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Adding (Not Replacing) Extra Vehicles


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Suction Testicle Man

On request, this was taken from DiCanio's tutorial download that now resides on many a GTA fansite. I've formatted it to hopefully make more sense - PM me if anything needs more clarity.

 

 

 

Adding Extra Cars In Vice City v2.0
by DiCanio
Introduction
At long last, an update which shows you how to get car sounds and horns working when adding Extra cars to GTA Vice City.

 

BIG THANKS to the following:

• LEV from Russia - for his great work in finding the extra ID's

• SLANG - for the German translation of v1.0

• All GTA Modding sites who hosted the previous version.

• To all my fellow GTA Modders everywhere and to everyone who made suggestions for improvements.

 

This tutorial is based on the great work Strahd, and others, did for adding extra cars in GTA3! It was a wonderful discovery and gave many of us a lot of pleasure. This adaptation is dedicated to Strahd - wherever he is.

 

Excuse the repeated sentences throughout this tutorial. I've had a number of complaints from people saying that they couldn't add Extra cars for one reason or another. If you follow this tutorial to the letter you WILL be able to add those Extra cars. Tens of thousands of people have done so! At the last count over 70,000 people have downloaded v1.0 and the number of complaints is really quite small in comparison. As I've said many times - if at first you don't succeed, try, try and try again. Once you get the hang of it you'll realise just how easy it really is to add those Extra cars.

Programs you will need
IMGTool or IMG

ViceGXT

A good Hex Editor like Hex Workshop

Restrictions
• You can add only 3 new cars to Vice City.

• You cannot add motorcycles.

Step One
The three car ID's we are going to use for adding Extra vehicles are 237, 238 and 239. If you open your Default.ide file and look near the bottom you will see that these numbers are already taken:

 

# wheels

237, wheel_rim, generic, 2, 20, 70, 0

238, wheel_offroad, generic, 2, 20, 70, 0

239, wheel_truck, generic, 2, 20, 70, 0

 

Change these entries to the following:

 

# wheels

325, wheel_rim, generic, 2, 20, 70, 0

327, wheel_offroad, generic, 2, 20, 70, 0

433, wheel_truck, generic, 2, 20, 70, 0

 

user posted image

Step Two
You will now have to use the Find function in your text editor to search for ALL existing wheel ID's that have 237, 238 and 239. You need to change them to their new ID numbers.

 

For example the Infernus line in the original Default.ide is:

 

141, infernus, infernus, car, INFERNUS, INFERNS, null, executive, 7, 6, 0, 237, 0.74

 

You have to change this to:

 

141, infernus, infernus, car, INFERNUS, INFERNS, null, executive, 7, 6, 0, 325, 0.74

 

If you use your Find & Replace function and go through your Default.ide entry by entry (don't use the Global Replace function) you should be safe enough. Just change ALL lines that have Wheel ID's 237, 238 and 239 to their new numbers - see below:

 

237 is now 325

238 is now 327

239 is now 433

 

The rest of the tutorial is basically the same as the previous one so the hard part is now over. Just double check you changed all those entries correctly and remember to keep a back-up copy of your Default.ide just in case.

Step Three
An example of adding a new EXTRA vehicle:

 

Choose an existing Vice City car with roughly the same dimensions as the one you are going to add. As a test I decided to install Rich's Ford Mustang. The Idaho is roughly the same size so I chose this. Copy the Idaho line in the default.ide

 

131, idaho, idaho, car, IDAHO, IDAHO, null, poorfamily, 10, 7, 0, 256, 0.64

 

If the car you are adding has it's own custom wheels, and you have DMagic's Wheel Mod installed, then change the 256 to 249 adjusting the tyre size to suit. The Model Name for your new Extra car should have the same amount of letters as the Model Name it's going to base it's Handling ID on. I decided to give my Extra car the Model Name MUSTA which has five letters just like the IDAHO Model Name. You can call your Extra vehicles whatever you like as long as the Model Name has the same amount of letters as the Model Name you are basing your Handling on. The vehicle name which comes after the Class entry, in this case CAR, is the Handling ID name entry.

