Search the Community
Showing results for tags 'sa released'.
-
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 2.22D for SA Wanted Level Editor version 2.22B for SA Wanted Level Editor version 2.22A for SA (heli script) // 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
- 755 replies
-
- VC Released
- iii released
-
(and 3 more)
Tagged with:
-
Zombie Andreas is a modification for "GTA: San Andreas" which completely changes the entire gameplay of the game. Zombie Apocalypse came to several States because an unknown infection has infected most of the population! The remaining people are trying to survive and don't get murdered by each other. Version "Complete" is almost the ultimate squeezing juice from RenderWare engine - new content, improving all the old features. And the gamemodes on the GTA 3, GTA VC, GTA LCS, GTA VCS maps and more! Storyline Mode A story about Mike that confronts with death of his wife - Amanda. Under he's life after tragedy he will meet miscellaneous characters, interesting adventures and plot twists in this hell! Escape Mode The main objective in this mode is find a walkie-talkie, and escape from the state in a certain time - 60 minutes. As soon as the mode starts, the game selects a random character, given random weapon(s) to him, a random stock of items and will put him in a random situation - it all depends on the difficult. For example, at the start he may already driving a car and running away from bandits or, for example, find himself in the forest alone with the marauder. Also, player can have a teammate, or even a team. Full team is 4 survivors (with player). However, you can't just escape on your own - you need a walkie-talkie. There are also various camps scattered throughout the state where your game progress can be saved. However, saving takes 6 minutes. Different factions will meet along the way - farmers, bandits, military, and police. Bandits and the military will be hostile to the player - they will trying to kill him in any way. Farmers and police are friendly until the player will provokes them. Marauders will also meet - these are loners who will try to eliminate the player. They will always be hostile to him. Do not forget about the usual infected, which will occur at almost every step. These are not the zombies that we used to see usually - infected fast, strong, even somewhat smart. There are also special infected ones, they are stronger and have different abilities. A Tank, for example, can throw heavy objects, and a clown can attract zombie attention. The player needs to go through everything and escape. In order for a player to escape, he needs to leave the state. This must be done with the help of a walkie-talkie, which must be used at the point of salvation. After calling the rescue, the player needs to withstand the horde, which lasts several minutes. Time depends on the difficult. Also, towards the end, the player will have to kill the Tank. To complete the rescue, the player needs to wait for the rescuers who will arrive on the vehicle, and then get into this vehicle. After that, the mode will be completed. Faction War Play as one of the factions (military, bandits, police and farmers). In this mode, you need to fight a war and clear the whole state. In this mode the player are fights for the chosen faction: farmers (only on SA map), military, police, bandits. Police and farmers are forming a single fraction of the survivors. The gameplay of this mode is the destruction of members of hostile factions and the capture their bases. The ultimate objective in this mode, of course, is to capture all enemy bases and destroy all enemies (the residual number of which is noted in % (when capturing the last base, all opponents are taken away by 15% of the number)). However, in the case of too many deaths of members of your faction, (if their percentage drops to 0) you will lose. With the loss of allies, after a while new ones appear on the map, and they can be immediately teleported to the car. In this mode, there are no special infected. So you can focus on the battle with the rest of the enemies. Also, if you play as the Military, a military helicopter will fly to your aid, shooting down enemy helicopters. But if you are not playing as the Military, your helicopters may also be defeated. Survival Mode Survival is the most global gamemode in which the player has enormous freedom of actions and the absence of restrictions in anything. He can loot buildings, drain gasoline, capture enemy camps, complete quests, upgrade vehicles and much, much more. For each useful action, the player receives a little experience. Each specific amount of experience gained, the player receives a new level, gets 5 perk points (+10 for every 5th level), and the required amount to the next level grows exponentially. The player also receives a small portion of experience for each day spent. There are 35 perks, and for pumping most you need a certain level. The perks themselves also have a level, which allows them to upgrade their more advanced versions (after opening their first level, of course). Every 2-3 days in the State, an airdrop is dropped from the plane, which can be picked up (this is connected with one task; more on that below) and get useful supplies from it. However, instead of waiting once in the same period, you can call Airdrop yourself, through the radio, at a great distance from the camps. There will be more supplies in the Airdrop caused by yourself than in random, but this will attract the horde and aggressively-minded survivors, such as bandits. Each month, the virus mutates little by little, due to which the infected ones become stronger. Also only in this mode mechanics are present. The camp leader can not only provide supplies, but also tell the story of his camp. Every 12 minutes, the Leader of the camp has a quest, which, when taken, is generated from five options: Saving a stalker - the quest is to find and save the stalker of the camp, which did not come out to connection. If a player does not have time to find a stalker in a given radius in 4 minutes, he will die. However, not everything depends on the player - if luck turns in the wrong direction, the target may die even in case of success on the timer. Transportation of goods - you need to arrive at the camp with which the leader who issued the quest wants to establish a connection, and with the leader’s gasoline take their truck