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Demarest
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#1

Posted 07 February 2004 - 12:02 PM Edited by Craig Kostelecky, 07 June 2010 - 07:53 PM.

Vehicles


This is the updated vehicles list. Some of the VC replacements may seem a little strange, but this is only to ensure that the vehicle SFX sounds align correctly wink.gif .

The list also includes the vehicle model ID number, as per the default.ide file - for the vehicles section of the default.ide file, see here . The purpose of this list is basically so that everyone knows what's going on, and also to assist anyone who wants to mod/replace LC's vehicles. Enjoy smile.gif .

ID#VC VehicleLC VehicleUsed In LC?
130
Landstalker
Landstalker
Yes
131
Idaho
Idaho
Yes
132
Stinger
Banshee
Yes
133
Linerunner
Linerunner
Yes
134
Perennial
Perennial
Yes
135
Sentinel
Sentinel
Yes
136
Rio
Rio
No
137
Firetruck
Firetruck
Yes
138
Trashmaster
Trashmaster
Yes
139
Stretch
Stretch
Yes
140
Manana
Manana
Yes
141
Infernus
Infernus
Yes
142
Voodoo
Yardie Lobo
Yes
143
Pony
Pony
Yes
144
Mule
Mule
Yes
145
Cheetah
Hotring Racer
No
146
Ambulance
Ambulance
Yes
147
FBI Washington
FBI Rancher
No
148
Moonbeam
Moonbeam
Yes
149
Esperanto
Esperanto
Yes
150
Taxi
Taxi
Yes
151
Washington
Mafia Sentinel
Yes
152
Bobcat
Bobcat
Yes
153
Mr Whoopee
Mr Whoopee
Yes
154
BF Injection
BF Injection
Yes
155
Hunter
Hunter
Yes
156
Police
Police
Yes
157
Enforcer
Enforcer
Yes
158
Securicar
Securicar
Yes
159
Banshee
Washington
No
160
Predator
Predator
Yes
161
Bus
Bus
Yes
162
Rhino
Rhino
Yes
163
Barracks OL
Barracks OL
Yes
164
Cuban Hermes
Cuban Hermes
No
165
Helicopter
Helicopter
Yes
166
Angel
Angel
Yes
167
Coach
Coach
Yes
168
Cabbie
Cabbie
Yes
169
Stallion
Stallion
Yes
170
Rumpo
Rumpo
Yes
171
RC Bandit
RC Bandit
Yes
172
Romero's Hearse
Corpse
(Manana from "Dead Skunk In The Trunk")
Yes
173
Packer
Packer
Yes
174
Sentinel XS
Panlantic
Yes
175
Admiral
Kuruma
Yes
176
Squalo
Squalo
No
177
Sea Sparrow
Sea Sparrow
Yes
178
Pizza Boy
Pizza Boy
No
179
Gang Burrito
Hoods Rumpo XL
Yes
180
Airtrain/Aeroplane
Airtrain/Aeroplane
Yes
181
Dead-Dodo
Dead-Dodo
Yes
182
Speeder
Speeder
Yes
183
Reefer
Reefer
Yes
184
Tropic
Tropic
No
185
Flatbed
Flatbed
Yes
186
Yankee
Yankee
Yes
187
Caddy
Caddy
No
188
Zebra Taxi
Borgnine Taxi
Yes
189
Top Fun
Toyz
Yes
190
Skimmer
Skimmer
Yes
191
PCJ 600
PCJ 600
Yes
192
Faggio
Faggio
Yes
193
Freeway
Freeway
Yes
194
RC Baron
Dodo
Yes
195
RC Copter
RC Copter
No
196
Glendale
Glendale
No
197
Oceanic
Blista Compact
No
198
Sanchez
Sanchez
Yes
199
Sparrow
Flying DeLorean
Debug Mode/100% Reward
200
Patriot
Patriot
Yes
201
Lovefist
Lovefist
No
202
Coastguard
Ghost
Yes
203
Dinghy
Dinghy
No
204
Hermes
Comet
No
205
Sabre
Sabre Turbo
No
206
Sabre Turbo
Diablo Stallion
Yes
207
Phoenix
Yakuza Stinger
Yes
208
Walton
Walton
No
209
Regina
Regina
No
210
Comet
Stinger
Yes
211
Deluxo
Driving DeLorean
Debug Mode/100% Reward
212
Burrito
Burrito
No
213
Spand Express
Sandking
N
214
Marquis
Marquis
No
215
Baggage Handler
Baggage Handler
No
216
Kaufman Cab
Zebra Cab
No
217
Maverick
Maverick
Yes
218
VCN Maverick
Head Radio Chopper
Yes
219
Rancher
Rancher
No
220
FBI Rancher
FBI Kuruma
Yes
221
Virgo
Virgo
No
222
Greenwood
Greenwood
No
223
Cuban Jetmax
Cuban Jetmax
No
224
Hotring Racer
Cheetah
Yes
225
Sandking
Cartel Cruiser
Yes
226
Blista Compact
Blista
Yes
227
VCPD Maverick
LCPD Maverick
Yes
228
Boxville
Triad Fish Van
Yes
229
Benson
Mr Wongs
Yes
230
Mesa Grande
Mesa Grande
No
231
RC Goblin
Full-wing Dodo
(used only in A Drop In The Ocean and S.A.M.)
Yes
232
HotrinA
General Lee
Debug Mode/100% Reward
233
HotrinB
Phoenix
No
234
BloodrA
BloodrA
No
235
BloodrB
Admiral
No
236
Police Cheetah
(vicechee)
Police Cheetah
(vicechee)
Not by default, but it can be enabled through the Show Config utility


