/!\ErManu/!\ Posted March 4 Share Posted March 4 Greetings, I know it sounds crazy, but this game is quite old now, and why not? It would be nice to see Nice or Istanbul in GTA San Andreas... I've personally tried those maps in BeamNG Drive, Miami, Nice, and Istanbul... They've been released, extracted somehow, and such a mod exists... The question is, would it be possible to convert it for San Andreas? It's just an idea; if anyone has the knowledge and tools... Here are the maps: https://www.modland.net/beamng.drive-mods/maps/istanbul-driv3r.html https://www.beamng.com/threads/driv3r-maps-miami-nice-and-istanbul.89670/ It's just an idea or suggestion; I don't want to deal with moral issues or anything like that. Driv3r is a very old game, and it's a shame to have those maps wasted there. Link to comment https://gtaforums.com/topic/1005430-driv3r-maps-to-gta-already-on-beamng/ Share on other sites More sharing options...
ZAZ Posted March 5 Share Posted March 5 It would be a hard work Do you know what file format the models of this download have? https://www.modland.net/beamng.drive-mods/maps/istanbul-driv3r.html Link to comment https://gtaforums.com/topic/1005430-driv3r-maps-to-gta-already-on-beamng/?do=findComment&comment=1072649547 Share on other sites More sharing options...
/!\ErManu/!\ Posted March 5 Author Share Posted March 5 I have seen 14 sectors in .DAE format and 14 folders with their respective DDS textures... What would be the problem? I'm speaking from a place of ignorance. Link to comment https://gtaforums.com/topic/1005430-driv3r-maps-to-gta-already-on-beamng/?do=findComment&comment=1072649590 Share on other sites More sharing options...
ZAZ Posted March 6 Share Posted March 6 13 hours ago, /!\ErManu/!\ said: I have seen 14 sectors in .DAE format and 14 folders with their respective DDS textures... .DAE format is compatible, I could import it to 3d editor (3dMax) so it's possible to export it for gta sa 13 hours ago, /!\ErManu/!\ said: What would be the problem? It needs to convert a huge amount of object models It needs to create many txd archives It needs to create many map data files, many IDE definitions and IPL placement entries Link to comment https://gtaforums.com/topic/1005430-driv3r-maps-to-gta-already-on-beamng/?do=findComment&comment=1072649833 Share on other sites More sharing options...
/!\ErManu/!\ Posted March 11 Author Share Posted March 11 On 3/6/2026 at 10:44 AM, ZAZ said: .DAE format is compatible, I could import it to 3d editor (3dMax) so it's possible to export it for gta sa It needs to convert a huge amount of object models It needs to create many txd archives It needs to create many map data files, many IDE definitions and IPL placement entries I retired from the world of GTA many years ago... In fact, I remember your username and a few others from around 2008 and the 2010s... I recently reinstalled GTA, but I find its cities incredibly boring. I always wished Driv3r or Getaway had modding capabilities for their cities, but San Andreas is the mother of modding and the freedom to create things, with a bit of know-how. Whether out of nostalgia or a desire to pick up a hobby again, I'm back. Could you point me to some good tutorials on adding maps to this game? I'll probably go back to using 3D Max 9 and its old KAM Scripts... which is what I remember. I'm looking to either convert Istanbul, which I think is a waste not to use, or create a humble European neighborhood myself, add parked cars, and maybe even make some interiors with Cleo, recycling interiors from San Andreas. I retired from the world of GTA many years ago... In fact, I remember your username and a few others from around 2008 and the 2010s... I recently reinstalled GTA, but I find its cities incredibly boring. I always wished Driv3r or Getaway had modding capabilities for their cities, but San Andreas is the mother of modding and the freedom to create things, with a bit of know-how. Whether out of nostalgia or a desire to pick up a hobby again, I'm back. Could you point me to some good tutorials on adding maps to this game? I'll probably go back to using 3D Max 9 and its old KAM Scripts... which is what I remember. I'm looking to either convert Istanbul, which I think is a waste not to use, or create a humble European neighborhood myself, add parked cars, and maybe even make some interiors with Cleo, recycling interiors from San Andreas. LUISDooM 1 Link to comment https://gtaforums.com/topic/1005430-driv3r-maps-to-gta-already-on-beamng/?do=findComment&comment=1072651373 Share on other sites More sharing options...
