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RanxeroX

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Everything posted by RanxeroX

  1. Or not. There are cars that don't need anything. That's why I said, "Virtually"... The better mods USUALLY do. Anyway, if a car's still scraping and you've followed all instructions it might just be a case of low ground clearance. Just look at some of the street racers with the front spoiler just about kissing the ground standing still!
  2. The problem is that mod doesn't do squat in San Andreas! The game engine completely igores the 'wheels.txd' file and is just a remnant of earlier GTA games that did use that file. It's harmless though. Look for a better mod that replaces the individual wheels that you can customize at one of the game's mod shops.
  3. RanxeroX

    Help!

    You just have to scale it up to the size you want. But you have to use specific values when doing this... You have to follow the 'power of 2' rule. This means if the original was 128*128, the next allowable sizes are 256*256 or 512*512, etc.. Each has to be a number that is an even power of 2. You can't just use any values you want. BTW, the largest you'd want to use for SA is 1024*1024. Anything bigger is unnecessary and could bog the game or your system down.
  4. Did the mod readme file include info on other files to change? Your problem is most likely caused by you NOT making the other changes as supplied by the author of the mod. Virtually all mods of vehicles include data to change in other files like 'handling.cfg', 'carcols.dat', etc.. The 'handling.cfg' file controls things like ride height, suspension, etc.. And the 'vehicles.ide' file controls other stats like tire size and more. Many of these parameters are important for the vehicle to appear and perform correctly. If you leave all that stuff out, you're going to have problems!
  5. RanxeroX

    Help!

    If it's not obvious by looking at the graphic, you'll just have to try it with trial and error... Change the portion that you THINK is the barrel, import it back into the .txd file and then the .img file then load the game and see what gets changed. To make testing faster and easier, do the following: - Save a backup of the original exported image (and the whole .txd it's in, to be safe). - Modify what you think is the portion you want to change using a paint program. To making ID'ing easier, change using a solid block of color (like red). - Using Txd Workshop, open the gta3.img file. Find and highlight the .txd you want to change. - Select the specific texture you want to modify from the texture list. - Import the modified graphic (with the solid color in it). - Click on the 'Save Txd' command. - Exit Workshop, load the game and check out the changes. - Repeat the process until you've got the location nailed down. Once you've got the size/location identified, you can work with the .txd file alone and can import it or whatever else you had in mind for it. Does this help?
  6. RanxeroX

    Help!