An outline of the reasons for changes is as follows:
  • 132 - Switched so the Banshee had the jump over doors animation as it is a convertible
  • 145 - SFX sound alignment
  • 151 - SFX sound alignment
  • 159 - SFX sound alignment
  • 174 - SFX sound alignment
  • 189 - SFX sound alignment
  • 205 - The Sabre Turbo has replaced the Sabre because it looks cooler if you want to use it in LC
  • 210 - Switched because this ID# has the flag where the jump over doors animation is only activated if the car is a convertible
  • 213 - SFX sound alignment
  • 224 - SFX sound alignment
The other switches were all simply GTA3 vehicles which needed to be allocated slots, and were the most logical choices (given factors such as car make, size, number of doors, etc.).

Craig Kostelecky
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#2

Posted 07 February 2004 - 01:08 PM Edited by Ben, 31 May 2006 - 02:01 AM.

YES. THIS IS THE FINAL CAR LIST. IT'S BEEN UPDATED TO MATCH THE FINAL RELEASE.

NO. THIS IS NOT THE FINAL CAR LIST. IT HAS NOT BEEN UPDATED TO MATCH THE FINAL RELEASE. tounge.gif


Vice City Slot ---> GTA3 Car

Admiral ---> Kuruma
Ambulance ---> Ambulance
Barracks OL ---> Barracks OL
Benson ---> Mr. Wongs
BF injection ---> BF Injection
Blista Compact ---> Blista
Bobcat ---> Bobcat
Boxville ---> Belly Up Van
Bus ---> Bus
Cabbie ---> Cabbie
Cheetah ---> Cheetah
Coach ---> Coach
Coastg ---> Ghost
Comet ---> Banshee
Enforcer ---> Enforcer
Esperanto ---> Esperanto
FBI Rancher ---> FBI Car
Firetruck ---> Firetruck
Flatbed ---> Flatbed
Gang Burrito ---> Hoods Rumpo XL
Idaho ---> Idaho
Infernus ---> Infernus
Landstalker ---> Landstalker
Linerunner ---> Linerunner
Manana ---> Manana
Mesa Grande ---> Panlantic
Moonbeam ---> Moonbeam
Mr. Whoopie ---> Mr. Whoopie
Mule ---> Mule
Patriot ---> Patriot
Perennial ---> Perennial
Pheonix ---> Yakuza Stinger
Police ---> Police
Pony ---> Pony
Predator ---> Predator
RC Baron ---> Dodo
Reefer ---> Reefer
Rhino ---> Rhino
Romero's Hearse ---> Corpse
Rumpo ---> Rumpo
Sabre ---> Stinger (hardtop)
Sabre Turbo ---> Diablo Stallion
Sandking ---> Cartel Cruiser
Securicar ---> Securicar
Sentinel ---> Sentinel
Sentinel XS ---> Mafia Sentinel
Skimmer ---> Vice City Skimmer
Speeder ---> Speeder
Stallion ---> Stallion
Stinger ---> Stinger (convertible)
Strech ---> Strech
Taxi ---> Taxi
Top Fun Van ---> Toyz van
Trashmaster ---> Trashmaster
Vicechee ---> Police (Mark's)
Voodoo ---> Yardie lobo
Yankee ---> Yankee
Zebra ---> Borgnine

