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Installing Car Mods Into GTA

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Suction Testicle Man
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#1

Posted 24 June 2004 - 09:54 AM Edited by Suction Testicle Man, 02 July 2004 - 01:23 AM.

INSTALLING CARS INTO GTAIII OR GTA: VICE CITY
If you have never had experience with GTA modding, follow this guide through carefully to learn how to edit car attributes and install your own / downloaded models.
REQUIRED TO BEGIN
- A .img editor - ImgEd / IMG Tool
- a '.dff' file
- a '.txd' file
- a GTAIII or GTA: Vice City installation
A BASIC INTRODUCTION TO GTA MODDING FOR IDIOTS
Before we get started; the procedure for adding cars to GTA: Vice City is exactly the same as for GTAIII unless otherwise stated:
OK, let's start:

Open up your GTAIII installation/directory (Will be 'C:\Program Files\Rockstar Games\GTAIII'; replace the 'GTAIII' ending with 'Grand Theft Auto Vice City' for the Vice City directory). A quick way would be to go to your Start Menu, and click on 'Run'. Then copy and paste the above without the speech marks into the box that appears, then click OK.

Once you have open your directory you are ready to start. This directory is where all the information for GTAIII (or Vice City) is kept and run from when the game starts. Open up 'models' the folder. You should see a number of files including two called 'gta3.img' and 'txd.img'. These are in fact two folders, not files, which contain the models (gta3.img) and the textures (txd.img). Models are grey blobs in the shape of a car, with no coating/skin/paint, whatever you
want to call it. They have no glass, tyres nothing. It's completely lifeless. The textures are images that coat the car and make it look real. They wrap the car like wrapping paper.
INSERTING YOUR MODEL
Now you have a basic idea of what is inside the txd.img and gta3.img files it's time to see what's
inside. You cannot just open these files though. They contain all the models and textures the whole game uses and require to be opened using a program - the .img editor that is listed in the requirements section above. If you do not have one yet visit the web address beside it on the requirements list to download it. I recommend ImgEd as it is generally more practical and offers better features. Open up your .img editor and go to 'File' at the top-left and click on 'Open'. Now locate the gta3.img file and double-click on it. A vast list will appear before you. This is every model in the game - building, car, boat, person. Absolutely everything. You should have one of these. It was a .dff file that came with your download. Scroll down and find the car that you would like your new car to copy over. Delete the one you find and place your one over by either right-clicking on it and clicking import in IMG Tool, or go to the top on ImgEd and click 'Action' then 'Add'. Having done either of these locate your .dff file and load it, just make sure it is named the same thing as the car that was just deleted. Sorted! You don't need to save, just exit and your done.
INSERTING THE TEXTURES FOR YOUR MODEL
You should now have your .dff model inserted in the gta3.img file. Putting in its textures is very easy once you have done this. Do exactly the same except place the .txd file that came with your download in txd.img. However, on Vice City, the .txd and .dff files are both placed in gta3.img. Ignore the txd.img in the Vice City directory. Again, make sure the new file is named the same as the original that it is replacing. Now your new car will appear in game instead of the car it replaced. However, the handling, size of wheels, colours and name that appears when you get in are probably not right. Read on to find out how to fix this.
EDITING THE HANDLING OF YOUR CAR
To edit anything other than your car's model or texturing, you must go into the 'data' folder in your GTAIII or Vice City directory. You can open pretty much any file in here with notepad (type notepad.exe in the Start Menu Run box to load it). To edit the handling you must open up a file called 'handling.cfg' with notepad. When you first open it all the numbers will look very daunting at first. Don't worry, it's not too hard. Scroll down to where it lists names of cars at the side and then series of numbers next to each. These numbers should roughly be in columns. You should then notice that the whole thing is like a large table. If it is not, go to 'Format' at the top of the notepad file and click off 'Word Wrap'. At the top of each column there is a letter. Take note of a letter and scroll up. Find the letter listed above all the cars names. Beside it it
will tell you just what that number does to the physics of the car, what it will change and the
limits to which you can change it. Look at certain cars like the cheetah for example and notice how it has a high value for the max velocity. Get to understand it and study the file. If you get good enough you can change a number of things like the suspension of cars and make them lowriders and other such things.