to their camp. Destruction of special infected - you need to kill the mutated infected, who came too close to the camp. Picking up an airdrop - is the first to pick up Airdrop, which should soon be thrown off at a certain point, and you need to bring supplies to the camp. Capturing the base - revenge for the murdered novice stalker. The player needs to capture the base closest to the camp. Holding Mode (Only on SA map) This mode is consisting in an improved escape as in Escape Mode, but with waves of infected, with weapons and body armors that given after the end of each wave. And choice of maps (with medals for the time that the player spent on the map without dying (and a gold medal for salvation)). There are 9 holding points on the map: SF Airport El Castillo Del Diablo Shooting range in the desert Whetstone Zombotech Big Ear Motel Farm LS Airport Versus Mode Versus is an unusual mode where a player are fights for one team against another, changing teams each round - he can win back the survivors, or be one of the specials infected, who needs to kill the survivors. The total number of rounds is 5. To defeat the opposing team in the allotted time, you need to score more points than opponents by killing members of their group. Likewise, for the death of your allies, enemy team receives points. After the death of a player, no matter what team he is in, he will spawn in a random place with random weapons (if he is a survivor) and a skin, but the round continues, and the opposite team is given 15 points for defeating you (even if you died without their help). Additional gamemodes: Frenzy Mode Another an unique mode where the player fights against a large number of specials infected with a Minigun (on the GTA III map, an enhanced M16 is used). A total of rounds in mode is 8, each one ends after some time, increasing with each round in an algebraic progression, and which must be experienced in order to pass the mode. In addition to the Hunters, the military helicopters will fly in the sky, bombing all with rockets (however, they usually do not fall into the player). After each round, the player appears in a random place and with a random skin, the same thing happens after death, however, it is worth considering that the number of lives is limited - there are only 5 of them! Mutation Mode A mode where the rules of the "Escape Mode" mode are changed. For completing all mutations (except "HESOYAM") you will receive an achievement. Mutations: To die in four - 3 allies. If one of them dies - the game is over. Lonely survivor - you are the only survivor in the state. One versus all - everyone against you. New dimension - the game in first-person ONLY (disabled on United and Stories maps) f*cking hell - all survivors and factions are constantly on the map. Drug master - your character is constantly under the influence of substances. Four bustards - constant attacks of all 4 special infected in one time. Guns apocalypse - all zombies have weapons. Hardcore survival - a sophisticated Nightmare difficulty. Explosive creatures - every zombie is a Hazmat. Migratory birds - confrontation to 6 Hunters in one time. Melee master - the player has only melee weapons. Moonwalk - moon gravity. TAAAAANK! - confrontation with 4 Tanks in one time. HESOYAM - activation of a random cheat code every 10-15 seconds. Known Issues: The HESOYAM mutation can crash due to the number of activated cheat codes, and this should not be surprising. Zombiegeddon Zombieddon is the only and generally unique mode from the Challenges section, which hosts races based on the Carmageddon game (1997). These races differ from the prototype. Instead of people, zombies are running along the highway, but basically everything is the same: you can go through the race in three ways, there is a choice of maps and bonuses. The mode starts with the choice of the map, and there are 15 in total: Country holocaust Desert crush Bloody coast Utopian port Hellish chili The cliff of suicide Circles around death East Coast Petrol Takeoff and landing One foot in wilderness Ace of spades Bizarre Downtown Crossout Bald eight Ring of anarchy After choosing a map, the player gets to the starting position. He has 9 randomly generated opponents, just like he is randomly generated. In addition, the character displayed in the small screen on the top right depends on the gender of the skin - if it's a woman, then Die Anna, if it's a man, then Max Damage. During race, random bonuses will appear in random places that look like barrels in the air. There are 17 bonuses in total, most of them last 30 seconds from the moment they are received. However, opponents can also take these bonuses, and since some of them give only a local effect, some bonus options are not available to bots. If a player loses the time or destroyed by opponents, the game will over. There are 3 conditions for victory, as in the original Carmageddon: Destroy all enemies. Be the first to race. Suppress all infected. After passing through the map in one of the ways, the corresponding icon is shown in the map selection menu to the right of the map itself. Download "Complete" version: Google disk - https://drive.google.com/file/d/1OuUbxm-d7LyZxY5gh3l4AWm-oUWgLLKi/view Latest Complete build is fully translated into English language and available to play! Of course, some errors and inaccuracies in translation can still be occur, if you find something - contact us. Authors: The authors of the modification - BloodTiger (a.k.a. HeadShooter, Muxan500) & Sergey Makarov The "Complete Team" members, testers, assistants, administrators - Sanek Bunik, Sadl Lampake & Philips_27 First former assistant and "right hand man" - Philips_27 Former member of "Complete Team", tester, assistant to group administrators (23.02.2019-05.05.2019) - Daniil Demchenko (a.k.a. RentSamp) All third-party authors, all authors that tools and programs we used and third-party plugins authors and etc. are listed in the 'ReadMe' file. VK Official Group (RUS) - https://vk.com/za_official Discord Server (ENG, RUS) - https://discord.gg/wYG5Un Note: We strongly recommend reading the 'ReadMe' file, there you can find a lot of useful information about modifications, management, settings, technical difficulties that you may encounter and other things. You can join our discord group if you want to ask us something or you encountered a problem or bug. You're welcome! Have a nice game and welcome to HELL!