Nico Posted March 11 Share Posted March 11 Calling the San Andreas map "boring" is certainly an opinion... I do remember a mod for GTA 4 called French Riviera that included the medieval part of Driv3r's Nice. LUISDooM 1 Link to comment https://gtaforums.com/topic/1005430-driv3r-maps-to-gta-already-on-beamng/?do=findComment&comment=1072651436 Share on other sites More sharing options...
ZAZ Posted March 11 Share Posted March 11 (edited) I like Istanbul, it could be a cool TC map for gta sa For you as beginner you will need minimum 5 years to realize it. If it even is possible, because you need 3dMax. In the first year you only have to learn and gain experience about many things You should make many small mods that will work and learn to fix mistakes or other issues instead one big project that won't work Modding Rule 1: Make a backup copy of the whole game installation before you start modding 2.) I recommand to not install the game on your system drive, if possible, or not to the default installation path If you make a backup copy before you start modding you can make more copies to other drives, if possible and use each copy for playing and modding. Just keep one copy unmodded. Startup with IPL modding Your first exercise should be to add an Item Placement to *.ipl file of map folder The ipl and ide files (Lae.ide, Lae.ipl) are just plain text files and editable with notepad.exe An advanced texteditor is better and more comfortable, for example sannybuilder or notepad++ can you get for free Then use MapEditor just for the final placement and rotation read Item_Definition , Item Placement and IPL Definitions Open GTA SA\data\maps\LA\LAe2.IPL with texteditor The ipl file beginns with "inst" and as following the normal item placements till the list ends with "end", to close the "inst" section inst 17582, stadtplaza_lae2, 0, 2739.21875, -1770.085938, 17.5546875, 0, 0, -0.999048233, 0.04361938313, -1 end The LAe2.IPL have a lot item placements in the "inst" section,so it's a long list scroll down to the end of "inst" section there should you find these lines: 710, vgs_palm01, 0, 2730.046875, -1191.328125, 83.5859375, 0, 0, -0.9762960076, -0.2164396197, -1 end add there a line for placement of the explosive Barrel4 710, vgs_palm01, 0, 2730.046875, -1191.328125, 83.5859375, 0, 0, -0.9762960076, -0.2164396197, -1 1225, barrel4, 0, 2486.3, -1678.5, 12.8, 0, 0, 0, 1, -1 end add placements always to the end of the "inst" section the explosive barrel is placed in Grovestreet, beside of CJ's house now test it ingame Basic informations: Every model (actor, car, weapons, object (Buildings, Landscapes, tuningparts are also objects) must be defined and have an ID number actors in data\peds.ide cars in data\vehicles.ide weapons in data\default.ide tuningparts in data\ maps\veh_mods\veh_mods.ide Buildings, Landscapes and other objects in a lot of files separated in different folders of data\ maps folder data\maps\generic contains ide and ipl files for small objects for the gameplay like doors, hydrant, shark ect... data\maps\interior contains ide and ipl files for interior rooms and their accessory data\maps\country contains ide and ipl files for Buildings and Landscapes of the country as well of area51 data\maps\LA contains ide and ipl files for Buildings and Landscapes of Los Santos data\maps\SF contains ide and ipl files for Buildings and Landscapes of San fierro data\maps\Vagas contains ide and ipl files for Buildings and Landscapes of Las Venturas data\maps\leveldes contains ide and ipl files for the seabeds and for the Liberty City interior world GTA San Andreas Root Directory |_anim |_audio| |__data | . . |__Decision . . |__Icons . . |__maps . . . | . . . |_country (country ide and ipl) . . . |_generic (dynamic and gameplay objects ide) . . . |_interior (interior and interior properties ide and ipl) . . . |_LA (Los Santos ide and ipl) . . . |_leveldes (Seabed and LC world and special objects ide and ipl) . . . |_SF (San Fierro ide and ipl) . . . |_vegas (Las Venturas ide and ipl) . . . |_veh_mods (vehicle Tuningparts ide) . . . . gta.dat ("Master file" in txt format: List to load IMG, IDE and IPL files) . . default.ide (weapon ide) . . peds.ide (pedestrians, charackter ide) . . vehicles.ide (vehicles ide) . . timecyc.dat (Weather, Game Colouring) . . object.dat (dynamic, script and special object settings) . . water.dat (water cube coordinates) . . weapon.dat (weapon settings) | |__models | . . gta3.img . . gta_int.img . . cutscene.img . . player.img The ide and ipl files need to be loaded and requires to insert their filepath (relativ to game root directory) into data\gta.dat Same for img archivs Exceptions: gta3.img, gta_int.img, player.img, peds.ide, vehicles.ide, default.ide are loaded automatcal and don't need to add the path in gta.dat Item Definition / IDE The most important content of ide lines are Model ID number/Model name/Texture name these 3 entries, separeted by comma define the model and allocates the dff file with txd file to an ID number the ide line contains also more entries, which can be different, each if it is a ped, weapon, vehicle or map object the meaning of the entries for map objects is: ID number, modelname, Texturepack, drawdistance, flag example: 1211, fire_hydrant, dynhydrent, 40, 128 The models itself must be placed in an img archiv (or in modloader folder) and each model must have a *.dff file(3d model), a *.txd file(textures) and a *.col file(collisions model) A *.col file is an archiv which can contain one more collisions models the name of the collisions model must be the same as the name of the *.dff file but the *.col file archiv can have any name The ide files have sections the normal object definitions are placed between objs and end example: objs 1211, fire_hydrant, dynhydrent, 40, 128 end ------------------------------------------------------------------- Adding a new object to the game needs to add an Item Definition by giving a new free ID number, smaller than 20000 You can add the new ide line to any ide file (unless peds.ide and vehicles.ide) a list of free IDs can you find here or here example: objs 19012, palmount_garage, palmount_garage, 150, 0 end ------------------------------------------------------------------- More About IPL The ipl files have sections the normal object placements are placed between inst and end example: inst 17582, stadtplaza_lae2, 0, 2739.21875, -1770.085938, 17.5546875, 0, 0, -0.999048233, 0.04361938313, -1 end there're additional sections, mostly empty or the sections for garages or enex have entries garage entry to define garage area in grovestreet: grge 2502.31, -1699.36, 12.4323, 2508.61, -1699.36, 2502.31, -1691.01, 16.5666, 1, 16, cjsafe end enex entry to place enex (yellow triangle for teleport into interior) enex 2309.62, -1643.63, 13.8385, 0, 1.6, 1.6, 8, 2308.12, -1643.63, 13.8385, 93, 0, 260, "BAR2", 0, 2, 0, 24 end Stream.ipl The most part of the item placements are inside of the "stream.ipl" files These files are placed in gta3.img as well in gta_int.img These files are assigned by the filename to the ipl files of maps folder Example: data\maps\LA\LAe2.IPL is the base ipl and the assigned "stream.ipl" files are: lae2_stream0.ipl lae2_stream1.ipl lae2_stream2.ipl lae2_stream3.ipl lae2_stream4.ipl lae2_stream5.ipl lae2_stream6.ipl the "stream.ipl" files are in binary format, not plaintext it needs first to extract these files from gta3.img with img tool then use Binary IPL (De)Compiler to convert the "stream.ipl" into text format as well as back into binary format About Collisions models: The collisions files are archiv files with *.col extension that contain collisions models You need CollEditor to open collisions files and import/export or edit collisions models A collisions model must always have the same name as the *.dff model, but most collisions models are hidden in a col archiv that have another name. The collmodel inside the coll file must have same name as the dff model The coll file is an archiv and can have any name Making coll model: When your model is ready and size is ok, then make shure that only that model is available in 3dmax and nothing else then use 3dmax-export function, export it as *.3ds Then open CollEditor and open an existing coll file or create a new then choose "Edit" > "ADD" and add the *.3ds About LOD models: LOD models can be installed by 2 methods: with collisions model or without collisions model if the LOD have a coll model, then can you place it like any other objects.. ..but it doesn't discharge such performance like