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[SA|REL] Tuning Mod by Junior_Djjr

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Claude_Lib
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#301

Posted 29 January 2016 - 03:55 AM

Well, Maxo's Vehicles Loader had some form of tuning. Unfortunately, it's not even remotely popular, it seems.


Junior_Djjr
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#302

Posted 29 January 2016 - 04:18 AM Edited by Junior_Djjr, 29 January 2016 - 04:18 AM.

dude.. why when i entering the car.... the wheels are popped...  i mean the wheels are broken like when we shoot the tires... and i cant drive it... it moving by it self

Incompatibility with fastman92 limit adjuster. In v1.5 I fixed but not officially released... was in beta and I started v2.0

 

Well, Maxo's Vehicles Loader had some form of tuning. Unfortunately, it's not even remotely popular, it seems.

And here Tuning Mod enters :p 100% of the vehicles can have infinite tuning parts (including newly added)

I wanted it to Vice City mainly because it doesn't even exist some tuning in this game, but with Tuning Mod the tuning will be instantly infinite.

But, it is an idea for a little far future...


priatnaadnyana
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#303

Posted 31 January 2016 - 09:42 AM Edited by priatnaadnyana, 31 January 2016 - 09:42 AM.

 

dude.. why when i entering the car.... the wheels are popped...  i mean the wheels are broken like when we shoot the tires... and i cant drive it... it moving by it self

Incompatibility with fastman92 limit adjuster. In v1.5 I fixed but not officially released... was in beta and I started v2.0

ok... ill be waitin for the next release.. :3


Junior_Djjr
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#304

Posted 09 February 2016 - 09:39 AM Edited by Junior_Djjr, 09 February 2016 - 09:46 AM.

Tuning Mod v1.5 BETA

 
Due to I have abandoned v1.5 to start v2.0 which the mod will be almost recreated, I will now release v1.5 for the public the way it is, even if you have visual problems etc. In fact, v1.5 is more stable than the old v1.1.2 even though a beta test.
But READ THE README.TXT!!!
 
tuning-mod-gta-sa.jpg

(currently 1000+ members in Facebook!)

 

 

How much has changed from v1.1?

 

--- Added

Compatible with added cars (not replaced) using Fastman92 Limit Adjuster.

Added 4D deformation mode.

Added ability to paint any part of the vehicle using RGB (still experimental).

Added adjustment of the springs, shortening and hardening (or vice versa). Great to lower the car leaving the harder damping, without scraping the ground.

Added garage to tune up trailers.

Added the possibility to tune the trailers in any geral vehicle garagem (cars etc, the garage with interior)

Added the interface "More" (halogen headlight, change engine sound etc) on all vehicles in addition to cars. (Finally you can change the sound of your bike)

Added Undo command literally a CTRL+Z but pressing Backspace.

Added a new command mode based on NFS Carbon \ NFS Pro Street vinyl editor, in case, the controls follow the camera angle and not the direction of the car. It can be turned on and off during installation for key B.

Can remove the exhaust smokes.

Added loading bar showing the progress to save a car.

Add warning that the file already exists and will be replaced during the car save.

Added accent on the letters of saving/loading interface. (in portuguese language)

Tuning Mod'ed cars will have higher priority for the game, having more difficulty disappear from the map.

You can enable/disable tire wear system in .ini

 

--- Fixes

Fixed some parts not disappearing or appearing damaged instead of disappearing in certain cars. Now everything will work properly, the bumper of Blista will disappear correctly, the plate of Elegy will disappear along with the bumpers etc etc...

Fixed crash when loading a saved car.

Fixed some tuning parts for lowriders not being saved.

Fixed vehicle getting dark and floating when entering the garage.

Fixed car loaded with hydraulic suspension even removing them before saving.

Fixed a memory leak that occurred every part saved. Another leak every part that added and excluded without installing. Another one for every part that hid \ appeared on 'Manage' interface.

Fixed music not reactivated after turning it off, leave the garage and turn it back on (or coming into the game off by default)

Fixed car headlight on the interface "More" not turning on for some people.

Fixed game crashing\bugging if blow up the car during the suspension tuning. (Now will not explode anymore)

Fixed another crash loading a model with bug.

