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All 3 cities in one map! Hey guys here is a project I have been working on the past couple of months. I shared a video about it in fastmans limit adjuster topic a while back and now I'm finally ready for a public release. In a couple of weeks I wont really have much time to work on it anymore, so I figured I might as well release it before it goes to waste. I do not like writing long posts so I'll get straight to the point. GTA SAxVCxLC V1.5 HAS BEEN RELEASED !!! DOWNLOAD(1.5) All credit for this version goes to @artginPL, @chaosbginwenrealityend and @Jack, they have done a phenomenal job. I'm just providing the download link. Change Log: Version 1.4(and 1.4.1) Version 1.3 Older versions: Version 1.2 Version 1.1 Version 1.0 Out of date GitHub versions: About: SAxVCxLC basically adds Vice City and Liberty City into the San Andreas map with the use of fastman92's limit adjuster. In addition to adding VC and LC, I have also created a new seafloor to cover the much larger map and there is now a temporary land addition north of Liberty City. Maybe eventually I will make something up there but for now its just there so that the LC cliffs do not just abruptly end. The mod works with an original main.scm, although I have only tested the first couple of missions. Since it doesn't change any of the original game files, I don't see why it would not work throughout the whole story line. Important Note: I do not intend to have this mod be competition for SOL/Underground. We have two different goals. SOL/Underground intends to create a much more immersive mod, while the intention of my release is to provide modders with a base to build their own mods. This mod is intended to be free for anyone to use. If you wish to use these files to create your own mod, feel free to do so, all I ask is that you give credit. Media(Screenshots/Videos): I'm sure most of you have already seen all of the cities in this mod, but here are a few screenshots of how VC and LC look in this mod. San Andreas has been left untouched, so no point of showing it. http://i.imgur.com/cZNNl3fb.jpg http://i.imgur.com/s8PoYzXb.jpg http://i.imgur.com/NMPt2wwb.jpg http://i.imgur.com/ZNemtlUb.jpg http://i.imgur.com/rcoqYMQb.jpg http://i.imgur.com/zvXbcz4b.jpg http://i.imgur.com/FYa3yw5b.jpg http://i.imgur.com/6wx1y9db.jpg http://i.imgur.com/j3q4k8yb.jpg Album available here: http://imgur.com/a/D2Io8/all Map Videos: Original Author: PlatinumSerb Current Lead Developers: @artginPL @chaosbginwenrealityend @Jack Credits/Special Thanks: @fastman92- Limit Adjuster, IMG Console, Debugging @goodidea82 - Infrastructure, Installation @HeicoDE - Development 8.5+ inan.ahammad - added garages in VC, testing/bug reporting artginPL - ENEX/Interior Markers, Patches, Conversion of music for radio @Swoorup - PathMover, COLRenamer(old program ), Conversion of LC and VC paths GTA: Liberty City Team - Use of GTA:LC map OpenVice(@NTAuthority) - Use of Vice City map @Silent - ASI Loader and Extended Gangs ASI F - use of GTA VC cars Converted to SA @cj2000 - use of GTA VC and III vehicles Kam - Kam's Max Scripts Deniska - 3dmax script pack x-men - 3dmax scripts/IMG Manager @Seemann - CLEO @ThirteenAG - Project2dfx @Beckerbrasil- testing/bug reporting @Junior_Djjr - Overhaul of CLEO scripts @ZAZ - some of his CLEO mods were crucial for debugging/getting around the map. X-Seti - original concept of combining GTA III era cities so he deserves a shout out Squad - testing/bug reporting, map fixes @Crspy - ModLoader installation fix @DK22Pac - for his 2dfx tools which helped immensely in the making of the LC ped attractors as well as lighting and smoke effects. The compiler/decompiler is crucial for this. @gold_fish - for his new and improved Kams 3ds Max Scripts which helped immensely in the making of the new LC port to SA. @DexX - for 3ds max scripts sa_tools which also helped in the creation of 2dfx effects @santosvagos - Testing and bug reporting. @TKat - Testing and bug reporting. This mod wouldn't be possible without these great people/mods. Thank you. Thank you Rock* Games Latest Download: For the latest download of the mod please visit our GitHub Page. Download Links Stable Build: https://github.com/goodidea82/SAxVCxLC/tree/master Experimental Build: https://github.com/goodidea82/SAxVCxLC/tree/Experimental
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Hello everyone! Welcome to my Workshop. Here you will find Skins, Weapons, Clothes and more. Check it out below, and enjoy!
