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JernejL

GTA Garage Mod Manager

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DuPz0r

Nice one, this program is great.

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gta-sweden.tk

Grate Program cookie.gif

sign-clinton.gifsign-thompson.gifsign-yee.gif

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GTAJunkies

Amazing Program!! Thanks so much smile.gif Keep up the grand work

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GT-1

Good to see it posted and getting the attention that it warrants, a very hand program indeed Delfi. Only thing I noticed is that for some reason it feels odd when zooming, like scroll upwards should be zoom in and scroll outwards should be zoom out. I think illy mentioned this before, it's nothing major though just personal taste I guess. Great work mate...

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JernejL

i just updated the program to 1.1, most notable changes are search feature and window resizing without flickering.

 

a comment about view controls: they are intended to be like dragging the car, mouse wheel drags it forward and reverse, mouse drags the camera-facing part of car, etc..

 

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Ducati996

nice one Delfi.

 

Have to give that a try and see what it can do.

 

I just wish more people knew how to properly use those cool tools and not just abuse them.

 

Keep up the good work, MasterCoder inlove.gif

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BenMillard

 

i just updated the program to 1.1, most notable changes are search feature and window resizing without flickering.

 

a comment about view controls: they are intended to be like dragging the car, mouse wheel drags it forward and reverse, mouse drags the camera-facing part of car, etc..

It is more intuitive for the mouse to drag the camera. This is because the person is using the mouse, so they expect the effect of the mouse to be from their point of view and not for the mouse to operate from the point of view of the object. However, different circumstances mean it can be difficult to decide exactly which direct should be with which control to suit the user's point of view in relation to the task being performed. tounge.gif

 

How about using the GTA2 Map Editor mouse controls? Being able to move up and down the model as well as around it would be useful for big things, such as planes. Speaking of which, how about automatically calculating how far to zoom in based upon the size of the current model compared to the size of the previous model? I noticed that the view angle stays the same, so making the relative zoom carry forward would be cool. For example, if you have zoomed in so that a grenade fills the screen and then switch to the AT400, the zoom should change so that the AT400 fill the screen.

 

You could compare the size of the boundary sphere in the current and previous model to see how much different the zoom position should be for them to fill the same amount of the view. Pretty fiddly to code but it would mean users did not have to wear their fingers out from mousewheeling every time they viewed a different object.

 

I think the mouse controls should be written by the side of the 3D view screen so that people can discover them easier and won't have to try and remember them all. Adding ticks to the view mode toggle controls at the bottom of the 3D view would be helpful to easily see which options were currently enabled. Can you stop vehicle parts sometimes dissapearing when looking through certain windows?

 

These suggestions are probably things you have already thought of. BTW, nice to see you have changed your typing style, a lot more readable now. In the GGMM downloads page you have not made the first letters of some sentences capitals, though.

Edited by Cerbera

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123abc

Wtf is up with this:

 

user posted image

 

Its my 30 Ford that wiseblood put ingame using zmod2.

 

 

Could that be caused by olegs filter?

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JernejL

most likely, but i didn't test it much with zmodeler2 filter (i refuse to buy it, it is like zmodeler1: the nightmare wow.gif )

 

would you be willing to pack that car into a ggm package and send it to me so i can do some experiments about what went wrong?

 

 

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GTA3Freak-2001

I've gotten that same bug with some of Sin's models, no biggy but a bit of a shock first time lol

 

The added search thing is just what I was about to ask, great minds think alike.

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123abc
Well, thats weird. I just got a vehicle ingame, looked at it with the editor, and it looks like it does ingame. :|

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5kedone

seems like a kewl tool so when are the modders going to start packaging there mods with this , i would do it for some of them but dunno if im allowed

 

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JernejL

 

Well, thats weird. I just got a vehicle ingame, looked at it with the editor, and it looks like it does ingame. :|

 

well thats how it is supposed to work wink.gif

 

i updated the program to version 1.2, here is what was fixed / changed:

 

- added: carmods.dat file packaging support, packages and program are ofcourse backwards compatible

- added: more checking when installing .ggm mods

- added: backup system, when you first time install a package the original car will be packaged and put into CarBackups folder which will be created - note that when using manual car installer no backups are made because program doesn't know which car you are installing (because you can for example install data line for landstalker, dff file for infernus and txd for cheetah..)