Fixed the world getting yellowish after arriving near the exit door during the tests.

Small fixes of camera angles when installing a part.

Fixed other minor bugs while inside the garage. Many bugs you may never have seen or never happened, but now do not really happen.

 

--- Improvements

All garage inside the textures Have Been improved. Now also counting on MIP-mapping.

Both interior and exterior garages now have a setting in the .ini to adjust the ambient lighting mode. This helps make the vehicle lighter and, in the case of exterior, illuminated no matter the time of day/night. Configurable .ini separately interior and exterior.

Even so, also added a kind of flashlight in camera that will illuminate the vehicle. The radius and power of light is configurable by .ini. Remembering that SilentPatch fixes the lighting of vehicles and pedestrians, I recommend using it (but SkyGfx's reflections can leave dark again).

Removed the need to put the number of ini files within the "Tuning Mod - CFG.ini", now the count is automatic.

By placing a wheel, will be the correct size automatically.

Now the CJ appears inside the vehicle before agreeing whether to install or not, so being able to see if it is properly seated etc.

Removed the need to enter the 3 fields to save the car. Now you have the option to enter only the first (file name) and the vehicle name will be automatically given as the file name, and the author's name is given as the set name in the "Tuning Mod - CFG.ini"

Removed the time in the car save log. It was useless and could hit the limit of texts in game if save very complex cars.

New theme song for the garage. Now a basic trap (also created by me based on this) with a small echo effect.

New preconfigured parts in 10.ini (thanks to Anderson Santos).

Now you can install up to 999 parts without giving problems.

The distance from the camera to adjust the suspension / springs will adjust the vehicle's size.

Now will not wear the tire while adjusting the suspension, springs or testing the car in the garage.

Removed the minimum size (hence you will have difficulties when arriving in size 0, the part will reverse randomly)

Improved the efficiency of renaming unnamed parts (auto_1, auto_2 etc.)

Removed the loading of .asi by cleo. This may possibly solve some loading errors.

Removed the need Visual C ++ 2013 pro D3DXAPI.asi (still need the DirectX Runtime)

Now the scripts were nominated, facilitating the identification especially when using SCRlog.

For advanced users: Now the car's handling struct will have 288 bytes (the default is 224, so, 64 extra bytes). pHandling + 248 to 274 are free to use. More information on "IndieVehHandlings.txt"

 

And a few little things that I have forgotten...

 

(DOWNLOAD)

(english & português)

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Coach Nick
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#305

Posted 22 February 2016 - 11:06 AM

Junior btw, i noticed that your tuning mod duplicates the Mod Garage Icon when I load save many times, I don't know if you will be able to fix that bug (since other radar blips don't show anymore) also can you put up the location of garages?


Junior_Djjr
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#306

Posted 23 February 2016 - 02:03 AM Edited by Junior_Djjr, 23 February 2016 - 02:03 AM.

Junior btw, i noticed that your tuning mod duplicates the Mod Garage Icon when I load save many times, I don't know if you will be able to fix that bug (since other radar blips don't show anymore) 

This icons saving with save game is a sh*t, you can use this "fixed" script

https://drive.google...GFTWVBMZ2M/view

...or simply delete the Tuning Mod - Icons.cs (after all, is this file the creator of icons)

 

 

also can you put up the location of garages?

What about Local.jpg inside the download?


gtav_clover
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#307

Posted 15 March 2016 - 08:54 AM

I made this:

gallery9.jpg

I know...It IS kinda...Alieny. :alien:

 

What do you think?

 

Download Here:http://s000.tinyuplo...273194212423376

 

You need:http://libertycity.r...a-style-v2.html


Claude Faster
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#308

Posted 16 March 2016 - 12:52 PM

cool car


v8charger22
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#309

Posted 19 March 2016 - 03:47 PM

Your mod looks very awesome wish i knew how to install it, is there any video out there that shows how to install it in English that would be great thank you


LackaGTA
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#310

Posted 26 March 2016 - 10:08 AM

Hi again, greetings, after i write to 10.ini (in CLEO)
Extra= 51

Extra51 = altf_tuningmod
 
And put the tuning mod parts folder to modloader

HELP!! THE MARKER OF TUNING MOD (NOT IN THE MAP) IN THE GAME DISAPEAR!!HELP PLZZ
khm..Amazing mod!! REALLY :D   :lol: :lol: :lol: But i waiting for final releases


SuperMankazo
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#311

Posted 27 March 2016 - 04:19 PM Edited by SuperMankazo, 27 March 2016 - 04:22 PM.

