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  1. So I'm gonna try and re-texture a lot of people in the GTADE with up-res'd versions of their OG game ones and blend em etc, I've already done a Ken fix and it's on Nexus mods which is where anything else I upload will go but I'll post previews here. GTA 3 Style Claude GTA VC Style Tommy SA Style Reece, just gotta figure out why his hair texture isn't showing lol
  2. Are you looking to create mods for the new Grand Theft Auto The Definitive Edition games? This thread contains links to all my modding guides All of the guides I provide require no experience on all surfaces. I will walk you through the entire process from Start to Finish! Beginners Friendly! Grand Theft Auto: San Andreas [Textures] [Audio] [Localization] [Models] - Coming Soon Grand Theft Auto: Vice City [Textures] - Coming Soon [Audio] - Coming Soon [Localization] - Coming Soon [Models] - Coming Soon Grand Theft Auto: III [Textures] - Coming Soon [Audio] - Coming Soon [Localization]- Coming Soon [Models] - Coming Soon
  3. During the credits the game's image froze but the music kept playing. Shortly thereafter, the music also froze. The game didn't crash, it just got frozen. Fortunately on the second attempt everything went well, did anyone else have this problem?
  4. Looking to modify Grand Theft Auto San Andreas: The Definitive Edition texture files? This guide will walk you through the entire process Beginners Friendly! Utilities These are all the tools you will need. Unreal Engine 4 UModel (2.02MB) Path Creator (220B) Replacing Textures Grand Theft Auto The Definitive Edition uses Unreal Engine 4.26.2 You can confirm this by going to AppData\Local\UnrealEngine. The game has to have ran once for it to show. UModel 1. Download UModel and open up umodel_64.exe. 2. At Path to game files, click on the ... on the right and navigate to the San Andreas directory. 3. Enable Override game detected and put it on Unreal engine 4 following by Unreal engine 4.26. 4. Optional: You can leave UE3 package compression and Platform on default if you wish and press OK. This is how it should look like once you've completed the steps above: 1. Click on Tools at the bottom middle and select Options. 2. Optional: Change the Export to this folder path to any location you desire. 3. You can tweak and play around and set it to your preference or keep it as is and press OK. This is how it should look like once you've completed the steps above: UModel - Extracting We are going to extract the White Tank Top texture. 1. Navigate to Game/SanAndreas/Textures/player and search for t_vest_vest. 2. Right click on T_vest_vest_BC.uasset and click Export. 3. The exported file can be found at the export folder you set up during the previous steps. 4. Open the extracted T_vest_vest_BC.png and edit the texture as you desire. 5. Once you're done, make sure you save the file the exact same as before, in this case T_vest_vest_BC.png. 6. Now we need a Normal Map for our texture. You can easily create one by going to SmartNormap website. 7. On the website, Load the image and then right click the image or click the Save button at the top-right. Reminder, ensure that the file names are exactly the same from the game data. This is how your textures should end up looking like: Unreal Engine 4.26.2 We now need to open up Unreal Engine. Make sure that you have the Engine version 4.26.2 installed. 1. Click on the Launch Unreal Engine 4.26.2 button. 2. Click on Games and then click the green Next button. 3. Select Blank and click the green Next button. 4. At Project Setting, make sure you set it to No Starter Content. 5. Select a location for your project to be saved and name your project. Name is something like GTADEMods. 6. Click the green Create Project button. This is how it should look like: 1. Drag and Drop your textures into the Content Browser area at the bottom of Unreal Engine. 2. Click on Save All first before you go to the next step otherwise it wouldn't cook these files. 