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Documenting GTA IV Data files

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uNi
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#91

Posted 11 December 2008 - 11:27 PM

I don't have the PC version myself, so I was wondering if anyone made possible to use other weapons in the vehicles yet.

gamerzworld
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#92

Posted 11 December 2008 - 11:31 PM

QUOTE (uni @ Dec 11 2008, 18:27)
I don't have the PC version myself, so I was wondering if anyone made possible to use other weapons in the vehicles yet.

Yes.

Paymox
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#93

Posted 12 December 2008 - 12:16 AM

Is it only me or does the game crash sometimes when using a mod? I'm using the mod kit + no intro mod.

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#94

Posted 12 December 2008 - 01:05 AM

QUOTE (pinky @ Dec 11 2008, 09:27)
QUOTE
spaceeinstein   Posted on Dec 11 2008, 07:13
   Wow, with all these wonderful but simple mods with simple edits to the file, it makes me think that Rockstar is allowing people to mod more than ever. Previously you couldn't have mods like these with simple edits.

I was discussing that very thing with JV on the Gostown irc the other night, we both came to the same conclusion as yourself.
It deos seem that someone, somewhere at Rockstar still has a beating modders heart. Can it be true that they haven't all turned into money oriented gits after all?

Things are shaping up nicely for this outing of GTA for us modders. smile.gif

Edited because my works internetz phailz. sad.gif

It also seems as though, with Rockstar supposedly registering 'modderstotallyrule.com', there could be a Modders Social Club type site shaping up? You just never know.

Dup
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#95

Posted 12 December 2008 - 01:52 AM

They also left a "tweak at your own risk" disclaimer in the handling.dat.

I still haven't figured out the unnamed column in vehicles.ide and the wheel size is having 0 effect sad.gif

gamerzworld
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#96

Posted 12 December 2008 - 02:10 AM

QUOTE (Dup @ Dec 11 2008, 20:52)
They also left a "tweak at your own risk" disclaimer in the handling.dat.

I still haven't figured out the unnamed column in vehicles.ide and the wheel size is having 0 effect sad.gif

That line has always been in every GTA 3D handling file...even Bully has it in it's handling file.

KickyMcAssington
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#97

Posted 12 December 2008 - 06:34 AM Edited by KickyMcAssington, 12 December 2008 - 06:48 AM.

As Requested, crossposting from: http://www.gtaforums...pic=380638&st=0

QUOTE (KickyMcAssington @ Dec 11 2008, 20:05)
I've only redone done views for a couple vehicles but you're welcome to the settings for what I have.

Esperanto - Dashboard cam front and rear view
CODE
VEHICLE esperanto FIELD BONNET_FWD POS -0.200025 0.135000 0.684526 ANGLES -0.000000 0.000000 0.000000 FOV 98.000000
VEHICLE esperanto FIELD BONNET_BWD POS 0.000000 0.135000 0.684526 ANGLES 0.000065 -0.000000 3.141573 FOV 95.000000


Chavos - Dashboard cam front
CODE
VEHICLE chavos FIELD BONNET_FWD POS -0.202625 0.050000 0.804526 ANGLES -0.000000 0.000000 0.000000 FOV 92.000000


Comet - Locked Chase cam
CODE
VEHICLE comet FIELD BONNET_FWD POS -0.002686 -3.828357 2.021964 ANGLES -0.000000 0.000000 0.000000 FOV 95.000000


NRG900 - Locked Chase cam
CODE
VEHICLE nrg900 FIELD BONNET_FWD POS -0.002441 -1.583923 1.289465 ANGLES -0.200000 0.000000 0.000000 FOV 95.000000


Sanchez - Locked Chase cam
CODE
VEHICLE sanchez FIELD BONNET_FWD POS 0.006287 -1.569080 1.604361 ANGLES -0.228769 -0.000000 0.000012 FOV 95.000000


Just copy those over the appropriate field in vehoff.csv to make em work. You could try copying the same settings to another car and it will mostly work, some will be great, some will be off and you'll have to re-tweak.

