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  1. Mz. Hazey

    Caligula Heist is Completely Broken

    Game crashed twice when I got to the elevator. Really annoying af. Also second mission check point kept messing up and not destroying the generators meaning I had to keep starting over. Because of stupid game breaking bugs. A few guys wouldn’t go down either unless I got close to them and then of course I lost a bunch of health I desperately needed because the vending machines are broken. That being said, for anyone stuck on this glitch I was able to pass it by not using the vending machines and using the night goggles at the elevator. On PS4. Boyfriend had the same issue with the crash on PS5. I finally agree this version of the game truly sucks...
  2. Hello Guys.. I'm trying to increase seats for ambulance so i/we can complete "Paramedic" easily.. Actually there is a similar idea/work in this forum but it's not completed.. And there is a youtube video about it but the author of this project didn't add "Ambulance" init and his project is much more advanced.. i'm looking for to create a simple script.. Stay Safe and Healthy
  3. Hi, GTAForums. Well, I think the title it's pretty specific hehe but anyways, here's my problem: Maybe you know but there's opcodes that disable actions, like 0901: enable_player $PLAYER_CHAR jump_key 0 or 082A: set_player $PLAYER_CHAR able_to_use_crouch_button 0 I need to disable camera changes, when you press V or SELECT/BACK, in vehicle and on foot, but there's nothing simple that I can do. Maybe it's possible with memory address, something like if player 0 flying in hydra then (memory stuff to disable camera changes) else (memory stuff to enable camera changes) end I'm really dumb to understand memory addreess, I'm only understand SCM and barely cleo. It would be a great favor if someone could help me to disable the camera changes. Thank you very much.
  4. 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.
  5. As you can see, there is a "Real Time Status Monitor" on the screen and i really would like to create something like this in the comment section there is a cheat engine exe plugin and custom noncleo script to get this work but when you look at the values of this script i think it is possible to convert some of them into a sanny builder command In below you can see a cut/designated version of this script...
  6. Currently working towards platinum for San Andreas on PS4. I’ve done quite a lot already and I’m near 80%. Randomly now my saves are crashing the game when loading from the main screen. Resume on the main menu crashes the game every time. Trying to reload my latest saves does as well. Loading an older save and then reloading the latest save does the trick sometimes. I’m just worried this won’t always work since an even newer save started crashing the game too. Any ideas what causes this bug and is there a fix? Going to report to Rockstar. Nervous to commit anymore time to the game if it will just be unplayable eventually. Much thanks.
  7. The text or script above is a script that I taken from main.scm directly. Problem is. When I try to enter the game. It crashes. I checked everything and not seen anything wrong with it. Models are being loaded, character is being spawned. What is there to crash? Can somebody help this sh*t?
  8. Cutter De Blanc

    Mixtape

    So if you're in a vehicle, and you keep tapping right on the D-pad you'll eventually come to a radio station called Mixtape that's not on the radio wheel and only plays the static that plays when you change stations. What's the deal with that?
  9. 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.
  10. 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
  11. As many of us know the opcode 00E1 ( player 0 pressed_key 8 for example )was removed/doesn't work in GTA SA Definitive Edition, being somewhat ironic since Grove Street Games didn't remove this opcode from their previous mobile versions. I'm a person who loves to play with a controller on the PC, and having that opcode removed annoys me a lot, but there is an opcode that simulates the activation of an emulated widget, and it is the opcode 0A90: is_hid_pressed [INT] Basically, the opcode is much better than 0A51 and 0A52 since it is a hidden widget, so you don't see anything on the screen. And funny or not, they not share the same id's. Great! but... what ID I need to press "LB" in controller? This is a 30 minutes investigation about what ID it's every button. 0A90: is_hid_pressed [INT] BUTTON ID 2 8 39 48 49 55 57 61 66 72 1 46 50 56 67 68 79 3 6 47 65 69 5 22 58 73 84 92 16 19 33 37 71 86 4 11 90 7 25 32 35 64 74 78 93 15 20 34 38 70 85 18 23 75 91 13 40 42 14 36 62 12 41 63 95 START/PAUSE 17 SELECT 9 10 59 OTHER ONES/WEIRD ONES/JOYSTICK DIRECTIONS ANY DIRECTION IN LEFT JOYSTICK 24 60 LEFT AND RIGHT DIRECTION IN RIGHT JOYSTICK 28 UP AND DOWN DIRECTION IN RIGHT JOYSTICK 29 LEFT AND RIGHT DIRECTION IN LEFT JOYSTICK 30 UP AND DOWN DIRECTION IN LEFT JOYSTICK 31 UP DIRECTION IN LEFT JOYSTICK 52 DOWN DIRECTION IN LEFT JOYSTICK 43 51 LEFT DIRECTION IN LEFT JOYSTICK 44 53 RIGHT DIRECTION IN LEFT JOYSTICK 45 54 UNUSED/UNKNOWN 21 26 27 76 77 80 81 82 83 87 88 89 94 96 97 Now, just open any cleo mod, and replace activations (more often 0C00 in Definitive Edition) for this 0A90 and that's it! This opcode also works with keyboad, but my focus it's gamepads/controllers. I would really appreciate your support if you found the tutorial helpful!
  12. Maurilo_Predator

