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ravenmorpheus

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Posts posted by ravenmorpheus

  1. KRLOGO.jpg

    Knight Rider made a huge impact when it blasted onto television in 1982 and ran for four seasons until 1985. It is one of the most famous shows from the 80's and is still popular with audiences today. Now, Knight Rider is coming back with a new movie, a new series and now, a mod for one of todays biggest games, Grand Theft Auto: San Andreas.

    Planned features include

    K.I.T.T. (Knight Industries Two Thousand) with:

    Molecular Bonded Shell - Almost indestructible

    Pyroclastic Lamination - Fireproof Body

    Turbo Boost - Allows KITT to jump

    Normal Cruise, Auto Cruise, Pursuit Mode and Super Pursuit Mode

    Smoke Screen

    Flame Thrower

    High Traction Drop Downs - Hydraulic Suspension

    Traction Spikes - Allows KITT to travel up steep inclines

    Microwave Jammer - Allows KITT to stop cars

    Infrared Mode

    Deflatable Tires and Re-Inflatable tires

    Auto Doors, Sunroof, and Trunklid

    Ejector Seat

    Fire Extinguisher

    Interior Oxygenator

    Ski Mode - Allows KITT to drive on two wheels

    Emergency Braking System

    Convertible Roof

    Hydroplane - Allows KITT to drive on water

    K.A.R.R. (Knight Automated Roving Robot)with:

    Molecular Bonded Shell

    Turbo Boost

    Normal Cruise, Auto Cruise and Pursuit Mode

    Smoke Screen

    Flame Thrower

    Infrared Mode

    Deflatable Tires and Re-Inflatable tires

    Auto Doors, Sunroof, and Trunklid

    Ejector Seat

    Interior Oxygenator

    Ski Mode

    K.I.F.T. (Knight Industries Four Thousand) with:

    Molecular Bonded Shell

    Pyroclastic Lamination

    Turbo Boost

    Normal Cruise, Auto Cruise and Pursuit Mode

    Smoke Screen

    Flame Thrower

    Microwave Jammer

    Infrared Mode

    Fire Extinguisher

    Interior Oxygenator

    Ski Mode

    Thermal Expander - Raises the heat of an object to the point where it explodes

    Amphibious Mode - Similar to, but a major improvement over, KITTs hydroplane

    K.I.T.T. (Knight Industries Three-Thousand) with:

    Normal Cruise, Auto Cruise and Attack Mode

    Metamorph Skin

    The FLAG Semi

    Goliath with Molecular Bonded Shell

    Michael Knight Player Model as well as other characters from the TV series

    New Missions

    Help Wanted:

    -Coder

    -Vehicle Modeler

    -Weapon Modeler

    -Character Modeler

    -Texture Artist

    Team:

    K.I.T.T. - Mod Leader

    KnightProwl - Mod Co-Leader

    delorean88us - Coder

    Website

    Forums

    ModDB Profile

    Hi there

    I just tried the 0.2 version out and it's great. Couple of things though - "To activate pursuit mode in KITT (all versions), KARR and KIFT, use the submission command (ctrl key by default)." = doesn't work, I can't find what the "submission command" is?

    Also the SPM car really needs slowing down, it's stupidly fast and uncontrollable and just takes off, literally, if not on a level piece of ground.

  2. As far as I have seen no. You can mod all cars, if it is a car for a mission then it too will be modded. Someone modded the Greenwood (and you use that a lot) to a Mercedes and it worked fine. As long as the mod itself is done right there shouldn't be any issue.

    Oh cool. I guess if I run into any problems I can always put the original car back in - I keep a list of what I've replaced with what and I save after every missions so it's not a hassle...

  3. Ok well I sorted the camber look on the rear wheels. I don't think I can sort out the texture color, I think it's on the model itself and I'd need to have a go at some 3d modelling, something which I have never done and don't have the patience to learn right now.

    I'll see what I can do about uploading it, not sure I can though as it was part of the Gotham City demo but I'll see what I can do. ;)

  4. Yep well I'll have to upload it first. I can't get permission to do so though as I can't get in touch with the guys who made the Gotham City mod, but I'll see what I can do for you ;)

    BTW - I solved the texture, it needs to be bit darker but that's just my personal preference. The shinyness has been reduced and looks pretty good in my game. And I've sorted the wheels out so they look better as well...

