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Found 102 results

  1. Junior_Djjr

    Junior_Djjr's Workshop

    Can I introduce myself? I'm Valdir da Costa Júnior (Junior_Djjr / Djjr) from Brasil, Ibitinga - São Paulo. I create mods for games since 9 years old (more than a decade); since my cool Windows 98 without internet access. Even before I knew mods I was already modding GTA San Andreas, in 2010. In February of 2011 I had internet access, I started to dig deeper into GTA mods, created a blog (MixMods.com.br) and the following month I had 500 views a day. Currently having 1 million monthly. I'm game modder, indie game developer, music producer, designer, and something like that... Lover of technology, sciences, music etc. About mods for GTA San Andreas, I create really anything - but not organic modeling (skins/peds/clothes). I've always liked to modify and create new things since I was a child... so I really like what I do. The Workshop Before, I never bothered to divulge my mods in different countries. Sorry for almost everything post is written in portuguese, but Google Translator does a good job in portuguese-english. There's a translator widget in my blog. And now I always include a readme file also in english. I'm always open for new mod ideas, but try to say just simple and really creative things, remember that I always have big projects to do so I can't stop them to dedicate to something new. I'm just one person. And don't say "do when you have time", I'll never have free time. The List "Featured:" [by relevance] - Major mods. "Common:" [by most recent] - Normal mods. "Fixes / Minor contributions:" [by most recent] - Mods that I contributed just a bit or I fixed bugs/crashes, because I believe modding is free and everyone can fix the error of others. "Very old" [by most recent] - Please don't expect anything amazing... I did a long time ago. May be a sh*t.
  2. Winner of The Best Conversion in GTAForums Annual Awards 2017 and 2018 Grand Theft Auto Re: Liberty City Stories (or Re:LCS) is a "Remake" of Liberty City Stories on PC with GTA Vice City engine as its base for better feeling of the game compared to other 3D era GTA engine AND its what original Liberty City Stories game engine based off, Made by @Ryadica926 with contributions from the community for you. Remember, this mod (Re: LCS) is completely different mod from "LCS PC Edition" based on San Andreas. So, please don't call this mod just "LCS PC" or "LCS PCE" because it confuses some people. call this mod "Re:LCS" or "Re:LCS PC" for short. Discord Server MAP [x] commer (Staunton Island) [x] indust (Portland Island) [x] suburb (Shoreside Vale) 99% - As maybe there're some bugs left. PEDS All peds have their original voices from LCS. 100% - I don't think peds needs fixing. if you saw some peds 'deforming' in some cases (twisted legs or something), it's more of fault of animation system. VEHICLES Can't say for sure about the percentages, but they're work in general. still needs help on ferries. WEAPONS About 95% - Melee aiming system is still needs to be improved. MISSIONS Summary: Portland: 99% (with possible bugs). Staunton: 50% (WIP). Shoreside: 6% (WIP). Side Missions: 96% Beta 3.0 Build 212 (Latest Public Build): Part 1 Part 2 Part 3 Small Update (20 January 2019) IMPORTANT! As always, read the "Readme.txt" before installing the mod! HackMan128 RD4 Tomasak / George Costanza spaceeinstein _AE_ / Niko Belic 605 _AG sharpie_eastern Ash_735 Silent GTA LC Team ThirteenAG LINK/2012 The Hero / aap guard3 Sergeanur Fire_Head Nick007J juarez / Jason Statham / HackBoy Kalvin / ManDog SlyCooperGTA As always, give me @Ryadica926 a shout when you have assets here in this mod but not credited!
  3. Classic Axis is a modification for "GTA: III" and "GTA: Vice City" that aims to bring a better visual camera behavior to the game with features that can be found in "GTA: San Andreas" and " GTA: Liberty City Stories" all this only to improve the end user gameplay experience. Features: Possibility to walk in 4 directions. Possibility to move camera both while "on foot" and "in a vehicle". Manual/Auto aiming the way "GTA: San Andreas" does it. And much more... Video: Download: Version 2.1 - for GTA: III and VC. Here Old versions:
  4. The Hero

    PS2 and Xbox map for PC

    Hey guys, here's the PS2 III map working in the PC version, have fun: http://aap.papnet.eu/gta_/ps2_map_iii.7z EDIT: and VC as well: http://aap.papnet.eu/gta_/ps2_map_vc.7z EDIT: I converted the III Xbox map now http://aap.papnet.eu/gta_/xbox_map_iii.7z EDIT: and VC: http://aap.papnet.eu/gta/neo_map_vc.7z For the Xbox map you need to use the xbox world pipeline in skygfx. For III you also have to increase the Streaming Info size to 6524 and TxdStore size to 1024. Screenshots - first one with lightmaps, second without:
  5. The Hero

    Sharptrails

    I reimplemented trails in III and VC using d3d9 pixel shaders to remove the blur. You need a d3d8 to 9 wrapper (d3d8to9 included in the zip as d3d8.dll) and rwd3d9.dll, which adds d3d9 functionality to renderware (also included in the zip, but see the topic: http://gtaforums.com/topic/819551-rwd3d9-d3d9-extension-for-rw/). As of version 1.0 (finally a proper version number) it exposes some settings in the debug menu In III disabling trails now removes the overlay completely as there is no point in rendering the half-assed version. This mod also enables the trails menu option in Vice City, thanks Silent. See this post for some screenshots of VC: http://gtaforums.com/topic/750681-skygfx-ps2-graphics-for-pc/?p=1067959209 Get it here: https://github.com/aap/sharptrails/releases Changelog: - no version number: the basic features of this mod - 1.0: support for debugmenu - 2.0: support for skygfx postfx Enjoy!
  6. LINK/2012

    Mod Loader

    What is it? Mod Loader is a plugin for Grand Theft Auto III, Vice City and San Andreas that adds an easy and user-friendly way to install and uninstall modifications into the game, as if the game had official modding support. No changes are ever made to the original game files, everything is injected on the fly, at runtime! The usage is as simple as inserting the mod files into the modloader/ directory. Uninstalling is as easy as that too, delete the mod files and you are done. Hot swapping mods while the game is running? By using Mod Loader you can! Still not sure? Check out this nice video from Ivey. Features: Do not replace any original file, all the mods are installed by injection on the fly. Instant mod swapping, you can refresh mods on the go without closing the game. Game menu for configurations, providing an even easier management of mods. Bug-free audio modding. When installing sound mods with Mod Loader, you'll no longer encounter this bug. Mod Loader will automatically read data lines from readme (.txt) files. If you have several of the same .dat files, Mod Loader will merge them together for you. Allows you to link mods to profiles, which is very useful for installing total conversions, isolating them completely from the rest of your mods. Mod Loader allows you to use command line arguments, you can find information on them here. Download Mod Loader will always get updated thought GTAGarage, with stable enough releases: http://www.gtagarage.com/mods/show.php?id=25377 Although you can also find the latest, maybe unstable, release on GitHub (recommended) https://github.com/thelink2012/modloader/releases Screenshots Source Code The source code is available under the MIT license, take a look at the project on GitHub
  7. Seemann

