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RanxeroX

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Posts posted by RanxeroX

  1. Virtually all mods of vehicles include data to change in other files like 'handling.cfg', 'carcols.dat', etc..

    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. hi,

    I download the New Wheels in San Andreas Mod, but after i Replace it to the old one, no changes, it's still the old wheels..

    Help,

    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. Yeah. Also how would I add a bigger .bmp so that it has more quality and is (Slightly) easier to mod...

    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. when i add a mod the car is always scraping the ground when im driving so i added another mod and it did the same thing and i was just wanting to know is that supose to happen??

    if not do you know how i can fix the problem??

    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. All of them!! I don't understand how to mod just the texture... For example If i wanted to change the barrel of a gun... Where in the exported image do I edit? (Although I know which bit is the barrel)

    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. 1. ZModdler dont work!!! I try to import my dff file and it crashes (Or just says 'out of memory')!!! :thumbsdown: It also crashes when I click Material Editor...

    2. I want to mod the texture of a gun but am confused by each of the sides. I know it wraps around the gun to make the 3D texture but I don't know which part is which... >.<

    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. Uhh now I think the audio is messing up the same way it does as when its rainy (in the game), if that helps.

    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. Uhhh I just tried to open SA today and it worked. I didn't do anything, that's exetremly odd. Unless opening the SA:MP debug does some magic...

    @RanxeroX: And where are these saves, exactly?

    @Urbanoutlaw: You are right, I wrote card instead of driver.

    Anyway, new problem, most of the sound effects don't work, and some do but really weak.

    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. # 514, it's called PETRO in the game data files. The front looks like an old Mack & has a double row bumper.

    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. There IS a Tanker.

    open vehicles.ide on the note pad.

    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. I downloaded the spawn vehicle mod which comes with a list of vehicle IDs, but it

    doesn't have seem to have the ID for the tanker. Does anyone know the ID for

    the tanker?

    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. Hi, thanks for your suggestion, however the vehicle.ide wasnt actually the bit which troubles us. I e-mailed the guy who made the mod and told me how to fix the problem. It was in fact handling.cfg, if you don't use the proper 'modded handling line' made by the creator of the mod, you won't be able to tune the car in WAA. I actually played around with the handling line so the car would be able to pull off drifts, and that was indeed the problem.

    And my 'copy' is a legit copy, bought it from EB.

    And so, case is solved :clapping: . Thanks for all your contributions. Hope the thread could be helpful to anyone who is / will be facing the same problem in the future.

    Cheers and peace,

    Anzai

    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. Hello everyone, just a quick question about dealing with car mods which include kits etc (basically tunable at wheel archangels)

    I'd like to apologise first of all if this question has been posted before, but after about a good hour of searching through the forums finding nothing, i had no other choice than to post the question myself.

    So what happened was I tried to replace my sultan with a lancer evolution ix which comes with i believe 2 sets of bodykits and a few paintjobs. I have done every single step required from the readme file and made sure everything was correct, then repeated the process 3 or so times including a fresh uninstall-reinstall to try to get it work, but the problem wouldnt go away.

    The problem is my evo ix 'sultan' now is unable to enter wheel archangels, but can enter in transfender. This basically means i cant get any of the bodykits etc, obviously because transfender dont provide them ingame, and i can only get the custom paintjobs from there.

    Now the car itself shows up nice and sweet, so i dont think there is any problem with my replacing txd and dff files from gta3.img

    I've tried replacing about 4 different cars using 4 different (tunable) car mods. Only one works perfectly without trouble, meaning the car was actually able to be tuned normally at wheel archangels. All other 3 had the same problem as what i've described above.

    This is the link to the mod I was trying to install: click here

    I also strongly believe that the copy of the game i have is version 1.0, simply because i was able to play SAMP before started going to the modding industry.

    Apologies for the lengthy post, hope to hear replies soon.

    Cheers

    anzai

    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. In my opinion it sounds like the actual 3d model needs editing, aka the .dff file. Not really very simple to fix. But possibly that's not it. Does the motorcycle act normally other then that front end problem?

    You should try looking in the vehicle.ide file to see what the 2nd and 3rd last numbers are. I know if I make those too low the wheels go right into the ground. one of those numbers is the front wheels and one is the back wheels. I don't know which is which. But this probably is no help if it drives normally usually. But raising the number of the front wheel could in theory fix it.

    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. ok thanks. I'll try that. it should help even if gmax isn't exactly the same. :) But I am aware that version 2 requires registration to import .dff. But version 1 is supposed to be able to do it for free. I tried to find version 1.7 of Zmodeler to see if it would import the .dff without error. but it is extremely hard to find. And I think it's because it is much better then 1 and can do almost everything 2 does without any registration. So the developer would obviously not want to have that program around anymore because they want to make some money from version 2. Makes sense, oh well.

    The headlights I added probably didn't work because i did nothing to the "hierarchy thing" is that probably right?