  5. That's pure black then, might explain why you only see black...

    Well it would but I've tried other colors - 0,1 and 1,0 for a start and I still don't get the white underbelly, I also tried the colors in the readme which are 1,25, 79,125, 44,37, 25,1, 74,70, 55,84, 0,0, 76,76, 52,12...

  6. how many colors does the original vehicle have in carcols.dat

    I mean, open carcols.dat in wordpad--> find the aircraft that you actually wanted to change ---> tell me how many colors does it have separated by a comma

    eg, if it is like this :

    26,2 , 29,3 , 24,5....etc

    then it has two main body colors

    Please don't mess with the carcols unless u have made a backup of the original....*

    *feeling really sleepy, will get to this tomorrow

    One - 0,0

  7. Easiest way to make Nitrous availiable on a car is to open carmods.dat in notepad.

    Copy and paste the line from, say, the elegy (most modifiable car) and paste everything after elegy after the name of the car you want to have nitrous available. Backup first, and enjoy, if you're confused, attatch a carmods file here, and tell me the car, I'll edit it for you.

    Ok thanks but I've already done that. The NOS works fine when I buy it at transfender, but it doesn't work when I get the car out of my garage. I spawned it using Jacobs car spawner, could that be the reason why it doesn't work?

    I want the car to have NOS without the need to purchase it...

  8. Hi

    Please could someone advise me how the handlingflags work, I'm trying to add nos to a car that comes with the ability to have nos bought in transfender but I want it to spawn with it (I also want wide rear wheels and it to be a low rider).

    But when I check the handling flags I come up with this -

    WHEEL_R_WIDE2+NOS_INST+LOW_RIDER = 2088000

    8 for the wheel_r_wide2

    8 for the NOS_inst and

    2 for the low_rider

    Is that correct because the NOS doesn't activate, the wheels code works, don't know about the low rider one though but the NOS deifinitely does not work?

    Am I right in thinking the HEX codes are read from right to left with the rightmost number (in my example above its 0) being number 1?

    Please can someone advice me on this as I'm kinda lost now :(

    Thanks in advance. :)

  9. Why does the Batmobile1989.zip look better and its for GTA3 and the one SanAn (if it is) looks like, well... crap? I'd didn't I wanted a batmobile, but now I do, if only we could get that Batmobile1989.zip for SanAn, also wouldn't mind the newest Batmobile. Of course the handling and speed would have to match that of the movie, but have the strength of a tank to be fun to play.

    The newest Batmobile has already been done for SA, just search for Tumbler Batmobile. Personally I think the new one is rubbish looking. I much prefer the 1989 one.

    Anyway I've got to reinstall the game before I can start to try to get the 89 Batmobile working...

    I agree and disagree. The 89 version looks the best but doesn't seem like it would truely be functional as needed, and the Tumbler seems tough and nimble for it's size and weight.

    Sorry for the double post but I thought I'd mention that I did a clean install so I have two copies of the game, copied over the data and models folders of the fresh install to the broken one, then added the .dff and .txd into gta3.img using the img tool and the Batmobile now works. Looks great but the windscreen has patches that aren't see through and the rear wheels look too far out of the bodywork.

    Dunno what the problem was now...

    I think this has a bit to do with the texturing, contact the designer/modder.

    Nah, I think I'll leave that one, it's a bit sub-standard compared to the one I've just found - the one from the Gotham City Mod Demo, it looks much better, quite a few more details imo and the windscreen isn't borked. Had to amend the shinyness and I can't find where the black texture or the windscreen textures are (they're not in the txd anyway) but it looks much better, plus I can put nitro on it :cool:

  10. Hmm yeah I guess so. I find it very frustrating not to mention downright unhelpful that people make posts like that.

    Anyway while we're discussing replacing cars - apart from the Monster Trucks being a "girlfriend car" what other sub-missions are they used for, does replacing them affect the game in any way other than changing the model? Same goes for any car really, are there ones that shouldn't be replaced because they are required for missions to be completed?

  11. Ok so I've dl'd the Gotham City mod demo and I've got the 1989 Batmobile in my game now.

    As this mod looks very much dead I though It'd be ok if I use the car and amend it for my own personal use.

    There are a couple of things that I'd ideally like to amend.

    1. The wheels seem to have a camber on them, the tops of them point outwards.

    2. The car is slight too grey. But I can't find the texture it uses for the body color (black or at least it's supposed to be). Does anyone know how to find a texture that is being shared between cars, because I've looked in the generic texture txd and I can't find anything in there either...

