Quantcast

Jump to content

» «
Photo

how to merge 2 map mod?

4 replies to this topic
reyasem
  • reyasem

    Player Hater

  • Members
  • Joined: 05 Oct 2010

#1

Posted 15 September 2012 - 07:13 AM

hi there! let's get to the point.

how to edit/merge gta.dat so the game won't crash when loading?

you see, i was adding 2 different map mod. and it only works when there is only one mod,i mean,i have to choose which mod to place,because the game always crash when loading if i add more than 1 map mod.

i really think the problem is in the gta.dat file.
the 2 mods have their own gta.dat file,so i tried to merge them manually,but it always crash.

i have check and re-check,the line,the file name,everything,but still crash.

note: i merge them manually via notepad. i only copy the custom line to their respective section (img to img line,ide to ide line,and all).

THANK YOU
p.s: sorry for the bad english

ZAZ
  • ZAZ

    Kernlochbohrer

  • Feroci
  • Joined: 10 Jan 2005
  • European-Union

#2

Posted 15 September 2012 - 03:13 PM

You can't merge 2 mod gta.dat blind. You must check first the content.
check the mod ide files and mod ipl files for their model IDs
ID numbers or modelnames may not exist twice
ID number bigger than 19999 let your game crash
free ID numbers:
QUOTE (fastman92 @ Monday, Jul 25 2011, 20:55)
QUOTE
Free IDs in standard unmodified  GTA San Andreas (generated by Free ID list generator on unmodified GTA SA, made by fastman92.tk):

2-6, 8, 42, 65, 74, 86, 119, 149, 208, 265-273, 289, 329, 332, 340, 382-383, 398-399,

612-614, 662-663, 665-668, 699, 793-799, 907-909, 965, 999, 1194-1206, 1326, 1573, 1699, 2883-2884, 3136-3166, 3176-3177, 3179-3186, 3188-3192,

3194-3213, 3215-3220, 3222-3240, 3245, 3247-3248, 3251, 3254, 3266, 3348-3349, 3416, 3429, 3610-3611, 3784, 3870-3871, 3883, 3889, 3974,

4542-4549, 4763-4805, 5085, 5090-5104, 5376-5389, 5683-5702, 6011-6034, 6254, 6258-6279, 6348, 6526-6862, 7393-7414, 7974-7977, 9194-9204, 9268, 9479-9481, 10311-10314,

10745-10749, 11418-11419, 11682-12799, 13564-13589, 13668-13671, 13891-14382, 14529, 14555, 14557, 14644-14649, 14658-14659, 14696-14698, 14729-14734, 14766-14769, 14857, 14884, 14899,

14904-15024, 15065-15999, 16791-16999, 17475-17499, 17975, 17977, 17979-17999, 18037, 18103, 18106-18108, 18110-18111, 18113-18199, 18631-19999


IMG: max. 5 entries for loading IMG
i recommand to put the models of the mod img into one mod.img and write it's path in gta.dat

if it is for a tc which have a mapcleaned gta3.img, then create a new gta3.img and add all the content of previous gta3.img as well of the mod img's into gta3.img

run Limit Adjuster

reyasem
  • reyasem

    Player Hater

  • Members
  • Joined: 05 Oct 2010

#3

Posted 17 September 2012 - 06:40 AM

QUOTE (ZAZ @ Saturday, Sep 15 2012, 15:13)
You can't merge 2 mod gta.dat blind. You must check first the content.
check the mod ide files and mod ipl files for their model IDs
ID numbers or modelnames may not exist twice
ID number bigger than 19999 let your game crash
free ID numbers:
QUOTE (fastman92 @ Monday, Jul 25 2011, 20:55)
QUOTE
Free IDs in standard unmodified  GTA San Andreas (generated by Free ID list generator on unmodified GTA SA, made by fastman92.tk):

2-6, 8, 42, 65, 74, 86, 119, 149, 208, 265-273, 289, 329, 332, 340, 382-383, 398-399,

612-614, 662-663, 665-668, 699, 793-799, 907-909, 965, 999, 1194-1206, 1326, 1573, 1699, 2883-2884, 3136-3166, 3176-3177, 3179-3186, 3188-3192,

3194-3213, 3215-3220, 3222-3240, 3245, 3247-3248, 3251, 3254, 3266, 3348-3349, 3416, 3429, 3610-3611, 3784, 3870-3871, 3883, 3889, 3974,

4542-4549, 4763-4805, 5085, 5090-5104, 5376-5389, 5683-5702, 6011-6034, 6254, 6258-6279, 6348, 6526-6862, 7393-7414, 7974-7977, 9194-9204, 9268, 9479-9481, 10311-10314,