intended, the most LOD's in the original game are without collisions model in both ways can you link the stock building to the LOD building to let the LOD blink out if you come to the stock building LOD's without collisions model must be done in this way and must be done in IPL files Objects which should link to a corresponding LOD object must have the line number of the corresponding LOD object at line end LOD objects must have -1 at the end only objects which should link to a corresponding LOD object must not have -1 at the end the others must have -1 at the end example, 3 objects which links to their corresponding LOD object Line number 0 = "5001, mynice_home," mynice_home links to LODice_home at line 3, mynice_garage to LODice_garage at line 4 and so on inst 5001, mynice_home, 0, 190.6, -1425.8, 19.4, 0, 0, 0, 1, 3 5002, mynice_garage, 0, 190.6, -1425.8, 19.4, 0, 0, 0, 1, 4 5003, mynice_shop, 0, 190.6, -1425.8, 19.4, 0, 0, 0, 1, 5 5004, LODice_home, 0, 190.6, -1425.8, 19.4, 0, 0, 0, 1, -1 5005, LODice_garage, 0, 190.6, -1425.8, 19.4, 0, 0, 0, 1, -1 5006, LODice_shop, 0, 190.6, -1425.8, 19.4, 0, 0, 0, 1, -1 end LOD placement can't be done in stream.ipl's but must be done in the ipl files of map folder The stream.ipl files contain a lot of object placements with link numbers to corresponding LOD objects of ipl files of map folder --------------------------------------------------------------------------------------------------------------- --------------------------------------------------------------------------------------------------------------- Install some nice map mods as exercise About gta3.img Before modloader came out we modified gta3.img again and again, mostly for replacing cars. Modifying gta3.img again and again often ended up in a corrupted gta3.img This archive file is very big and very important and sensible. So we're glad to have modloader and don't wanna touch the gta3.img for modding Same for gta_int.img, cuts.img, cutscene.img and player.img Also, IMG tools have a function "Rebuild Archive" to reconfigure the file registration inside the archive This is necessary when many files or big files has been replaced/added Mapmods/building mods often came with a custom.img, if they add new objects examples: Ocram island F1-shanghai race map SAkina race map So if you don't wanna install modloader, you can install your file inside a custom img archive You have to add then a line to gta.dat IMG DATA\PATHS\CARREC.IMG IMG DATA\SCRIPT\SCRIPT.IMG IMG MODELS\CUTSCENE.IMG IMG MODELS\CUSTOM.IMG Consider that IMG archives which should be loaded, are limited By default GTA San Andreas is able to load max 9 archives: 4 standard archives gta3.img, gta_int.img, cuts.img, player.img and 5 archives defined within default.dat or gta.dat It means you can add 2 img archives. fastman92limitAdjuster has an option to allow more IMG archives. I recommand IMG Manager to create/modify img archives and then run "Rebuild Archive" --------------------------------------------------------------------------------------------------------------- --------------------------------------------------------------------------------------------------------------- Make experience with Limit adjuster either fastman92limitAdjuster or Open Limit Adjuster. --------------------------------------------------------------------------------------------------------------- --------------------------------------------------------------------------------------------------------------- Learn to work with 3dMax Edited March 11 by ZAZ Link to comment https://gtaforums.com/topic/1005430-driv3r-maps-to-gta-already-on-beamng/?do=findComment&comment=1072651496 Share on other sites More sharing options...
/!\ErManu/!\ Posted March 12 Author Share Posted March 12 8 hours ago, Nico said: Calling the San Andreas map "boring" is certainly an opinion... I do remember a mod for GTA 4 called French Riviera that included the medieval part of Driv3r's Nice. With all due respect to San Andreas... I always wanted to see other cities like Sweden in Driver... I've seen the GTA IV mod and it's a great piece of work... Link to comment https://gtaforums.com/topic/1005430-driv3r-maps-to-gta-already-on-beamng/?do=findComment&comment=1072651567 Share on other sites More sharing options...