2. Navigate to the top left and click on File > Cook Content for Windows. Note: This process can take a while depending on your system. 3. Once it's completed cooking, head over to your project folder. (Mine was C:\Users\Havi\Desktop\GTADEMods) 4. Navigate to Saved\Cooked\WindowsNoEditor\GTADEMods\Content there you will see your Texture files and a bunch of other files. You only need to grab the ones related to the files you imported earlier. File Structure It is very important that we maintain the game's original file structure. We got our file from Game/SanAndreas/Textures/player but the root folder is incorrect. We need to change this. Wrong Path: Game/SanAndreas/Textures/player Correct Path: Gameface/SanAndreas/Textures/player We need to make a new folder with this exact structure. I have created a batch file which easily does this for you without you having to create each and every folder. You can download the Path Creator that was mentioned at the beginning of this guide. 1. Open the Path Creator.bat file and enter in the following path if you followed this exact guide with the same textures. 2. Press Enter and then press Enter again. Do not click the X button because that won't create the path. 3. A folder is now created following this exact path. Open it all the way up and place your files in there. 4. Go a few folders back and copy the SanAndreas folder and then go to your game's directory (Default: C:\Program Files\Rockstar Games\GTA San Andreas - Definitive Edition) 5. Open Gameface > Content and paste your SanAndreas folder in there. The game is able to read unpacked files because we put them in the exact folder how the game reads them. Your official Content folder should end up looking like this: And there you go! There is your custom texture. This seems like a lot at first but it's a very simple and easy concept. Just do it a few times and it'll be easy cake.
  5. Platform: PS5 Version: 1.002.000 I can't say the conditions in order to reproduce it but minutes ago I had other similar issues rendering the skin of CJ (he looks like "steel Terminator" hahhaha) Only back to normal when you enter/exit any interior.
  6. Platform: PS5 Version: 1.002.000 Game: San Andreas Hi, As I write in the title, Doberman mission (the mission in which the game introduces you to the gang territories) always crash in PS5 if you play it with "fidelity mode" selected. So the way to solve it is selecting "performance mode" before you start that mission. In my case I did these steps: - Reset PS5, and then launch the game - Instead of "resume/continue", load a manual save game (not the auto-save that start the Doberman mission) - Select "performance mode" - Start the mission Doberman normally
  7. Looking to modify Grand Theft Auto San Andreas: The Definitive Edition localization? This guide will walk you through the entire process from Start to Finish Beginners Friendly! Tools These are all the tools you will need. UnrealLocres (298KB) FModel (20.3MB) Extracting Localization File FModel 1. Download FModel and open up FModel.exe. 2. At the left-top, click on Directory > Selector and navigate to your game directory by tapping on the ... button. 3. Confirm your path and press OK. This is how it should look like once you've completed the steps above: 4. Click on Directory tab and double-click on gta.pak Note: FModel might ask you to restart, allow it and then had back over to the Folders tab. 5. Navigate to the following path: Gameface > Content > Localization > GTASA > Game At this part of the guide, you can pick the language you would like to edit. I'm going to choose 'en'. It is the exact same process so don't worry! 6. Double-click on the language folder you want to edit. I am going to edit 'en'. 