Best. Mod. EVER!!! CAN'T WAIT FOR 2.0, I'LL BE AWESOME!!1one!

 

the Enh funcs and the neon mod is great btw, links:

 

http://www.mixmods.c...n-pulsante.html

 

http://www.mixmods.c...s-vehicles.html

 

 

I love your mods man, they're the best.

SuperMankazo


Junior_Djjr
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#312

Posted 09 April 2016 - 02:27 AM

I marvel seeing how this mod can unleash people's creativity

mod-3.jpg

This pikachu was made by Anderson Santos.

 

 

Also check this car created by Side Winder. Only with vanilla game objects.

mod-3.jpg

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exp0rt
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#313

Posted 18 April 2016 - 02:11 AM

Please, give me "Danos dinâmicos (dynamic damage)"  :panic:

 

Junior_Djjr
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#314

Posted 25 April 2016 - 06:53 AM Edited by Junior_Djjr, 25 April 2016 - 06:54 AM.

News

 

You can get more informations here:

http://www.mixmods.c...-preview-3.html

But I'm laaaazy to translate this text to english. Anyway, are just self opinions and history, not so important. :p

Basically the mod is nearing the end and all types of vehicles are already adapted to work.

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damiann69
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#315

Posted 29 April 2016 - 09:13 PM

Possibilities are endless!


Mirrorbox
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#316

Posted 01 May 2016 - 11:25 PM Edited by Mirrorbox, 01 May 2016 - 11:29 PM.

Now there's a big reason to convert The Crew 2 SA ;-)
If author of anyone could make it works with sa:mp\mta - think GTAO'll die in a few weaks :D

P.S.: if there's a way to deform geometry parts ingame using any scripts, is there any chance to make the physical deformation\damage (soft body or someth.)? thks. and sorry for my bad english)


PinKPanther
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#317

Posted 10 May 2016 - 02:33 PM

Hey Junior, is there any way to make Tuning Mod works with GTA Underground? Both mods give endless possibilities but sadly, GTAU doesn't support Modloader so there's no way to install TM correctly. :/

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PROGRAM3RS_147
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#318

Posted 10 May 2016 - 06:46 PM Edited by PROGRAM3RS_147, 10 May 2016 - 07:37 PM.

Hey! Junior You can add animations to mod ?


AboveAndBeyoncé
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#319

Posted 24 June 2016 - 01:11 PM

Is there a way I can rip body kits off of a car mod and use it as a part to put on a another car?

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#320

Posted 25 June 2016 - 02:15 PM

I can't use this mod, I also wasn't able Traffic fix mod of yours. Modloader also crashes the game whenever I tried it. How can I fix this problem?

Modloader or GTA:SA doesn't support on windows 10? I am able to play without mod. If I install a plugin game crashes for no reason. How to fix this?


Benson Lam
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#321

Posted 04 July 2016 - 01:51 PM Edited by Benson Lam, 04 July 2016 - 01:52 PM.

To Junior Djjr:
Can you rewrite Active Dashboard?I can't use it,its newopcodes.cleo is error I must to use new version for no error,But it is not compatible for new version of newopcodes.cleo .JuniorDjjr can u rewrite the Active Dashboard mod and make it no need newopcodes and just need indievehhandling.cs?

Benson Lam
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#322

Posted 05 July 2016 - 09:27 AM Edited by Benson Lam, 07 July 2016 - 03:04 AM.

There are a problem when I go to Grove Street after get into burglary house and the game crashed.
1.I use FLA.
2.The game no problem when this mod is removed so I think this mod got conflict.

Junior_Djjr
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#323

Posted 27 July 2016 - 03:53 AM Edited by Junior_Djjr, 27 July 2016 - 04:13 AM.