    [REL] Sanny Builder

    Sanny Builder is a fast and powerful tool designed for the GTA 3D game series (GTA3, VC, SA; partially LCS and VCS). It is aimed to make the process of editing game scripts and missions as easy as it's possible. It includes a disassembler, permitting the end-user to quickly disassemble the MAIN.SCM file which contains game scripts, and a compiler which produces a binary script file readable by the game. The editor itself offers a large number of useful functions such as; syntax highlighting, error checking, advanced search tools, player coordinates reading, fast movement through code and much more. Sanny offers an advanced code syntax which is similar to existing programming languages. This syntax includes changeable classes, keywords and high-level statements. We recommend you continue reading and fully explore the help section to learn more about SB and its capabilities. We provide a wealth of information that will help you get started in mission coding. Now that you have discovered some of the possibilities. Official website: sannybuilder.com Current version: 3.2.4 Last update: 2019-08-04 Further reading at GTAModding.com: Sanny Builder Mission_Scripting (Overview) CLEO Follow me @SannyBuilderDev
  8. Version 2 is now available! I'll update this post with a list of changes soon. This mod aims increase texture detail while retaining the original look of the game. This version contains 1364 txd files, all of which have had each image A.I Enhanced. Some of these textures are not PC originals and have been replaced with XBOX, PS2 and Mobile counterparts, as these contain higher resolution originals or fixes for some of the broken PC textures. I've also manually fixed some artefacts caused by the up-scaling in clouds, wheels and particles. Requirements & Installation For this mod to work, you will NEED the following mods installed beforehand (All of which require an ASI Loader): Open Limit Adjuster Mod Loader I also recommend the following mods as they make things look even better: Vice City Widescreen Fix Project 2DFX VC Future Versions XBOX Number plates for all vehicles. Multiply basic ground textures as they can still appear blurry or stretched. Fix some of the lower resolution signs and billboards as most of the words are now an indecipherable mess. Enhance and Implement some of DimZet's high resolution XBOX and road textures.
  9. Grand Theft Auto San Andreas Widescreen Fix Grand Theft Auto Vice City Widescreen Fix Grand Theft Auto 3 Widescreen Fix This and many other fixes now available at thirteenag.github.io/widescreen_fixes_pack
  10. Fire_Head

    ParticleEx

    III Features VC Features Comparisons Supported game versions gta3.exe v1.0. gta3.exe v1.1. gta3.exe v1.1 Steam. gta-vc.exe v1.0. gta-vc.exe v1.1. gta-vc.exe Steam. Installation Just copy ParticleEx.asi, ParticleEx.ini and ParticleEx folder to your scripts directory UAL is required to run the mod. debugmenu is recomended. For Steam version only For modloader only 2dfx changelog Download III Download VC
  11. Son Of Big Boss

    SOBB's Workshop

    Welcome to my workshop. Here you'll find lore friendly vehicle mods and accurate beta vehicle recreations for the classic GTA Trilogy. Some content is still under development, so the workshop will receive updates from time to time. Note: It is highly recommended, for better enjoyment, to install Silent Patch, and SkyGFX, as some of the mods need them, links can be found here BETA MODS MISC MODS MISC MODS
  12. UpdatedSCM is an SCM mod for GTA: Vice City to enhance the gameplay a bit, while also fixing little bugs. It has things like MC Tommy, some beta cell phone conversations, more ped variety in certain missions, mission corrections, improved 'Supply & Demand' mission, skippable intro help messages, skippable phone calls... Download the latest version here. (Yes, this includes everything now.) ...And check out its changelog to get more idea about what it does. Besides the main variation's SCM, there are also two other SCMs, depending on your need: Save-Friendly SCM: this has most of the changes from the main variation up until a certain point that does not necessitate a new game. (The changes you do not see here compared with the main edition are all those which require a new game and thus would crash the game while trying to load it.) So you can use this with your old saved files. (Still: be cautious and beware that your save files might become corrupted if you overwrite them, so at least save in a different slot or backup your save files if you use a new SCM.) Without MC Tommy SCM: the only difference between the main variation and this one is that this does not contain the MC Tommy model addition. Only the latest version's changelog is included here (which applies to both the "main variation SCM" and "without the MC Tommy SCM" file - the save friendly SCM's changelog is in the download):
  13. Jack

    STAR 7

    THIS MOD IS DEPRECATED. USE Wanted Level Editor instead. Outdated version: This is the main site for the STAR7 mod. Here you can view latest updates or maybe post your questions or new STAR 7 ideas. If you have any problems with this mod please do not hasitate to ask for help. _____________________________________________________________________________________________________ GTA SA UPDATE 03.04.2016 [sTAR7 FOR SA VERSION 1.9]: Download Link - gtagarage - STAR 7 was mixing with other stars in wanted level - corrected, - if you're driving a ground vehicle - 5 hydras will attack you (it was 2 in the last version), - if you're flying an aircraft - the number of hydras will slowly increase to max 40, - cop from boat will appear on the boat when the star is below 7 with the pistol. Since the version 1.8 have errors I strongly recomend to download the latest version - 1.9 and overwrite the old one. You can visit my youtube channel (which will lead you to mod showrooms) to be to be updated about all of my wanted level modifications: https://www.youtube.com/channel/UCFOnEYrlUq-caoB8-Wb4f2w ______________________________________________________________________________________________________ STAR 7 [sA] version 1.8 UPDATE 28.03.16 New stuff: - There're 7 enforcement vehicles on the ground, - New vehicles are able to start vigiilante mission even in some aircrafts, - Machine guns added to the new enforcement aircrafts, - Fighter jets will now attack not just the player's aircraft but also all other types of player's vehicles, - motorbike cop will have a partner, - Las Venturas cop car will have 4 officers instead of 2. The code works only at 7th star. If your WL status drops below 7th star everything else should be returned as it was before the code started. Some screens: *********************************************************************** GTA SA UPDATE 21.03.2016 [sTAR7 FOR SA VERSION 1.7]: - color change for the stars, - new vehicles will attack on the ground, - new roadblocks, - new vehicles will be capable to start a Vigilante mission, - new (old) enemy - Army + NSA agents, - added shooters on some vehicles - turret, - Hydra and other plane recreation timer addresses corrected, - Hydra still attacks in a large scale while flying - max 30 aircraft will attack you after a while... GTA SA UPDATE 04.02.2016: All vehicles from this mod are created by the game only (not by a script). I've always wanted to make a decent wantedLevel mod involving Hydra attack and this is the best I can do. This extra star mod was originaly meant to be only for GTAIII & VC. Later I decided to make it for SA... So why would you try this mod again when I already made it for GTA SA? Well, the original SA STAR7 mod have many problems such as: - all wanted level ground vehicles from STAR 7 were made by me and not by the game, - the mod has too many codes instead of just one [or two], - police boat patrols [predator - game created] are disabled, - wanted level 7 in the air is still the same - 2 hydras and police helicopter... So here's the improved version: - all game created vehicles are now enabled at 7th star (including WL boats), - there are no vehicles created by the script - everything is game related, - increased the maxWantedLevelChaos limit, - increased the limit of max HYDRA planes created by wanted level system, - if you're driving a car on the open road or somewhere else outside the cities (like rural areas, highways...) only one HYDRA will attack your car [also game created], - only tanks will be present (army trucks will show up only on roadblocks), - instead of the NSA agents I bring back the soldiers again and not just in cars but also on foot, - if you go to the restricted areas like military zones or if you leave the town at the start of the game - you will get 7 stars, - max wanted level will always be 7, - standard cheats for wanted level are still active, however six star cheats like 'BRINGITON' will activate 7 stars, - besides them I added 4 new cheats: - STAR7 - STAR6 - STAR5 - CLEAR It's obvious what they do right? Install: Just extract all files from my archive into the modloader/CLEO directory: [if you're using the old version of STAR 7 mod for GTA SA then you should remove it]. Supported game version: GTA SA 1.0 HOODLUM Credits: To modify cheats I used this cheat table created by fastman92 There're many ways to modify this code so it might be possible that STAR 8 will be released as a new WL mod in the future.
  14. Forever L

    [VC] CS Chars to In-Game

    Many are fans of one of the major versions of Grand Theft Auto: Vice City. I include myself as one. But since I knew that the issue could be edited, I always had the idea of changing the playable models. As many have noticed, the models are much more detailed Cutscenes that brings the game originally, so I decided to convert all the models have their version in the Cutscenes. That also includes models that only appear in Cutscenes. - All models of Cutscenes converted to be playable. References Updated - Complete - In Progress - Not Started Tommy Vercetti Main Characters Cutscene Characters Download
  15. FriedSpats