    What version of ZModeler are you using? If you're trying to import a .dff from a San Andreas mod and you have V1.07, it won't work because that version only handles/creates files intended for GTA3 or Vice City (or so I understand). So that MAY be why it's crashing. As for your texture question, you'll have to be more specific... Show a pic of the texture and explain what part(s) you're having trouble with.
  7. Have you tried the obvious things like updating your audio drivers or checking all audio settings in the control panel? Try running 'DxDiag' and see if any problems pop up there... Beyond this, I don't know what your problem could be.
  8. Your games saves are stored in the 'My Documents\GTA San Andreas User Files' folder. The gta-sa.set file is there too. Don't know why your audio is now screwing up too... Maybe that SA:MP is to blame?
  9. Ah well, my bad then! I'd completely forgotten about it I guess. It's been ages since I've messed with any rigs. Usually, my only thought about them is,"Get the hell out of my way!". I called up the model of it in GGMM to have a look at it and it tweaked the old bean. I do recall having to get one for export way back when. And yes, Dan 300, I've played GTA-SA... I've beaten the game 100% a couple months ago and made several mods for it since then. So excuse me if I don't recall every little detail! Incidentally, for anyone looking for one for export or whatever, I found one back when I was playing it on PS2 that I've never seen mentioned by anyone else. You can find one parked at the northwest corner of the Fallen Tree factory lot. The lot is east of Easter Bay Chemicals plant, at the SE corner of the San Fierro airport. This should make up for my lapse in memory!
  10. If you updated your drivers after you've already been playing the game awhile then you could try deleting the 'gta-sa.set' file found in the same folder as your save games. This file keeps all your game settings like options, gfx settings, etc.. Just make a backup of it first in case deletion doesn't work. Then load the game and setup your game settings again.
  11. Oh really? What's its ID number then... When I do a search for 'TANKER', Notepad says it can't find it. When I search for 'TANK', it finds the entry for the Rhino. When I search for 'TAN', it finds the Sultan and the Rhino and that's it. Unless it's got some weird-ass spelling or my file is corrupt, it ain't there!
  12. Maybe there was no ID for the tanker because there's no such vehicle! If you mean tanker TRUCK, there's the Linerunner (ID-403) or the Roadtrain (ID-515). Is this what you were looking for? If not, open the game's Data folder in Explorer and open the 'vehicles.ide' file using Notepad for the complete list of the vehicles' ID values.
  13. Ah, see... That's what you get for playing around! Good to hear you were able to fix it though. It's a nice car too BTW - too bad I can't install it cuz I've already got modded Sultans saved in a couple garages. UrbanOutlaw: So you're saying that last number in Vehicles.ide is actually just for setting wheel types? I guess you learn something every day! Never played with it myself but just passed along what I'd heard someone else say... I'll have to have a look at that 'ag' column and see what's all involved there.
  14. I used your link and DL'ed the file to check what might be wrong. Here's what I found... Because you said you couldn't get into Wheel Arch Angels, I wanted to see if the guy supplied a line of changes for the 'vehicles.ide' file. He did and it's the same as the original Sultan too! So that has me wondering if you changed the entry for the Sultan in this file? You see, the last number, the '1' tells the game to let you get into Arch Angels. Now, the original line and the line he gives both have the '1', so I have to wonder what's wrong with your file? You might want to double/triple-check that ALL data is entered correctly. Even if you were to get a clean backup of the file, it should work in this case. Beyond this, I can't tell you any more now cuz I'm not going to install that mod just yet. And when you say 'copy' I hope you're not talking about a crack?! Cuz if you are then that might be your problem!
  15. Yes, it acts normal other than this problem when jumping stuff. After it happened, the first thing I did was drive up to a wall and see if the tire went through to check the collision and it was fine. The next thing I did was to check the numbers in the vehicle.ide file as I'm very familiar with what those do - I've had to fix others this way too. So yeah, I think it might be the model's problem. Oh well! It's still fun to drive and looks pretty slick! Thanks anyway...
  16. I wasn't aware of the V1-V2 differences but if that's what you've learned then good luck on your search. I also remembered after writing my message to you yesterday that you can also check out vehicle hierachies (and dummies too I think) by running the program GGMM (GtaGarage Mod Manager). Once it's running, you can hit right-click on the vehicle displayed and select 'Model Details'. The dialog box that pops up has 3 tabs with stuff to view/play with. One of them shows the vehicle's hierarchy and dummies setup. Using this program, you don't need any outside modeler to check things out. As for the headlights, I think there's more to it than that. I seem to recall reading something on GtaForums.com or elsewhere that headlights & brake lights on a model are recognized by the game engine by assigning a certain color to the polys. This is how it can tell which is the front/rear/left/right lights. So do some searching either on the site I just named or see if there's info on Wikipedia - it has a San Andreas section with technical info.
  17. Were you counting digits from left to right or vice-versa? Try it the other way around and see if that works...
  18. Sorry, haven't tried that mod but if I understand you right, the file you have on display has problems? One thing I notice about it is that under the column FRQ (which stands for frequency - how often a vehicle should appear) are a bunch of zeroes, some 20's and 25's. If a vehicle's FRQ is set to 0, it won't appear at all. And the other numbers I think are above the max allowed. In mine, the range is 0-10. A 10 means, I think, it should appear 100% of the time. So that should be the highest number. Try resetting numbers within range and see if that fixes your problem.