 

At present there is no known way of giving Extra cars their own handling lines, so they have to share one with an existing model. If you want to tweak the handling of your Extra cars then you alter the handling line of the existing cars that your Extra cars share handling with.

 

No matter what car you choose to base your handling line on you MUST keep that original Handling ID name as your new Extra car Handling ID name! See the example below.

 

If you check your Default.ide you will see that the vehicle entries are explained for you. The entries are classed like this in the Default.IDE - reading from left to right and from top to bottom. i.e. The first entry is ID Number and the last is the WheelScale.

 

ID Number, Model name, Txd name, Type HandlingId Game name, Anims Class Frq Lvl Comprules WheelModel ID WheelScale

In the Idaho's case it would be:

 

ID Number: 131

MODEL NAME: idaho

TXD Name: idaho

Type: car

HANDLING ID: IDAHO

GAME NAME: IDAHO

Animations: null (means NO animation used)

Class: poorfamily

Frequency: 10

Level: 7

Computer Rules: 0

Wheel Model ID: 256

Wheel Scale: 0.64

 

• The MODEL NAME is the name of the DFF file.

• The HANDLING ID is the name a particular car has in the Handling.cfg file.

• The GAME NAME is the name which appears on-screen when you enter a vehicle.

 

The two most important entries for our purposes are the HANDLING ID and MODEL NAME. Your new Extra vehicle must have a MODEL NAME with the same amount of letters as the one whose Handling ID you are going to use. The HANDLING ID name must be the same in your NEW Extra vehicles Default.IDE entry as the car you are basing your new entry on.

 

For example, if you were going to add an Extra car using the GOLFCART handling line you would have to give your new Extra car a FIVE letter Model Name as it would be named after the Model Name of the Golfcart - CADDY. Also, no matter what you decided to call this vehicle it would have a HANDLING ID entry called - GOLFCART. Remember, no matter what car you choose to base your handling line on you MUST keep that original Handling ID name as your new Extra car Handling ID name as well!

 

Another important thing to remember is the Game Name entry MUST be SEVEN letters or less. If you look through your Default.ide you will see that NO vehicle has more than seven letters for it's Game Name entry.

Step Four
Once you have your new Extra car entry sorted add it to the end of the default.ide car entries - after the Vice Cheetah entry which is 236. This is how my new line would look:

 

237, musta, musta, car, IDAHO, MUSTANG, null, poorfamily, 10, 7, 0, 249, 0.74

 

Note I have changed the original wheel type to the custom wheel ID 249 and adjusted the wheel size to suit the Mustang. I need to keep the original Handling ID name - in this case IDAHO. I have also chosen MUSTANG as the GAME NAME. The MODEL NAME is Musta, which has the same number of letters as the Idaho Model Name - so it looks like I'm good-to-go.

 

Save the default.ide file - remembering to make a back-up copy before changing anything.

Step Five
Next, open your carcols.dat file and add a new entry in alphabetical order for the Musta - i.e. it will come right after the Mule entry. Add some colors of your choice. I just made it all black by adding the following:

 

musta, 0,0

 

Save the file.

 

Here's an extract from the carcols.dat file after the new line was added:

 

user posted image

 

Whatever Extra car you will be adding must be added in alphabetical order as I have shown above. Be careful not to add extra spaces in your Carcols entry or to forget the all important commas. Just base your entry on the existing ones.

Step Six
Now I need to rename the dff & txd files for the Mustang to musta.dff and musta.txd - whatever your car is going to be called the Model Name MUST be used for the DFF and TXD names. Add them to the Vice City GTA3.img file using the IMG Tool. Remember to Rebuild the Archive.

 

user posted image

Step Seven
If you want the name of the new vehicle you are adding to appear on the screen when you enter it then do the following:

 

Open the Vice City GXT Editor. You will need to manually add the line where your GXT file is - like so:

 

C:/Program Files/Rockstar Games/Grand Theft Auto Vice City/TEXT/american.gxt

 

The word MAIN should be highlighted in the Key tables (left hand side). Go to the right hand pane - the KEYS section - and choose ADD. Type MUSTANG into the pop-up box and press OK. Click on the MUSTANG entry and add your GXT description text in the box below and click Apply. This will be the description that will appear when you get in the car. I added Ford Mustang.