Hey Junior, is there any way to make Tuning Mod works with GTA Underground? Both mods give endless possibilities but sadly, GTAU doesn't support Modloader so there's no way to install TM correctly. :/

GTA Underground is not compatible with Modloader because it uses separated .img files in which requires a function of fastman92 limit adjuster which is not adapted to Modloader, and why separated .img files? Because they are afraid of being plagiarized... I think a bad decision, the people are more important than the possibility of someone trying to steal the mod files.

Anyway, yes, you can install Tuning Mod without ModLoader, but the parts for Tuning Mod requires some special attention, you need to install it manually (gta3.img, normally), so put .ide in some folder (e.g. "data/maps/tuning mod parts") and so add a line in gta.dat "IDE data/maps/tuning mod parts/my part.ide" (without quotes).


@Mirrorbox
http://gtaforums.com...r/?p=1067590439

@AboveAndBeyoncé
In Tuning Mod v2, if you have a car with this parts separated in dff, you can. It's a bit rare..

@Benson Lam
I already have my own for vehicle project:
http://www.mixmods.c...s-vehicles.html
And even it I can't leave alive nor my own project, imagine from other people...  :bored:
 
 
 

You guys have no idea of how much I've worked in this mod in the last two weeks. 24/7

1.jpg
tuning-mod-gta-sa.jpg
tuning-mod-gta-sa.jpg
tuning-mod-gta-sa.jpg
2.jpg
tuning-mod-gta-sa.jpg
tuning-mod-gta-sa.jpg
(sorry for non english screenshots)
A lot has improved, script being written and rewritten. v1 has 47.000 lines of code, v2 will be just 25~30.000 lines, much simpler and faster, but much more complex, mainly in save/loading system (now will have autosave!)
I'm happy to say that it is almost ready.
 

It is the biggest project of my life. I remember 2012 like it was yesterday

gta-sa-mod-3.jpg

Haha...

tuning-mod-gta-sa.jpg


 

I have this project from 2012 too:

(it's necessary to watch it in 60 fps)

(this song is by me too ↑)

Haha... So cute.

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fastman92
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#324

Posted 27 July 2016 - 05:59 AM

No.
It's good that GTA Underground uses enhanced IMG archives.
These can also have files compressed and that makes IMG archives even up to 50% smaller.
ModLoader would need to be made compatible with the option of enhanched IMG archives.

Silent
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#325

Posted 27 July 2016 - 09:29 AM

No.
It's good that GTA Underground uses enhanced IMG archives.
These can also have files compressed and that makes IMG archives even up to 50% smaller.
ModLoader would need to be made compatible with the option of enhanched IMG archives.


Sure thing, IMG compression is a pretty good idea. Data encryption - not so much.
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Junior_Djjr
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#326

Posted 27 July 2016 - 11:50 PM

I didn't know about compression, it is interesting.


Zandrewnum
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#327

Posted 29 July 2016 - 05:12 AM

Tuning mod is amazing, but I think one feature I'd like to see is having the ability to scale the ratios of the status meters, it's no big deal if that's impossible but when I got cars that can hit close to 450 kph I'd rather the meters be able to scale that high. Keep up the great work though, because Tuning mod is one mod that I just have to have in my GTA. I also like how stable this mod is.


Junior_Djjr
  • Junior_Djjr

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#328

Posted 30 July 2016 - 07:03 PM Edited by Junior_Djjr, 30 July 2016 - 07:03 PM.

Tuning mod is amazing, but I think one feature I'd like to see is having the ability to scale the ratios of the status meters, it's no big deal if that's impossible but when I got cars that can hit close to 450 kph I'd rather the meters be able to scale that high. Keep up the great work though, because Tuning mod is one mod that I just have to have in my GTA. I also like how stable this mod is.

 

It was well thought out, I can put a number in .ini, as a global divisor. That's easy.

 

I don't care about that because I hate it when I download cars with absurd speeds, they should follow the game standards...


Benson Lam
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#329

Posted 31 July 2016 - 07:40 AM

Can you replace the transfender with this?


Junior_Djjr
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#330

Posted 01 August 2016 - 07:43 AM

Why replace garages instead of adding them?





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