0 2.0 4.9 1.6 0.0 0.2 -0.20 75 0.91 0.80 0.55 5 165.0 24.0 R P
10.17 0.55 0 30.0 1.3 0.13 0.2 0.56 35000 0.27 -0.15 0.5  8102 0 1

  "Advanced Users"

  Although what I have just stated will get the handling to work in both edi-
tions, there are some slight differences in how the games react to certain set-
tings.  You will find that in GTA 3 you must use a Brake Bias of nearly 0.5 to
stop the front or rear wheels locking.  In GTA Vice City you will normally need
a setting around 0.65 because there is much stronger weight shifting in GTA Vice
City. 

  You may also find that you have to reduce the Brake Force when coverting to
GTA 3.  You may need to increase it when converting to GTA Vice City to get the
maximum braking without all the wheels stopping.

  In GTA 3, the 1G_BOOST feature of ModelFlags gives a very powerful accelera-
tion boost at low speeds.  This makes it easy to spin the wheels of cars and do
donuts but in GTA Vice City this effect was reduced, so it is not as easy to do
donuts.  The stronger boost in GTA 3 also allows steeper hills to be climbed
than in GTA Vice City.