 

user posted image

Step Eight
Now for the tricky bit.

 

Open the Vehicles.col file in the Models/Coll folder with your Hex editor. Find the entry for the car you are basing you Handling ID on - in this case IDAHO. Highlight from the word C in COLL all the way to the last dot just before the next COLL entry (the Infernus).

 

user posted image

 

Select COPY.

 

You now have to insert the data you just copied, in alphabetical order, back into the Vehicles.col file. In this case we are adding the MUSTA so find the entry nearest this alphabetically - in this case it's the MULE. Click just after the last dot in the MULE entry so that your cursor is blinking right before the letter C in COLL for the Oceanic entry. Choose Paste. The Idaho data will be pasted in alphabetical order right after the last dot in the MULE entry.

 

Now all you have to do is type over the IDAHO letters in the data you just pasted with the new vehicle name - MUSTA. Save file and exit.

 

user posted image

 

Hex Workshop gives you the option to make a back-up copy of

the Vehicles.col file, which is a good option to have.

You can paste your own COL data if you know how to make

custom COL files. This tutorial doesn't cover this

procedure however.

Step Nine
Fire up Vice City and look for your car. Hijack it, and your GXT entry will appear on screen.

 

"Ford Mustang"

 

And there ya go. Engine sounds with a horn that works smile.gif

 

You can do this three times to add three EXTRA cars to your game using ID Numbers 237, 238 and 239. Just be extra careful when copying and pasting the COL data. If at first you don't succeed - try, try and try again. You'll get it in the end as it really isn't that hard.

 

I'm still working on a way to get motorcycles into the game. I've gotten them to spawn but it's tediously slow work trying every combination. I'm also still trying to find a way to add custom handling lines for Extra cars. Again, I've managed to get them to spawn which is at least a step in the right direction. It's a case of one step forward two steps back most of the time wink.gif Look out for v3.0 of this tutorial........ in about six months - lol [it's been 13 months! -STM]

 

That's All Folks!

Have Fun!

 

DiCanio

 

Feb 25th 2004

Edited by Suction Testicle Man
  • Like 3
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Suction Testicle Man
Great guide! Does this still have the stability problems other similar tutorials are plauged with? I know that with them, the newly added cars often had no sound, and would crash the game when you used the horn.

According to DiCanio, this has neither of those bugs smile.gif

 

 

fuckindumass
Great guide! Does this still have the stability problems other similar tutorials are plauged with? I know that with them, the newly added cars often had no sound, and would crash the game when you used the horn.

According to DiCanio, this has neither of those bugs smile.gif

 

 

<3D

f*cking brilliant post. w00t. Thanks for sharing man, f*ck the cookie, have some midget porn *hands up dvd*

  • Like 2
  • 3 weeks later...
Suction Testicle Man
this was taken from DiCanio's tutorial download that now resides on many a GTA fansite.

Sorry dude, he released this a long time ago now, he's not so active now on the scene I believe. You could try emailing him on these forums, but your only hope for the GTA3 tutorial is google and maybe some archived fan sites. Hell, you could try searching here too, he may have posted it a while back.

 

 

  • 1 year later...

First of all excuse me for bringing this old post "up to date".

 

There is no need to hack vehicles.col with hex workshop.

 

 

Step Eight

Now for the tricky bit.

 

Open the Vehicles.col file in the Models/Coll folder with your Hex editor. Find the entry for the car you are basing you Handling ID on - in this case IDAHO. Highlight from the word C in COLL all the way to the last dot just before the next COLL entry (the Infernus).

 

Select COPY.

 

You now have to insert the data you just copied, in alphabetical order, back into the Vehicles.col file. In this case we are adding the MUSTA so find the entry nearest this alphabetically - in this case it's the MULE. Click just after the last dot in the MULE entry so that your cursor is blinking right before the letter C in COLL for the Oceanic entry. Choose Paste. The Idaho data will be pasted in alphabetical order right after the last dot in the MULE entry.

 

Now all you have to do is type over the IDAHO letters in the data you just pasted with the new vehicle name - MUSTA. Save file and exit.

 

Hex Workshop gives you the option to make a back-up copy of

the Vehicles.col file, which is a good option to have.