7. Right-click the Game.locres file and click Export Data The exported file can be found in the same folder where the FModel.exe is located at. Open up the folder and navigate to: FModel\Output\Exports\Gameface\Content\Localization\GTASA\Game\en UnrealLocres - Export We are now going to extract the Game.locres file 1. Download UnrealLocres and copy the UnrealLocres.exe to the extracted folder (FModel\Output\Exports\Gameface\Content\Localization\GTASA\Game\en) Your folder should end up looking like this: 2. Open up the Command Prompt. (Right-click Windows Logo > Run > cmd) and press Enter 3. Navigate to the folder where your UnrealLocres.exe is located. Command: cd /d <PATH> Example: cd /d D:\FModel\Output\Exports\Gameface\Content\Localization\GTASA\Game\en 4. We want to get the .CSV file from our Game.locres file. Enter in the following command and press Enter. Command: UnrealLocres.exe export <PATH> Example: UnrealLocres.exe export D:\FModel\Output\Exports\Gameface\Content\Localization\GTASA\Game\en\Game.locres We now have successfully extracted our Game.locres file. UnrealLocres - Editing our Text Go back to your folder and you should see a new file called Game.csv There are several ways to do this. I highly recommend using Google Spreadsheet or Excel to be 100% safe so you don't have to worry about comma separation. But if you don't have it installed, you can also easily do this with Notepad / Notepad++. 1. Open Game.csv with your desired program. I'll be using Notepad++. 2. Search the text you would like to edit. I'll be editing the intro text when arriving Francis INTL. Airport. Every line ends with a comma. We can't replace the exact text, so we have to add our modified text in a new column. If you are using Google Spreadsheet or Excel, you just add your new text on the same line in the C column. OPTION 1 - NOTEPAD This is how your modified text should look like if you're doing it in Notepad: Current Text: GTASA/LOAD_01:INTRO1,"Francis INTL. Airport,", Modified Text: GTASA/LOAD_01:INTRO1,"Francis INTL. Airport,","GTANet INTL. Airport,", OPTION 2 - GOOGLE SPREADSHEET / EXCEL This is how your modified text should look like if you're doing it in Google Spreadsheet or Excel: 3. Do a final check to ensure everything is correct and then Save your .CSV file. UnrealLocres - Import We are now going to import our .CSV file so it becomes a valid Game.locres for us to use. 1. Open up the Command Prompt. (Right-click Windows Logo > Run > cmd) and press Enter 2. Navigate to the folder where your UnrealLocres.exe is located 3. Enter in the following command to import our .CSV into Game.locres Command: UnrealLocres.exe import <Game.locres PATH> <Game.csv PATH> Example: UnrealLocres.exe import D:\FModel\Output\Exports\Gameface\Content\Localization\GTASA\Game\en\Game.locres D:\FModel\Output\Exports\Gameface\Content\Localization\GTASA\Game\en\Game.csv Once successful, you will see the following message: Adding our new Game.locres file In the same folder, you will see a new file called Game.locres.new 1. Delete or move the old Game.locres, Game.csv, and the UnrealLocres.exe files out of this folder. 2. Rename Game.locres.new to Game.locres. 3. Go all the way back until the Content folder and copy the Localization folder. 4. Go to the game directory and paste the Localization folder you just copied inside the Content folder. This is how it should look like: Result Launch the game and go check out your new changed text
  8. I was just cruising around Mt. Chilliad, minding my own business. When suddenly, i got hit by the worst clipping i've ever seen. I've seen massive clippings in this remaster before, but this is outrageous. Hopefully all the clippings (Including this one) gets fixed in the future because this is starting to get annoying.
  9. GTA SA TDE V1.0.0.14388 Title. They don't even impact performance. Distance Scaling: Texture Quality: Low vs Ultra: I assume these require a game restart. But a game-restart makes it so settings are lost. Rendering those options completely useless. _ Also, a quick note. The game does not load the graphical settings from file when booting up but rather comes up with random settings from memory. Those settings eventually get overwritten when the game is fully loaded.
  10. DODI3OG