The rest of the Vice City cars not mentioned here are extras.

Demarest
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#3

Posted 07 February 2004 - 02:04 PM

QUOTE (CraigKostelecky @ Feb 7 2004, 08:08)
Cartel Cruiser -> Sandking
Dodo -> RC Bandit
FBI Car -> FBI Rancher
Stinger -> Deluxo

I believe it's been determined that the Cartel Cruiser cannot replace the Sandking because of door quantity. The Dodo is replacing the RC Baron (probably just an error). Does the FBI Rancher have a siren? This could cause problems, although it really is the perfect replacement for many reasons. There is a Stinger in VC. Can't we just replace it with the GTA3 one?

Also, I don't see a need to have any bikes other than the PCJ600 in. As for the helis, I think the Hunter and the VCN turned LM Maverick would be enough. This is for everybody to decide. I like limiting them because it makes selecting parked cars that much easier. You also forgot the Packer which I believe everybody feels should stay in.

Outback
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#4

Posted 07 February 2004 - 02:20 PM

I loathe the tuning of the VCN Maverick.

Craig Kostelecky
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#5

Posted 07 February 2004 - 02:24 PM

The FBI Rancher does have a siren, and with the new collision data it looks perfect. And it sounds like a very tough car too.

The Stinger shouldn't replace the stinger because it's a convertible in Vice City, and only sometimes a convertible in LC. Therefore you sometimes jump through the roof. And since the stallion is the only sometimes convertible in both games, we had to settle for always opening the doors on the stinger.

How about putting the Cartel with the regina? That's got four doors.

The Dodo was a typo. Fixed now.

So should the spawning values of all of the other bikes be set to ignore? And should the Packer spawn in traffic? Right now it doesn't.

spaceeinstein
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#6

Posted 07 February 2004 - 02:30 PM Edited by spaceeinstein, 07 February 2004 - 02:42 PM.

I thought we suppose to use the advantage of what Vice City have that GTA3 doesn't have: the new cars, bikes, and helis.

Outback
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#7

Posted 07 February 2004 - 02:31 PM Edited by [4D]Outback, 07 February 2004 - 02:32 PM.

I thought we already figured out that the game already knows when a car is a convertible and when it isn't. :\

IE. When the roof is shown, you use the door. When it's not, you jump over the sill.

Craig Kostelecky
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#8

Posted 07 February 2004 - 02:35 PM

It works for the Stallion because the Stallion is the same way in Vice City and Part III. However the Stinger in Vice is always convertible, but it sometimes is in Liberty. I have no idea where that data is stored, but until we can figure it out, I'd rather just always open the door.

Demarest
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#9

Posted 07 February 2004 - 02:47 PM

Affirmative to all of the above. Good work. Introducing the Packer and PCJ600 into traffic should be discussed. We want to keep it close to authentic obviously, but can't since they're not in GTA3. So where to put them? The bike should go with executive for sure, maybe others. Packer should spawn basically anywhere a Mule or Yankee does. Just my opinions.