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PROJECT WANTED LEVEL EDITOR Go down for download links. About the mod: - Wanted Level Editor is a mod which allows the player to edit a lot of stuff related with the Wanted Level while in game, - Originally it was build up in scm language, now in c++ environment by using plugin-sdk developed by DK22Pac All of the options of this mod are stored inside the xml file and they can be edited either through the in game menu: or directly within the xml file. Projects used to build up this mod: - https://github.com/DK22Pac/plugin-sdk - https://github.com/leethomason/tinyxml2 Install instructions: - extract WantedLevelEditor folder to modloader folder of your gta san andreas directory. Note: Please remember that this mod puts already added vehicles in the police pursuit (it can not be used to add the new vehicles to the game itself), Once the vehicle is added - first you need to check if it works by using some car spawner and then use the Wanted Level Editor. To make the already added vehicle present in the police pursuit and have vigilante mission - use Wanted Level Editor. An example of how to add new vehicle ID to the police pursuit (ID = 5683): DOWNLOAD LINKS: Wanted Level Editor version 2.22E for SA Wanted Level Editor version 2.22D for SA Wanted Level Editor version 2.22B for SA // Wanted Level Editor v1.10 for SAxVCxLC Wanted Level Editor v1.01 for GTA UG // removed Wanted Level Editor for Vice City v2.8.8E Wanted Level Editor for Vice City v2.8.8D Wanted Level Editor for Vice City v2.8.8C WantedLevelEditor for gta3 v2.A WantedLevelEditor for gta3 v2.9
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Updated and improved version of KAM's scripts. Based on the original Kam's scripts. This script was tested in 3ds max 2009 and 2012, 2017 and 2020 Complete with the script there is a fixed and updated GTA Material Download for 3ds Max version 2025 and newer: https://forum.multitheftauto.com/applications/core/interface/file/attachment.php?id=355&key=b81eed28b4bf0afd6bd8936a9e1447ec Download for 3ds Max versions 2009-2024: https://yadi.sk/d/DQMt4tMM3TTV5e / https://drive.google.com/open?id=1hjKlZzNjxilEBfDGrSIN2iJF-1xSwVxU continuation of script development (forked by EgasVegas) https://github.com/egasvegas1109/GTA-Tools Changes and updates: - 2025 version made by Weaita - - - - - - - - - - - [ DFF IO ] - - - - - - - - - - - - - - - - - What was added: (17.05.2020) - checkbox 'Mesh Fix', necessary if polygons are mixed after exporting the model (28.10.2019) - choice of material before you import the DFF (GTAMat or standard) (17.03.2018) - mass import and export DFF's - import / export Night prelight - import / export Vertex Alpha - import / export UV2 channel - import / export 2dfx (only light sources) - optional interface for configuring 2dfx - additional locking dff (new) (23.03.2018) - import / export Bump maps - import / export Dual maps - import / export Normal Map and Reflection (Adaptation for Normal map Plugin from DK) - auto-save the interface settings DFF IO after each change What's been fixed: (17.05.2020) - 2DFX setup interface - export of materials - minor fixes and updates to the script code (20.11.2019) - import of multiclamp models (with clump UV Anim section) - other minor code fixes and improvements (28.10.2019) - import 2dfx (fixed a critical bug) - import map IO texture extension - UPDATED map IO script and improved its compatibility with the latest version of the DFF importer - updated script interface - other minor code fixes and improvements (01.09.2019) = compatibility with MAP IO (17.03.2018) - exporting a hierarchy of models - export of normals - import of color from light sources 2dfx (23.03.2018) - export models of characters - importing a model hierarchy - general script code repair Additionally: (31.05.2020) - additional tools have been added to the GTA Tools menu (for a list of all available tools in the KAM script, click here https://vk.com/page-99725313_54168827 ) (17.05.2020) - added the script 'Vehicle Scale Helper' in the GTA Tools menu (script for changing the scale of transport) - Added a script 'Object Explode' in the GTA Tools menu (script for dividing the landscape into even parts) (20.11.2019) - added checking the dimensions of the model before exporting to the script of mass export of collisions in CST(export_steve_col_script.ms) - added