    R*, Please fix the fog

    I haven't caught patch notes mentioning the fog in the trilogy, yet. Something like the mod below would work quite well.
  11. After reaching Badlands in GTA SA, the autosave feature is completely broken. Everytime i reach a checkpoint and the game tries to save, the UE4 "Fatal Crash" window pops up. I can just ignore the message and keep playing but the next time it tries to save again, the game just force quits. This also happens without any mods installed and even after reinstalling a fresh copy of Windows 10. Legacy Saving works fine, it's just the autosave feature that's completely broken.
  12. In one of the safehouse variations in San Andreas, going into the master bedroom where you save your game causes lighting to drastically change. As you move your camera, the lighting keeps flickering between a correct and an incorrect state, where certain props such as a wardrobe disappear. This could be a culling issue given player position/camera position dependence? Example safehouse location:
  13. Reggie403

    Blood Bowl Save Game Corruption (Xbox)

    Do not compete in the demolition derby event in San Fiero, potential game breaking bug that corrupts ALL save files and prevents future saves. Upon completing the mission "Jizzy" in San Fiero I found myself near the stadium with the demolition derby event, in the South of San Fiero. Upon completing the event, win or lose, my game now crashes to the home screen every time I try to save including when starting a new mission and the auto save occurs. It seems that simply competing in the event completely breaks the game and ruins ALL save files. If I go into the game menu and try to manually load the auto save file that has me in the stadium, the game crashes. If I try to load my manual save file, the game crashes. All my save files are now ruined and cause the game to crash. I cant progress because the game crashes any time I try to start a new mission. My game is completely broken and I cant keep playing now. I went into the stadium right after completing "Jizzy" and when I exit the stadium I receive a call from Woozy to begin his mission line. This may be a factor in the game breaking bug, but I would not risk entering the demoliton derby what so ever.
  14. Don't believe me? Check it out by yourself! As you can clearly see, the image on the right is CJ's pants. And as you can clearly see, they have been remade from scratch by GSG, but for some reason they didn't use them on CJ. I think you already know where i'm going with this. It is possible to use this texture and replace it with CJ's horrendous upscaled pants. I know there's already a mod that replaces CJ's pants with an actual HD one, but this is the closest that we can get to have a proper HD texture from GSG themselves! So, if anyone knows how to mod and has the time to find this texture and replace it with the upscaled one, i would really appreciate it. I'd do it myself, but downloading Unreal Engine just to do this isn't really worth it for me. So, thank you in advance if anybody considers this request!
  15. Spider-Vice

    [Map] Untextured stairs in Blueberry

    Some of the staircases in Blueberry have an untextured side. Latest PC version as of the date of this post. Image is right where Barbara (girlfriend) spawns.
  16. Platform: PC (RGL) Specs: Game Version: SA 1.0.0.14388 Launch Arguments: None _ Steps to reproduce: 1. Boot the game (with a save inside CJ's house? not sure if it matters) 2. Go outside, do anything for a couple minutes (maybe spray a few gang tags, may be related) Sweet spray tag mission is already complete. 3. Go back to Grove Street, enter CJ house, overwrite an older save. 4. Expect this to happen: The game will pop-up a message that says "Fatal error!" but the game will still work. It's like a soft-crash. It doesn't really crash, I can still access the menus, move CJ around and all that. I was able to reproduce it for a second time. _ List of Story Missions complete, courtesy of GTASnP.com _ Looking at the crash files in my Documents folder the stack seems to suggest that what crashed was SocialClub and perhaps the bridge between SC and the game broke and prompted that message. It seems too like all the threads reported: _ Video Footage: _ I have a suspicion that the game attempts to sync cloud saves but fails, then RGSC crashes. I get save conflicts every single time.
  17. Hi everyone, I am already at 100% completion of the game (thankfully the latest patch resolved the issue with Blood Bowl in San Fierro) but I still am yet to complete a 1000G on my playthrough. The issue I am experiencing is related to weapon skill upgrades - every weapon in-game I managed to successfully upgrade up to Hitman level, but I fail to do so with Desert Eagle. No matter how many shots I take, the meter does not move at all. This issue I have experienced on both Xbox One and Xbox Series X. My friend who plays the game on PC had similar issue but managed to work his way around it by creating a copy of save file, entering the cheat for max weapon skills, shooting once with Desert Eagle, then loading back up his normal save - this apparently fixed the issue for him. I tried the same on Xbox but to no avail. Are you aware of this bug? Are there any workarounds discovered? I tried searching this forum and web but I haven't found anything related to that. Any help would be appreciated!
  18. Tacymist