To give you an idea of what I changed:
NRG900 - Locked Chase cam

VEHICLE nrg900 FIELD BONNET_FWD POS -0.002441(this left/right adjustment, it could be 0, but you have to change it by so much 2441 might as well be 0) -1.583923(this is the forward/backward adjustment, I changed it to a negitive and moved it backwards) 1.289465 (this is the hight of the cam, i raised it so niko's head didnt block the view) ANGLES -0.200000(this is the vertical tilt, i used this to have the view look down a little bit by default) 0.000000 0.000000(because this is a forward view i didnt touch this, but if you want the camera to face backwards a setting of 3.000000 should do the trick) FOV 95.000000(field of view, higher should let you see more around the sides, however im not positive if this is working properly)

Those settings are to make a locked chase cam, If you wanted an in car cam you would just find the sweet spot by tweaking the settings around. In car probably takes a little more fine tuning if you want to avoid Niko's head clipping through the camera.

*Edit* I'd have some more views set up but I get easily distracted modding gta tounge.gif There's just so much to mess around with.

This: (HD icon14.gif ) Is my latest destraction.
I removed all the damage from weapons and explosives while adding a bit of force, for a sort of poor mans godmode.. It's also got the side effect of making everyone else take a real beating before getting killed (still killable through high force impacts knocking them around) call it zombie mode.
Oh and did I mention rocket jumping biggrin.gif

pinky
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#98

Posted 12 December 2008 - 08:43 AM

QUOTE (Dup @ Dec 12 2008, 02:52)
They also left a "tweak at your own risk" disclaimer in the handling.dat.

I still haven't figured out the unnamed column in vehicles.ide and the wheel size is having 0 effect sad.gif

I wonder if the vehicle wheels have their own collision data now, SA used to just rely on the wheelnode itself to size the wheels.
Maybe IV has finaly gone and got proper wheels, means it will be easier to get your car wheels correct straight from the model.
Here's hoping.

Dup
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#99

Posted 12 December 2008 - 10:18 AM

Well the wheels don't react to deformation, hence the suspision of bones being used on the models. Raise the SR limit in the handling for the patriot and the suspension components stretch with it (hence the want fot bigger wheels).

Laloutre
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#100

Posted 12 December 2008 - 02:44 PM

Hi,

Anyone knows how to insert Comet,Coquette,Infernus and other rare cars into the traffic ? I've try to change the last column in the vehicles.ide but that doesn't work.

Thanks! smile.gif

steveb07
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#101

Posted 12 December 2008 - 05:12 PM


@KickyMcAssington: gee thx ! greatly appreciated!!

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#102

Posted 12 December 2008 - 06:02 PM

eh

Costar
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#103

Posted 12 December 2008 - 06:04 PM

Hey eagle or anyone.. Have you yet figured out how to edit ped behavior/personality ? I tried to edit some values but caused at first a wicked result but I think it mighta been a glitch, dint try to recreate.. I had edited the civil services, cops,fire etc to hate eachother but, even cops hating cops, but to respect criminals.

Well, I thought hmm maybe the cops will leme get by w/ stuff and chase medics or whatever .. Well, they dint, I tried calling medics/fire to the scene where cops were, nothin so I ran my car into a cop on foot, 1 star, they behaved as expected, then I ran him down, 2 stars, I backed up away from them, I tried to dial medics, then when I did, I got all stars instantly... so I narrowly escaped that..

I still think it was just glitchy, cuz after I got in my safehouse, saved, all stars were gone, I went into the hall, there was a cop pointing a gun at me, I had no stars, he chased me outside, then another 2 cops did the same thing, I thought WT ??? They chased me all way around the block, never firing, no stars.. I finally left the area, seemt ok..

