|Adding Extra Cars In Vice City v2.0|
|At long last, an update which shows you how to get car sounds and horns working when adding Extra cars to GTA Vice City.|
BIG THANKS to the following:
• LEV from Russia - for his great work in finding the extra ID's
• SLANG - for the German translation of v1.0
• All GTA Modding sites who hosted the previous version.
• To all my fellow GTA Modders everywhere and to everyone who made suggestions for improvements.
This tutorial is based on the great work Strahd, and others, did for adding extra cars in GTA3! It was a wonderful discovery and gave many of us a lot of pleasure. This adaptation is dedicated to Strahd - wherever he is.
Excuse the repeated sentences throughout this tutorial. I've had a number of complaints from people saying that they couldn't add Extra cars for one reason or another. If you follow this tutorial to the letter you WILL be able to add those Extra cars. Tens of thousands of people have done so! At the last count over 70,000 people have downloaded v1.0 and the number of complaints is really quite small in comparison. As I've said many times - if at first you don't succeed, try, try and try again. Once you get the hang of it you'll realise just how easy it really is to add those Extra cars.
|Programs you will need|
|IMGTool or IMG|
A good Hex Editor like Hex Workshop
|• You can add only 3 new cars to Vice City. |
• You cannot add motorcycles.
|The three car ID's we are going to use for adding Extra vehicles are 237, 238 and 239. If you open your Default.ide file and look near the bottom you will see that these numbers are already taken:|
237, wheel_rim, generic, 2, 20, 70, 0
238, wheel_offroad, generic, 2, 20, 70, 0
239, wheel_truck, generic, 2, 20, 70, 0
Change these entries to the following:
325, wheel_rim, generic, 2, 20, 70, 0
327, wheel_offroad, generic, 2, 20, 70, 0
433, wheel_truck, generic, 2, 20, 70, 0
|You will now have to use the Find function in your text editor to search for ALL existing wheel ID's that have 237, 238 and 239. You need to change them to their new ID numbers.|
For example the Infernus line in the original Default.ide is:
141, infernus, infernus, car, INFERNUS, INFERNS, null, executive, 7, 6, 0, 237, 0.74
You have to change this to:
141, infernus, infernus, car, INFERNUS, INFERNS, null, executive, 7, 6, 0, 325, 0.74
If you use your Find & Replace function and go through your Default.ide entry by entry (don't use the Global Replace function) you should be safe enough. Just change ALL lines that have Wheel ID's 237, 238 and 239 to their new numbers - see below:
237 is now 325
238 is now 327
239 is now 433
The rest of the tutorial is basically the same as the previous one so the hard part is now over. Just double check you changed all those entries correctly and remember to keep a back-up copy of your Default.ide just in case.
|An example of adding a new EXTRA vehicle:|
Choose an existing Vice City car with roughly the same dimensions as the one you are going to add. As a test I decided to install Rich's Ford Mustang. The Idaho is roughly the same size so I chose this. Copy the Idaho line in the default.ide
131, idaho, idaho, car, IDAHO, IDAHO, null, poorfamily, 10, 7, 0, 256, 0.64
If the car you are adding has it's own custom wheels, and you have DMagic's Wheel Mod installed, then change the 256 to 249 adjusting the tyre size to suit. The Model Name for your new Extra car should have the same amount of letters as the Model Name it's going to base it's Handling ID on. I decided to give my Extra car the Model Name MUSTA which has five letters just like the IDAHO Model Name. You can call your Extra vehicles whatever you like as long as the Model Name has the same amount of letters as the Model Name you are basing your Handling on. The vehicle name which comes after the Class entry, in this case CAR, is the Handling ID name entry.
At present there is no known way of giving Extra cars their own handling lines, so they have to share one with an existing model. If you want to tweak the handling of your Extra cars then you alter the handling line of the existing cars that your Extra cars share handling with.
No matter what car you choose to base your handling line on you MUST keep that original Handling ID name as your new Extra car Handling ID name! See the example below.
If you check your Default.ide you will see that the vehicle entries are explained for you. The entries are classed like this in the Default.IDE - reading from left to right and from top to bottom. i.e. The first entry is ID Number and the last is the WheelScale.
ID Number, Model name, Txd name, Type HandlingId Game name, Anims Class Frq Lvl Comprules WheelModel ID WheelScale
In the Idaho's case it would be:
ID Number: 131
MODEL NAME: idaho
TXD Name: idaho
HANDLING ID: IDAHO
GAME NAME: IDAHO
Animations: null (means NO animation used)
Computer Rules: 0
Wheel Model ID: 256
Wheel Scale: 0.64
• The MODEL NAME is the name of the DFF file.
• The HANDLING ID is the name a particular car has in the Handling.cfg file.