/!\ErManu/!\ Posted March 12 Author Share Posted March 12 5 hours ago, ZAZ said: I like Istanbul, it could be a cool TC map for gta sa For you as beginner you will need minimum 5 years to realize it. If it even is possible, because you need 3dMax. In the first year you only have to learn and gain experience about many things You should make many small mods that will work and learn to fix mistakes or other issues instead one big project that won't work Modding Rule 1: Make a backup copy of the whole game installation before you start modding 2.) I recommand to not install the game on your system drive, if possible, or not to the default installation path If you make a backup copy before you start modding you can make more copies to other drives, if possible and use each copy for playing and modding. Just keep one copy unmodded. Startup with IPL modding Your first exercise should be to add an Item Placement to *.ipl file of map folder The ipl and ide files (Lae.ide, Lae.ipl) are just plain text files and editable with notepad.exe An advanced texteditor is better and more comfortable, for example sannybuilder or notepad++ can you get for free Then use MapEditor just for the final placement and rotation read Item_Definition , Item Placement and IPL Definitions Open GTA SA\data\maps\LA\LAe2.IPL with texteditor The ipl file beginns with "inst" and as following the normal item placements till the list ends with "end", to close the "inst" section inst 17582, stadtplaza_lae2, 0, 2739.21875, -1770.085938, 17.5546875, 0, 0, -0.999048233, 0.04361938313, -1 end The LAe2.IPL have a lot item placements in the "inst" section,so it's a long list scroll down to the end of "inst" section there should you find these lines: 710, vgs_palm01, 0, 2730.046875, -1191.328125, 83.5859375, 0, 0, -0.9762960076, -0.2164396197, -1 end add there a line for placement of the explosive Barrel4 710, vgs_palm01, 0, 2730.046875, -1191.328125, 83.5859375, 0, 0, -0.9762960076, -0.2164396197, -1 1225, barrel4, 0, 2486.3, -1678.5, 12.8, 0, 0, 0, 1, -1 end add placements always to the end of the "inst" section the explosive barrel is placed in Grovestreet, beside of CJ's house now test it ingame Basic informations: Every model (actor, car, weapons, object (Buildings, Landscapes, tuningparts are also objects) must be defined and have an ID number actors in data\peds.ide cars in data\vehicles.ide weapons in data\default.ide tuningparts in data\ maps\veh_mods\veh_mods.ide Buildings, Landscapes and other objects in a lot of files separated in different folders of data\ maps folder data\maps\generic contains ide and ipl files for small objects for the gameplay like doors, hydrant, shark ect... data\maps\interior contains ide and ipl files for interior rooms and their accessory data\maps\country contains ide and ipl files for Buildings and Landscapes of the country as well of area51 data\maps\LA contains ide and ipl files for Buildings and Landscapes of Los Santos data\maps\SF contains ide and ipl files for Buildings and Landscapes of San fierro data\maps\Vagas contains ide and ipl files for Buildings and Landscapes of Las Venturas data\maps\leveldes contains ide and ipl files for the seabeds and for the Liberty City interior world GTA San Andreas Root Directory |_anim |_audio| |__data | . . |__Decision . . |__Icons . . |__maps . . . | . . . |_country (country ide and ipl) . . . |_generic (dynamic and gameplay objects ide) . . . |_interior (interior and interior properties ide and ipl) . . . |_LA (Los Santos ide and ipl) . . . |_leveldes (Seabed and LC world and special objects ide and ipl) . . . |_SF (San Fierro ide and ipl) . . . |_vegas (Las Venturas ide and ipl) . . . |_veh_mods (vehicle Tuningparts ide) . . . . gta.dat ("Master file" in txt format: List to load IMG, IDE and IPL files) . . default.ide (weapon ide) . . peds.ide (pedestrians, charackter ide) . . vehicles.ide (vehicles ide) . . timecyc.dat (Weather, Game Colouring) . . object.dat (dynamic, script and special object settings) . . water.dat (water cube coordinates) . . weapon.dat (weapon settings) | |__models | . . gta3.img . . gta_int.img . . cutscene.img . . player.img The ide and ipl files need to be loaded and requires to insert their filepath (relativ to game root directory) into data\gta.dat Same for img archivs Exceptions: gta3.img, gta_int.img, player.img, peds.ide, vehicles.ide, default.ide are loaded automatcal and don't need to add the path in gta.dat Item Definition / IDE The most important content of ide lines are Model ID number/Model name/Texture name these 3 entries, separeted