I've not been able to keep tinkering cuz of time, anyone successfully altered behaviors ?

pinky
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#104

Posted 12 December 2008 - 06:41 PM

QUOTE (Dup @ Dec 12 2008, 11:18)
Well the wheels don't react to deformation, hence the suspision of bones being used on the models. Raise the SR limit in the handling for the patriot and the suspension components stretch with it (hence the want fot bigger wheels).

Trying to create a monster, remember what happened to Frankenstien. tounge.gif
So it pretty much seems to be wheelsize is now down to the model now.

@Costar: I tried messing with the personality too, only making peds hate everyone but seemed not to get any results. In busy streets there were no riots, which was what i wass trying to achieve.
Maybe need to alter there temper levels too, this might help get the ball rolling with the riots.

steveb07
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#105

Posted 12 December 2008 - 07:38 PM

QUOTE (Laloutre @ Dec 12 2008, 14:44)
Hi,

Anyone knows how to insert Comet,Coquette,Infernus and other rare cars into the traffic ? I've try to change the last column in the vehicles.ide but that doesn't work.

Thanks! smile.gif

The car spawning system sucks big time.i tried for about 30 mins to get an infernus in traffic but without success. it seems thou that if u have an infernus in ur parking place like i had, and drive it, you will eventually find another one and another. i added the infernus to other groups of peds in cargroup.dat and also increased the frequently thing in vehicles.ide but again with no luck. if anyone knows how to make it work please tell us. or if they found an infernus in the traffic please post the car you were driving and zone.

edit: Comets and Coquettes are findable tounge.gif

Laloutre
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#106

Posted 12 December 2008 - 07:55 PM

QUOTE (steveb07 @ Dec 12 2008, 19:38)
Comets and Coquettes are findable tounge.gif

How ? tounge.gif

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#107

Posted 12 December 2008 - 07:58 PM

cruise Algonquin center area tounge.gif or use cheat for Comet

resignator
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#108

Posted 12 December 2008 - 09:21 PM Edited by resignator, 12 December 2008 - 11:15 PM.

I found something funny today while messing with the WeaponInfo.xml.

CODE
<weapon type="PISTOL">
<data slot="HANDGUN" firetype="PROJECTILE" damagetype="EXPLOSIVE" group="PISTOL_SMALL" targetrange="100.0" weaponrange="400.0" clipsize="750" timebetweenshots="33">
  <damage base="100" networkplayermod="2.0" networkpedmod="1.0"/>
  <reload time="1000" fasttime="1000" crouchtime="1000"/>

  <aiming accuracy="0.5">
<offset  x="0.15" y="1.0" z="0.55"/>
<crouchedoffset x="0.2"  y="1.0" z="0.05"/>
<reticule standing="0.65" ducked="0.55" scale="0.3"/>
</aiming>

<pickup regentime="120000" ammoonstreet="750"/>

<controller>
 <rumble duration="110" intensity="0.02"/>
</controller>

<flags>
<flag>GUN</flag>
<flag>CAN_AIM</flag>
<flag>CAN_FREE_AIM</flag>
<flag>ANIM_RELOAD</flag>
<flag>ANIM_CROUCH_FIRE</flag>
<flag>ARMOUR_PENETRATING</flag>
</flags>

<projectile type="NONE">
  <explosion type="GRENADE"/>
  <physics force="133.0" vehiclevelocity="900.0"/>
</projectile>
 
 </data>
 
 <assets model="w_glock">
  <anim group="gun@handgun" meleegroup1="firearm_core"/>

 <effects>
 <muzzle fx="muz_pistol_large"/>
 <shell fx="weap_ejected_pistol"/>
</effects>
</assets>
 
</weapon>


Any guesses what this produced? A gun that shoots exploding guns. I didnt put in a fuse time for the grenade explosion but that can be adjusted to whatever. Default seems to be 10-15 secs.


