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cjthebusta
  • cjthebusta

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#1

Posted 23 September 2012 - 05:23 PM Edited by cjthebusta, 23 September 2012 - 05:36 PM.

hi i have made a terrain in 3dsmax. smile.gif the terrain is .max file. barf8bd.gif now how can i put that island in sea in san andreas. mercie_blink.gif

ZAZ
  • ZAZ

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#2

Posted 27 September 2012 - 03:02 PM Edited by ZAZ, 15 December 2012 - 07:37 PM.

QUOTE (cjthebusta @ Sunday, Sep 23 2012, 18:23)
hi i have made a terrain in 3dsmax. smile.gif the terrain is .max file. barf8bd.gif   now how can i put that island in sea in san andreas.  mercie_blink.gif

You need enough 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

CODE
GTA San Andreas Root Directory
|_anim
|_audio
|
|__data |
. . |__Decision
. . |__Icons
. . |__maps
. .  |
. .  |_country (country ide and ipl)
. .  |_generic  (dynamic and gameplay objects ide)
. .  |_interior  (interior and interior properties ide and ipl)
. .  |_LA  (Los Santos ide and ipl)
. .  |_leveldes (Seabed and LC world and special objects ide and ipl)
. .  |_SF  (San Fierro ide and ipl)
. .  |_vegas  (Las Venturas ide and ipl)
. .  |_veh_mods (vehicle Tuningparts ide)
. .
. .
. .
. .  gta.dat  ("Master file" in txt format: List to load IMG, IDE and IPL files)
. .  default.ide (weapon ide)
. .  peds.ide (pedestrians, charackter ide)
. .  vehicles.ide (vehicles ide)
. .  timecyc.dat (Weather, Game Colouring)
. .  object.dat (dynamic, script and special object settings)
. .  water.dat (water cube coordinates)
. .  weapon.dat (weapon settings)
.
.
.
.
|__models
 .
 .. gta3.img
 .. gta_int.img
 .. cutscene.img
 .. player.img




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

Or use MapEditor to make the final placement

Select the tab "Scene",
set the hook at mymod.ipl and also at this ipl file which needs to be loaded to show the map where the object should be placed
click on "Render"
search your object and select it with doubleclick
edit position and orientation

save the final placement:
select the tab "IPL",
select the mymod.ipl,
select any item inside of mymod.ipl
click on save



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


nikothebrit
  • nikothebrit

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#3

Posted 07 November 2012 - 07:10 AM

How do i ulock all areas of the map can anyone help. ive played this games so many times i don't want to go through the mission again.

thanks. smile.gif

Frank.s
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#4

Posted 07 November 2012 - 02:03 PM

Use ZAZ's Stripped Main + External Scripts mod. smile.gif

Celestail
  • Celestail

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#5

Posted 07 November 2012 - 02:51 PM

Fantastic work ZAZ icon14.gif i was going to post a topic like this to

nikothebrit
  • nikothebrit

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#6

Posted 07 November 2012 - 09:38 PM

Thanks smile.gif I'll check them out icon14.gif




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