-
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 2025+ (by Weaita) https://forum.multitheftauto.com/applications/core/interface/file/attachment.php?id=355&key=b81eed28b4bf0afd6bd8936a9e1447ec Previous version of the script https://yadi.sk/d/DQMt4tMM3TTV5e or https://drive.google.com/open?id=1hjKlZzNjxilEBfDGrSIN2iJF-1xSwVxU Changes and updates: - - - - - - - - - - - [ 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:
-
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
-
INTRODUCTION Welcome to Shody! Here, you can find vehicles once cherished by people across the state of San Andreas. You can also find other, non-vehicular modifications here if the aforementioned doesn't particularly take your fancy. All vehicles aim to be lore-friendly and utilise textures found within the 3D-era titles' IMG archives to ensure faithfulness and consistency are tantamount. Vehicle screenshots to arrive soon! KEY [NEW] = new listing available [UPD] = new update available VEHICLES BF CAMPER 2021-04-03 DECLASSE CADRONA 2021-03-03 DECLASSE PREMIER 2020-12-07 DUNDREARY REMINGTON 2021-08-30 OCELOT WINDSOR 2021-09-11 VAPID SPEEDO 2021-04-18 MISCELLANY PLATEBACK COLOUR-CORRECTION An assortment of colour-corrected plateback textures, in the default style and naming convention, as well as alternate "San Andreas" and exempt variants, for use with the default platecharset texture. Insert into vehicle.TXD. 2021-03-03 [NEW] PLATEBACK EXEMPT VARIATIONS (DEFAULT STYLE) For use on emergency vehicles. PLATEBACK REVAMP An assortment of plateback textures, including exempt variants and a platecharset texture, inspired by real-life number plate designs of the period. Insert into vehicle.TXD. 2021-03-03 [NEW] PLATEBACK REVAMP (VCS-STYLED) An assortment of plateback textures, including exempt variants and a platecharset texture, based on the Vice City Stories number plate texture. Insert into vehicle.TXD. 2022-08-04 BILLBD1_LAE REVAMP Corrects the false sky visible in the default texture. Insert either image into lae2billboards.TXD (found inside gta3.IMG). [NEW] VEHICLESHATTER128 COLOUR-CORRECTION An edit to the default vehicleshatter128 texture, removing the bluish tint from the background as well as adding further highlights near the impact origin and green hues throughout. Insert into vehicle.TXD. DISCLAIMER I'm fine with my modifications being uploaded to other websites as long as I'm credited. Thanks! CREDITS @Crack Yo' Neck for teaching me how to export properly @A.G., @AlexGRFan97, @Baka San, @direct, @RacingFreak, @Razor440, @RM76, @Thunderhead, @VictorSE, and everybody in The Warehouse for their continued feedback!
-
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:
-
Hello everyone! Welcome to my Workshop. Here you will find Skins, Weapons, Clothes and more. Check it out below, and enjoy!
- 356 replies
-
- sa released
- IV Released
-
(and 1 more)
Tagged with:
-
Mgg's Workshop Nominated as one of the best Workshops of 2018! Hey everyone, Mysterdogg here! well, I know what you're saying "but Mysterdogg, you already had a workshop..." and yeah, you're almost right, I used to have one but I was never satisfied with the result and due to my personal life, decided to request its removal. After a while, I've made a new one, this time focused on sharing my old stuff, but also new releases! Notes: Old Stuff! (Made prior the creation of the workshop) CLEO Scripts: Misc: Vehicles: Weapons : Guides : New Stuff! (Made after the creation of the workshop) CLEO Scripts: Misc : Guides: Newer Stuff! Currently 43 mods released here!
-
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
-
Based anime "Machine Hayabusa". From scratch in GTA-V style. https://youtu.be/HhIiwFq0r10
-
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:
-
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
-
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!
-
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
-
The topic has been moved because it was in the wrong section -SkyGTA_User
-
The topic has been moved to DYOM Missions for GTA San Andreas by SkyGTA_User because it was uploaded in the wrong section
-
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
-
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
-
<removed>
-
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)****
-
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)
-
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
-
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!
-
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
-
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