Craig Kostelecky
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#10

Posted 07 February 2004 - 03:48 PM Edited by CraigKostelecky, 08 February 2004 - 08:58 AM.

I've updated the carcols, default, handling, and collision files based on this list. You can get the file here. (Link removed due to bug in the default.ide, and a change in the car list.

Note to Dem, it's the same link as before if you just want to update the old one. American.gxt coming in a few minutes, check that thread for the download.

HOLD ON, there's an error somewhere. Let me find it before downloading.

The problem is definetly in the default.ide somewhere. I've tried just removing the comments and it still crashes, so that's not the answer.

Knaxia
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#11

Posted 07 February 2004 - 03:57 PM Edited by Knux, 07 February 2004 - 03:59 PM.

thanks a lot for taking my list and to do what I am doing! angry.gif

http://www.gtaforums...dpost&p=1496690

Demarest
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#12

Posted 07 February 2004 - 04:04 PM

Did you read the forum's intro thread? This is a community project, Knux. And everybody knows you are a valuable member. As with all aspects of this mod, ALL files should be shared by everybody until we select an official version. Even then, there is always room for improvement. So please post what you have and we'll go from there. As you can see, Craig has already posted that his release has an error in it.

We're all in this together. So it's important to DISCUSS these things instead of getting upset with each other or taking things personally, okay? Need I remind you that you left WO to work with us because we're actually doing things. With our own sub forum and even more contributors than before, is this not what you wanted? Now you're upset BECAUSE people are working here? I don't get it.

Knaxia
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#13

Posted 07 February 2004 - 04:08 PM Edited by Knux, 07 February 2004 - 04:12 PM.

I'm not mad because people are working, of course not, that's great, but it's because I dunno, I'm doing something, than after some days, I see that someone already do something on it. I start something else, same things.

I was doing that right when navigating thru the forums. I was happy because I worked on that the full evening and even night to make it ready for today. I was about to finish everything in the next hours (carcols.dat/handling.cfg/Default.ide/amarican.gxt/french.gxt/the whole car pack) I did that because I saw that no one was doing it for a while, so I got in that.

Craig Kostelecky
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#14

Posted 07 February 2004 - 04:10 PM Edited by CraigKostelecky, 07 February 2004 - 04:12 PM.

The error is weird. It locks up at the end of the progress bar (after starting a new game) like it's a default.ide problem. But it sometimes works.

Knux, about my car conversions. I started this way back on page 38 of the topic and I already told everybody that I would handle these files. When I saw your list, I thought the changes were done right. So I proposed a final list here. After Demarest accepted, I went ahead and finished the files. I wasn't trying to step on anybody's toes. I was just doing work that I told everybody I was going to do a while ago.

Possibly too quickly though, if I cannot find that error.

Knux, what do you have done now? Maybe yours will work right everytime. It doesn't matter whose files we use (as long as it's a complete conversion, not just wheel sizes)

Demarest
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#15

Posted 07 February 2004 - 04:12 PM

And you still can. I think multiple people working on the same thing is going to be something that happens from time to time. We have to be able to work through those times together or we'll never finish at all. Not to mention that these threads are public and such friction could give our efforts a bad image. We're the first team to actually take Skidz's work and put it to some real use. Let's not let these things get in our way. The same thing is happening in the water thread. The 2 of you can discuss how you want to resolve this. If you already have the GXT done, that's something Craig hasn't done yet. Plus he's fixing his files right now. Share your work and we'll go from there.

Knaxia
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#16

Posted 07 February 2004 - 04:13 PM

In that time, I could have done the paths but I was working on that.

We shall all put together who will do what because it's lot of wasted work/time.

Demarest
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#17

Posted 07 February 2004 - 04:17 PM

You are both right. So let's try to move forward. This miscommunication is obviously a bad side effect of having to work within the confines of a single thread. Little overlaps like this are going to happen. The good news is that with the new forum, these conversations can stay linear as they should be.