more warnings and tips when exporting - added export log ( F11 listener) - updated and improved script interface - added optional UV2 coordinate compression - added additional tools to work with the model - added progress-bar and fixed script freezes - added default settings for exporting prelite - added menu GTA tools scripts in the top menu bar 3ds max ( ) - - - - - - - - - - - [ Map IO ] - - - - - - - - - - - - - - - - - What was added: (31.05.2020) - additional tools have been added to the GTA Tools menu (for a list of all available tools in the KAM script, click here https://vk.com/page-99725313_54168827 ) (20.11.2019) - added mass IPL import - added import of map models with any (custom) texture extension - added the ability to select model material when importing - added binary ipl import (when importing, you must specify the path to gta.dat of your mod / game) - added the ability to select IPL sections for import (you need to put a checkmark in front of the desired section) - added the ability to fake map import (instead of map models, planes will be created) - added button to launch EMAPTool script of the latest version, designed for easy export of map mapping to IPL / IDE - added a detailed log when importing a map - added progress bar when importing map - added statistics of loaded map mapping - the script code has been improved, now it is more likely that the script will not crash due to an error, but will issue warnings in the log (F11) and continue its work - added more warnings and tips to help identify most of the errors on the part of the user - EMAPTool officially became part of the KAM script and is located in the '/ scripts / GTA_Tools (GF) /' folder (it is recommended to check for an update of this script in the VK site of the script author group) What's been fixed: (08.09.2024) by Community - Binary IPL importer and its batch-import functionality no longer causes 3ds Max to freeze (script fixed: gtaMapIO_Fn.ms) - EMAP tool no longer generates errors when exporting IPL maps (script fixed: EMAPTool_v1.3.ms) (31.05.2020) - [EMAPTool] added more decimal places to model coordinates when exporting to IPL (17.05.2020) - [EMAPTool] added more decimal places to model coordinates when exporting to IPL (20.11.2019) - improved and redesigned script interface - improved and revised map import code - fixed import of multi-clamp models (with clump UV Anim section) - fixed the problem when import was stopped due to incorrect IPL / mapping - IPL import with comments has been fixed (all comments in Cyrillic should be at the beginning of the file BEFORE the INST section!) -------------------------------------------------------------------------------------------------- Additional utilities: - Prelit Tools the script for mass configuration prelite - Fix models pivot script for mass alignment of the pivot position of the model to integer coordinates before exporting the mapping - Align pivot to center script for mass equalization of pivot in the center - Col Export (mass) script for mass export of col (cst) [COL IO] - not changed [iFP IO] - not changed Authors ========================= - 19.12.05 - Kam, Odie, Pioneer Official post on the forum: - 17.03.2018 - Goldfish - [email protected] / https://vk.com/vk.goldfish Updating the script: 31.05.2020 (v 0.3.7) For questions and suggestions, write here (support): https://vk.com/topic-99725313_37821803 ================================================================= Script features:
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This mod fixes beta leftovers, which were left in the final game. Changelog: - Added Solarin Industries marking to benson, - Remaked renders inside driving school and otto's autos, - Remaked Sweet & Kendl photo, - Remaked Elegant billboard, - Added final San Fierro map in driving school, - Added final police biker texture to chop cop, - Added final bullet and turismo to thrust magazine, - Remaked RC Zero vehicles models, - Added final map to Toreno's ranch and in Lil'Probe'Inn bar, - Remaked some radar textures, - Remaked current RT maps, - Changed VLA tag color to turquoise, - Changed cutscene Emmet and Ryder texture to in-game one, - Changed glock17 to colt45 in cutscenes, - Added final vmaff4 texture to cspunter, - Changed lod texture with xenon billboard to final xoomer, - Changed valet's shirt texture to that same as CJ one, - Added final wheels