Disappearing Mothership's paint job
Posted 09 January 2012 - 05:43 AM
Posted 09 January 2012 - 06:13 AM
Posted 09 January 2012 - 06:23 AM
Posted 09 January 2012 - 07:46 AM Edited by OrionSR, 09 January 2012 - 08:02 AM.
Here's a long story that describes my frustration with saving paintjobs. If you get bored then skip to the next paragraph for a simple solution to the mothership problem.
In the early versions of the modified Chain Game saves we used custom game scripts to create our starter saves. We had a long routine that stuffed special vehicles into some of the garages by warping CJ to the area near the garage (so the ground would be solid), unlock the garage, open the door, spawn the desired vehicle, close the door, and wait until the door was closed before warping CJ to the next garage. We had a great deal of trouble with the few cars we created that had paintjobs. We tried increasing the wait time before the door was closed to give the game a better chance of remembering the paintjob - didn't help. We tried placing CJ closer to the garage so we could make sure the paintjob was applied before moving away and allowing the door to close - still didn't help. We finally had to resort to editing the save with a hex editor or external patch to make sure the paintjob was applied. One observation of note is that frequently the paintjob can be seen being added to the car well after the door was starting to open. Our conclusion is that the paintjob routine doesn't work right. However, I have never had a paintjob disappear from a car in a garage that never opens - in one case, the garage is locked and can't be opened until LV is unlocked.
Okay, so here's an easy solution. Unfortunately it requires a simple mod to the carmod.dat file, and some people don't want to use any mods on their game. If you use this mod then the Transfender mod garages will open for campers (and many other vehicles) so the mothership paintjob can be reapplied to your prized vehicle. Download the Transfender Fix from GTAGarage and follow the directions in the Readme file to install the modification - it's pretty simple; rename your original file to use as a backup, and then copy the file to the correct folder.
BTW, if you use the Transfender Fix then be sure to avoid taking motorcycles into the Transfenders in SF and LV. The game script don't quite work right with the bikes and when exiting the garage interior the bikes respawn on top of the garage ceiling. In SF you can fall through gray hell to get out, but frequently the bike is lost in the process. In LV CJ will be stuck inside the building and won't be able to get out.
Posted 09 January 2012 - 09:31 AM
Next problem is, There is a Leviathan with having a magnet. It is listed as unobtainable in SE uide because Hanger eats its magnet. I saw in one guide, it can be obtained if it is saved in a normal garage except hanger so that magnet doesn't vanish. Is that true or a wrong info?
Posted 09 January 2012 - 10:35 AM
The magnet attached to the Leviathan used in the Up, Up and Away mission cannot be saved. It would be cool of the magnet was a mod part like a custom bumper or hood, but it isn't so there is no way for a garage to save the attachment.
The airstrip hangar is a normal save garage. It behaves exactly like all the other save garages. The only things that are unique about the hangar is the unusually large size, and the way the door moves.
Posted 09 January 2012 - 10:51 AM
Posted 09 January 2012 - 11:07 AM Edited by OrionSR, 09 January 2012 - 07:41 PM.
And as long as we a being technical about the vehicle properties; proofs, hydraulics, and bass boost are flags. There's also a nitrous flag, which really doesn't do much, and a nitrous count. The garage can also save the radio station and bomb type, but bomb type doesn't come up much in SA unless you mod some of the garages to include the bomb types from GTAIII and VC.
For even more details about the vehicle properties saved in a garage check out the garage section of the SA Save Wiki.
Posted 13 January 2012 - 12:21 PM
Since we're on the subject of vehicle colors here, when you find the time, could you please share your own tests and analysis of the Camper's seemingly "hidden extra colors" discussed here?
Just ignore about the Rockstar secret theory about them, and I'm just curious if it's a case of color glitch as what pd suggested, or there indeed exist those extra colors that can only be obtained by performing the methods I suggested.
I shared this discovery with SE a very long time ago and never saw it published in his guide.
Posted 13 January 2012 - 11:30 PM
What PD and I have learned since that discussion is that car generators that spawn random models have a method to remember the model (random ID = 0 - model ID, just figured this out), and the primary and secondary colors of the cars that spawn. There's also a timer that records when the vehicle is spawned so after a while a different model and colors can spawn.
Anyway, I was able to get the same random camper to spawn with a different tertiary color, but it was always a color identified as a tertiary color in the carcol.dat file. The car generator records also don't have a method to store variations, so as expected, the camper's top might pop and the peace hood might come and go each time I returned to the vehicle.
Posted 08 February 2013 - 01:32 PM Edited by lil weasel, 09 February 2013 - 02:13 PM.
I haven't been able to get the same colors in the Pay'n'Spray. If you look at the carcols.dat there is reminiscent color 0,6,3,0 ('German' color) but this has a light strip along the body.
My mate from our community shared the next link: uber rare camper - google it
And I realized that I'm not the first
Have anybody else seen this before? For now I spent like an hour and got the second one (from one of the parking lots in San Fierro)
EDIT: Images 640x480 or a LINK.
Posted 08 February 2013 - 01:39 PM
And nah, I haven't seen it before.
Posted 08 February 2013 - 01:46 PM
Posted 08 February 2013 - 01:51 PM
You are right, there are no vehicles. But I tried to perform some glitch and was running around, then went back and saw this Camper. If you move away from the action and then get back you'll see a traditional cars spawn at the parking lots.
Posted 09 February 2013 - 01:28 PM
Maybe, just maybe; there are black and white colour in carcol.dat for the Camper?
Posted 09 February 2013 - 01:38 PM
Posted 09 February 2013 - 01:39 PM
Posted 03 August 2013 - 08:01 AM
Posted 03 August 2013 - 08:27 AM
Posted 03 August 2013 - 09:51 AM Edited by King Andreas, 03 August 2013 - 10:03 AM.
Posted 03 August 2013 - 11:05 AM
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