    Buggy Slamvan mods and things

    I'll start off with a bug that affects many modified vehicles. You'll see right away what I mean in this pic. The rear wheel covers should be white like the rest of the vehicle, but they are some sort of gold/brown color. This happens whenever I put my car in a safehouse garage and pull out. It will cycle to a random color for the wheel covers. This bug happens to other vehicles as well, such as the Savanna after you add a roof to it, both roof types will change to a random color after pulling out of your safehouse garage. Happens with fenders you buy for the street race type cars as well, fenders will change to random colors separate from the rest of the vehicle. I've seen other users report this issue, so I just wanted to get this one out of the way since R*/GSG is likely aware by now. Moving on... Invisible exhaust pipes. This is another bug I've seen on other vehicles as well, it doesn't seem to affect as many cars as the first bug I listed, but it is still wide spread from what I've experienced. There should be exhaust pipes on the left and right sides of the Slamvan in these pics, however only the right exhaust renders. The left still sputters out smoke despite being invisible however. Next on the list: Rear bullbar option for the back bumpers clips with the vehicle. That's all that has to be said on this one. Now here's what driving in first person looks like when you add bullbars to the front grille of the Slamvan: Probably shouldn't be able to see the grille floating in space when driving in first person. ¯\_(ツ)_/¯ Also, one final thing to mention. There are two variants of the Slamvan in the original SA. Both look identical except for one thing; one version has a normal looking steering wheel; the second variant has a chain steering wheel which looks really cool imo. I always go for the second one. In this edition there seems to only be the chain version, which I'm mostly ok with because that's the one I would have wanted anyway. But still, it would be nice to have both. That's all the issues I've seen with this vehicle, if I missed any feel free to add. I just hope the developers see this and fix it so I can get back to pimping this thing out. It's my favorite lowrider.
  19. Looking to modify Grand Theft Auto San Andreas: The Definitive Edition audio files? This guide will walk you through the entire process from Start to Finish Beginners Friendly! Tools These are all the tools you will need. Unreal Engine 4 UModel (2.02MB) Path Creator (220B) Replacing Audio Grand Theft Auto The Definitive Edition uses Unreal Engine 4.26.2 You can confirm this by going to AppData/Local/UnrealEngine. The game has to have ran once for it to show. UModel 1. Download UModel and open up umodel_64.exe. 2. At Path to game files, click on the ... on the right and navigate to the San Andreas directory. 3. Enable Override game detected and put it on Unreal engine 4 following by Unreal engine 4.26. 4. At the middle-right Export-only types, make sure you have Sounds checkbox enabled since we will need this to export sounds. 5. Optional: You can leave UE3 package compression and Platform on default if you wish and press OK. This is how it should look like once you've completed the steps above: 1. Click on Tools at the bottom-middle and select Options. 2. Optional: Change the Export to this folder path to any location you desire. 3. You can tweak and play around and set it to your preference or keep it as is and press OK. This is how it should look like once you've completed the steps above: UModel - Extracting We are going to extract the Ah sh#t, here we go again dialogue audio file. 1. Navigate to Game/SanAndreas/Audio/SFX/SCRIPT/VO and search for S_000.uasset. 2. Right-click on S_000.uasset and click Export. 3. The exported sound file can be found at your export folder you set up earlier. 4. Grab your custom audio file and rename it exactly as the one we just extracted, so in this case S_000. 5. Make sure that your custom audio file has the .OGG format. You can use tools such as Convertio or Audacity to convert. We need to check what Audio Class the game is using for the audio file we just extracted. I will save you the time and provide a list of what Sound Classes are being used. Sound files located within the SFX folder will have the Sound Class of SA_SFX. SanAndreas/Audio/SFX = SA_SFX Sound files located within the Streams folder will have the Sound Class of SA_Music. SanAndreas/Audio/Streams = SA_Music Our extracted sound file came from SFX so we are going to use SA_SFX as the Sound Class. We are now going to create a Sound Class in Unreal Engine 4.26.2. Unreal Engine 4.26.2 We now need to open up Unreal Engine. Make sure that you have the Engine version 4.26.2 installed. 1. Click on the Launch Unreal Engine 4.26.2 button. 2. Click on Games and then click the green Next button. 3. Select Blank and click the green Next button. 4. At Project Setting, make sure you set it to No Starter Content. 5. Select a location for your project to be saved and name your project. Name is something like GTADEMods. 6. Click the green Create Project button. This is how it should look like: We need to create a specific folder structure in our Unreal Engine project. San Andreas their Sound Classes are located at Common/Audio. 