by comma define the model and allocates the dff file with txd file to an ID number the ide line contains also more entries, which can be different, each if it is a ped, weapon, vehicle or map object the meaning of the entries for map objects is: ID number, modelname, Texturepack, drawdistance, flag example: 1211, fire_hydrant, dynhydrent, 40, 128 The models itself must be placed in an img archiv (or in modloader folder) and each model must have a *.dff file(3d model), a *.txd file(textures) and a *.col file(collisions model) A *.col file is an archiv which can contain one more collisions models the name of the collisions model must be the same as the name of the *.dff file but the *.col file archiv can have any name The ide files have sections the normal object definitions are placed between objs and end example: objs 1211, fire_hydrant, dynhydrent, 40, 128 end ------------------------------------------------------------------- Adding a new object to the game needs to add an Item Definition by giving a new free ID number, smaller than 20000 You can add the new ide line to any ide file (unless peds.ide and vehicles.ide) a list of free IDs can you find here or here example: objs 19012, palmount_garage, palmount_garage, 150, 0 end ------------------------------------------------------------------- More About IPL The ipl files have sections the normal object placements are placed between inst and end example: inst 17582, stadtplaza_lae2, 0, 2739.21875, -1770.085938, 17.5546875, 0, 0, -0.999048233, 0.04361938313, -1 end there're additional sections, mostly empty or the sections for garages or enex have entries garage entry to define garage area in grovestreet: grge 2502.31, -1699.36, 12.4323, 2508.61, -1699.36, 2502.31, -1691.01, 16.5666, 1, 16, cjsafe end enex entry to place enex (yellow triangle for teleport into interior) enex 2309.62, -1643.63, 13.8385, 0, 1.6, 1.6, 8, 2308.12, -1643.63, 13.8385, 93, 0, 260, "BAR2", 0, 2, 0, 24 end Stream.ipl The most part of the item placements are inside of the "stream.ipl" files These files are placed in gta3.img as well in gta_int.img These files are assigned by the filename to the ipl files of maps folder Example: data\maps\LA\LAe2.IPL is the base ipl and the assigned "stream.ipl" files are: lae2_stream0.ipl lae2_stream1.ipl lae2_stream2.ipl lae2_stream3.ipl lae2_stream4.ipl lae2_stream5.ipl lae2_stream6.ipl the "stream.ipl" files are in binary format, not plaintext it needs first to extract these files from gta3.img with img tool then use Binary IPL (De)Compiler to convert the "stream.ipl" into text format as well as back into binary format About Collisions models: The collisions files are archiv files with *.col extension that contain collisions models You need CollEditor to open collisions files and import/export or edit collisions models A collisions model must always have the same name as the *.dff model, but most collisions models are hidden in a col archiv that have another name. The collmodel inside the coll file must have same name as the dff model The coll file is an archiv and can have any name Making coll model: When your model is ready and size is ok, then make shure that only that model is available in 3dmax and nothing else then use 3dmax-export function, export it as *.3ds Then open CollEditor and open an existing coll file or create a new then choose "Edit" > "ADD" and add the *.3ds About LOD models: LOD models can be installed by 2 methods: with collisions model or without collisions model if the LOD have a coll model, then can you place it like any other objects.. ..but it doesn't discharge such performance like intended, the most LOD's in the original game are without collisions model in both ways can you link the stock building to the LOD building to let the LOD blink out if you come to the stock building LOD's without collisions model must be done in this way and must be done in IPL files Objects which should link to a corresponding LOD object must have the line number of the corresponding LOD object at line end LOD objects must have -1 at the end only objects which should link to a corresponding LOD object must not have -1 at the end the others must have -1 at the end example, 3 objects which links to their corresponding LOD object Line number 0 = "5001, mynice_home," mynice_home links to LODice_home at line 3, mynice_garage to LODice_garage at line 4 and so on inst 5001, mynice_home, 0, 190.6, -1425.8, 19.4, 0, 0, 0, 1, 3 5002, mynice_garage, 0, 190.6, -1425.8, 19.4, 0, 0, 0, 1, 4 5003, mynice_shop, 0, 190.6, -1425.8, 19.4, 0, 0, 0, 1, 5 5004, LODice_home, 