    [VC] Remastered HUD Interface

    ABOUT A simple modification which aims to remaster the Menu Interface and Radar elements, giving them the same quality and visual aesthetic from the 10th Anniversary of Grand Theft Auto: Vice City and San Andreas. Every single icon has been upscaled into a higher resolution, replaced with different icons from other titles, and/or recreated from scratch which improves over the vanilla ones, such as the radar icons giving them the same quality as War Drum Studios' remaster. Compatible with ThirteenAG's IV Hud. REMASTERED ICONS Mission Contacts Property/Assets Shops Gang Contacts IN-GAME SCREENSHOTS DOWNLOAD https://sharemods.com/olbsn039fws6/VC.RemasteredHUD.zip.html TO-DO Add in the Cuban mission icon, apparently I don't know what the symbol is based on and its hard for me to recreate in scratch. Would be greatly appreciated if someone could help me find it. CREDITS @Ash_735 - SA Mobile HUD Icons @Emillister - VC Anniversary Menu Map War Drum Studios - Original textures
  16. Police Helicopter v 1.6 Download Link [sA] Police Heli [VC] In case you prefer detail explaination instead of just video: - helicopter has a pilot and a few SWAT officers inside, - doors are open and 4 extra attached SWAT officers armed with AK47s will attack if a wanted stars are 4,5,6 (or 7), - Helicopter speed is extreme - it's synchronized with its distance from the player, - pilot warns the player with a megaphone each time he spots him (voices from helicopter are taken from Liberty helicopter cops), - different colors of a helicopter will appear in game, - SWAT rope... If you think that mod is too dificult for playing here're the lines that controls the shooters: // weapon accuracy:02E2: set_actor [email protected] weapon_accuracy_to 27 // values from 0 to 10002E2: set_actor [email protected] weapon_accuracy_to 27 // values from 0 to 10002E2: set_actor [email protected] weapon_accuracy_to 27 // values from 0 to 10002E2: set_actor [email protected] weapon_accuracy_to 27 // values from 0 to 100 // fireing rate:07DD: set_actor [email protected] temper_to 70 // values from 0 to 10007DD: set_actor [email protected] temper_to 70 // values from 0 to 10007DD: set_actor [email protected] temper_to 70 // values from 0 to 10007DD: set_actor [email protected] temper_to 70 // values from 0 to 100 Those lines are located inside #POLMAVERICK code. After you modify it inside Sanny Builder - press f6.
  17. Yhdf

    GTA VC Styled Icons

    These are some VC styled icons that i made for GTA SA and GTA VC weapons, i hope you enjoy. It contains icons of all weapons from these two games in gta vc style, including the VC beta weapon icons. https://drive.google.com/file/d/0B3LbLyN1bSM2TkpvQUNTWV9LMjg/view?usp=sharing
  18. As part of VRTP 1.5, I'm going to release this as a separate mod from VRTP because I think it's too small for you to see only in the next VRTP release. So, All weapon textures is now 4 times larger than the originals. Screenshots Download
  19. B_Smiles

    B_Smile's Workshop

    Oh! Hello! I didn't see you there. Uh, welcome to my workshop! [Whoa, never imagined in a million years I'd be able to say that] Anyway, if you stick around long enough [and I hope you do] you'll find a variety of things I've been making over a period of months. (but you will see the odd conversion [or twenty] and stuff made from scratch, sh*tbashes and other things along those lines) -legal disclaimer- everything released in this workshop may / may not hold the same levels of quality as what you're used to, but what the hey I'm still learning the ropes. The following is created within a safe and sealed environment and will mainly consist of randomness, map edits, player skins, pedestrian edits, sh*tbashes and other things thrown together from hell and a handbasket which may not exactly make much sense but what the hell, I do it anyway! Do not visit this workshop while nauseous, drunk on drugs or tired. Potential side effects may include laughing inappropriately, sudden peak in interest, basketball, wtf*ckery and loss of sleep. *opinion of user satisfaction may differ and not exactly a guarantee And now with that out of the way, let's start! Oh! Any feedback regarding bugs, kalvin-like breaking or missing things would be nice too, because that's how I learn :3 BIG, USEFUL UPDATE - click each image to download EXTRA NOTE: I will occasionally sneak in a new addition to this workshop through a previous page as a way of filling empty spaces, so be aware "Spray 'N' Go" Head Radio antenna Recreated Capital Auto's sign (based on pre-release / concept art renders) *weird bug with metal 'autos' sign being blue instead of white FINALLY released! Pre-release Rothwell Station as seen in this screenshot credit and huge thanks to AdusPL for the collision Vehicles 3DS Max Test - Mr. Claudee Strictly created for the purpose of understanding how to edit DFF files and exporting back to game before being destined to the recycling bin (either replace the original or add to game as a new vehicle) UPDATED 06/08/17 fixed a couple of things, added readme Brighter vehicle colours (similar to alpha vehicle textures) 1970's Italian security van Xbox-style vanilla Infernus Kuruma Sport Classic bus with interior Kill_Tank 2000 A historical piece of hardware previously owned by a strange little man living in a tunnel -image coming soon- 747-like airtrain DOWNLOAD Off-road Bobcat open default.ide and change the bobcat's wheel size from 0.7 to 0.86 updated 07/05/2018 - replaced front to fix headlight bug Phantom [edited PC ghost] Football van [updated again] Vice City Perennial The Karuma, the fake import answer to the Kuruma III style LCS BF Injection Miscellaneous Severed arm UPDATED with matching SFX Pedestrians (mainly edits) Camhead Leones [based on manhunt concept art] Music teacher / foreign exchange student -these were taken from the NTSC version since the PC gta3.img has these dummied out (empty) EDIT: UPDATED 25/07/17 includes both versions and readme! NEW EDIT: UPDATED 11/05/18 stu_man: fixed sandals UV mapping, added panpipes from busker1 stu_wom: replaced head, removed backpack Improved SWAT - body based on army - visor, badge and identification marking added - remapped torso for armour and uniform recolours Triad gang logos from game manual "beta" worker2 "Mo' Pimpin' Pimp" platforms shoes? - check big feather on hat? - see above answer sunglasses? - affirmative "Hand over the f*cking money or I cut your balls off!" SA-styled Catalina "I wanna eat soon!" Ricky the dickbag (modelled on IRL person from college) Updated Tanner model Re-textured Ammu-Nation clerk Bomber [removed for updating] The Professor "THAT BAG! I MUST HAVE THAT BAG! GLORIOUS! STUPENDOUS!" Pre-release Admiral (photo-realistic headlights, slightly lower roof, rougher body texture, GTA3 plate) Beta PS2 silcolt without extended barrel San Andreas pickup icons links to individual posts [OOOOH] Sexy-Tiem Weaponry, SWAT Boxville, Cougar Convertible, Sexy-Tiem Chainsaw, IV-Style Maverick, Golden Gun & Cougar Magnum from GoldenEye64 Hidden Package Helper, Squalo MK1, 1981 Sanchez, Moonraker Laser & "Beater" Corpse Manana "Woody" Station Wagon, AR-33 Assault Rifle, Sperber [Abandoned Concept Car] & III Flatbed with VC Extras Corpse Manana - VC Edition Improved III Stallion, GoldenEye64 Sniper Rifle, Sandwich Board Hobo, GoldenEye64 Auto Shotgun & Original Belly-Up Logo "Fixed" PC Sentinel, New Import / Export Icon, Moonraker Elite Guard [male] & Mod-style Faggio Prison Bus, Carl "50cent" Johnson & Improved Cutscene Banshee Saaaaawnik, Meat Truck, Homemade Shotgun, Restored Cut-scene VCR, Frenchez, 1980's Ricer, 1983 Comet, Hybrid RPG Thing, Tony's Shirts from 'The Sopranos' & GTAIII Fixes! III-Storations - restoring stuff that went unused or wasn't implemented 1982 Mesa, Big Smoke & Restored Stadium Scoreboard Beta Dam Pumphouse, Carl "Busta" Johnson, Bowl 'O Noodles, Civilian Pizzaboy, Manhunt-style Weapon Strength Icons, Purple Doom Missiles & '"Roadworthy" Bloodring Banger 80's Ruiner, Bobcat with Bed Cap, Doorless Sparrow and Sea Sparrow, -NEW- Beta Avery Building Sculptures, PS2 / PC Ruger without Shoulder Stock & Graffiti from 10-year Anniversary Edition 'Charlie Croker Tours' Coach, "Fixed" Lovefist Limo, VC-style III Deaddodo, Restored Camera Pickups, LAPD with SFPD Voices & Psycho Guy Strategy Guide Weapon Icons, Capital Autos Showroom Bunting, VCS-style Ice Cream Factory Exterior, Coloured Pan-Lantic Construction Logo, Beta Film Studio Entrance, Pre-release styled Museum & Art Gallery, Tomas Vercettus Butcherus & Recreated Alpha / Beta Signage VC Stinger & Stallion Lapd BMX for homies & WTFBurger Tank RC Blofeld, LCS Mobile head textures for 8-Ball & Mickey, Improved Car Wreck Models, Casa's Deli (Closed Down), Early XXX Cinema, Luigi's Club & Beta Blue Radar -NEW- LCS 'Doll's House' Rebuilt and Re-purposed "UHD 4K" Realistic Steak, 'Fort Knox' Securica, LCS Forelli Car (v1) & GTAV Shark Card Money Pickup (III) Revised Beta Buggys, f*ck you hidden package, Killer Piano, Perennial Pigèon, Beta Carson General Hospital, Bedford Point church garden, smol fix for Phil's Depot & Alpha Ambulance "Beta" Tony Kip-riani, Tampa SE, Concept Art Duncan's Body & Sprayshop, Hueg Cellphone and 3D-era Marshall [Ripoff]
  20. Pauloso

