deke Posted January 10, 2010 Share Posted January 10, 2010 How do you import custom objects into GTA VC? I know how to do the .dff, .col and .txd file BUT what about the IDE and IPL? I haven't found any tutorial related to GTA VC mapping (only GTA SA) - however, you can't just copy the GTA SA IDE's and IPL's (the model ID# is way different for instance)! How do you do it? Link to comment Share on other sites More sharing options...
Skyliner Posted January 19, 2010 Share Posted January 19, 2010 (edited) Ok, let me explain it. Every object inside of a game has it's ID, models that loads, collision and attributes. I created a Nitro billboard for example: and these are the parts it loads: -n2osign.dff -n2osign.txd -collision* Now, after added them to gta3.img (txd and dff), you need to make the game load it in proper way. Create a custom folder inside data/maps called MODS. Copy any kind of .IDE into it and rename that .IDE to mymods.IDE Now, open it (Notepad) and delete everything inside of it. Leave this only: objsend tobj end path end 2dfx end It's time to define your object here, so put this line after the objs: 5630, n2osign, n2osign, 1, 300, 0 It should look like this: objs5630, n2osign, 1, 300, 0 end tobj end path end 2dfx end 5630 is an ID, you can use any number higher than 300, but it needs to be unique, or you will have your game crashing. n2osign -model n2osign -txd 1 - leave it 300 - distance as from it appears 0 - exterior, means it will be shown while you are in a city You can add 2dfx light effects like this one of mine here (optional): 5630, 2.52, 0.26, 2.95, 0, 255, 0, 200, 0, "coronastar", "shad_exp", 100, 15, 1, 8, 3, 5, 1, 0, 05630, 1, 0.26, 2.95, 0, 255, 0, 200, 0, "coronastar", "shad_exp", 100, 15, 1, 8, 3, 5, 1, 0, 0 5630, -1, 0.26, 2.95, 0, 255, 0, 200, 0, "coronastar", "shad_exp", 100, 15, 1, 8, 3, 5, 1, 0, 0 5630, -2.52, 0.26, 2.95, 0, 255, 0, 200, 0, "coronastar", "shad_exp", 100, 15, 1, 8, 3, 5, 1, 0, 0 5630, -2.52, 0.26, 1.3, 0, 255, 0, 200, 0, "coronastar", "shad_exp", 100, 15, 1, 8, 3, 5, 1, 0, 0 5630, -2.52, 0.26, -0.35, 0, 255, 0, 200, 0, "coronastar", "shad_exp", 100, 15, 1, 8, 3, 5, 1, 0, 0 5630, -2.52, 0.26, -1.92, 0, 255, 0, 200, 0, "coronastar", "shad_exp", 100, 15, 1, 8, 3, 5, 1, 0, 0 5630, -1, 0.26, -1.92, 0, 255, 0, 200, 0, "coronastar", "shad_exp", 100, 15, 1, 8, 3, 5, 1, 0, 0 5630, 1, 0.26, -1.92, 0, 255, 0, 200, 0, "coronastar", "shad_exp", 100, 15, 1, 8, 3, 5, 1, 0, 0 5630, 2.52, 0.26, -1.92, 0, 255, 0, 200, 0, "coronastar", "shad_exp", 100, 15, 1, 8, 3, 5, 1, 0, 0 5630, 2.52, 0.26, -0.35, 0, 255, 0, 200, 0, "coronastar", "shad_exp", 100, 15, 1, 8, 3, 5, 1, 0, 0 5630, 2.52, 0.26, 1.3, 0, 255, 0, 200, 0, "coronastar", "shad_exp", 100, 15, 1, 8, 3, 5, 1, 0, 0 Next step is to make the game load our custom IDE we created (mymods.ide) -Open gta-vc.dat -After the last IDE line IDE DATA\MAPS\haitin\haitin.IDE Add this: IDE DATA\MAPS\MODS\mymods.IDE So it looks like this: ... IDE DATA\MAPS\airport\airport.IDE IDE DATA\MAPS\airportN\airportN.IDE IDE DATA\MAPS\haiti\haiti.IDE IDE DATA\MAPS\haitin\haitin.IDE IDE DATA\MAPS\MODS\mymods.IDE SPLASH loadsc2 IDE DATA\MAPS\concerth\concerth.IDE IDE DATA\MAPS\mansion\mansion.IDE IDE DATA\MAPS\islandsf\islandsf.IDE IDE DATA\MAPS\stadint\stadint.IDE #collision data ... Save it and close it. *Last step is to create a collision for your object. Copy any .col to your MODS folder and name it mymods.COL -Delete all collisions inside of it and import your own, it can be a simple sphere only, but it MUST have the same name as object which represents, so we will name it n2osign. After you save your collision, exit CollEditor. We need to adjust the game to load our custom coll, so we find this line inside of gta-vc.dat: COLFILE 0 MODELS\COLL\GENERIC.COL and after it we paste our own: COLFILE 0 DATA\MAPS\MODS\mymods.COL So it looks like this: ... #collision data COLFILE 0 MODELS\COLL\GENERIC.COL COLFILE 0 DATA\MAPS\MODS\mymods.COL # have to load map.zon before any of the IPLs IPL DATA\MAP.ZON IPL DATA\NAVIG.ZON IPL DATA\INFO.ZON ... Save and close. Open any Map Editor, Ked or MooMapper, and turn on any IPL you want. Click Add Item and in the ID Number field, type 5630, and in model field type n2osign. Your object will show Save the IPL and you are done. EDIT: Can Moderators Pin this topic or merge it with some Mapping Tutorial? I would be thankful and it would be useful. Thanks. Edited January 19, 2010 by Skyliner Link to comment Share on other sites More sharing options...
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