 

- fixed: sometimes if you didn't enter IDE line into manual car installer the san andreas game wasn't properly detected

 

i setup examples of manual car installing here:

http://www.gtatools.com/documentation/ggmm/

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Ducati996

hey I tried the tool it's really cool.

 

I just noticed that a lot of the carmods out there don't seem to be compatible with your program though....

 

GTAGuy's hummer looked like 123abc's car in the program, and soem cars don't even appear.... a lot of them don't have a proper chassis_vlo either... it's good you notice all of those things like that... thanks.

 

any idea though why not all the cars work though... is that oleg's dff plugin that causes that problem...?

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JernejL
any idea though why not all the cars work though... is that oleg's dff plugin that causes that problem...?

yeah, it is his hacked-together zmodeler2 plugin, models exported with kam's 3dsmax script work fine for example the batmobile i used in installation tutorial, i will gather some samples of zmodeler2 cars and fix the problems.

 

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123abc
any idea though why not all the cars work though... is that oleg's dff plugin that causes that problem...?

yeah, it is his hacked-together zmodeler2 plugin, models exported with kam's 3dsmax script work fine for example the batmobile i used in installation tutorial, i will gather some samples of zmodeler2 cars and fix the problems.

You shouldn't fix that just yet for zmod2. Oleg will keep updating the filter when new problems arise.

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JernejL
You shouldn't fix that just yet for zmod2. Oleg will keep updating the filter when new problems arise.

... and making new problems for ggmm? the actual problem is oleg and his zmodeler 2, if he keeps updating the plugin to generate wierd files i don't know what i can do about it, he should take kam's script as an example of good dff structure.

 

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JernejL

yay a new update!

 

Version 1.3 (040805):

- added: gta3 and vice city cars now show with wheels

- added: cars are shown shiny using normals from the cars themseles

- added: program can read gta-vc speca and san andreas reflection maps (altrough i don't know how to use them properly so they would look like ingame)

 

- fixed: no more missing cars and wierd objects, cars are displayed the way they should without need for reloading

- fixed: every time you reloaded the car list was filled with doubles

- fixed: gta3 car rendering now works properly

- fixed: sometimes you could see thru cars where transparent objects were, now in those cases the transparency is not displayed so the view is better altrough this needs a proper object sorting fix

 

opposite of the features added & fixed this version of program is now actually smaller than before!

 

screenshoots:

 

user posted image

user posted image

user posted image

user posted image

 

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Loman

Wow, this keeps getting better and better! It was already awesome, so that is saying something cool.gif

 

The ped viewer is awesome on it's own. I've already made a few skins for a couple peds. If you added an IMG & TXD editor, there would almost be no need for any other program

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shiz12

when i download this program and try to open it i always get this message:

cannot open file c:docume~1\nick\locals~1\temp\rar$ex37.831\data\default.ide

can anyone tell me whats wrong, because i really want to use this tool.

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Gforce

you need to run the program from the same folder that has "gta_sa.exe"

and not from documents and settings folder as you are at the moment.

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shiz12

WHERE IS THE GTA_SA.EXE AT, BECAUSE IM NOT EXACTLY SURE.

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GTA3Freak-2001
WHERE IS THE GTA_SA.EXE AT, BECAUSE IM NOT EXACTLY SURE.

Its located wherever you installed the game i.e defualt being C:/Program Files/GTA San Andreas, also there's no need to use caps.

 

@Delfi - Keeps getting better and better smile.gif

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shiz12

I KNOW THERES NO NEED TO USE CAPS, BUT MY CAPS LOCK BUTTON IS BROKE. I AM REALLY NOT GETTING THIS CAR INSTALATION THING, IT DOESN'T MAKE SENSE TO ME. COULD ANYBODY EXPLAIN IT, BECAUSE I TRIED PUTTING IT IN THE FOLDER, BUT THAT DIDN'T DO ANYTHING.