    Pauloso's Workshop

    Welcome to Pimp Daddy Pauloso's Workshop : Here's in this topic is allowed: - Guns - Brazilian Carnival - Beer - Holy Bible - Beer Glacial - Opalão - Cachaça (sugar cane licor in english) - Get Drunk - Nasty Girls - Cowboy Hat - Ford Del Rey - Play Ilegal Games - Torresmo - Strip Club - Derby (The Cigarrete, not the car active) - Go to Church - Corote (sugar cane licor in english) - Perennial - Barbecue - Get the Dog to have procation - Pray the Rosary - Hunt Wild Animals - muscle cars V8 - Banheira do GUGU ( GUGU Bathtub in english ) Do Everything above with reponsability Hello, Feel Free to Download The mod that i did And converted i if wanna to talk with me, use PM(I Accept cachaça) or my youtube channel, if have extra high QI you will notice that workshop is made to you communicate with me. If you your homework, is a good kid and ain't a milk drinker you're welcome (Just Jocking). Conversions and Big Packs: GTA III& Vice City and Xbox Vehicles Converted to San Andreas: all in one: https://www.gtainside.com/en/sanandreas/cars/130656-gta-iii-amp-vice-city-cars-to-san-andreas/ separated: http://www.mediafire.com/file/z0ll5ci1k3lirjh/III+Xbox+Final.7z http://www.mediafire.com/file/ce0r8ujpk72n20p/GTA+III+Cars+on+San+Andreas.7z http://www.mediafire.com/file/o3ae497i6t6rxuc/Vice+City+cars+to+San+Andreas.7z http%3A%2F%2Fwww.mediafire.com%2Ffile%2F3zwq3pbc5wwykjo%2FVice%2BXbox%2BCars%2BFinal.7z Grand Theft Auto San Andreas FBI Rancher With LCS FBI Car Sirens: http://www.mediafire.com/file/xckaasw1aw71unx/Fbi+Ranch+With+Lights.7z Grand Theft Auto San Andreas TUG to Grand Theft Auto Vice City (for you to have a thug life): http://www.mediafire.com/file/44glkt8wpve4g40/Tug+To+Vice+City+%26+III.7z Grand Theft Auto Liberty Stories Perennial converted to GTA San Andreas: http://www.gtagarage.com/mods/show.php?id=27775 Grand Theft Auto Liberty City Stories and Grand Theft Auto Vice City Stories Idaho's for GTA San Andreas: GTA Garage:http://www.gtagarage.com/mods/show.php?id=27778 GTA Inside:https://www.gtainside.com/en/sanandreas/cars/130692-lcs-amp-vcs-idaho-to-san-andreas/ Grand Theft Auto San Andreas Beta Cars: http://www.gtagarage.com/mods/show.php?id=27501 Grand Revenge Auto San Andreas Revised Cras: http://www.gtagarage.com/mods/show.php?id=27963 Grand Theft Auto Vice City Car Colors (carcols) to GTA San Andreas: http://www.gtagarage.com/mods/show.php?id=28093 San Andreas Procedural Update: GTA Inside:https://www.gtainside.com/en/sanandreas/maps/130740-san-andreas-procedural-update/ GTA Gargage:https://www.gtagarage.com/mods/show.php?id=28140 LibertyCity.net:https://libertycity.net/files/gta-san-andreas/125210-san-andreas-procedural-update.html#videos Reestyles and Peculiar Works, Brand New Cars: 1980 Declasse Truck Serie's: https://www.gtagarage.com/mods/show.php?id=27985 1977 Declasse Premier Brougham: http://www.gtagarage.com/mods/show.php?id=27961 1987 Albany Primo: http://www.gtagarage.com/mods/show.php?id=27967 1983 Declasse Tahoma: http://www.gtagarage.com/mods/show.php?id=27966 1964 Declasse Savanna: http://www.gtagarage.com/mods/show.php?id=27973 1965 Vapid Perennial: http://www.gtagarage.com/mods/show.php?id=27974 1962 Declasse Cabbie: http://www.gtagarage.com/mods/show.php?id=27989 1989 Vapid Bobcat: http://www.gtagarage.com/mods/show.php?id=27779 Vídeos: Grand Theft Auto Vice City Xbox Cars converted to GTA San Andreas: Grand Theft Auto Vice City Cars to PC / PS2 converted to GTA San Andreas: Grand Theft Auto Vice City Cars to PC / PS2 converted to GTA San Andreas: (Old Video): Grand Theft Auto San Andreas Beta Cars:
  21. The Eddo