10745-10749, 11418-11419, 11682-12799, 13564-13589, 13668-13671, 13891-14382, 14529, 14555, 14557, 14644-14649, 14658-14659, 14696-14698, 14729-14734, 14766-14769, 14857, 14884, 14899,

14904-15024, 15065-15999, 16791-16999, 17475-17499, 17975, 17977, 17979-17999, 18037, 18103, 18106-18108, 18110-18111, 18113-18199, 18631-19999


IMG: max. 5 entries for loading IMG
i recommand to put the models of the mod img into one mod.img and write it's path in gta.dat

if it is for a tc which have a mapcleaned gta3.img, then create a new gta3.img and add all the content of previous gta3.img as well of the mod img's into gta3.img

run Limit Adjuster

hi there.. i thank you for answering the question. but it seems like you left me blind there..
i'm sorry,but i don't understand. (i'm a noob)

so,if you don't mind,can you help me with it,step by step? thank you.

QUOTE
you must check first the content

what content? the gta.dat content?
QUOTE
check the mod ide files and mod ipl files for their model IDs

how? via notepad? and how can i identify its ID numbers?
QUOTE
free ID numbers

what are these? and how can i use it?
QUOTE
i recommend to put the models of the mod img into one mod.img and write it's path in gta.dat

so,i should make another img file? how? or,can i just make one folder,put all the map mods inside,and write the path manually?
QUOTE
run limit adjuster

how to use that? is there any tutorial around?

thank you so much. and i will be really grateful if you helped me again.

ZAZ
  • ZAZ

    Kernlochbohrer

  • Feroci
  • Joined: 10 Jan 2005
  • European-Union

#4

Posted 17 September 2012 - 05:10 PM Edited by ZAZ, 17 September 2012 - 09:46 PM.

QUOTE (reyasem @ Monday, Sep 17 2012, 07:40)
QUOTE (ZAZ @ Saturday, Sep 15 2012, 15:13)
You can't merge 2 mod gta.dat blind. You must check first the content.
check the mod ide files and mod ipl files for their model IDs
ID numbers or modelnames may not exist twice
ID number bigger than 19999 let your game crash
free ID numbers:
QUOTE (fastman92 @ Monday, Jul 25 2011, 20:55)
QUOTE
Free IDs in standard unmodified  GTA San Andreas (generated by Free ID list generator on unmodified GTA SA, made by fastman92.tk):

2-6, 8, 42, 65, 74, 86, 119, 149, 208, 265-273, 289, 329, 332, 340, 382-383, 398-399,

612-614, 662-663, 665-668, 699, 793-799, 907-909, 965, 999, 1194-1206, 1326, 1573, 1699, 2883-2884, 3136-3166, 3176-3177, 3179-3186, 3188-3192,

3194-3213, 3215-3220, 3222-3240, 3245, 3247-3248, 3251, 3254, 3266, 3348-3349, 3416, 3429, 3610-3611, 3784, 3870-3871, 3883, 3889, 3974,

4542-4549, 4763-4805, 5085, 5090-5104, 5376-5389, 5683-5702, 6011-6034, 6254, 6258-6279, 6348, 6526-6862, 7393-7414, 7974-7977, 9194-9204, 9268, 9479-9481, 10311-10314,

10745-10749, 11418-11419, 11682-12799, 13564-13589, 13668-13671, 13891-14382, 14529, 14555, 14557, 14644-14649, 14658-14659, 14696-14698, 14729-14734, 14766-14769, 14857, 14884, 14899,

14904-15024, 15065-15999, 16791-16999, 17475-17499, 17975, 17977, 17979-17999, 18037, 18103, 18106-18108, 18110-18111, 18113-18199, 18631-19999


IMG: max. 5 entries for loading IMG
i recommand to put the models of the mod img into one mod.img and write it's path in gta.dat

if it is for a tc which have a mapcleaned gta3.img, then create a new gta3.img and add all the content of previous gta3.img as well of the mod img's into gta3.img

run Limit Adjuster

hi there.. i thank you for answering the question. but it seems like you left me blind there..
i'm sorry,but i don't understand. (i'm a noob)

so,if you don't mind,can you help me with it,step by step? thank you.

QUOTE
you must check first the content

what content? the gta.dat content?
QUOTE
check the mod ide files and mod ipl files for their model IDs

how? via notepad? and how can i identify its ID numbers?
QUOTE
free ID numbers

what are these? and how can i use it?
QUOTE
i recommend to put the models of the mod img into one mod.img and write it's path in gta.dat

so,i should make another img file? how? or,can i just make one folder,put all the map mods inside,and write the path manually?
QUOTE
run limit adjuster

how to use that? is there any tutorial around?

thank you so much. and i will be really grateful if you helped me again.