The car you downloaded may have come with its own handling line. If it has a ReadMe.txt file included with the download then open that and it may have one within it. It would look like a big long line of numbers. Simply copy and paste it into the handling.cfg file next to the car you want it to effect. Don't worry if there is uneven spacing between each number compared to the other entries. The handling line will work as long as there is a line or more between each number. Also make sure there is at least a space between the car name and the numbers. Your done! That's how the handling.cfg file works. You'll be glad to know that that's about as challenging as it gets.
EDITING THE WHEELS OF YOUR CAR
When editing the wheels of your car you would use the 'default.ide' file that is within the same folder as the handling.cfg file. Within it you can edit the size of your car's wheels, the hubcaps it uses, where it will appear in the game and whether it will drive around in-game or not. This file basically is what holds the whole game together. At first upon opening, scroll down to find a list of cars similar to that of the handling.cfg. At the top of each column it tells you what that category is. Most are self-explanatory. Model name is the name of the model within gta3.img it
should use. Txd name is the txd within txd.img (or gta3.img in Vice City's case) that it should use for that model. Handling Id is the car name it should read in the handling.cfg file. Class can be quite important - worker and poorfamily cars turn up on the first island the most often in GTAIII, executive appear the most often on the second island and richfamily the most on the third island. If it says Ignore it means the car is not supposed to drive around like any other normal car in game. Change this if you wish. Lastly, Big refers to the trucks like the Linerunner, etc.
Now the numbers. The first, is the frequency the car appears cruising around. The second and third are completely irrelevant, but the fourth is more interesting. Take note of a number and then scroll up to the first list on the page. Find your number on the list. If you chose something like the banshee's one, it should correspond with the word 'wheel_sport'. Any car given that number in that column will have the hubcaps of the banshee. The same goes for any other cars and their hubcaps. Finally, the last number. This denotes the size of the car's wheels
in-game. 0.75 is about average, 0.1 and we are talking big, hefty truck wheels and anything near 2 is monster truck. They are very, very big. That's the default.ide file wrapped up. Oh and again, as long as there is a space between each number the game will identify it as a different number. They do not necessarily have to be within the right column, a space is fine.
CHANGING YOUR CAR'S COLOUR
You can change your car's colour by opening up the carcols.dat file in notepad within the 'data' part of the directory. Having opened it you should see sets of three numbers descending down the left hand side. It is very simple really. Each set of three numbers is a colour. Left from that you will see its ID number. It is a hash (#) sign followed by a number. Next to that is a colour name, like 'green1'. that and the word that follows it are simply a description, for your benefit in identifying what colour it is. The clever bit is that the ID number from the top, can be copied
without the hash (# in case you forgot) next to a car name that can be seen when you scroll down. Study it and you will work out how you enter what colour the car has: [NameOfCar], [primary colour], [secondary colour]. You can simply add as many as you like to that, as long as at the end of a number a comma (,) and then a space is left. You should have worked this out however already if you have two brain cells to rub together. The primary colour and secondary
colours are not to hard to understand. A perfect example of the prim colour and sec colour is shown on the soft-top stallion. The primary colour is the main body colour, and the secondary colour is the soft-top roof. Some cars simply don't have a part to be the secondary colour so entering one won't have any effect. However, your car will not work if it only has a number for the primary colour even if it is a car that does not use the secondary colour. Just put in any random number and you'll be fine. You must also understand that the order you put each set of
colours in will have no effect on the order they appear in the game. It is purely random.

