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Driv3r maps to GTA, Already on BeamNG


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/!\ErManu/!\

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/
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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

 

 

/!\ErManu/!\
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.

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 by ZAZ
/!\ErManu/!\
8 hours ago, Nico said:

Calling the San Andreas map "boring" is certainly an opinion... :bruh:

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...

/!\ErManu/!\
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"

 

 

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Make experience with Limit adjuster

either fastman92limitAdjuster or Open Limit Adjuster.

 

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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...

 

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

 

 

 

/!\ErManu/!\

 

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...

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