Then you must get more experience and practice in mapmodding before you can realize your plan.

1.step: make your own ipl mod
create a new ipl file and add item placement's of existings objects for a specified area which you like, buildings, streets, other objects

The ipl and ide files (Lae.ide, Lae.ipl) are just plain text files and editable with notepad.exe
An advanced texteditor is better and more comfortable, for example sannybuilder or notepad+ can you get for free
A "must have tool" for mapmodding is the MapEditor
read Item_Definition and IPL Definitions

Basic informations:
Every model (actor, car, weapons, object (Buildings, Landscapes, tuningparts are also objects) must be defined and have an ID number
actors in data\peds.ide
cars in data\vehicles.ide
weapons in data\default.ide
tuningparts in data\ maps\veh_mods\veh_mods.ide

Buildings, Landscapes and other objects in a lot of files separated in different folders of data\ maps folder

data\maps\generic contains ide and ipl files for small objects for the gameplay like doors, hydrant, shark ect...
data\maps\interior contains ide and ipl files for interior rooms and their accessory
data\maps\country contains ide and ipl files for Buildings and Landscapes of the country as well of area51
data\maps\LA contains ide and ipl files for Buildings and Landscapes of Los Santos
data\maps\SF contains ide and ipl files for Buildings and Landscapes of San fierro
data\maps\Vagas contains ide and ipl files for Buildings and Landscapes of Las Venturas
data\maps\leveldes contains ide and ipl files for the seabeds and for the Liberty City interior world

The ide and ipl files need to be loaded and requires to insert their filepath (relativ to game root directory) into data\gta.dat
Same for img archivs
Exceptions:
gta3.img, gta_int.img, player.img, peds.ide, vehicles.ide, default.ide are loaded automatcal and don't need to add the path in gta.dat


The most important content of ide lines are
Model ID number/Model name/Texture name
these 3 entries, separeted by comma define the model and allocates the dff file with txd file to an ID number

the ide line contains also more entries, which can be different, each if it is a ped, weapon, vehicle or map object
the meaning of the entries for map objects is:
ID#, modelname, Texturepack, viewdistance, flag
example:
1211, fire_hydrant, dynhydrent, 40, 128

The models itself must be placed in an img archiv and each model must have a *.dff file(3d model), a *.txd file(textures) and a *.col file(collisions model)
A *.col file is an archiv which can contain one more collisions models
the name of the collisions model must be the same as the name of the *.dff file but the *.col file archiv can have any name

The ide files have sections
the normal object definitions are placed between
objs and end
example:
CODE
objs
1211, fire_hydrant, dynhydrent, 40, 128
end


The ipl files have also sections
the normal object placements are placed between
inst and end
example:
CODE
inst
1211, fire_hydrant, 0, -1284.767, -864.867, 27.701, 0, 0, 0, 1, -1
end


read more about ipl at: IPL Definitions

Now you can start with your first own ipl mod:
open notepad.exe and insert this:
CODE
inst
1211, fire_hydrant, 0, -1284.767, -864.867, 27.701, 0, 0, 0, 1, -1
end

save it as mymod.txt in folder data\maps and close the editor
rename the file manual into mymod.ipl
insert the filepath into gta.dat :
CODE
IPL DATA\MAPS\mymod.ipl


now start the game and search for the fire_hydrant
biggrin.gif you can't find it
you need to edit the coordinates for the placement
CODE
1211, fire_hydrant, 0, -1284.767, -864.867, 27.701, 0, 0, 0, 1, -1

insert new x, y and z-coords separated by comma
CODE
1211, fire_hydrant, 0, X, Y, Z, 0, 0, 0, 1, -1


Use sannybuilder to get the coords of the gameworld
Choose TOOLS on menue, then IDE Tools >> Coords Manager
to read the x,y,z coordinate and the z-angle of the current player position if the game is running

Example of an IPL mod:
Stuntlawn
the mod adds jump-object placements in data\maps\country\countrye.ipl

Start New Game if it crashes at end of loadingbar

Model or Map failure let it crash in middle of loadingbar


reyasem
  • reyasem

    Player Hater

  • Members
  • Joined: 05 Oct 2010

#5

Posted 08 November 2012 - 07:47 AM

thank you smile.gif

looks like i need to learn more,eh? real thanks. i'll study it first,and we'll see if i have any other question. hope you don't mind if get too chatty smile.gif

again. thanks biggrin.gif




1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users