    Texture resizing

    Hi!! I converted a weapon to GTA SA but its texture has odd dimensions. As GTA SA doesn't accept odd values, I had to resize the PNG's to sizes with 2^N values, but when I do that the texture in the model is crooked, with the details out of the original place. Is it possible to resize without changing so much the original placement of details in the model?
  13. 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.
  14. Just beat San Andreas. I think I might be on to something regarding the vending machines causing crashes and breaking save files. Long story short I posted earlier this week that I had a really bad issue in the Casino heist with the game crashing and messing up the save file when you get to the elevator to the roof (luckily I had multiple saves to load back from). I was able to beat it finally by NOT using the Sprunk machines. Only difference that got me through. Same thing also happened to my boyfriend at the same mission and also with End of the Line right after he died past the There is also a vending machine in that room that players are likely to use after losing their health during that part of the mission. Putting two and two together I think the vending machines are broken and somehow can potentially corrupt your save files. I have also seen a YouTube video with a guy having his game crash and files become corrupt after drinking too many sodas in a row. Really sucks and makes some of the gameplay much harder, but if it’s happening to you on certain missions where you use them, it is worth noting and maybe try to avoid them and see if the game doesn’t crash. Also reloading an old save and then reloading the last save sometimes can save the save file and get it working again. Happened to me twice during my play through. Just wanted to warn others.
  15. Dragomazing

    What kind mod do you wish?