textures to the Glensh*t, - Changed beta clothes from the interiors, to the final ones, - Added new wheels to the Forklift and to the RC Bandit, - Added final weapons to cutscenes, - Changed logos in these textures (in first pic there was gta 3 logo and in second gta vc logo), - Fixed collision here (thanks to Kalvin), - Fixed police biker tank top, - Fixed rhino lod (thanks to Kalvin), - Fixed Ranger front lamp and added "SAPD" marking to Enforcer (thanks to Hellen), - Added final vehicles to cutscenes (thanks to Hellen), - Added final peds to cutscenes (thanks to @Jeansowaty and @Brooklynzsmac), - Changed Grove St. and San Fiero tattos, - Changed map inside Arena 51, - Changed maps inside the trashcans, - Changed OGF tags to GSF, - Changed wheels on this building (thanks to @Kalvin for collision), - Changed Bee Bee Gone! texture to the Let's Get Ready to Bumble, - Changed Jim's Sticky Ring to the Rusty Brown's, - Changed car wrecks, - Changed Walton wreck, - Replaced Heat billboards with jogger, - Changed Zip ad with the women, - Replaced Python with Desert Eagle at the Ammu-Nation building in Los Santos, - Changed hippy statue at the Hashbury, - Changed map on this sign at Santa Maria Beach, - Changed Big Smoke statue at the Crack Palace, - Changed Sweet cutscene model, - Changed Kendl in game model (thanks to @ermaccer for fixing the rig), - Added 2D sterring wheels to all cars, - Removed helicopter landing from the radar at the Easter Basin Naval Station, - Fixed Sprunk cane rotation, - Changed logo on cutscene Maccer, - Changed Dodo wheels, - Changed OGF graffiti from the B dup's house, - Changed road from the intro cutscene to the one from LS Airport, - Fixed in-game Rosenberg glasses, - Added many (but many) textures from Manhunt and GTA VC with higher quality (not all of them are shown on the screens), - Fixed untextured objects inside Michelle's house, ProLaps store, guard houses at the airports and at the boat school (thanks to @Kalvin for fan), - Changed Hotknife in the Loco Low Co. garage, - Retextured LS Tower and some parts of Santa Maria Beach with textures from gta 5 (it was a experiment but i decided to implement it to the mod), - Changed icons of micro uzi, sniper, pistol, silenced pistol, tec9 and parachute (thanks to @Brooklynzsmac for sniper and uzi), - Fixed untextured windows inside Wheel Arch Angels and changed beta grove wheel in Loco Low Co, - Changed calender with Blade at the bomb shops, - Changed inscription on the jump ramp, - Fixed braking and lightson texture on all motorbikes, Quad, Kart and Combine Harvester, - Added windows to the bus stop, - Fixed this building UV map and night windows, - Changed car toy boxes in Berkley's RC Van, - Improved trains a lot (added horns, seats, more lights, colors, more numbers etc..Thanks to @Son Of Big Boss for mapping texture on horns), - Made the Dozer, Dumper(+addded damage parts), Bandito, HPV1000, Combine Harvester(+added damage parts) and Baggage colorable, - Added damage parts to all helicopters (+made the sparrows, Hunter, Cargobob and Raindance colorable), - Made the Rhino, Patriot, FBI Truck, Barracks, SWAT Van and Hydra colorable and added setting for them so they will appear in more colors, - Fixed unshotable DFT-30 windshield and fixed Hotdog door, windshield and trunk damage parts, - Fixed Caddy unbreakable windshield and fixed damaged version of rear bumper, - Fixed Ryder's untextured objects. - And much more stuff. Downloads: Download link for version 0.5 (stuff from "Added Solarin Industries marking to benson" to "Changed VLA tag color to turquoise"), Download link for version 0.6 (stuff from "Added Solarin Industries marking to benson" to "Added final weapons to cutscenes"), Download link for version 1.0 (stuff from "Added Solarin Industries marking to benson" to "Added final peds to cutscenes"), Download link for version 1.1 (stuff from "Added Solarin Industries marking to benson" to "Changed Jim's Sticky Ring to the Rusty Brown's"), Download link for version 1.2 (stuff from "Added Solarin Industries marking to benson" to "Changed calender with Blade at the bomb shops"), Download link for version 1.3 (everything from the changelog). Thanks To: Brooklynzsmac, Kalvin, Hellen, Jeansowaty, ermaccer, Son Of Big Boss - for help, frankandbeans, CoolMods, Napoleone, Matt1010 - for suggestions. Like a mods like that? Check out the III and VC version.