@Knux: Post your work. If yours works and Craig's doesn't, then we'll have to go with yours. If we do that, then HE's out of the same work/time. There's no way we can all win unless we all agree that we are working together here. So let's do that. Once you have both posted functioning files, you can look at each others' work. You might be surprised and find that you'll both agree as to whose work is "better" if that's possible. I'm not sure. But you need to solve this peacefully please. Thank you.

Knaxia
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#18

Posted 07 February 2004 - 04:19 PM Edited by Knux, 07 February 2004 - 04:20 PM.

well, my all my files were adapted to different cars so it's not working anymore. And I wanted to release all with the car pack (that will wait) so we won't be able to put all together.

Anyway, I tried to find a solution for the Cartel cruiser, look, the thing is the sound of the sandking is perfect for it, and for the doors, I never saw any missions where all 4 were used... so it won't be a huge thing (same for the VC cheetah prob)

Craig Kostelecky
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#19

Posted 07 February 2004 - 04:23 PM

I agree with that. The 2 door, 4 door replacements never bothered me at all. Was your list any different besides the columbian car? The other changes I made were pretty necessary I think

Demarest
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#20

Posted 07 February 2004 - 04:27 PM

Since I'm not a modeler, help me to understand. Exactly WHY do the door amounts need to match. I've always heard that, but never knew why.

Here's another thing to keep in mind about the lack of permanance in "official versions" of files. Let's say based on this discussion, we choose to use Sandking for the Cruiser. Now lets say weeks away, I finish converting The Getaway and somebody who's playing it decides to use a Cartel Cruiser. Now let's say that they go to pick up the thieves and 2 of them try getting in the back and crash the game. Wouldn't we then have to replace the car at that time?

I'm not saying that will happen. I'm just making a point to demonstrate why "official" versions of files aren't necessarily going to be the finished ones. They're just the ones we have for NOW. Since NOW is when people want as many good files as they can have, we release what we have when we have it. So please continue your work and post it when it's finished. We may just use it now and if we don't, we may use it later.

Not to mention that if you have an issue with the Cartel Cruiser's target, then this is something we all need to discuss. So it's good that you brought it up. If we all decide that it's better a different way than what Craig was working on, then he will have lost work/time. Just like the last few pages of our old thread showed me that I was going to have to go back and make corrections to my work. Just like when I converted all the radio station graphics and then the list changed. It happens to all of us. No big deal in the big picture.

Craig Kostelecky
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#21

Posted 07 February 2004 - 04:33 PM

Dem I can tell you that the doors will have no affect on a mission. For example in my Vice City game. I have KITT (from Knight Rider) replacing the admiral (which has 4 doors). In the guardian angel mission, 4 people get out of the car. There's just no animation for the rear door opening. It just looks a little weird. But the game goes on fine.

Knaxia
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#22

Posted 07 February 2004 - 04:33 PM Edited by Knux, 07 February 2004 - 04:34 PM.

THe problem with dummies/removing parts, is that all cars have their own associated in the main exe. like, the sandking have dummies for both bumpers, hood, back door and 2 side doors. the Cartel Cruiser is suposed to have 2 for the bumpers, one for the hood, one for the back little door and FOUR for the doors. what will happen for the 2 door what are not assiociated in the exe will simpoly not work at all. like for the Banshee, VC Banshee have no boot and no rear bumper so no dummie associated in the exe for them, so when you remplace it with the GTA3 Banshee, the boot and teh rear bumper will be here but will never get damaged/removed or be affected in any way (used like normal parts of the body)

Demarest
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#23

Posted 07 February 2004 - 04:39 PM

I'm impressed! Thanks for letting me know. I think the engine is a good reason to make the Cruiser replace the Sandking unless there are any objections.

Knaxia
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#24

Posted 07 February 2004 - 04:50 PM

there is none smile.gif

Craig Kostelecky
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#25

Posted 07 February 2004 - 04:56 PM

None from me.

ghost of delete key
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#26

Posted 07 February 2004 - 08:52 PM Edited by ghost of delete key, 07 February 2004 - 09:12 PM.

