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RanxeroX

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Everything posted by RanxeroX

  1. The last time I was on here, I noticed a change in the McAfee SiteAdvisor rating applet that sits in the lower right corner of my Firefox3 screen. It changed from the previous rating of green to yellow. Mousing over it, the popup said their tests had shown some downloads that might be considered adware/spyware. So I'm posting this for the people running this site so they can be made aware of this and do what they will with the info. Personally, I haven't had any problems with downloads. This rating change may simply be due to a few harmless reasons like false positives or some malcontents, etc.. However, if others have this same applet, it's available for Firefox and IE7, and see this they may worry needlessly about returning here or joining up. For this reason, I thought it might be a good idea to make mention so steps could be taken to correct this.
  2. Sure, just look at my previous response to the topic of 'Police Modding' and substitute the word pedestrian for vehicle .txd editing. But you may want to use a program like Ped Editor to find the one you want to change. Find its .txd in the gta3.img file then export the graphic using Txd Workshop & edit it in a gfx program. Be aware that this only works if you want to change just appearances. Adding things like other clothing accessories (glasses, hats, etc.) are a whole other ballgame and require using a 3d-modelling program.
  3. As far as I know, the light colors on police & emergency vehicles are hard-coded into the game and can't be altered. I think you'd have to hack the game's executable to pull that off... Someone somewhere MAY have done it but it's not worth all the effort you'd have to put in to do attempt yourself. The lens is a different story. For that, get ahold of Txd Workshop and load the vehicle's .txd file into it then look through the textures to see which one contains the graphic for the lens. Export it, then do what you want to it then import it back.
  4. You might want to try opening gta3.img with Txd Workshop. Then you can check the skin and compare it with the others for that car. See if the names are correct and labelled skin1, skin2, etc. (for example) so that they're numbered right. Then check yours for proper texture name, compression on, etc. by clicking on 'Properties'. Compare with one or more of the original skins to see what all the attributes should be. If you see a problem with the graphic, you're already in the right program and can import a fresh one right into the texture where it sits in the .img file. Much easier for testing this way!
  5. If it's showing up white, it's most likely because you didn't install the texture files (the .txd ones) along with the .dff files. They SHOULD have come with the .dff files in whatever mod it was. So you just have a bit more work to do and they should show up no problem. If you didn't get any textures in the mod, it's incomplete and you should look for another. Also check the .readme in the mod and follow all steps.
  6. Yeah well, that's what it takes to pull off what you're asking... If you can't do it yourself, you'll have to find an already done model the same or close to what you want or enlist someone to do it for you. Good luck!
  7. Seeing as how the vehicle you want to skin isn't using one, my guess is that you'd have a fair bit of work ahead of you to do what you want with it. You'd have to import the model into a 3d-modeler program (3ds Max, Zmodeler, etc.), select all faces you want to apply the graphic to then UV-map it onto the body. Of course, you'd have to make a texture graphic to apply first. As for the bike, your best bet would be to start searching using a search engine to see if it's been done already. Why start from scratch if you don't have to? Your choice though... If you're going to do it yourself, you'll need either blueprints of the bike or lots of detailed photos to work from and then start modelling using either. If you need help with the modelling, start reading tutorials on the subject and read related messages on sites.
  8. (I'll answer to both of your posts here)... First off, great that you were able to find something to export the 2nd set of colors! Seeing as how I only have GMax and not 3ds Max, I'm not sure that script would work in my case but others should find it useful. Sorry I can't help you with 3ds Max-specific problems. I only have GMax, which has a simpler interface and lacks many features in comparison. There is no separate window for Vertex Paint or a Layer Manager, for example. Just keep experimenting is all I can advise... RW-Analyzer is the tool I planned to use to try adding the second set BTW. I just hadn't worked out the details of getting the vertex color data extracted. But if you've found a script that does it, that's even better. Good luck with your problem!