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VehFuncs is a asi mod for GTA SA which aims to bring new functions to vehicle mods similar to Improved Vehicle Features and Active Dashboard thus replacing my old mod Enhanced Functions. VehFuncs won at the GTA Annual Awards 2019 in the category "Best Script/Plugin". See the disclosure post here. Since the mod focuses on 3D modelers, I will leave here only a summary of each function. To better understand what it is and how it works, click on the links below: Recursive Extras - featured New extra variation system that uses recursive logic to create part variations for cars, bikes etc. The new system breaks all old limits, as well as providing new controls on how the model will vary. It's possible to vary almost the entire model using this, including wheels, including conditions like map region, weather etc. Characteristics Possibility to apply personalized characteristics inside the vehicle's .dff, for example paintjob, occupants, dirt level etc. This is super powerful when used in conjunction with Recursive Extras, for example applying a paintjob if an extra is applied. Digital Speedometer You can create digital speedometers on dashboard of the car, bikes etc. This is the first speedometer for GTA SA that uses real calculation based on wheel rotation. [video] Digital Odometer You can create digital odometers on dashboard of the car, bikes etc. Engine/exhaust vibrating You can make a engine, exhaust or other part vibrate with the engine. The vibration uses perlin noise for a natural effect and suffers reactions with acceleration [vídeo] Part rotating with pedals Formerly known as "enh_scoop", but now supporting configurable XYZ rotation. It's a part that rotates with the gas or brake pedal, being useful for several cases. Bike footpegs Footpegs opening/closing if someone is riding or on the rump. Fix: Material Colors Stop using that textures colors "black", "white", "red" etc!!! Fix: Vehicles adapted to IVF You don't use ImVehFt but downloaded a car adapted to it and got colored lights? VehFuncs will fix this for you. Functional Hitch Hitch that works on any vehicle (not on bikes, yet? The rest wasn't tested). No bugs; No limitations (like other mods); Compatible with other mods like this; No additional files. Spinning Parts You can add parts that rotates with engine rotation, or fans. Police and taxi lights Sets the police and taxi lights position and color. You can also enable siren and lights on any vehicle. Position for taxis. Paintjobs on digit-terminated vehicles Sets the police lights position and color. You can also enable siren and lights on any vehicle. "Pop-up" headlights A completely new and configurable system for the famous pop-up headlights, like ZR-350 (RX-7). Fix for tuning spoilers Now you can create cars with spoiler, and when you install a new tuning spoiler, the original will be removed. Animation for various cases Animation that is reproduced by some condition. This makes it possible to create folding mirrors, spoilers that deploys with speed and brake, among other things that may come. Steering wheel Functional steering wheel; no dummy required. Includes backward compatibility with "movsteer" and "steering" for cars adapted to IVF and Active Dashboard mods. Windshield wipers Functional wipers; no dummy required. Includes backward compatibility for cars adapted to Active Dashboard, but works in a much better way. LOD (Level Of Detail) Level of detail system for disappearing or changing parts depending on how far the car is from the camera, thus optimizing the weight of your model in a extremely simple way. Additional vehicle.txd files You can have more than 1 vehicle.txd file for generic textures. Useful for vehicle packs that use the same textures, so you can have for example "vehicle2.txd" with additional generic textures (to decrease the load and memory usage of the game) and still be able to install mods of "vehicle.txd". See the complete wiki: How to adapt a vehicle to VehFuncs? VehFuncs uses GSX (Garage Save eXtender) by @fabio3 to save the additional information in the garage, which is also in the testing phase. f_shake + f_gas + f_gear = Uses: - download the tractor and cart here, great for learn how they were made - This mod DOESN'T cause cheating on SAMP! Question servers that banned this mod! It is necessary to have VehFuncs installed on your GTA SA in order to use cars adapted to it. Thanks to plugin-sdk contributors for making this much easier to do. Check upcoming functions. Author: @Junior_Djjr Mod GSX, helps, Hitch: @fabio3 Thanks to: DK22Pac, _F_, Avant, M4k3, xXKenBlockXx, dxivilea, recoil, Zeneric Version: v2.1.1 beta (08/09/19 - DD/MM/YY) -download link removed- Official thread on my forum (portuguese) Source code