Just a word about the Cartel Cruiser / Sandking...

QUOTE
THe problem with dummies/removing parts, is that all cars have their own associated in the main exe. like, the sandking have dummies for both bumpers, hood, back door and 2 side doors. the Cartel Cruiser is suposed to have 2 for the bumpers, one for the hood, one for the back little door and FOUR for the doors. what will happen for the 2 door what are not assiociated in the exe will simpoly not work at all. like for the Banshee, VC Banshee have no boot and no rear bumper so no dummie associated in the exe for them, so when you remplace it with the GTA3 Banshee, the boot and teh rear bumper will be here but will never get damaged/removed or be affected in any way (used like normal parts of the body)


That's not entirely true. All cars can take rear doors, and also extra[x], ped_backseat, boot, bonnet, bumpers, etc.
Rear wings can also be used, but cars with animated parts use wing_lr_dummy for the hard-coded animation, and cars that don't, give very comical results when using this- it becomes a sort of particle generator!
Exhaust is only allowable on wheeled vehicles, and is ignored by helicopters, even though their models are technically cars.
wheel_rm & wheel_lm, are hard coded to those models that already have them, but as with all the dummies (except the root and chassis dummies) they may be omitted.
In other words, you can put a boot on a Banshee, but you can't give it six wheels. By the same token, you can have a four-wheeled Flatbed with rear doors.
Just make sure the collision model has spheres for any parts that are there, and none for non-existant parts, and everything will work.
Go ahead and use the Sandking, you can have 4 doors with no problem. I just added rear doors with damage models to the Sandking and tested it, and it works just fine. I gave the model two collision spheres with rear door attributes, and they take damage.


Knaxia
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#27

Posted 07 February 2004 - 10:14 PM Edited by Knux, 07 February 2004 - 10:15 PM.

I didn't say the boots/doors won't be here, I said that they won't be usable, won't be able to smash them/remove them in game (when hit or if the car explode)

tell me then how to make the 4 doors to work on the sandking, rmeplace the model by a 4 door car and tell me waht you changed plz.

ghost of delete key
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#28

Posted 07 February 2004 - 10:54 PM Edited by ghost of delete key, 07 February 2004 - 11:44 PM.

Heh, the answer is in my previous post colgate.gif The collision model needs to be edited to include the parts you want damaged.

If a part shows up ingame on a model, then obviously the model supports that object. If it doesn't support it, it will simply be ignored and not drawn. The difficulty arises when the game tries to damage or otherwise access a dummy that is not there, there is a possibility of a crash. You can see these error messages in DebugView... "Trying to damage component [xx] of model so-and-so". So like I said, you just need to make sure that any damageable parts have a corresponding collision sphere in its coll model, and everything works. And also make sure you don't have any coll spheres for non-existant parts.
Any sphere can be set to damage any part and be placed anywhere on the vehicle, so you could knock out, say, the bonnet with a sphere located at the rear of the vehicle. You can also determine the sound made when the sphere is hit, so you could have glass doors. Or cardboard.
Instead of CollEditor, ST.MU should have named it COOL Editor. Is teh shizz!

<edit> heh, I spelled dummy "dubby". D'OH!

Knaxia
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#29

Posted 07 February 2004 - 11:17 PM Edited by Knux, 07 February 2004 - 11:20 PM.

I know now (before even reading your last post)

less work: exporting GTA3 coll for needed car and remplace smile.gif

Cartel Cruiser = WORKING PERFECTLY biggrin.gif all 4 doors, boot/hood windshield and all biggrin.gif

Also fixed the Banshee smile.gif will not work perfectly too biggrin.gif

ghost of delete key
  • ghost of delete key

    ಠ_ಠ ... otter ...

  • The Connection
  • Joined: 27 Dec 2003

#30

Posted 07 February 2004 - 11:21 PM

Good deal!
QUOTE
Also fixed the Banshee  smile.gif   will not work perfectly too  biggrin.gif


Is that a typo, or doesn't it work?




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