  9. Why bother with that when there are 3 pickups for the minigun in that area of the map... Two you can get in Las Venturas - both with 200 rounds of ammo. One is at the upper level of the building under construction in the far SE area of LV - use the jetpack to get it. The other is at the lower level of the small parkade on the north side of the Love Chapel in the NE area of LV. The third can be had at Toreno's ranch, the catch is you have to finish all of Toreno's missions to get the pickups to appear there. A bonus is that you get 500 rounds of ammo (I'm pretty sure but it's been while!) in the minigun at his ranch though.
  10. If you're talking about making a vehicle carcols.dat compatible, you need to select ALL faces/polygons that you want to have a primary (secondary, etc.) color then assign the material to them. In Zmodeler, I think you also have to add the extension ,prim to the material name for it to export the primary color properly. As for adding a texture, you need to UV map the graphic where you want it to go. If you don't know how to do that either, you can find answers at gtaforums.com or similar.
  11. I've encountered this same problem while working on a garage mod, the trouble is that the shading is using the model's vertex color assignments to generate the shadow. The game code uses a separate day/night set of colors - one set of values for each. Kam's scripts doesn't support being able to export this double set of colors. So what ends up happening is that after exporting, you have just the one group. The game interprets this by using the one set for both day AND night. The building, road, and other map models all end up looking fine during the day but you won't get the nice night-time colors like the game's originals. The best solution is to add the second set of colors manually! This is no simple task either and I haven't gotten around to trying it yet myself but if you really want the details of how to do it: goto gtaforums.com and search for posts with the search term 'vertex colors' and you should find one with a detailed explanation of how to go about it. A simpler solution is what I've settled on for my mod... I simply setup the colors so they'll look good for the night mode. In your case of the basic wall shadow, you can probably get away with doing the same. Experiment and see what works for you.
  12. If you've already tried making changes in the carcols.dat file and didn't notice any changes, it's likely because the creator of the 3D-model didn't set it up to use the game's primary/secondary/etc. color schemes. In a case like this, your choices are to live with it, find another or manually change the 'design' in the .txd file to another color if you really want something else. If all else fails, you could try contacting the maker of that vehicle...
  13. It could be because you had custom cars saved in a garage that you modded over top of after the save point. When the game goes to load, it will be expecting that car to have dummies set for parts (like spoilers, bumpers, etc.) that aren't assigned on the new one you've changed it to. This will cause the game to crash in confusion. This is why I can't mod the Elegy or Sultan - because I already have customized ones saved in a few garages and if I mod them and go near that garage, the game will crash. If you or I were to start a new game the crash won't happen cuz those vehicles aren't there in the save. One way around this is to restore the original vehicle(s), remove those cars from garages you know will crash the game, save the game then mod that vehicle.
  14. Your additions aren't the problem... It's because you can't expect to just add some colors and have Transfender pick up on them and use them. If you look at the choices while in the shop, you only have 64 colors to choose from. I am pretty sure that you have to replace colors #0-63 with your own values for them to appear properly in the shop. I won't swear to this cuz I haven't messed with them. I simply add my own in a similar way that you have but I leave the originals for the other vehicles in the game that I'm not modding. If you want your modded vehicles to use your custom colors but don't care about choosing them while in the shop simply leave your new color additions alone then do the following: - Goto the line(s) in carcols.dat for each vehicle you want to use your new colors then edit them to use your new values. Eg. You want to change the Freeway chopper's colors. Find it's line then edit it to choices like 127,127, 128, 128, 129, 129, etc.. Make as few or as many color pairs as you want. Save the file when done. Now when you play the game it will choose from those new values for the colors so you'll see them on the street automatically. Getting the color you want is as simple as jacking or finding the right spawn when they come along. BTW, you might want to revise your palette numbers slightly. Although you can use values above 127, some of them are hard-coded into the game to be certain colors. The effect of this is that no matter what you set they will always appear the way the game uses them. The ones you'll need to skip over are: 128 (bright green), 130 (bright pink), 132 (bright purple), and 136 (black). Also, in case you're wondering, I've heard the limit for palette assignments is somewhere around 175/6.