0, 190.6, -1425.8, 19.4, 0, 0, 0, 1, -1 5005, LODice_garage, 0, 190.6, -1425.8, 19.4, 0, 0, 0, 1, -1 5006, LODice_shop, 0, 190.6, -1425.8, 19.4, 0, 0, 0, 1, -1 end LOD placement can't be done in stream.ipl's but must be done in the ipl files of map folder The stream.ipl files contain a lot of object placements with link numbers to corresponding LOD objects of ipl files of map folder --------------------------------------------------------------------------------------------------------------- --------------------------------------------------------------------------------------------------------------- Install some nice map mods as exercise About gta3.img Before modloader came out we modified gta3.img again and again, mostly for replacing cars. Modifying gta3.img again and again often ended up in a corrupted gta3.img This archive file is very big and very important and sensible. So we're glad to have modloader and don't wanna touch the gta3.img for modding Same for gta_int.img, cuts.img, cutscene.img and player.img Also, IMG tools have a function "Rebuild Archive" to reconfigure the file registration inside the archive This is necessary when many files or big files has been replaced/added Mapmods/building mods often came with a custom.img, if they add new objects examples: Ocram island F1-shanghai race map SAkina race map So if you don't wanna install modloader, you can install your file inside a custom img archive You have to add then a line to gta.dat IMG DATA\PATHS\CARREC.IMG IMG DATA\SCRIPT\SCRIPT.IMG IMG MODELS\CUTSCENE.IMG IMG MODELS\CUSTOM.IMG Consider that IMG archives which should be loaded, are limited By default GTA San Andreas is able to load max 9 archives: 4 standard archives gta3.img, gta_int.img, cuts.img, player.img and 5 archives defined within default.dat or gta.dat It means you can add 2 img archives. fastman92limitAdjuster has an option to allow more IMG archives. I recommand IMG Manager to create/modify img archives and then run "Rebuild Archive" --------------------------------------------------------------------------------------------------------------- --------------------------------------------------------------------------------------------------------------- Make experience with Limit adjuster either fastman92limitAdjuster or Open Limit Adjuster. --------------------------------------------------------------------------------------------------------------- --------------------------------------------------------------------------------------------------------------- Learn to work with 3dMax It's a great bible of knowledge; I'll consult it quite often. Thank you very much! But I've seen simple steps with 3D Max and Map Editor to insert an object... After all, the Driv3r map is nothing more than a huge .DAE object divided into 14 parts... Why would it take 5 years? Perhaps all that time to fully complete it with interiors and many functional features... I just want the map located at sea, far from San Andreas, and little by little I'd refine it, simply enjoying the scenery... improvising small things... adding life to areas where I see fit... simple traffic, parked cars... Link to comment https://gtaforums.com/topic/1005430-driv3r-maps-to-gta-already-on-beamng/?do=findComment&comment=1072651568 Share on other sites More sharing options...
ZAZ Posted March 12 Share Posted March 12 I don't wanna destroy your motivation, but you should know that you will work on it for a long long time I hope you'll do it with passion 19 hours ago, /!\ErManu/!\ said: I just want the map located at sea, far from San Andreas Miami, Nice, or Istanbul? I believe it will be too big for that Btw. you will need a plugin for 3dmax like the Updated version of KAM's scripts Link to comment https://gtaforums.com/topic/1005430-driv3r-maps-to-gta-already-on-beamng/?do=findComment&comment=1072651863 Share on other sites More sharing options...
/!\ErManu/!\ Posted March 13 Author Share Posted March 13 Istanbul, anyway, who knows, maybe I'll just do part of it. Of course, I'm not going to drive myself crazy if it's too difficult... I was also motivated by this video; the user seems to have just made it... I don't know how difficult it is... I remember Kams Script and another one for .COL... what's more, I remember modeling something simple and managing to import it as a map object with MED... Link to comment https://gtaforums.com/topic/1005430-driv3r-maps-to-gta-already-on-beamng/?do=findComment&comment=1072651920 Share on other sites More sharing options...
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