    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. ight, periods.. got cha lol, and by the way that fifth number thing was no good.. i know the code like the back of my hand, i can edit any aspect of it with out crashing the game.. speed, weight, damage etc.. no sweat :cigar:

    Were you counting digits from left to right or vice-versa? Try it the other way around and see if that works...

  18. hi i have download mads more traffic mod to sa and now i will have it on Gta united mod i have try to replace but it dont work! have someone test it and how i change so all cars spawns as same time lite the maads mod! what lines i change??? :thumbsup::thumbsup: i have upload a picture here tell me!

    traxh1.th.png

    help me!

    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. Hey, I have tried to download Zmodeler. That wouldn't import any .dff files because it had this out of memory error but I have got gmax and the scripts to import and export .dff files. But I really don't know how this all works. I am quite clever I just got the program and have never worked with 3d modeling before but I have imported the BTTF 1 delorean and added two new headlights to the front like the car actually has and I have flipped the wheels on one side around because they weren't on right.

    I can see that the damaged parts are like their own piece or shape or watever on the car. I made it so that those were invisible in the program to see it and edit easier but I have not tried to make it work in game yet to know if I've done it right. And I have no idea how to make the game know how to identify the damaged parts from the normal parts. I want to make the windshield breakable but can't figure that out either. I really need help. I've been looking for hours literally to find a tutorial or any kind of help on this kind of subject and have found NOTHING.

    I am shocked because GTA SA modding seems so popular. Why is there no help except on how to install mods. Which is not really hard to figure out. >.<

    So anyway I have been surfing forever and i found this site which seems like the best one I've seen and registered and so far all I've done is help out people who know so much less then me. I thought I was a noob at this!!! So now I'm hoping it is my turn to get some help though I know this might be a little more complicated. But even the tiniest hints or help would be so much appreciated. I will keep struggling but I would love if someone could make this easier. I'd love to eventually make a car from scratch and other mods in the future. I'm new to all this modding stuff.

    Thanks in advance and you should check out the collection of effects I have. Though I take no credit for it. Except that I took all the best ones I could find and combined them together. http://www.thegtaplace.com/forums/index.ph...amp;hl=favorite Just go to the second post down and click the effects collection.rar

    I also don't know how to attach the .txd file with the textures onto the model in gmax. You can do that right? I'm gonna try to figure it out now.

    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. I must be retarded or something cuz everyone knows how to do it but me. I need a step by step walkthrough of how to replace the wheels with imgtool(if it can be done with imgtool). SERIOUSLY people im about to loose my f-ing mind over these stupid wheels. I need help ASAP because my frustration level is rising and im afraid that my computer might not see tomorrow.

    @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. I was looking through the TXD Workshop 4.0B, I was noticing all the textures and what not. Thing is it seems like most of the files aren't named clearly as to what they are or what there for. That wouldn't be a big deal if all the related files were in the same location, but there not. ie; I edited the lights (for cars) and suddely days later I find that very same image elsewhere, then I edited a license plate (there are there plain ones that just have the LS, LV, SF on them and no #'s), and I didn't notice any change really in the light texture, and couldn't find the plate I edited (I did edit a portion of a map piece and that worked). How do I find the all the files for one item that I want to edit.

    Also if this isn't to many ??'s, one thing that really bothers me is the tail rake lights at night. When it's day time they look fine, at night there's not much change in illumination of "just" the lights. The whole area of the rear of car lights (I'm sure most know what I speak of), how can I fix this?

    Don't worry, I'll have more questions lol.

    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. thanks ranx, in yeah i found out about the drivetrain thing yesterday but your right the hydros are the tricky part lol, im basically modding my own drift code but cant get rid of the hydros in on another note ive uploaded a few hondas that where sadly rear wheel drive, anyway im ma try it in get back to you on that pimpin.. oh in do you got a link to that forum you talkin about? :cigar:

    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 did something stupid.......

    After finding out you can that txd had bmps inside (when opened with txd workshop)

    i tried to make my own bmp and replace the other one, making the hat

    ( i was editing truckers cap BTW) look different, this was a failure :( it was a bmp

    but it dident work? i kept the image the same way it was before just different color and

    stuff

    I used paint.net to edit BTW, i also tried using regular paint- no go

    anyway i can make this work if possible??

    like some sort of pic editing program that WORKS!

    thanks in advance :D

    (also if not what else works other then bmp?)

    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. hey fellas i cant get sami working so i am sticking to IMG tool. as you know when you download a car mod it comes with the .dff and the .txd files specifying a vehicle, does anybody know if possible, how to make them replace another vehicle instead of the one it says you have too?

    oh and can you save modded cars in a garage? or does that crash your game?

    any help is much appreciated thanks guys

    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. does anyone know how to change rwd to fwd? and does anyone here know how to edit the cars handles so it wont have hydralics? :cigar:

    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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