    Silenced Micro Uzi

    ------------------ Silenced Micro Uzi by The Eddo ------------------ About: I was pretty confused whether there was going to be a Micro Uzi or a Silenced Ingram Mac-10 in VC. No idea what R* were thinking. But shortly after that, I came up with an idea. I took the Micro Uzi model from III and re-positioned and rotated it to match the Ingram Mac-10 model we have in VC, so it fits perfectly in our boy Tommy's hand. After that, I took the Silenced Pistol model from SA, deleted the ENTIRE mesh except for the silencer, and kitbashed it onto the Micro Uzi. So now, this here's the Silenced Micro Uzi! It's good and logical to have both the Micro Uzi and the silencer, eh? As a bonus, I also gave the Micro Uzi a BETA texture which was left unused in III's game files for unknown reasons, it was found in one of the unused characters' textures. The gun's silencer model also uses III's Colt .45 texture, instead of the one from SA. Screenshots: If these won't be here, people to download this thing won't be here. Installation: 1. Download and install Ultimate ASI Loader from https://github.com/ThirteenAG/Ultimate-ASI-Loader/releases. 2. Download and install Mod Loader from https://gtagarage.com/mods/show.php?id=25377. 3. Create a new folder inside the "modloader" folder, which is located inside your VC directory, and name it "Silenced Micro Uzi". 4. Put the provided "models" folder inside the "Silenced Micro Uzi" folder. Download from here: http://s000.tinyupload.com/index.php?file_id=03547838877216160344
  22. ---------------------------- Stories Wanted Level Display by The Eddo ---------------------------- About: I always liked how LCS and VCS did it with the "compact style" of wanted level stars that appear on the HUD. No wanted level means no stars on the HUD, one star wanted level means one star on the HUD, two stars means two stars and so on. Since the wanted level stars that appear on the HUD in VC can be messed around with, I decided to materialize a neat system that recreates 100% of that HUD feature. This mod checks the player's wanted level, and then it changes the amount of stars appearing on the HUD accordingly. Features: * Lightweight, flawless, simplified, compact and very fast script code. * Amount of wanted level stars on the screen won't change and the stars won't go away if player's wanted level is suspended, just like LCS/VCS. * Ability to customize the wanted level stars' position to your liking via an optional INI file. * The INI can be reloaded at any time by typing "RLDSWLD", allowing you to change the wanted level stars' position while playing. * The script will resort to the default values of the game in case if the INI is not present. * The wanted level stars will disappear if the player has no wanted level. Screenshots: Installation: The US v1.00 EXE (with 3,088,896 bytes) is required for the mod to work because it uses a memory address from v1.00, so make sure you are using that EXE to avoid crashes. 1. Download and install Ultimate ASI Loader from github.com/ThirteenAG/Ultimate-ASI-Loader/releases. 2. Download and install CLEO Library for VC from cleo.li. 3. Put the provided "CLEO" folder next to "gta-vc.exe". Make sure to check out "VC.StoriesWantedLevelDisplay.ini" in your VC directory's CLEO folder and customize the given settings to your liking. Credits: Memory addresses - spaceeinstein The rest of the mod - The Eddo Download here: http://s000.tinyupload.com/index.php?file_id=08932281694889386283
  23. Maxo's Vehicle Loader 0.98e for Vice City by maxorator Adds new vehicles to the game without replacing old ones. Loads vehicles from a 7z archive containing .col, .dff, .txd and .xml. XML files define handling, carcols, name, default.ide data, audio settings and more. Tuning parts can be added to vehicles (works in a similar way as in SA). Also loads SA .dff and .txd files directly (and collision from .dff's). Machine guns and rocket launchers (also with custom models) can be attached to vehicles. Vehicles can use hydraulics/tank cannon/etc and can use police/ambulance/firetruck/taxi AI. Custom weapons can be added. Weapons and vehicles can have custom animations, both in VC and SA format. For more details, read the changelog and release notes. (Scroll down for the changelog.) This mod heavily patches the game code on the fly, so it might interfere with other executable or .asi/.flt mods. Therefore if it crashes for you, you should try removing some other .asi/.flt mods or Cleo scripts you have installed to see if that helps. This mod only works with 1.0 version of the game executable. This is a modification that makes it possible to easily add new cars to the game without replacing old ones. It consists of one .flt (vehmod.flt) file that should be put into the "mss" directory. The game automatically loads it from there. To start using it, you have to first create a directory named "vehicles" into your Vice City directory. There you will be placing your new cars as 7zip archives. The 7zip archive of a vehicle must contain: 1. An XML file (.xml), which describes handling data and other miscellaneous data related to the vehicle. The modification comes with the XML files for all default vehicles in the game, so you can see what exactly they have to contain from there. The name of this file does not matter. 2. A collision file (.col), which is the collision file to be used with the vehicle. Note that it does not matter what the file name nor the name used inside the .col file is, it will be loaded for this vehicle anyway. 3. A model file (.dff), which will be the model that is loaded for this vehicle. As usual, the file name does not matter. 4. A texture file (.txd), which will be used with this vehicle. File name does not matter. This modification also allows you to change some data that is usually hardcoded. You can change the audio data for a vehicle (look at some sample .xml file for specifics), extra helicopter data (type, weapons, rotor radius, rotor collision damage multiplier), enable siren (extra flag 1), enable voodoo hydraulics (extra flag 2) and enable baron flying style (extra flag 4). The available helicopter types are normal, hunter, remote and water. Type "remote" acts like RC Goblin and RC Raider, and "water" floats like sea sparrow on the water. Available weapon types are "hunter" and "sparrow". Some car models that are available for download for Vice City have their own wheels. To hide the default wheels, previously an invisible wheel model was used. However, with this mod it is not necessary, because the mod automatically detects if a vehicle has custom wheels inside the model and then hides the default ones. To spawn these cars, you can press ALT+2 to switch between them (shows the name of the current selection as help message) and then ALT+3 to spawn the current selection. In the game these cars have IDs starting from 6000. The exact IDs are printed out to a file named "vehmod_log.txt" in your Vice City directory. Also if there are any errors while loading a vehicle, errors will be logged to that file (mostly XML formatting errors). This modification also loads new vehicles when the game is already running. That is, when you copy a new archive into the "vehicles" directory, the modification will load that into the game instantly. Note that the cars that are added can also appear on the streets if their "class" value is not set to "ignore". The mod includes a few small patches to the game engine. First of all it increases the amount of different vehicle models that can be loaded into the game from 50 to 127. Note that the vehicles that are added with this modification do not count towards that limit, so it is provided simply as a bonus. The second patch is that you can enter RC vehicles without crashing, in case you would want to import new RC vehicles and test them. Also this works for existing RC models. CHANGELOG OF 0.98e Vehicle (Num*) and weapon (Num5) selecting screens, Num-+ to scroll, Num/ to spawn, <testmenus> in globalm.xml must be enabled. Added streaming memory limit setting to globalm.xml (check help/sample_globalm.xml for usage). Added "createVehicle" and "createExplosion" functions to Python scripts (check help/samplescripts/vehiclegrid.py). Added "eventBulletFired" event to Python scripts (check help/samplescripts/explosivem4.py). Fixed a crash on decapitation after starting a new game for the second time. Extra save XML file is only loaded if it is not older than the main save file. MVL weapons carried by player are not saved to main save file, but to extra save XML. Added shotgun specific settings to weapon XML (check shotgun xmls in help/samplewepxmls). Fixed a VC bug that caused crashes on "heavy" collisions (many spheres of a collision model colliding at once). Fixed a VC bug that caused a crash when too many sound effects were played at the same time. Fixed a crash when there were too many files in IMG that didn't have an IDE entry. Some errors about IPL/IDE/IMG issues logged to messagelog.txt if <debugidedata> "true" in globalm.xml. Increased maximum number of explosions. Fixed some automatic interior switching bugs (wrong interior on first cutscene, interior color switching issues). Opcode 0801 for checking if MVL has Python loaded, opcode 0802 for getting MVL version number (currently 9850). CHANGELOG OF 0.98d Automatic interior switching option (doesn't fade in or teleport), which is also teleport-safe (global.xml setting "autointeriors"). Fixed an issue with compatibility with some other modifications (CLEO and others). Fixed weapons being darkened when using real-time shadow for player. NEW IN 0.98c