KickyMcAssington
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#109

Posted 13 December 2008 - 12:09 AM

Awesome biggrin.gif

This got me thinking, I wonder how we can make grenades (or grenade guns) get effected by force? I'd like to have seen that pile of guns go flying in the blast with explosions going off all over unpredictably.


resignator
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#110

Posted 13 December 2008 - 01:21 AM

QUOTE (KickyMcAssington @ Dec 13 2008, 00:09)
Awesome biggrin.gif

This got me thinking, I wonder how we can make grenades (or grenade guns) get effected by force? I'd like to have seen that pile of guns go flying in the blast with explosions going off all over unpredictably.

Haha, that would have been nice. A quick look shows that the objects.dat might be the key to that effect.

CODE
; Title  : Object.dat
; Date  : 03/02/00
;
;
;
;
;
; (A) Object Name    [256 chars max]
; (B) Mass     [kilograms 1 to 50000]
; (C) TurnMass     [kg m^3 or some such dimension]
; (D) Air Resistance    [scale 0 (total resistance) to 1 (zero resistance)]
; (E) Elasticity    [scale 0 (no bounce) to 1 (full bounce)]
; (F) Percent Submerged    [percentage 10 to 120]
; (G) Uproot Limit    [force magnitude required to uproot]
; (H) Collision Damage Multiplier  [0.1 - 5.0 ish]
;
; (I) Collision Damage Effect  
;  0:none
;  1:change_model
;  20:smash_completely
;  21:change_then_smash
;  200:breakable
;  202:breakable then removed (ie. never regenerated after destroyed)
;
; (J) Special Collision Response Cases  
;  0:none(default)
;  1:lampost
;  2:smallbox
;  3:bigbox
;  4:fencepart
;  5:grenade
;  6:SWINGDOOR
;  7:LOCKDOOR
;  8:HANGING
;    9:OB_COL_POOLBALL
;          
; (K) Camera to avoid this object (0) for no (1) for yes
;
; (L) Causes Explosion    - if this is no zero then an effect must be specified which is played when this object explodes
;
;
; FX INFO:
; ========
;
; (FX_TYPE) Type of FxSystem  - 0 - no FxSystem, 1 - play when hit, 2 - play when destroyed, 3 - play when hit or destroyed
; (FX_OFFSET) Offset of FxSystem  - offset from the pivot of the object (set x value to -999.0 to play at the point of collision)
; (FX_NAME) Name of FxSystem  - needs to be "noname" if FX_TYPE is 0, otherwise must be the name of a valid FxSystem
;
;
;
; BREAKABLE INFO:
; ===============
;
; (B-SM)  Smash Multiplier   - if set to 2.0 then it will take twice the force to smash as opposed to break an object (1.0 - smash only - never break, set very large if it only breaks and never smashes)
; (B-VX)   Break Velocity X  - velocity of breakable parts
; (B-VY)   Break Velocity Y
; (B-VZ)   Break Velocity Z
; (B-VR)   Break Velocity Rand   - velocity randomness factor
; (B_GUN)  Gun Break Mode   - 0 - not breakable by gun, 1 - breakable, 2 - smashable
; (B_SPK)  Produce Sparks on Impact   - 0 - no sparks, 1 - sparks produced

drdre_37
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#111

Posted 13 December 2008 - 01:43 AM

Hey! You guys seem to be doing a great job making progress mod wise for the game, and there's some great information here... I just can't seem to wrap my head around it. Specifically, editing carcols.dat

First off, I'd assume I have to take a route like the GTA4 - File Modding Ability Patch where I have to make a copy of files.txt and carcols.dat and whatnot. But I can't seem to edit either correctly for anything to change in game.

What I would like to do is make the all police vehicles black, and then go from there (Since the police vehicles are only one color, it's easy to check and see if it worked). Could anyone possibly give me a step by step process of how to edit carcols.dat and any related files to achieve this effect, or point me in the right direction to find such info? Any help would be greatly appreciated! Thanks!