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WARNING: THIS MOD CONTAINS BUGS So like the title says, i just ported the Xbox 360 version of CJ (Every DFF, and TXD) to the PC version of San Andreas so it includes the separated fingers for CJ. If im honest it was a little bit of a pain in the ass because i have to rename every PNG to match the PC files and create new folders with their respective name too. I tested it days ago hoping that would work and it does, but it has some graphical bugs that you can see in the images below. Im uploading it for anyone who wants to use it or fix it if you have some experience editing png images (i tried to fix it using photoshop but i just dont have enough knowledge about how to edit a PNG or how to soften the edges of the images so i gave up) Anyway, here are the links to download the mod and the PNG's if you want to edit them, just let me know if you were succesfull at fixing them. MOD DOWNLOAD PNG's - THIS IS ONLY FOR TEXTURE EDITING Credits: - Rockstar Games - War Drum Studios - Me (Templar793) For extracting and converting the files to PC. ****Excuse me if there is any misspelling in my english (it is not my native language)****
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This is a type of trainer that hasn't been made before for 3D era games (at least not to my knowledge), very similar to a typical trainer for GTA IV, but with many more features, such as editing handling and weapons in real time, triggering gang wars, executing any opcodes you want, etc. Controls: F7 - open/close menu Num5 - enter menu Num0 - exit menu Num2/8 - scroll Hotkeys: RCTRL + Num1 - Fix Car RCTRL + Num2 - Flip Car RCTRL + Num3 - Clean Car RCTRL + F2 - Toggle Special Godmode Semicolon - Infinite Ammo 0 - Always Godmode Apostrophe - Move forward through door Square bracket left - Never Wanted Square bracket right - Car Speedup F6 - Airbreak DOWNLOAD HERE (23.07.04.1) Screenshots:
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WARNING: DON'T DOWNLOAD AS THERE ARE SO MANY ISSUES You could also call this 'Things To Do In San Andreas: Lite Edition' Storyline Enhancement Mod aims to expand the main storyline in San Andreas with many dialogue, text and model tweaks for the purposes of fleshing out relationships, atmosphere and overall presentation in a lightweight (as much as it can be) and mod friendly fashion. Deezire's wonderful 'Things To Do In San Andreas' mod is one of, if not the best, mods out there. However there were many design choices that, while they were ingenious in their implementation, I did not fully agree with. I cannot take full credit for the majority of the code in this mod, as Deezire can be attributed to that. My part in this is simply adding tweaks, cleaning up and fixing some bugs that were leftover in the base game and TTDISA itself. New characters added throughout the missions do not affect free-roam pedestrians and as such, only appear in select missions. This is to ensure compatibility with other mods. SCREENSHOTS PROGRESS Los Santos - 100% - COMPLETE Countryside / Badlands - 100% - COMPLETE San Fierro - 100% - COMPLETE Desert - 100% - COMPLETE Las Venturas - 100% - COMPLETE Return to Los Santos - 100% - COMPLETE FEATURES Los Santos Countryside / Badlands San Fierro Desert Las Venturas Return to Los Santos Side Missions Misc REQUIREMENTS A downgraded (1.0) version of the game An IMG Editor RECOMMENDED SilentPatch (Fixes a lot of outstanding issues with the game and is generally required to have a sane playthrough) Modloader (Highly recommended. You never have to replace a single original file in the game with this, so if you don't like the mod you can just delete it easily) DOWNLOAD BETA_1 BETA_2 Please note that any save files you might have won't work with this mod installed, so you must start a new game UPDATE LOG INSTALLATION (If you have Modloader installed) Drag and drop the modloader file into your San Andreas game directory (If you don't have Modloader installed) Extract the contents of the 'Storyline Enhancement' folder to the game directory and overwrite, insert the contents of 'gta3.img' into the gta3.img archive using an IMG editor of choice (IMPORTANT) Insert the contents of the 'anim' folder into the cuts.img archive using an IMG editor of choice REPOSITORY https://github.com/Laremi/GTASA-SEM CREDITS Deezire (For creating TTDISA and the majority of this code) Rockstar Games (For this masterpiece and all the leftovers that have been re-enabled) Various modders (who made the character models and supporting TTDISA further) Laremi Story (Further tweaks, bugfixing, compiling everything) IMPORTANT NOTE If the original creators of above have a problem with this modification and the contents inside, feel free to throw me a PM or a request. I would like to emphasise that my involvement in this is a very small part; I am only building on the foundations of what these creators have made and do not take credit for the full code.
