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Starting new mod for GTA SA?


IrishDeviant

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I am new to modding games...this would be my first go at it. I work at Spirit Aero Systems as an engineer. I mostly use Catia V5 to do my modeling work for special development projects. Anyway, I also do 3D Modeling freelance for advertisement companies. And, the 3D models that I make are done through Maya Unlimited 2008.

So, that was a little background on my experience in 3D development...However, I do have a great deal of questions regarding "modding" a video game. I have always been an avid gamer, but I think it is about time that I learned how to mod the games that I enjoy.

First of all, I was wondering if there is a limit on how many polys that can be added to a car/building/person/etc model. I would really love to start increasing the poly count of GTA SA. I really like the layout of the game, but I think it is defiantly in need of some better graphics. So, question one would be is there a poly count limit, and if so, what is it. Also, is there a way to modify the lighting of GTA to make it a little more HD quality?

Second, I tried importing a .dff file that I extracted using IMGTool to Z-Mod...but, the file would not appear. I downloaded Z-mod because I read that it supported many of the video game file extensions....I found the file type in the import window for Z-Mod, but when I selected the file and hit import nothing happened. I guess my question would be why this is happening (*Note* I noticed while using the unregistered version 2 that a message shows up in the status bar saying that I have to register to import...but, when I use V1, importing .dff files crashes the program, and it says that the file isn't a z3d file when I try to open a z3d file.). I am only on my second tutorial of Z-Mod, so this may be explained later and I just haven't gotten to it yet...So, please don't do any research to find the answer to this question if you don't know it off hand.

Third, I am curious as to whether it is possible to change game engine scripts for things like car physics. There are a lot of things I would like to do to GTA, but I will save those for other threads down the road...For now, I would like to script in to the game more realistic physics. Not quite Gran Turismo physics, but close. Things like camber adjustments...tire compounds, etc. As well as a garage for tuning my cars. I have about 35-40 high poly count models that I would like to be able to import into the game. All of these cars are designed around the principle of engineering...since it is kind of what I do. I mean that the wheels connect to A-Arms that connect to the frame and suspension, which work properly to keep the wheel planted firmly on the ground. The body panels are all 3D, meaning that if you pull of a fender, you can see the frame work that makes up the underside of the fender. For ex...my Ferrari Enzo model has a full carbon fibre chassis/tub that is identical to that of the real car. The suspension works identically, as well as the doors, hoods, etc. Now, I would like to be able to write scripts to allow GTA to take advantage of these features. meaning that I can adjust the settings on the suspension...(not a pre-scripted response to settings changes, but actually change the setting on the suspension itself. So, if I were to turn up the stiffness of the suspension, the script would modify the model....sliding the tension sleeve down the shaft to pre-compress the springs...then adjust the ride height to compensate. ...I plan on learning scripting later-on after I manage to get my models into GTA, but I was just wondering if this kind of scripting is possible in GTA SA, or if this type of stuff is "hard coded" into GTA and cannot be changed.

Last, ....This probably doesn't need to be discussed until I get much further along than I am now, but I was wondering how to go about putting together an installer to install the changes I make to GTA in order to post it for download. If this is very complicated, I could just upload the raw files to the download section of this site if someone would be willing to compile them into an installer...as long as I get credit for the mod of course.

Well, that's all for now. I have a lot of reading to do so I'll check back later. And, thanks in advance for any help given, I hope to have the changes that I want to do made in the next month or so...

*Note*

If anyone has finished High Poly models of buildings/cars/bikes/boats/etc. that they want to contribute to my mod...then send me a PM. I would be glad to give credit to anyone willing to contribute already completed models or construct new one for me. ...I can use just about any file type...Maya files are preferred, but I also have Blender and ZMod v1 and v2...I think I am going to go ahead and pay for v2. ....I will probably just start with one of the cities and post a mod...then, work on the others....maybe even start adding in islands to the San Andreas mainland. But, first things first!

Joshua "Slider" Scott

Edited by IrishDeviant
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