  15. Great to hear! Just wait til you try zooming around with nitro... Tons o' fun! Enjoy!
  16. Here's how to change the load screen pictures: - Get ahold of Txd Workshop if you don't already have it - Open an Explorer window and goto the game's 'models\txd' folder wherever you have it. Usually C:\Rockstar Games\GTA San Andreas\models\txd. Highlight the LOADSCS.TXD file and either copy it in place or somewhere else so you have a backup! Don't skip this! - Now run Txd Workshop and click on 'Open TXD' button near top of Workshop's window - Goto the game's 'models\txd' folder - Click on the file LOADSCS.TXD - Once all textures have loaded, note the size of the 'nvidia' texture - If you want to use the nvidia graphic as part of your own, export it - Create your graphic in the size noted above in whatever gfx program you use. Save it as either .bmp, .tga or .png format - Switch back to Txd Workshop or reload the prg and open the 'LOADSCS.TXD' file again - Click on 'Import' after highlighting the nvidia texture and locate your new graphic - Click 'Save TXD' near top and you're done And there ya go!
  17. Here ya go... http://www.thegtaplace.com/downloads/file.php?id=2487
  18. You're welcome! I just hope you've learned from the experience and will make backups (manually) before attempting any other changes.
  19. Just a heads-up for those of you who DL'ed my KartVehicle.rar mod. It's now at V1.2 because I've figured out that the Kart can be skinned. As a result, I've made 4 new paintjobs for it and included instructions on how to enable selecting them at the TransFender shop. Enjoy!
  20. If it works like a neon mod I saw discussed awhile back, I think you have to change one of the game's Display options to LOW. Search this forum and you should come across the details of it.
  21. No i have tried re-installing and that does not work. The mods got to changed back to the original. Here are the files you need: bagboxb.txd bagboxb.dff As for the color line, there is none for the bagboxb in 'carcols.dat' so you can skip that.
  22. If you're seeing gray, the problem is most likely because the tire & rim textures are not loading or installed. This can be due to: - Not installing the .txd files that go together with the .dff files of the rims - The names of the .txd/.dff files aren't matching up for whatever reason - The .dff files are assigned to the wrong textures My advice is to make sure that you've, first of all, got the textures installed and named correctly. Check the readme that came (or should have) with the mod and make sure you aren't missing something. Failing that, it's unlikely but still possible (slightly) that the .dff files are assigned the wrong textures. If this is the case, you're outta luck and would have to contact the author for help if you really want those rims. This MAY help you to know but I installed a set of rims from a different mod and I recall that it was more than just a case of installing the textures and models. You also had to edit a data file to point the game to the right textures. This might also be what is going on in your situation...
  23. Short answer... Because you need to edit the name separately with a special program. To do this, find and DL an editor that can work with .GXT files. You can find one on this site I'm pretty sure. Once you have the GXT editor, open the 'american.gxt' file and search for the original name then replace the text that appears in the right pane with the name you want to give the car instead. Save and exit.
  24. Possibly... Did the mods come with info on changes for other files in a .readme type doc? If so, did you do what they said? What I'm thinking is there should have been a line for change in the game's 'vehicles.ide' file (found in the data folder). A group of 3 numbers in that file control wheel size. Here's an example: 400, landstal, landstal, car, LANDSTAL, LANDSTK, null, normal, 10, 0, 0, -1, 0.94, 0.94, 0 The group of 3 near the end of the line are the ones you're after. It starts with the -1 and the next two numbers scale the wheel. The way the wheel is scaled is also dependent on the first number's value - whether it's -1,0, or 1 (I think -it's been awhile). Anyway, that's where your problem might be. So if you haven't entered those changes or you did and they're still big, you'll have to play around with those parameters until they look right.
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