1. At the bottom of Unreal Engine at Content Browser, drag and drop your custom .OGG file(s). 2. Now right-click and select New Folder and name it Common. 2. Inside the Common folder, you create a new folder called Audio. Final path should look like: Content > Common > Audio inside your Content Browser. 3. Inside the Audio folder, right-click and select Sounds > Classes > Sound Class and name it SA_SFX. 4. Go back to the root folder of your project (you can also tap on Content folder) and double click on your audio file(s). (Note: If you have multiple audio files, you can click on the first file and then hold shift and click on the last item to select them all). 5. Under the Sounds section, click on Master and select Sound Class SA_SFX. 6. Click the Save button and close this popup. 7. Click on Save All first before you go to the next step otherwise it wouldn't cook these files. 8. Navigate to the top left and click on File > Cook Content for Windows. Note: This process can take a while depending on your system. 9. Once it's completed cooking, head over to your project folder. (Mine was C:\Users\Havi\Desktop\GTADEMods) 10. Navigate to Saved\Cooked\WindowsNoEditor\GTADEMods\Content and there you will see your Audio files and a bunch of other files. You only need to grab the ones related to the files you imported earlier, in this case S_000.uasset and S_000.uexp File Structure It is very important that we maintain the original game's file structure. We got our file from Game/SanAndreas/Audio/SFX/SCRIPT/VO but the root folder is incorrect. We need to change this. Wrong Path: Game/SanAndreas/Audio/SFX/SCRIPT/VO Correct Path: Gameface/SanAndreas/Audio/SFX/SCRIPT/VO We need to make a new folder with this exact structure. I have created a batch file which easily does this for you without you having to create each and every folder. You can download the Path Creator that was mentioned at the beginning of this guide. 1. Open the Path Creator.bat file and enter in the following path if you followed this exact guide with the same audio files. 2. Press Enter and then press Enter again. Do not click the X button because that won't create the path. 3. A folder is now created following this exact path. Open it all the way up and place your custom audio files in there. 4. Go a few folders back and copy the SanAndreas folder and then go to your game's directory (Default: C:\Program Files\Rockstar Games\GTA San Andreas - Definitive Edition). 5. Open Gameface > Content and paste your SanAndreas folder in there. The game is able to read unpacked files because we put them in the exact folder how the game reads them. San Andreas original Content folder should end up looking like this: And there you go! There is your custom Audio file. Here is the end result
  20. If you approach the hangar doors in Verdant Meadows, only one animates. The other one also opens, but the model itself does not move, only the collision. Notice in the below images how only the door that opens seems to have different shading.
  21. If you fail the mission Black Project in San Andreas, and restart from a checkpoint, the search lights stop moving. The search lights on the first mission run also seem to move way too fast compared to the original game, likely because of the same tick rate issues reported before. On that same first run, enemies did not get aggro once I got spotted by the search lights, except the ones in the towers. On a checkpoint restart, the direction indicators for the enemies also stop working. Art/mapping-wise, there is a stray wine bottle on the alternate entrance to the compound.
  22. Chazza354

    Invisible Bridge(s)

    This one is well known by now but it doesn't have a topic - it became more of an issue in my opinion when I realised it's not just an optional area for free-roaming, but it's actually a required part of a race route. New players are going to be very confused and it's very bad that you just have to guess where the bridge is supposed to be. Some new players may think it's supposed to be a jump or something. I think this bug affects several bridges throughout the countryside, but here is the example from a San Fierro race. Some of the bridges show from a distance, some seem to be totally invisible at all times, like this one.
  23. Hi! I recently installed serendipity with renderhook and reshade. I love it so much, but the draw distance is broken. It's all the way up and I've got a draw distance mod installed, but it's stuck at a lower setting by a black wall of fog. Anyone know what's wrong here? It's been killing me. Here's the issue
  24. The Import/Export board down in the SF docks has a visible border between the generic blackboard texture and the overlay with the vehicle names, as they seem to be different colours. Latest PC version as of today.
  25. sutalu

    Clipping issues on roads

    PS5 version. There are some places along GTA III, VC and SA where there are roads that have clipping issues due to: Here an example. PS2 version vs Definitive Edition. Here the location in this case:
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