• The GAME NAME is the name which appears on-screen when you enter a vehicle.
The two most important entries for our purposes are the HANDLING ID and MODEL NAME. Your new Extra vehicle must have a MODEL NAME with the same amount of letters as the one whose Handling ID you are going to use. The HANDLING ID name must be the same in your NEW Extra vehicles Default.IDE entry as the car you are basing your new entry on.
For example, if you were going to add an Extra car using the GOLFCART handling line you would have to give your new Extra car a FIVE letter Model Name as it would be named after the Model Name of the Golfcart - CADDY. Also, no matter what you decided to call this vehicle it would have a HANDLING ID entry called - GOLFCART. Remember, no matter what car you choose to base your handling line on you MUST keep that original Handling ID name as your new Extra car Handling ID name as well!
Another important thing to remember is the Game Name entry MUST be SEVEN letters or less. If you look through your Default.ide you will see that NO vehicle has more than seven letters for it's Game Name entry.
|Once you have your new Extra car entry sorted add it to the end of the default.ide car entries - after the Vice Cheetah entry which is 236. This is how my new line would look:|
237, musta, musta, car, IDAHO, MUSTANG, null, poorfamily, 10, 7, 0, 249, 0.74
Note I have changed the original wheel type to the custom wheel ID 249 and adjusted the wheel size to suit the Mustang. I need to keep the original Handling ID name - in this case IDAHO. I have also chosen MUSTANG as the GAME NAME. The MODEL NAME is Musta, which has the same number of letters as the Idaho Model Name - so it looks like I'm good-to-go.
Save the default.ide file - remembering to make a back-up copy before changing anything.
|Next, open your carcols.dat file and add a new entry in alphabetical order for the Musta - i.e. it will come right after the Mule entry. Add some colors of your choice. I just made it all black by adding the following:|
Save the file.
Here's an extract from the carcols.dat file after the new line was added:
Whatever Extra car you will be adding must be added in alphabetical order as I have shown above. Be careful not to add extra spaces in your Carcols entry or to forget the all important commas. Just base your entry on the existing ones.
|Now I need to rename the dff & txd files for the Mustang to musta.dff and musta.txd - whatever your car is going to be called the Model Name MUST be used for the DFF and TXD names. Add them to the Vice City GTA3.img file using the IMG Tool. Remember to Rebuild the Archive.|
|If you want the name of the new vehicle you are adding to appear on the screen when you enter it then do the following:|
Open the Vice City GXT Editor. You will need to manually add the line where your GXT file is - like so:
C:/Program Files/Rockstar Games/Grand Theft Auto Vice City/TEXT/american.gxt
The word MAIN should be highlighted in the Key tables (left hand side). Go to the right hand pane - the KEYS section - and choose ADD. Type MUSTANG into the pop-up box and press OK. Click on the MUSTANG entry and add your GXT description text in the box below and click Apply. This will be the description that will appear when you get in the car. I added Ford Mustang.
|Now for the tricky bit.|
Open the Vehicles.col file in the Models/Coll folder with your Hex editor. Find the entry for the car you are basing you Handling ID on - in this case IDAHO. Highlight from the word C in COLL all the way to the last dot just before the next COLL entry (the Infernus).
You now have to insert the data you just copied, in alphabetical order, back into the Vehicles.col file. In this case we are adding the MUSTA so find the entry nearest this alphabetically - in this case it's the MULE. Click just after the last dot in the MULE entry so that your cursor is blinking right before the letter C in COLL for the Oceanic entry. Choose Paste. The Idaho data will be pasted in alphabetical order right after the last dot in the MULE entry.
Now all you have to do is type over the IDAHO letters in the data you just pasted with the new vehicle name - MUSTA. Save file and exit.
Hex Workshop gives you the option to make a back-up copy of
the Vehicles.col file, which is a good option to have.
You can paste your own COL data if you know how to make
custom COL files. This tutorial doesn't cover this
|Fire up Vice City and look for your car. Hijack it, and your GXT entry will appear on screen.|
And there ya go. Engine sounds with a horn that works
You can do this three times to add three EXTRA cars to your game using ID Numbers 237, 238 and 239. Just be extra careful when copying and pasting the COL data. If at first you don't succeed - try, try and try again. You'll get it in the end as it really isn't that hard.
I'm still working on a way to get motorcycles into the game. I've gotten them to spawn but it's tediously slow work trying every combination. I'm also still trying to find a way to add custom handling lines for Extra cars. Again, I've managed to get them to spawn which is at least a step in the right direction. It's a case of one step forward two steps back most of the time Look out for v3.0 of this tutorial........ in about six months - lol [It's been 13 months! -STM]
That's All Folks!
Feb 25th 2004