Custom weapon sounds can be used by including .wav files in the archive. You can include custom sound for shot, reload and echo (filenames should then be gunshot.wav, reload.wav, shotecho.wav). You can also set custom frequency, loop start and end positions by modifying the file name, for example: reload-f22050s100e1000.wav will sound like you set the frequency to 22050, loop start to 0 and loop end to 1000 (these values work the same way as in sfx.SDT). Vehicle engine sound can currently only be changed when you set the vehicle to use RC audio (RCAUDIO extra flag), in which case the filenames would be rcengine1.wav and rcengine2.wav (check sounds included with MW_29's Hydra). New SCM opcodes can be added with Python scripts. Check the extraopcodes.py sample script to see some added opcodes for manipulating tuning parts. You must specify the list of arguments that your opcode takes when registering it: 'i' is integer, 'f' is float, 'V' is vehicle handle, 'P' is actor handle, 'O' is object handle. You can easily return multiple values by separating them with a comma. If you return only one value that is a ped/vehicle/object handle, then you must add a comma to the end (for example: "return ped,")! If you return a boolean (True/False), then that opcode works as any other is_xxxxx opcode. There are also 2 built-in opcodes: 0800 - used to make next text draw call with label MVLNAME draw the name of the specified vehicle. If you want to tell it to draw the name of a vehicle by model index, then the first argument must be 1 and second argument must be the model index. If you want to pass a vehicle handle instead, the first argument must be 2 and the second the handle of the vehicle. 0810 - used to create weapon pickups by weapon ID instead of model ID. This can be used to spawn MVL weapon pickups. Arguments are: weaponId x y z ammo When saving the game now, all MVL vehicles will instead be saved into the main save file as default vehicles (all cars are golf carts, all bikes are faggios, all boats are dinghys). The actual information about which MVL vehicle they are supposed to be is saved to a separate .xml file in the same folder as the save files. If all the vehicles still exist in your vehicles folder and MVL is present, then saving and loading will work fine - when you saved an MVL vehicle, on loading the MVL vehicle will also appear (tuning parts are also saved). However, if MVL is removed, all saved MVL vehicles will be loaded as some default vehicles (golf carts, faggios or dinghys). The same applies for vehicles which do not exist in your vehicles folder anymore. Saved MVL vehicles are not tied to the model ID, instead they are tied to archive checksum and archive name. If you change only one of them (archive contents or archive name), the game will still find the correct vehicle associated with a save. However, if you change both the contents and the name, then the vehicle will no longer be recognized. CHANGELOG OF 0.98c Works with Steam version. Support for custom weapon sounds. Support for custom engine sound for vehicles with RC-vehicle audio. Bullet holes (enabled when a bullethole.png is in mvl folder). Custom SCM opcode handlers via Python scripts. MVL vehicles are saved to a separate file when saving, makes saves with MVL vehicles compatible with non-MVL VC and allows more flexibility with vehicle IDs. Trashbin toy (set "trashbin" to "true" in globalm.xml and use Alt+0 in-game). Fixed an issue with resolutions in windowed mode which caused the game not to launch for some people at some resolutions. Fixed an issue with SCM threads which caused problems when missions ended. Fixed a crash when saving, which occured when using quicksave when model limit was set to over 32k. Support for full-screen sniper scope images, the image file's name must be stretch_scope.png . Slight loading screen speed-up. CHANGELOG OF 0.98b Model ID limit, TXD file and COL file limit can be changed via globalm.xml (see help/sample_globalm.xml). Various object instance limits can be changed via globalm.xml (ptrnode, entryinfonode, peds, vehicles, buildings, treadables, objects, dummys, audioscriptobj, colmodel). Model store limits can be changed (simple models (for map objects, dynamic objects), time models, weapon models, clump models (cutscene objects aka "hier"), vehicle, ped, 2dfx). Vehicle weapon positioning is fixed (was broken in 0.98a). Filenames in weapon and vehicle archives are no longer checked in a case-sensitive way. Fixed a CLEO bug that caused loading a save to freeze after saving a game. When a garage is opened and the vehicle that was stored in it is no longer a valid vehicle (for example an MVL vehicle which is no longer installed), it's removed. Player's weapons are now also visible on the real-time shadow. Selected start ID for MVL vehicles is analyzed and automatically changed if necessary. Fixed MVL weapon reload clip size. NEW IN 0.98a This version has windowed mode settings. In mvl/globalm.xml you can set "windowed" value to true. That will cause the game to start in windowed mode. If your game resolution matches your screen resolution, the game window has no borders nor menus. To switch between full size and smaller size window you can use Alt+Enter. When the game menu is visible, moving the cursor outside of the game area makes the mouse visible. To make the mouse cursor usable while not in the menu, you can press Alt+Control. That makes the cursor visible and the game no longer reacts to mouse movement/clicks. To give mouse control back to the game, you can either press Alt+Control again, click on the game area or switch to menu and back. "usemenus" in globalm.xml makes the "Spawn vehicle", "Weapons" and "Windows" menus appear below the title bar. "Weapons" menu can be used to give the player custom weapons. "Windows" menu currently has only "Extra view", which is an experimental feature to show multiple camera views. Currently it is hardcoded to show a top-down view. Custom weapons are now supported. They can be added by putting a 7z archive to mvl/weapons folder. They must include an .xml file and an icon.png file (weapon icon). If your weapon has a custom model, set the model ID in the .xml file to -1 and include the .dff and .txd files in the archive. Custom animations can also be used. For that you should include an .ifp file in the archive. The name of the .ifp file does not matter and the animation names in the archive should be the same as in the animation file specified by the animation group in the XML (so you should not change the animation group in XML when adding custom animations). The way custom weapons behave is specified by the "logicalid" field in the weapon XML file. That value should be set to the weapon index from which the new weapon copies its behaviour from. Therefore it should either be one of the built-in weapon IDs (0-36) or a custom weapon logic ID. Currently there are 2 custom weapon logic IDs - 80 for spikes and 81 for hats. Weapon spawning can be specified in the weapon's XML file and also in mvl/weapons/pickups.xml file. For the exact syntax, see the included pickups.xml file. If "roadthingy" field in globalm.xml is set to true, ALT+5 spawns the weird dynamic road thing, which you can also control manually by pressing NUM4/NUM5 to make it turn up/down, and NUM7/NUM8 to make it turn left/right. If you don't control its movement manually, it turns automatically in random directions. CHANGELOG OF 0.98a Fixed various problems when scripts folder was present, but Python 3.3 wasn't. Fixed emlightsingle not working properly. File mvl/globalm.xml is used for some settings not related to vehicles. Windowed mode can be enabled ("windowed" setting in globalm.xml). Enabling "usemenus" in globalm.xml enables various under the window's title bar. Added "Spawn vehicle" menu for spawning MVL vehicles. Enabling "fixframewait" in globalm.xml should decrease CPU usage on better machines when frame limiter is on. Experimental additional camera windows, currently accessible via "Windows -> Extra view", which shows a hardcoded top-down view. Globalm.xml has setting "rtshadowonplanes" for enabling real-time shadow for planes, "rtshadowonplayer" for enabling it for player. Fixed a problem with loading while the game is running. "antialias" setting in global.xml, which can either be "on", "off", or "max". "menuonrestore" setting (default is true) defines whether the game switches to menu when the window is restored. "autoloadsave" setting in globalm.xml can be used to make a save load automatically when the game is launched (0 means the first save). Crash log is created to mvl/errorlog.txt when the game crashes. Added a strange dynamic road feature - enabled via "roadthingy" setting in globalm.xml, spawned with Alt+5. SA animation files can be used with scripts/vehicles/weapons. MVL can now load custom weapons - mvl/weapons folder, 7z archives containing xml, dff, txd, icon.png and/or ifp. Custom scope image can be used for custom snipers/lasers/camera, by including scope.png (one quad) or full_scope.png (as one image). Added a custom weapon type - spiketrap (logical ID 80). Added a custom weapon type - hat (logical ID 81). Added "Weapons" menu for giving MVL weapons to the player. Weapon spawn points can be defined in mvl/weapons/pickups.xml and in weapon XML files. Added opcode 0810 for spawning weapons, parameters: weapon_id x y z ammo. Added opcode 0800 for forcing the next text draw opcode to use vehicle's name (params: 1 model_index OR 2 vehicle). Enabling "decapitations" in globalm.xml causes headshots to actually cause detached head appear. Fixed custom Sea Sparrow