You can paste your own COL data if you know how to make

custom COL files. This tutorial doesn't cover this

procedure however.

 

 

 

Just use Steve-M coll editor to add (and rename)new col file.

 

I have tested this on my VC and it worked fine! biggrin.gif

 

 

UPDATE

 

 

Your new Extra vehicle must have a MODEL NAME with the same amount of letters as the one whose Handling ID you are going to use. The HANDLING ID name must be the same in your NEW Extra vehicles Default.IDE entry as the car you are basing your new entry on.

 

 

You don` have to worry about letter numbers. As long as your car name in default.ide have less than 7 letters, game will work just fine. Please note however that this will work only if you are using Steve-M coll editor. If you are going to replace col file with hex editor, then you must use "original" tutorial

Edited by Jasenko
  • 1 month later...
  • 3 weeks later...
  • 3 months later...
does this work for SA? or is there a diff method? can it be done in SA?

Welcome to the forums,

 

I think there is a way to add more cars in SA. From the time this tutorial was written, many things have changed, and people have found easier ways to do stuff. I remember seeing a method but where I do not. If you are bent on finding a solution, you should try contacting Sucton Testicle Man who wrote this tut.

 

Oh, and if you see an old topic don't post in it unless you find it abssolutely necessary smile.gif

 

  • 2 weeks later...
Suction Testicle Man
Why do you have to change it to 325,327,433?

they look very random to me..

Is there a reason why these numbers are used?

They're all IDs unused by the game.

  • 2 weeks later...

Off-topic, but still important.

 

If you use 325, 327 or 433 wheel type on RC Bandit (toy car), game will crash. Solution for this is very simple, just change id number for each wheel type to any number from 250 to 256. Of course, you will have to change original wheel type to 325, 327, or 433.

 

Confused? Here`s an example:

 

You want to use off-road wheel (327, wheel_offroad, generic, 2, 20, 70, 0) on RC Bandit, but game crashes. To fix that, you must select any wheel type from 250 to 256 (for example: 251, wheel_saloon, generic, 2, 20, 70, 0) and copy it`s id number (251 in this case) on off-road wheel. (251, wheel_offroad, generic, 2, 20, 70, 0)

After that you just need to use number 327 on saloon wheel type (327, wheel_saloon, generic, 2, 20, 70, 0)

 

And this is it! Unlike RC car, "ordinary" versions can use 325, 327 and 433 as standard wheel type without crashing the game.

  • 2 weeks later...
Hey, some one help me cry.gif I opened Vehicles.col with Workshop 4.23 and there is no IDAHO or any other keyword , just stupid #*$&$^ and digits , btw, i trying to add car to the SA sad.gif help me to open vehicles.col

This is Vice City tutorial, not San Andreas. Far as I know, there`s no way to add extra vehicles in SA confused.gif

  • 1 month later...

Mogao bi ti odgovoriti i na hrvatskom, ali bi bilo protupropisno... tounge.gif

 

 

Yes it is! It`s same as for VC, except you can add 9 new vehicles. (In VC you can only add 3!)

If you re-install wheel ID lines (and create new misc.TXD file), you can even use VC wheels instead of GTA3 original version.

  • 4 weeks later...
  • 4 months later...
  • 2 years later...

I don't understand, why it's possible to add only 3 cars?

There are other not-used spaces in the default.ide like the 8, 107, 108, 148 and 149 (the 149 is usually used for de Dmagic1 wheel mod).

And why it's needed to change the wheels id numbers and assign the old numbers to the new cars and you can't just assign the new cars to the not-used numbers?

  • 1 month later...
  • 8 months later...
  • 7 months later...

I apoligise for bumping such an old topic, but I have a problem.

 

When I try to use the gxt editor to open the american.gxt I keep getting runtime error 9, subscript out of range

 

Also, my car doesn't show up in the game at all, I'm not sure if that part has something to do with it, everything else I have followed exactly. I am trying to add the 1985 Ford LTD Crown Victoria SPC Cab from the gta-classics.de site

 

I have added cars before but they were replacements, I don't want to replace the original taxi, I want it to drive around still with the added taxi also driving around.

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