    Please could someone advise me on solving these issues, the model is a great one and much better looking imo (it has more detail from the looks of it) than the conversion of the VC one by Automan, and it doesn't crash the game when I try to put nos on it like the Automan conversion does...

    Thanks in advance for any help/advice :)

  12. Is this the one that didn't as good as the one for GTA3?

    Yes. If you look at the two pics attached you'll see that one is all dark and matte in color while the other is all shiny and bright (the latter being the better looking). Both are the same car spawned from the same save at the same time of day. It seems that the car has 2 versions, 1 that is all matte and dark and one that is shiny, the game seems to choose which it will spawn when I load it up. So one time I may get the shiny one and then when I exit and reload the game I get the dark one.

    It's not the carcols either because that's set to 0,0.

    Afaik the one from VC and GTA 3 didn't do that...

    I also downloaded the GTA SA Gotham City demo, and it has a decent 1989 batmobile, well apart from the small wheels on the back and the seriously shiny surface, it looks like it's been shrink wrapped...

    Anyway that's a minor annoyance, I'd rather find out how to add mods to it...

    Batmobile.bmp

    Batmobile2.bmp

  13. I belive you've done something wrong.... that's all

    Ok so I've got the game loading now but I'm getting the err msg below when I load a game or start a new one.

    GTA:SA Crashed, Debug Info Follows:

    GTA Info:

    Version: EU 1.0

    Last File Loaded: DATA\DEFAULT.IDE

    Last Library Loaded:

    Error: Unknown

    Assembly Info:

    Exception At Address: 0x004C672A

    Exception Code: 0xc0000005 (EXCEPTION_ACCESS_VIOLATION)

    Registers:

    EAX: 0x00000000 EBX: 0x008E2C64

    ECX: 0x00B1E15C EDX: 0x00480000

    ESI: 0x00B1E15C EDI: 0x00000004

    EBP: 0xFFFFFFFF ESP: 0x0022FBE8

    Please can someone instruct on what exactly to do to be able to add more cars. The tutorials I have looked at are unclear (because they are written in english by people who don't speak english as a native language, which isn't their fault but it doesn't help).

    Thanks. :)

  14. Hey there

    Another question from me.

    I want to put a white underbelly on the Airwolf helicopter mod that is around as the body of it is all black when it should have a white underside, purely for my personal use.

    But I don't have a clue how to go about doing so, please could someone point me in the direction of a tutorial for how to do so that doesn't assume you know how to use the various applications involved.

    Thanks in advance. :)

  15. Hi

    I'm asking a lot of question but please bear with me here.

    My question this time is how do I add the ability to take nitro when in transfender to a car that is a mod (addon car)?

    I now have a working 1989 Batmobile and I'd like to be able to give it Nitro but when I put it in Transfender the game crashes to desktop, I understand why, it can't find any code to tell it that the car can have what I'm trying to select...

    Is there an easy way to do this that does not involve a lot of skill with 3DS Max or coding, I'm v short on skill unfortunately...

    Thanks in advance for any help/advice. :)

  16. If theres anycar u want but can't find. Post on this thread.

    I know of over 100 mod sites and i can get the car u want.

    POST AWAY

    SAMI V1.1

    Gerard's manual modding tutorial

    IMG tool 2.0 <- this is need for manual modding

    Hey there, I'm new to GTA SA modding but I've seen a 1989 Batmobile knocking around. It'd be really great if someone could tell me where to get hold of a version of it? Thanks :)

    Right from our very own Downloads database.

    http://www.thegtaplace.com/downloads/file.php?id=222

    Er thanks I have seen that but that's for Vice City not San Andreas. How would I go about getting it into San Andreas? Currently I have one that I downloaded from gta.cz (think that's the site) which has a red set of windows on the "cockpit" cover and they're only see through in patches...

  17. Hi

    Is it possible to add a car instead of replacing one that's already there?

    I saw this tutorial - http://www.gtaforums.com/index.php?showtopic=298780

    But when I try it the game doesn't even load, I double click on the .exe file and nothing happens.

    Thanks, any help here would be appreciated because I want to add a car to the game so that I am the only person who can drive the car, and so it doesn't spawn anywhere and so it doesn't interfere with minigames such as the hotring.

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