being unable to stay afloat on water. NEW IN 0.98 In this version, folder structure has been changed. Everything that was in "vehicles" folder should now be in "mvl/vehicles" folder and global.xml inside it should be renamed to globalv.xml. This version implements Python scripting. To use it, Python 3.3 must be installed. Scripts go to the "mvl/scripts" folder. The are very few scripting functions at the moment. Currently the only thoroughly covered scripting feature is animations. You can find a short description of functions and callbacks in the "script_functions.txt" file and some sample scripts in the "samplescripts" folder. When working with files, remember that the active directory is VC folder, not scripts folder. CHANGELOG OF 0.98 Implemented Python (3.3) scripting, scripts go to "mvl/scripts". Includes some basic functions and also a set of functions for animations. Adding 10 or more vehicles for one AI type does not cause Landstalker to be used for those AI types anymore. Fixed taxi lights on non-MVL taxis. Vehicle wheel offset from dummy will be set to zero if the vehicle only has one predefined wheel. Vehicles that failed to load do not show up on ALT+2 vehicle list anymore. Third and fourth car colours are now supported by using "carcol4" and "rgbcol4" elements. Fixed some issues that caused slowdowns or crashes on modified executables. Maximum altitude for helicopters and planes can be set via "maxaltitude" property in globalv.xml file. There is a NOMAXALTITUDE extra flag, which can be used to make a vehicle ignore the maximum altitude completely. By setting "dumprgbcolors" to "true" in globalv.xml file, car colours are dumped in RGB format. Fixed a small bug with SA vehicle collisions. Vehicles folder is now in "mvl" folder and global.xml is now globalv.xml. Vehicles with empty name string can now be loaded, but their name is changed to "Unknown". "addspeedmul" in the "missileinfo" section specifies how much of the vehicle's speed is added to rocket's speed. Setting "gang" field in "aidata" section to a gang index makes that gang use that vehicle. CHANGELOG OF 0.97c Now it's possible to set vehicle machine gun accuracy, range, time between shots and audio sample index (see file "samplexmls/commented/comet_with_weapons.xml"). Bullet trace limit raised to make shooting vehicle machine guns look consistent. It is now possible to change extra flags for non-MVL vehicles (see file "samplexmls/commented/sample_global.xml"). Emergency light positions can be changed for non-MVL vehicles per AI type basis (see file "samplexmls/commented/sample_global.xml"). CHANGELOG OF 0.97b Added extra flags that are used by some trucks: REVBEEP for beeping while reversing and GEARTHUD for the sound they make when switching between forward and reverse. Generated XML files now also contain the correct "specials" section. "vicechee" and "cheetah" are now created as two different XML files. Fixed issues with vehicle machine guns. CHANGELOG OF 0.97a Fixed secondary car colour not being used on vehicles. Fixed a crash that occured when using vehicles with tuning parts or weapons in a replay. NEW IN 0.97 In this version you can use custom animations for your vehicles. The animations should be included in the archive as in .ifp file and should contain the replacement animations, each of which should have exactly the same name as the original animation. The file does not have to contain all the animations used by that vehicle's animation group, only the ones you want to replace. Another new feature is setting default immunity flags for vehicles in the XML. The immunity value is an integer in the range 0-255 and you can use the flags.html to find the value for the specific combination of immunities you wish your vehicle to have. The value should be in "immunity" element inside "basic" section. Car colours can now be specified as RGB valuues. To do that, use "rgbcol" instead of "carcol" in the "colors" section. "rgbcol" should contain 6 comma-separated values - r,g,b,r,g,b. First three values make up the primary colour and the last three values make up the secondary colour. You can mix "rgbcol" and "carcol" elements, but there can still be only a total of 8 of them combined. CHANGELOG OF 0.97 Custom animations for vehicles can now be included as an .ifp file in the archive. Default immunity flags can be set with the "immunity" property in the "basic" section. Check flags.html for exact values to use. Setting "disableflipdamage" to "true" in the global.xml file will stop cars from taking damage because of being flipped in the game. In the "colors" section you can now specify car colours also in RGB format. CHANGELOG OF 0.96e Boats now have a "boatengine" section inside the "audio" section, so boat engine audio can now be customized. RC vehicle audio now works, RC helicopters have it automatically, to get RC bandit/baron audio, the extra flag RCAUDIO has to be set. Offset between wheel dummy and the wheel is not forced to zero anymore. Added some .xml files with comments. CHANGELOG OF 0.96d In addition to COL3 collision, COLL and COL2 collision types are now also supported inside SA .dff collision section. Giving more than 8 car colours does not give an error anymore, instead it now gives a warning, so the vehicle is still loaded. Vehicle weapons cannot be used if the player is dead in the vehicle. If game was started with the launcher, key combination ALT+4 can be used to generate .xml files of current game data (folder "vlist" must be created in VC folder before you do that). "Microsoft Visual C++ 2010 Redistributable Package" is no longer required to run this mod. CHANGELOG OF 0.96c A specific model index can be specified for the vehicles by adding a "xMODELINDEX_" prefix to the 7z file name, such as "x6189_". Starting a new game or loading a save shouldn't cause any problems anymore. Setting "disablelightboxes" to "true" in global XML file will cause them to disappear from all cars. Setting "hasboxes" to "false" in vehicle's lights section will cause the light boxes to disappear from that car. CHANGELOG OF 0.96b Changed some things that should make this mod compatible with some other mods, most likely with graphic/map mods.CHANGELOG OF 0.96a Fixed a rare bug when cars started turning right until ESC menu was activated. Machine guns mounted to vehicles now have a sound. Now all four custom weapon model slots work, previously only one worked. Shooting petrol caps of vehicles that have them should now make those vehicles explode. Fixed a bug with alpha when the game didn't detect some alpha materials correctly on SA cars (some broken windows). The beginning of the ID range for new vehicles can be defined in the global XML file with the "idstart" element. Taxi lights on default taxi cars are not always enabled anymore. Setting "usespawner" and "usetuner" values in global XML file to false will turn off spawner and tuner hotkeys respectively. NEW IN 0.96 Now it is possible to attach weapons to your vehicles. Up to 4 weapons can be attached to one vehicle. Weapons can be added to all vehicle types. Weapon type can either be set to "machinegun" or "missile", first one shoots bullets, the second one shoots missiles. The weapon model can be set to "m4", "rocketlauncher", "none" or if there are files weapons.dff and weapons.txd, which contain weapon models with the names "custom1", "custom2", "custom3", "custom4", these names can be used for weapon model also to make it use those custom models for the weapon. Custom weapon models can also use vehicle colours. Section "fireoffset" defines the offset from the weapon model where the shot is made from. When the weapon type is "missile" a section "missileinfo" can be specified in the weapon data. In there can be two elements: "gravity" (values "on"/"off") shows whether the missiles are affected by gravity and "timeout" is the minimum time between shooting two missiles. When a "dockedinfo" section is specified in the weapon data, then the weapon will by default be in the position specified in that block. If there is no "dockedinfo" section, then the weapon will be in the default position specified in the "armedinfo" section. A weapon cannot shoot when docked. When the weapon is undocked, then the weapon will go to the position specified by "middlepos" between the minimum and maximum positions, which are defined in the "armedinfo" section. So, if "middlepos" is 0, the default position when armed is at the minimum position; if 1, then at maximum position; if 0.5, then exactly between them. Minimum and maximum rotations are used along with the positions. "dockspeed" element specifies, in milliseconds, how quickly the weapon moves from the docked position to armed position. "movespeed" element in "armedinfo" sector shows how many milliseconds it takes to move the weapon from minimum to maximum position. If moving the weapon is not required, min and max positions and rotations can either be the same or max position/rotation can simply be skipped. A "hotkeys" section defines which keys have to pressed for a certain action for this weapon. The contents of the hotkey elements are three comman-separated numbers, which are the virtual keycodes of the keys that have to pressed in order to activate a certain action. To find which code goes for which key, you can just google for "virtual keycodes". If the key combination consists of less than 3 keys, some of the keycodes have to be duplicated, because there has to be three numbers in that element. "dockkey" specifies the key combination for docking/undocking the weapon. "moveupkey" and "movedownkey" are the key combinations for moving