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#112

Posted 13 December 2008 - 02:14 AM

Insert rare cars into traffic works ! smile.gif . I edited the last columns of the "vehicles.ide", and I inserted the name of the cars I wanted in the same groups then the blista(cargrp.dat). You don't see the cars in each street but there is sometime one of them tounge.gif .

Costar
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#113

Posted 13 December 2008 - 02:52 AM

QUOTE (resignator @ Dec 12 2008, 21:21)
I found something funny today while messing with the WeaponInfo.xml.

Any guesses what this produced? A gun that shoots exploding guns. I didnt put in a fuse time for the grenade explosion but that can be adjusted to whatever. Default seems to be 10-15 secs.


That was cool resignator! at first I was like, they may as well have been pinto beans ??? but then to see the multi-explosions, hehe, kinda like a delayed cluster bombing ..

resignator
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#114

Posted 13 December 2008 - 02:54 AM

QUOTE (drdre_37 @ Dec 13 2008, 01:43)
Hey! You guys seem to be doing a great job making progress mod wise for the game, and there's some great information here... I just can't seem to wrap my head around it. Specifically, editing carcols.dat

First off, I'd assume I have to take a route like the GTA4 - File Modding Ability Patch where I have to make a copy of files.txt and carcols.dat and whatnot. But I can't seem to edit either correctly for anything to change in game.

What I would like to do is make the all police vehicles black, and then go from there (Since the police vehicles are only one color, it's easy to check and see if it worked). Could anyone possibly give me a step by step process of how to edit carcols.dat and any related files to achieve this effect, or point me in the right direction to find such info? Any help would be greatly appreciated! Thanks!

Here is a good post explaining how to get started in detail:

http://www.gtaforums...st&p=1058731018

A new patch was just released and this way of modding may be busted. Time to go see if the old filelist.pak works still tounge.gif

resignator
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#115

Posted 13 December 2008 - 03:10 AM

QUOTE (Costar @ Dec 13 2008, 02:52)
QUOTE (resignator @ Dec 12 2008, 21:21)
I found something funny today while messing with the WeaponInfo.xml.

Any guesses what this produced? A gun that shoots exploding guns. I didnt put in a fuse time for the grenade explosion but that can be adjusted to whatever. Default seems to be 10-15 secs.


That was cool resignator! at first I was like, they may as well have been pinto beans ??? but then to see the multi-explosions, hehe, kinda like a delayed cluster bombing ..

If you edit the objects.dat you can give rockets the physics of a beachball. In order for rocket it to actually bounce on hit (not explode) you must edit the weaponinfo.xml and add rockets to another weapon such as the pistol and insert this code:

CODE
 <projectile type="ROCKET">
   <explosion type="ROCKET"/>
   <physics force="30.0" explodeimpactthreshold="0.75" explodeimpactwithvehiclethreshold="0.75"/>
  </projectile>

man2104
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#116

Posted 13 December 2008 - 05:05 AM Edited by man2104, 13 December 2008 - 05:11 AM.

It is possible to add limited number of weapons.
The new weapon must use the name "UNUSED0" i.e.
CODE
<weapon type="UNUSED0">

For example, I've made a new super fast rocket without affecting the original rocket.
Add this to any weapon(e.g. MP5, pistol)
CODE

<projectile>
  <typetocreate type="UNUSED0"/>
  <offset    x="0.54" y="0.0" z="0.055"/>
  <rotoffset x="0.0"  y="0.0" z="-1.571"/>
</projectile>

CODE

<weapon type="UNUSED0">
 <data slot="THROWN" firetype="PROJECTILE" damagetype="EXPLOSIVE" group="ROCKET" targetrange="35.0" clipsize="1" stattype="RLAUNCHER">
  <damage networkplayermod="2.0" networkpedmod="1.0"/>