  19. I can't give you any specific help with GMax or 3d-modelling details but I can point you in the direction and give you a couple tips... The reason Zmodeler wouldn't import/export any .dff files is because you have to pay for the registered version to get those features. You can make your own stuff from scratch and export them fine however. What you might want to do is to go straight to the Zmodeler home site. There you can get the latest version as well as read the forums with a ton of info in them on this topic. He also has tutorials as well as example vehicles/weapons/etc. (straight from Rockstar) in Zmodeler format. Load a vehicle into Zmodeler and you can see how the hierarchy and dummies should be set up for San Andreas. The site is: http://www.zmodeler2.com/
  20. @garyrai: Good one! Seriously though, to answer your question, you need to get a hold of a mod that supplies the 3d models and textures of the wheels. Once you do, it will contain the names of the files to replace. I suggest doing searches for these terms on GTA-related sites. I got a nice set from GtaGaming.com called, simply enough, 'WheelMod'. It changed all the rims for the games's mod shops. This is what you're after right? Unless, of course you're trying to make them yourself from scratch? If so, I can get you specific filenames later...
  21. Which file were you editing/snooping in exactly? In the case of vehicle headlights and brake lights, virtually all normal vehicles in SA use a common reference file to get their textures from. This is the vehicle.txd file in the models/generic folder. Modded vehicles can use it too but I think many use their own. Oh yeah, the license plates are also in this file. Modders can use this optionally too. So, it might be that you've been looking in the wrong place?
  22. Here's the link to Cerbera's handling tutorial: http://projectcerbera.com/tutorials/gtasa/...ling/definition Here's the link to his handling editor: http://projectcerbera.com/tools/cfgstudio2/ And please, use some periods in your sentences so I can tell where one thought stops and another starts...
  23. I just checked out the trucker's cap in the player.img file because I had a hunch and sure enough I was right... Your problem is probably due to the fact that the texture graphic has an alpha channel and importing/exporting as a .bmp doesn't include one. When an image inside a .txd file has an alpha channel attached to it, you'll see an extra name for it under the main one in Txd Workshop's listing of it. For example, it says: Name: "captruck" (main graphic) alpha: "captrucka" (alpha graphic) When you see this, it means there is a separate image that's attached to the first in it's alpha channel. It's a 256-level greyscale image that defines areas of transparency in the main image. Total white = opaque. Total black = transparent. It's like a cookie-cutter for images. To work with this sort of image, you must first export it as either a .tga or .png format. These filetypes handle alpha channels. Next, you need a paint program that can work with alpha channels. Whether Paint.net does or not I have no idea cuz I've never used it. Then you need to save your image in one of these types and import it as such. For more info on this topic, search for an earlier post I made about it or search the net. I'm not going to go into it any further here... There's tons of info elsewhere - that's how I learned!
  24. All you have to do if you're using IMG Tool is to highlight the file (dff/txd) you want to change, choose 'Replace', then choose the file you want to replace it with. Names don't matter when done this way. The only times it will matter is if you deleted the original from the .img file first or if you're adding a new file that's normally not part of the .img file. Yes, you can save mod cars in a garage. The game still thinks it's the same car as the old one. You can even have a car in a garage that gets modded later and when you open the door after, there's the modded one. Just one thing to watch for though... Never mod a car that you previously changed in one of the auto shops and then saved in a garage unless you're absolutely sure that the parts you added to the old one will work with the new one. For example, I have several Elegys that I took to Arch Angel's and added all the goodies (spoiler, etc.) to. If I were to later change the Elegy to a Skyline mod and then go open the garage door, the game will crash! This is because the extra parts weren't compatible with the Skyline mod. Things like that must be specifically encoded in the 3d model of the vehicle. Cars with the standard add-ons from Transfender SHOULD be safe though - things like bass boost, nitro, etc.. And don't mess with the original names in any other files or you'll have trouble! The only exception is the american.gxt file's entry for the vehicle.
  25. There's a column in handling.cfg that tells the game which wheels drive the car, it's this one: ; (Q) TransmissionData.nDriveType [F/R/4] The types stand for (F)ront, ( R )ear, (4)-wheel drive. Change the R to an F and see what happens... The hydraulics are trickier to change. They're part of a handling flag coded in hex, the column is: ; (ag) handlingFlags - written in HEX and the one you're after is coded like this: ; 5th digit 1: HYDRAULIC_GEOM 2: HYDRAULIC_INST 4: HYDRAULIC_NONE 8: NOS_INST If you can change the 5th digit from a 1 or 2 to a 4 that should disable the hydraulics. Don't ask me specifically how to do it cuz I've never screwed with it. I'm simply pointing out where you can do the change, you'll have to figure it out for yourself. Either that or get a hold of a better handling editor program. I suggest trying the one made by a guy name Cerbera - look for it on the web or GtaForums for where to get it. Haven't tried it myself but I know that's what it does. I did DL it myself but never installed it cuz it had too much baggage for my liking. Hope all this helps! Good luck...
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