the position of the weapon (when armed) closer to the maximum and minimum positions respectively. "restorekey" is the key combination for moving the weapon to the default position ("middlepos" ratio between min and max). "shootkey" obviously is the combination for shooting from a weapon. A link to a sample vehicle using weapons can be found from GTAForums from the topic associated with this mod or from GTAGarage mod description. CHANGELOG OF 0.96 Fixed collisions loaded from SA .dff-s (they only had spheres, but no triangles). SA vehicles should not have problems with alpha parts anymore. Emergency/taxi lights can be set to use vehicle colours by using the words "primary" or "secondary" in the colour element. Vehicles that have too many duplicate wheel dummies should not crash anymore. Weapons can be attached to vehicles - read above. CHANGELOG OF 0.95 Collisions for SA vehicles are loaded from SA .dff-s if no .col is included in the archive. Middle wheels are handled properly now. Different types of EM lights can be defined now, does not rely on AI flags anymore. Heli weapons can be relocated. Option "alwayson" to make EM/taxi lights always be enabled. Fixed a bug with bike wheels that was caused by some changes in the previous version. Optional field "wheelcorrection" in "basic" sector in .xml that is a multiplier of the visual size of wheels. NEW IN 0.94a This version can somewhat properly load San Andreas .dff and .txd files. Since SA vehicles have one common texture file, this mod tries to find and load that file too. If there exists a "vehicles/sa_vehicle.txd", the mod loads that one. If that file does not exist, the mod tries to find the file from SA installation directory. If this also fails, those common textures will not display on vehicles. Wheels for SA vehicles are also fixed now. If there is only one wheel in the .dff file, the mod copies it automatically to all wheel dummies. It also increases the visual size of the wheel, otherwise the wheels of SA vehicles would look too small. Another new feature is the ability to change the position and colours of emergency vehicle lights. To see how that has to be defined in the XML file, look into the sample .xml files of Police, Ambulance, Firetruck or SWAT car. CHANGELOG OF 0.94a Wheels for SA vehicle models are fixed. Increased primary and secondary colour material limit - required for some SA vehicles. Common textures for SA vehicles are loaded and used if necessary. It is possible to define the colours and positions of emergency vehicle lights. CHANGELOG OF 0.94 Game does not exit on resolution change anymore. Horn works now. Vehicles created using hardcoded hotkeys are not saved anymore and can disappear. Partial support for SA .dff files (common textures and wheels are broken). NEW IN 0.93 Tuning parts can be added to vehicles. The tuning files have to be .dff files named "tuning1.dff", "tuning2.dff", ..., "tuning9.dff". Each .dff can contain many different parts, but not more than one of each. All the parts can be tuned in the game by pressing ALT+7 to select the part to tune and ALT+8 to change that part to another version of that part. Also, all vehicles spawned in the game will use a random version of each part, making it possible to see the tuned parts right in the normal traffic. The hierarchy of the parts that replace something in the original DFF isn't important (wheels are an exception), however, if a completely new part is added that doesn't exist in the default model, it will be put under the chassis dummy, using the XYZ offset it has from its parent in the tuning DFF. If the parent's name in tuning DFF matches the name of some part in the vehicle's original DFF, it will be added as a child of that part. Custom wheels can only be used in tuning if the original model already has custom wheels. Custom wheels have to be in the correct dummies in the tuning file, just like they are in vehicle DFF models. The name of the wheel part itself does not matter, they are detected by the parent dummy. If there is a "tuningfix" entry set to "true" in the global.xml (<tuningfix>true</tuningfix>), then whenever a part is changed, it will also be fixed. CHANGELOG OF 0.93 Police bikes should now work properly when generated by script (opcode 4F8h) and in roadblocks. Emergency vehicles can now also be bikes, although the AI is heavily crippled then. Bike reversing speed is fixed. Increased new vehicle limit from 50 to 200. Tuning parts can be added as an extra .dff file and they can be switched with hotkeys Alt+7 and Alt+8. CHANGELOG OF 0.92 Some issues with tanks were fixed. Included an HTML file for easily calculating the flags. NEW IN 0.91 Now there are new extra flags that make it possible to make the game AI use the vehicle for different purposes, such as a police or an ambulance vehicle. This also means that whenever for example a police car is generated, it randomly chooses one available vehicle for that purpose. Therefore if you have 2 custom police cars, there is 1/3 chance for each of the police cars to appear, since there is the default police vehicle and those two custom ones. There is also a file named "global.xml" in the vehicles folder. This file is currently meant only for specifying a list of vehicles that should not be used by the AI in the game. In the sample "global.xml" included, there is only a line "<v>200</v>", which would make the Patriot not be driven by random people on the street (but that doesn't happen anyway, so it's just a sample line). You can add as many as those lines as you want, but only for default vehicles (range 130-236). Also if you specify the default police vehicle in that list and you have at least 1 custom police vehicle, the default police vehicle is never used (same for all other special vehicles). This is the list of all flags: 00001h - Siren 00002h - Voodoo hydraulics 00004h - Baron flying mode 00008h - BF Injection's rotating part 00010h - Cuban Hermes's exhaust 00020h - Phoenix's engine flap 00040h - Tank controls 00080h - Firetruck controls 00100h - Used by AI as a police car 00200h - Used by AI as a SWAT truck 00400h - Used by AI as a Predator 00800h - Used by AI as a Rhino 01000h - Used by AI as a Barracks 02000h - Used by AI as an FBI car 04000h - Used by AI as a Vice Cheetah 08000h - Used by AI as a firetruck 10000h - Used by AI as an ambulance 20000h - Used by AI as a taxi CHANGELOG OF 0.91 Vehicles have the right audio sections now, some of them were incorrect before. The internal limit for vehicles in one class is now 97, not 25. Police, SWAT, Predator, Rhino, Barracks, FBI, Vice, firetruck, ambulance, taxi AI flag. Tank and firetruck control flags, also flags for Hermes's exhaust, Phoenix's engine flap, BF Injection's rotation. A global XML for specifying cars that the AI shouldn't use. The game shouldn't crash on exit anymore. Baron flying mode didn't really work before. Some issues with Skimmer-type vehicles were fixed. Tutorials Xegethra's video tutorial: ALMOST610's tools and resources XML generator: http://almost610.ucoz.com/blog/xml_builder/2012-12-23-1 Vehicles and weapons: http://almost610.ucoz.com/blog/welcome/2012-12-23-4 Vehicles for this mod Author: Suction Testicle Man Mazda MX-5 (GTAGarage) Nissan S13 Silvia (GTAGarage) Audi A8 (GTAGarage) Austin Mini Metro (GTAGarage) BMW M3 (GTAGarage) Lamborghini Countach (GTAGarage) Mercedes Benz S600 (GTAGarage) Voodoo Police with police AI (GTAGarage) Author: ALMOST610 Cut VC Stretch (GTAGarage) Oceanic Stretch (GTAGarage) Romero Ute (GTAGarage) Stinger with tuning parts(GTAGarage) Oceanic Police with police AI (GTAGarage) VC Regal (GTAGarage) Vice Premier (GTAGarage) Impaler (GTAGarage) Regal Taxi (GTAGarage) SA Police Vehicles (GTAGarage) Author: MW_29. Aircrafts: Hydra (GTAGarage) Rustler (GTAGarage) Shamal (GTAGarage) Dodo (GTAGarage) Author: spectralized Cobra (GTAGarage) Cockroach (GTAGarage) Luinx (GTAGarage) Xegg (GTAGarage) Turbocharge (mvlvehicles.dmon.com) Author: Jur1zz Original thread: Vehicles For VC, with tuning parts Slamvan with tuning parts(GTAGarage) Blista Compact GT with tuning parts(GTAGarage) Author: Krzer Thunderrodd (GTAGarage) Super Comet (GTAGarage) Super PCJ-600 (GTAGarage) Author: MG3 Taxi Pack (GTAGarage) Deathrunner (GTAGarage) Greenwood Custom (GTAGarage) Author: H3NR1QU3 HPV1000 with police AI (Direct link) Author: SomeGuy86 Kuruma Pack (GTAGarage) VC vehicle pack III vehicle pack Authors: toyGT_one and nabnabnabn GTA IV Vehicles (GTAGarage) Samples: Armed Comet, WEAPONS DEMO, custom weapon model by kikiboy95 (Direct link) ---------------- Hotkeys for this vehicle: Shift+5 - dock rocket launchers, Shift+Z / Shift+X - move rocket launchers, ---------------- Shift+C - restore rocket launchers' position, Ctrl+Shift - fire rocket launchers, Ctrl+Z - fire machine guns. GTAGarage page Download link for 0.98d
  24. UnitedMel

    The Wave 103.1 Radiostation

    Adds new radiostation with New Wave music. (Replaces "Wave 103" obviously) It's 18 tracks with 1 hour and 13 minutes duration. In addition to new music also contains DJ voice and commercials Download
  25. Have you ever noticed random GTA physics? You can make car to jump on certain ramp in a certain coords in script, but it will fall every time a little randomly. To prevent that problem in SA, Rockstar* made ".rrr" files(in carrec.img), which contains recorded "paths" of vehicles movements. It allowed to create scenes like this. Now it's possible in Vice City, but not car records only... "CarRec": "ObjRec": .CR file structure: .OR file structure: Some Stuff: DOWNLOAD (mirror download)
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