Now for editing and creating your own colours for your car. This is extraordinarily simple. Scroll back up to the top of carcols.dat. The three numbers on the left side of each row are a mix of three basic colours; blue, red and yellow. The far left number is the red, then the yellow in the middle and the blue on the right. Each go to about 300 max. So of you put '250,5,5' you will have a dazzling red. You should get the picture. To keep the original list and create your own colours with their own IDs, just go to the end of the list, just before all the cars start, and start a new line. Copy and paste the line before and place an exact copy on your own line. Change it accordingly, taking special care to name it the next ID from the one before. So the last on the list is 94, name your new one 95. Fiddle with the three colour numbers to get your new colour just right, and enter a description on the far right of the row and a name of the colour next to the ID number so you can keep track of what colour it is if you wish. Now give your car that ID number and it will have your colour the game! Unfortunately you may not get the exact colour you want straight away, the own way to get it perfect is by trial and error. Start the game, review your colour, exit game, edit your colour, start the game. Kinda dull I know.

You may get with your download some code for the carcols.dat file along with your .dff file and .txd file. It would be inside the ReadMe.txt if the download has one. It would comprise of some new colours to add to your list, and a line for the car the new one is replacing. Add the new colours to your list, changing any IDs the new colours may have to different ones if you already have other colours under that ID number. This is very important, otherwise your game will not load and crash each time you start it. Well done! Now you know how carcols.dat works!
CONGRATULATIONS!
You now know the basics of modifying cars for GTAIII and GTA: Vice City.
Let me know if there are any mistakes. If you need more help add me to MSN.
<3D

Dup
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#2

Posted 24 June 2004 - 12:17 PM

Good stuff STM!

Good to see another contribution.

Your Very good a VC texturing. Any chance of a tutorial. One on how to make your own, and one on how to UV map using original R* textures?

That would be sweet to see.

Whacko
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#3

Posted 10 October 2004 - 06:18 PM Edited by Whacko, 12 October 2004 - 10:23 AM.

Hi, Ive been spending quite some time today finding something to add new cars without replacing the existing. But I wasn`t able to figure out how that works and all the tutorials just dealt with replacing.
If some is willing to post me a link or to do a little step-by-step tutorial I would really appreciate this, cause Im quite sure this has to be possible.

Thanks in advance!

Edit: Erm, I posted here `cause I think it might be a usefull expansion of this tutorial which is very good in deed. smile.gif

Edit2: Got one... the hoster posted various links to it in this thread - hope this helps someone else, too.

jarjar
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#4

Posted 12 August 2006 - 11:56 AM

Nice work there STM. Very nice icon14.gif . About time we got a tutorial for this wink.gif . Keep up the great contribution mate smile.gif .

jarjar rates topic good icon14.gif

ChrischriS
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#5

Posted 26 October 2006 - 09:01 PM

wats ur msn stm?

uk_john
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#6

Posted 25 February 2009 - 05:21 PM

Someone needs to do the same as the Ultimate Vice City mod and write an installer.exe that just installs a load of cars, etc. Ultimate Vice City includes 40 cars and a plane and works from a simple installer. Why there isn't an equivalent for GTA III escapes me, because when you look at the ton of small text above it scares the hell out of most gamers!!! smile.gif
  • sirwajidhussain likes this

sydd131
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#7

Posted 22 May 2009 - 07:12 AM

heyy, just wondering if anyones keen to make a skin for me? can't figure it out, + my pc is being a bitch atm + my keyboards buggered, i have no space bar.. lolol. anyones, if anyone wouldn't mind making me a particular skin for a car in gta vc, email me on [email protected] and i will send pics, cheers.

Dutchy3010
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#8

Posted 22 May 2009 - 09:30 AM

Textures & Modelling Request topic

qwerty213
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#9

Posted 25 May 2010 - 04:00 AM

After I add cars to 150-158, I can't add more?

shadowalx
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#10

Posted 30 July 2010 - 12:56 AM

Img TOOL says i cant edit anything any imgEd is even worse not being able to open the img file... any suggestions angry.gif

coin-god
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#11

Posted 30 July 2010 - 02:19 AM

QUOTE (shadowalx @ Jul 29 2010, 21:56)
Img TOOL says i cant edit anything any imgEd is even worse not being able to open the img file... any suggestions angry.gif

G-IMG

Best of them all.

ragaaav
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#12

Posted 01 August 2013 - 02:11 AM

it is imposibble

sirwajidhussain
  • sirwajidhussain

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#13

Posted 10 November 2013 - 05:40 PM

Thanks... & Great Information





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