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Welcome to my workshop, here I make "Improvements" on existing cars and maybe ones made from scratch in the future. For these mods I suggest using VehFuncs. Here is what Muscle Customs offers: Year 1 Vehicles Year 2 Vehicles
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Based anime "Machine Hayabusa". From scratch in GTA-V style. https://youtu.be/HhIiwFq0r10
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Have you ever been tired of seeing the comet have a front engine V8 and a trunk in the wrong places? I have just the mod for you then! I've replaced the engine in the model by one I've made myself, aka a proper flat 6 DOHC engine, that's put in the back, and under the hood now sits the trunk. I've made the whole exhaust system and centered the double exhaust pipe to fit more, say, logically into it. I used the original comet textures so no need for a separate .dff, just plug this into your game or in modloader and enjoy! Some screens: And the download link:
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These Cars are all based on real cars that have been put into the GTA Lore Grand Theft Auto: San Andreas Grand Theft Auto: Vice City WIP SA Vehicles Lampadati Felon Classic - Alfa Romeo FNM 2000 JK 1960 Lampadati Astro - 1966 Alfa Romeo Spider Duetto Ubermacht Zion Classic - BMW CSL 3 Fathom Compatto - Fiat Uno S Fathom Arrondi - Fiat Ducato MK1
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Johnny Klebitz PLAYER MODEL for GTA San Andreas BETA 3 RELEASED! SCREENSHOTS: REQUIREMENTS: CLEO and ASI Loader Modloader gta_sa.exe 1.0 US How To Install: Drag and drop "modloader" folder to your GTA San Andreas game directory. ENJOY! Current version features: TLAD outfit (default) GTA V outfit GTA IV outfit (a.k.a BETA outfit) Clothes from GTA IV and GTA V New haircuts Added and fixed more clothes Fixed blank names for most of the clothes TLAD anims (needs improvments tho') Increased clothes quality from 256x256 to 512x512 TLAD Hexer (Replaces Freeway) [BONUS!] Plans for upcoming versions: Cracked head from GTAV 3D haircuts Facial rigging for cutscenes Johnny's voice quates for CJ Special thanks to TALHA5U(M.T.H) for letting me use his models. (Check out his mods on GTAInside https://www.gtainside.com/user/TALHA5U(M.T.H)/ ) My modding blog: http://UzziModding.blogspot.com M.T.H's blog: http://mthgtamods.blogspot.in/ DOWNLOAD BETA 3 Tools used for this mod: CREDITS: Head model converted and rigged by: Uzzi47 Haircuts/face textures: Uzzi47 Clothes converted and rigged by: TALHA5U(M.T.H) and Uzzi47 Ryder's HD glasses: Ezekiel Johnny voice quates: Matt1010 Other support: TALHA5U(M.T.H) and Jeansowaty CONTACT INFO: Have fun!
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Hard mode will make the gangs harder with tweaks for accuracy, and his temper. They have duel weapons for SMGs/sawnoffs, no flinching, kickboxing fighting style and money worth for $5000 for killing them. Even it mission didn't task you to kill them to run to the checkpoint if they saw you they will kill so you gotta be ready to kill these guys in your path. For those who played MTA/SAMP, they will kill them all without dying. You really need professional skill level from the cheat menu, it's recommended for moving while shooting https://www.gtagarage.com/mods/show.php?id=16581 To enable this type "hardmode". To disable this type it again to revert back to normal. Any story missions or DYOM will make the actors on hard mode. When your facing boss battle you might need to run towards him and punch him down or use a melee weapon. It won't let me upload in GTA garage due to unknow error since the site was upgrading link to GTA inside instead: http://www.gtainside.com/en/sanandreas/mods/120174-hard-mode-on-story-missions-or-dyom Stats changes Accuracy is set to 85 Fire rate is set to 97 Fighting style is set to kickboxing Weapon is set to duel smgs (only pistols, smgs & sawnoffs) Money is set to $5000 No Flinches (Rifles, Snipers or Mini-gun recommended) Here the hard mode behaviors in DYOM
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The topic has been moved because it was in the wrong section -SkyGTA_User
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The topic has been moved to DYOM Missions for GTA San Andreas by SkyGTA_User because it was uploaded in the wrong section
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Welcome to my workshop in here you will find scripts meant to be used with moonloader NB0: All my scripts should only be downloaded from here NB1: For any issues encountered with a script send a PM Dive Helmet Mahina hud Manual driveby system
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Since the blackjack cards in it's vanilla state are in very poor quality I decided to remake them, some cards were upside down or slightly tilted to one side, especially the Hearts looked like their icons were DXT1 compressed at one point before even making it into the final card... DOWNLOAD
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Reflections like in the mobile version of GTA San Andreas I did not own this mod, it is belongs to Akash Babu Mods, profile link: https://www.blogger.com/profile/10058289087887385383 i just want to make it more popular and downloads, this is a very cool mod! it is not an ENB, it is an asi. Download: Here images: https://imgur.com/a/I7w8ZGT https://imgur.com/a/x7jBKjc https://imgur.com/a/pe7jlOL https://imgur.com/a/mPMX0gl https://imgur.com/a/4T9C4Aa https://imgur.com/a/UNRWBGl comparison: With Mod: https://imgur.com/a/YrEbD5K Without Mod: https://imgur.com/a/RNQFvds requirements: Pixel shader 2.0 128 graphis card 30 Fps This mod will drop some fps (1 - 5 fps)
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anyone interested in making full texture wheel models for gta sa vehicles? similar to the ones in Vice City and gta 3? i would do it myself but i'm not really skilled at it i would also be really interested in a civilian version of the the fbi car/Brigham that bare gta 3/ vice city wheel models and textures. from google Brigham gta 3 wheels
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HD Claude PLAYER.IMG for GTA San Andreas BETA 1 SCREENSHOTS: REQUIREMENTS: CLEO and ASI Loader Modloader gta_sa.exe 1.0 US How To Install: Drag and drop "modloader" folder to your GTA San Andreas game directory. ENJOY! DOWNLOAD BETA 1 Tools used for this mod: CREDITS: *This mod is still in beta stage so there are some bugs. Will fix them in the upcoming versions. Enjoy!