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Duders

First, download GGMM and a car mod and place the contents of the GGMM archieve into you GTA 3, VC, SA folder. Start up your GGMM, choose the car that you want to replace, right click, manual install, select the dff and txd as well as the vehicle.ide/handling.cfg/carmods.dat/carcols.datc.

 

-duders

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h3110w0r1d

When I try to run GGMM from the correct directory (for example the VC install folder), I get an error related to OPENGL32.DLL.

 

Does anyone else have this problem?

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toooomas

I don't know if it has been suggested/asked, but is it possible to the program to read wheel sizes from "vehicles.ide" and resizes them according to that?

 

It is because many of the GTA3 and VC models have got bigger wheels than it is normal and the cars then look weird. Also it is good when somebody wants to resize the vehicles wheels, he/she then don't have to enter the game every time to see the result. biggrin.gif

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Alick

I really like this mod it saves ime seeing the model of the new car in here than wading through SA on my slow-ass pc biggrin.gif

 

Also i've noticed that the NRG is glitchy like the so called "Gimp" bike in SA.

 

NRG Gimp

Edited by Opiteilsm

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Meeloh

It isn't glitchy, just right click the models and enable the extras you want.

 

You can also look at the different colors aswell. Wich is good for coding the carcols. wink.gif

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JernejL

 

Wow, this keeps getting better and better! It was already awesome, so that is saying something cool.gif

 

The ped viewer is awesome on it's own. I've already made a few skins for a couple peds. If you added an IMG & TXD editor, there would almost be no need for any other program

 

what ped viewer? wow.gif

 

an img editor would be possible to intergrate, i'll have a look how it could be done.

 

 

when i download this program and try to open it i always get this message:

cannot open file c:docume~1\nick\locals~1\temp\rar$ex37.831\data\default.ide

can anyone tell me whats wrong, because i really want to use this tool.

 

the instructions that come with the program tell you how to properly install the program. Please follow the instructions to install program properly.

 

also, i really don't like writing in caps, if your key is stuck get a screwdriver and unstuck it or hold shift while typing which will override capslock and write lower case.

 

 

When I try to run GGMM from the correct directory (for example the VC install folder), I get an error related to OPENGL32.DLL.

 

Does anyone else have this problem?

 

ATI card? sorry - bad drivers, i was told about the error but the program should work properly after the message

 

 

I don't know if it has been suggested/asked, but is it possible to the program to read wheel sizes from "vehicles.ide" and resizes them according to that?

 

It is because many of the GTA3 and VC models have got bigger wheels than it is normal and the cars then look weird. Also it is good when somebody wants to resize the vehicles wheels, he/she then don't have to enter the game every time to see the result. biggrin.gif

 

the latest program doesn't do that anymore, latest program can do a lot of things, i updated this i think every day since the release, the latest version is 1.3A, i'm adding suggestions from here.

 

 

I really like this mod it saves ime seeing the model of the new car in here than wading through SA on my slow-ass pc biggrin.gif

 

Also i've noticed that the NRG is glitchy like the so called "Gimp" bike in SA.

 

this is because they use the missing parts like the front shield and engine are under extras, go to model information and check the extras.

 

Also, here is the latest update to the program

 

 

Version 1.3a (050805):- added: icons to menus and hirerarchy viewer (blue things are dummies, silver are geometry objects)- added: model details window now shows amout of triangles and vertices rendered- added: right clicking on car list now selects the car before showing popup menu- added: car popup menu has a item for instant backup creation for any car- fixed: zmodeler2 dffs now load properly- fixed: if san andreas wheel object was not named wheel or wheel2 then it was not rendered, now the program uses object under wheel_rf_dummy for san andreas wheels just like the game does.

 

 

here is now a image of humwee made in zmodeler2 that now works in ggmm:

user posted image

 

 

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