    There is so many great mods for gta games, but did you wish to have some mod that not yet exist?
  16. 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.
  17. Hello everyone, as I stated in the MOTW #190 theme, DYOM, as a community, needs big changes. And I'm not talking about some rather visual changes, I'm talking about 90% of what can you see right now. So, today, i decieded to make a list of things that DYOM Community, adminstrators, moderators, etc. needs changing. Before we start, I have to thank @Horus Publishing, as i took some of his statements from his post. So, let us begin! I have found several problems that DYOM Community is currently facing. I have not listed them by "seriousnes and importance", rather as i thought of them. They are: 1.) Uninteresting site 2.) Lack of communication 3.) Unadequate choosing of moderators 4.) Lack of motivation 5.) Low effort trashposts 6.) Outdated mod 7.) Not enough input from mod creators 8.) Not enough colaborative projects 9.) Not enough "influencers" 10.) E.T.C Each of these problems will be explained in the seperate chapter. If you recognise any more problems, feel free to share them down bellow, thank you. One thing i have realised from @Horus Publishing's post is that DYOM Missions get more attention on other sites than on main, DYOM site. Such examples are: GTAInside, Libertycity.ru/net, gamemodding, etc. Why is this happening? The answer is rather simple: DYOM site is outdated, uninterseting, unupdated, everything! C'mon, just take a look at the sites welcome page: The latest news are from 6 months ago, and this is the 1st thing the newcommer sees. Hey, how would you feel as a newcommer? Yeah, you would be very unmotivated, because the 1st thing you see is how people are better than you! Why don't we get some other news, such as revolutionary addons, or MOTW, so we can get at least some more participants? Also, just look at the site. It is old, and it hasn't gotten any updates for quite a long time, and the theme is just... dissapointing. The solution for this problem is very simple: Update the site modderators to some adequate people, make it active, redesign the WHOLE site, etc. Another thing is pinned mission. Outdated. Old. Take a look at the pinned missions: ( the red lines reperesnt the missions that are over 3 years old) As you can see, 15 missions out of 24 are pinned. That is 66% of missions that are over 3 years old! Why can't we get some newer missionpacks pinned?! The next thing is "non-english missions" marked as english. The high effort, good mission packs, storylines, and etc. get "killed" by low quality begginers missions. Look, i don't have anything against people that are just beggining, but can you at least make the "begginers" mission tick? SOLUTIONS: 1.) Update the site theme 2.) Update the pinned missions 3.) Update the "latest news" 4.) Bring some "adequate" moderators to the site 5.) Add "information" when publishing your mission* (simular to GameBanana) This chapter is pretty self explanotry. There is a lack of communication between designers, moderators, and creator of the mod. We need more communication. One good idea is adding "hotline" on DYOM site. There, DYOM Designers would be able to ask quick questions about designing missions, publishing them, etc. I mean, this whole "crysis" with unactivity and simular that made me make this post is the reason of bad communication. Just... improve the communication, alright? Yes, unadequate choosing of moderatos. I might get yeeted from DYOM Community for this, but i don't care. At least we'll know the reason why the community is dying. So, as you may know, DYOM Staff is currently choosing other staff by their ability to win DYOMAwards. Imagine how would that work in the real world: Imagine a American painter, who has good paintings, but hates idk, Canadians (EXAMPLE, NOT BEING RACIST OK?). Now, because he has good paintings, he wins a contest, and now he's a president of US. I know it's a dumb comparison, but it's a good example. IF someone makes good missions, it doesn't MEAN that he is a good moderator. SOLUTION Instead of getting moderators by DYOM Contest, there should be a "Moderator Contest". It would be a simple "fill in your information" file, that, if you want to apply for moderator position, you would have to fill in. Current moderators will choose several good looking aplications, and invite the possible future moderators to VC Meeting. After the meeting, the final moderators would be choosen. In the last 2 or 3 years, many good mission designers have abandoned DYOM. The main reason is, of course, lack of motivation. We need something to motivate people to make missions, to make reviews, and to participate in MOTW. And I have found the solution again, in GameBanana: GameBanana Points! It is a simple method: You make Missions, Storylines, Reviews, you get points. With those points, you can upgrade your profile, or exchange lots of points for games. The more points you have, the better games you can get. Also, i was thinking about adding "mod hub", where designers can request some mods for their projects. This would motivate the designers a lot, as it gives them a reason to make good reviews, projects, and etc. I am just going to quote Horus here: He explained the problem pretty good. The site is full of toxic, Arabs, Turks, Hungarian, and Balkan kids that have broken grammar. They even don't know how to type in their own laungage: (ex. Typing "Sweet" as "Svit" because their favorite YouTuber that sold himself types like that). Simple solution for this problem: Encourage people to report these kind of missions to be put under new category: Low Effort, Begginer missions. Don't get me wrong