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I converted GTA3 vegetation to GTA San Andreas. Hope you like it Screenshots: DOWNLOAD How to install: Just create a new folder in modloader named "Vegetation" for example, and move the mod there. Enjoy! CREDITS: Rockstar Games: Original models and textures Uzzi47: Models conversion
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Game-friendly Hotring Racer handling setups (Street Course, Road Course, Speedway, Superspeedway)
deleted_acc12224 posted a topic in Vehicles
This "mod" isn't really much, just a few handling lines. These handling lines fit right well with the rest of GTA SA's cars; they do not turn the Hotring Racer into an overpowered 200mph speed demon that outpaces literally anything in the game. They are based on the default handling of the Hotring, and each has advantages and disadvantages. In real life, NASCAR stock cars are "set up" for different race tracks, by means of slight changes to intake size, spoiler angle, tire pressure, and ballast location, to ensure they perform most suitably for the track at hand. Relative to other sports cars in San Andreas, I used the default Hotring Racer handling to represent a Road Course setup, and made small adjustments from there. I suggest saving these all to different ModLoader folders, so you can choose a handling style to your liking. Street Circuit: High grip, high stability, great braking and acceleration, at the cost of high drag and reduced top speeds. In-game, this setup would be best for street racing. HOTRING 1625.0 4500.0 2.2 0.0 0.2 -0.4 70 0.93 0.80 0.48 5 175.0 33.0 5.0 R P 13.0 0.50 0 35.0 1.5 0.10 10.0 0.29 -0.16 0.6 0.4 0.20 0.56 45000 40002004 C00000 1 1 0 Road Course: Default Hotring handling, for use in generic paved road courses like Road America and Watkins Glen. HOTRING 1600.0 4500.0 1.4 0.0 0.2 -0.4 70 0.85 0.80 0.48 5 220.0 26.0 5.0 R P 10.0 0.52 0 30.0 1.5 0.10 10.0 0.29 -0.16 0.6 0.4 0.20 0.56 45000 40002004 C00000 1 1 0 Speedway: High-speed setup reducing drag and improving top speed, at the cost of traction and steering-braking ability, for use in oval tracks such as Indianapolis. HOTRING 1610.0 4500.0 1.2 0.0 0.2 -0.4 70 0.80 0.80 0.55 5 250.0 23.0 5.0 R P 7.0 0.52 0 25.0 1.5 0.10 10.0 0.29 -0.16 0.6 0.4 0.20 0.56 45000 40002004 C00000 1 1 0 Superspeedway: Extreme modification for maximum top speed at the cost of acceleration and traction, as well as asymmetric ballast for maximum efficiency and stability in sustained high-speed left turns, for use in high-banked superspeedways like Talladega and Daytona. In-game, I don't see much of a purpose for this setup apart from exceedingly fast highway travelling, or circling Julius Thruway anti-clockwise. HOTRING 1575.0 4500.0 1.0 -0.2 0.2 -0.4 70 0.71 0.80 0.48 5 270.0 20.0 5.0 R P 6.3 0.52 0 22.0 1.5 0.10 10.0 0.29 -0.16 0.6 0.4 0.20 0.56 45000 40002004 C00000 1 1 0