  <aiming accuracy="1.0">
   <offset         x="0.0" y="1.0" z="0.0"/>
   <crouchedoffset x="0.0" y="1.0" z="0.0"/>
   <reticule standing="0.65" ducked="0.55" scale="0.3"/>
  </aiming>

  <pickup regentime="360000" ammoonstreet="8"/>

  <controller>
   <rumble duration="0" intensity="0.0"/>
  </controller>

  <flags>
   <flag>THROWN</flag>
   <flag>EXPLOSION_BASED_ON_IMPACT</flag>
   <flag>ADD_SMOKE_ON_EXPLOSION</flag>
  </flags>

  <projectile type="ROCKET">
   <explosion type="ROCKET"/>
   <physics force="230.0" explodeimpactthreshold="0.25" explodeimpactwithvehiclethreshold="0.05"/>
  </projectile>
 </data>

 <assets model="cj_rpg_rocket">
  <effects>
   <trail fx="weap_rocket_player"/>
  </effects>
 </assets>
</weapon>


Edit:
The usable weapon names are:
UNUSED0, EPISODIC_1-EPISODIC_24
We have plenty of empty slots.
Side effect of using these slots is not known yet.

KickyMcAssington
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#117

Posted 13 December 2008 - 05:53 AM

QUOTE (man2104 @ Dec 13 2008, 05:05)

CODE

<projectile>
  <typetocreate type="UNUSED0"/>
  <offset    x="0.54" y="0.0" z="0.055"/>
  <rotoffset x="0.0"  y="0.0" z="-1.571"/>
</projectile>


Great find!

I haven't had a chance to try it out yet, but I'm just trying to wrap my head around what you've set up.

Is that bit of code just making whatever gun you want fire copies of the new "unused0" gun out so you can pick em up and use em? biggrin.gif
If so that's a clever way of getting the new gun tounge.gif

Costar
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#118

Posted 13 December 2008 - 06:08 AM

QUOTE (pinky @ Dec 12 2008, 18:41)
QUOTE (Dup @ Dec 12 2008, 11:18)
Well the wheels don't react to deformation, hence the suspision of bones being used on the models. Raise the SR limit in the handling for the patriot and the suspension components stretch with it (hence the want fot bigger wheels).

Trying to create a monster, remember what happened to Frankenstien. tounge.gif
So it pretty much seems to be wheelsize is now down to the model now.

@Costar: I tried messing with the personality too, only making peds hate everyone but seemed not to get any results. In busy streets there were no riots, which was what i wass trying to achieve.
Maybe need to alter there temper levels too, this might help get the ball rolling with the riots.

Hey Pinky, check it out..


She dint look like no cop..lol



Its freaking 1am, my eye-lids feel like rusted hinges, have to update what I did later ..

drdre_37
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#119

Posted 13 December 2008 - 06:35 AM

So I finally got it going so I could edit the "WeaponInfo.xml" file, I just can't apparently edit the "Carcols.dat" file correctly. In my "Carcols.dat" file, I've edited the line for the Police Car as follows:

CODE
police,  89,74,89,


This doesn't seem to do anything in the game though, as the Cop Cars are still the same white and blue. No change in numbers seem to do work for me. Does anybody know a working combination, or something I'd have to add to "col" part to get this working properly?

resignator
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#120

Posted 13 December 2008 - 07:27 AM

QUOTE (drdre_37 @ Dec 13 2008, 06:35)
So I finally got it going so I could edit the "WeaponInfo.xml" file, I just can't apparently edit the "Carcols.dat" file correctly. In my "Carcols.dat" file, I've edited the line for the Police Car as follows:

CODE
police,  89,74,89,


This doesn't seem to do anything in the game though, as the Cop Cars are still the same white and blue. No change in numbers seem to do work for me. Does anybody know a working combination, or something I'd have to add to "col" part to get this working properly?

There is more than one police car. This would make all police vehicles black.

CODE
police,  0,74,0,
police2,  0,74,0,
polpatriot,  0,74,0,
polmav,  0,74,0,




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