here, we don't need OMG 1000/10 MISSION POG BEST STUFF EVER to be for every mission pack. We need people to laugh. There should be "Fun" category as well, for people to make fun missions. There will probably be people who will diss other people but: The person who got "attacked" would have two choices: 1. - Make a mission/mission pack dissing the guy who dissed him, or 2. - Remove the mission. Self explanetory. Mod is outdated. Even IF the developers gave up, the community COULD still carry on. But no, no! Let's kill something with good foundation for futute! As stated in one of the posts from one person I have seen here ( but i can't find it now idk y prob deleted), Creators of DYOM have forbiden editing the actual mod. Addons are allowed. We all know official DYOM 8.2, or DYOM 9 isn't comming, so, Patrick and Dutchy, if you are reading this: allow us to edit the mod. If we make it perfect, more people will come, and bigger and better projects will be made. The best thing ever are colaborative projects. I think it's the most fun thing to work with someone on a project. So, we should encourage colaborative projects in DYOM! And we should do that, by making STUDIOS (Copying GameBanana again) Studios would be a "group" of designers that would make different projects. It's very simple. Studio leader would be able to assign the studios name, picture, role of studio members, and etc. It would be fun as heck. Making studio projects would give members of studio more points, fame, etc. Hey, I'm hyped for this! Imagine the possibilites of this! Working on story, object placement, skins, etc... Just sayin', i'm hyped, and i know this probably won't happen. ;( YouTubers are our only hope for survival. Just look at this graph: As you can see, each time some big yotuber made a video, DYOM's popularity SKYROCKETED! Thus, we need some big creators, maybe even our own social media pages. I would suggest something like LambdaGeneration Youtube Channel. For example: On DYOM YouTube Channel, we would post different trailers, tutorials, and community news. Then, we could maybe make some interviews with different people from community. Maybe, we could get some big YouTuber to make some videos on DYOM, it would help a lot... Another thing is, we have only like 3 or 4 active DYOM Youtubers: AznKei, Hours (Recently) Sonny, and DYOM Corner guy. If we could pump up those numbers, mod would be alive for much more time... So, this is the end. If you have any more ideas, or thoughts on this, leave them down below, I will be glad to answer them all. TL;DR: you have to read it.
  18. 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
  19. PS5 Version: 1.003.000 I have read it in the general post of compilation bugs of SA, but I create an individual post for a better follow. As I comment in the title, there is a white cube/square above the last marker (finish) in some races (perhaps all races). For example. In these missions: - Farewell My Love - Wu Zi Mu
  20. PS5. Update: 1.003.000 (actually, this happens from day one) This also happens in III and VC, but it's more notorious in SA. - When you zoom-in with a weapon to the horizon, I think that the "far objects zoomed" should be re-rendered like you be near from them (and not like in this screenshots, that they keep their "low poly form") - Some mid-distance objects are still rendered like far away objects. Some examples:
  21. 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
  22. This has been pointed out before but wanted to highlight that it is still present as of the latest patch [1.03] on Xbox. The Save Game Disk has badly upscaled textures to the point where the obvious GTA San Andreas logo is a wobbly mess. Overall it'd be nice if most AI Upscaled textures were given a quality check before appearing in game but at the very least make sure player interactive icons are done right!
  23. I'm sure most people have noticed this on other platforms but just wanted to confirm it here too, as of the latest patch [1.03] the vehicle help text/submission text never goes away, in the originals this would be a text box that vanishes after a few seconds but here it feels like a new design choice that frankly doesn't fit, we don't always need to have this text on screen, either having this vanish after a few seconds like in the original OR having it be a gameplay option to toggle on or off would be better:
  24. Tested as of the latest patch [1.03], the game still has the bug where there is a split second skip when STREAMS changes tracks, this is most noticeable in San Andreas where all radio songs are split into three tracks (Intro/Main/Outro), the seamless flag isn't present or is perhaps bugged/being ignored, this means you'll always hear a "jump" or "skip" after the DJ comments on a song and once again before the outro comments. Music is a big part of these games and it's rather baffling that such a bug was let through the gates tbh.
  25. BS_BlackScout

    Shadows are crushed and other light issues

    Platform: PC Game Version: GTA SA TDE v1.0.0.14718 HDR: Off. In many instances the game's eye adaptation or overall Highlights/Midtones/Shadows balance is completely wrong and makes seeing impossible. The game also doesn't offer a calibration test for Brightness/Contrast at the beginning. Like many, MANY Rockstar titles since probably Max Payne 3?? LA Noire? Area 69 Sewer during Black Project: Video showcasing absurd brightness fluctuations: Wang Cars interiors (has a light prop with no actual light attached): Characters completely in the dark: Tunnel gets progressively darker for no reason: Other buttload of examples where lighting is completely incorrect:
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