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JernejL

GTA Garage Mod Manager

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GTA3Freak-2001
They look like graphic problems, have you got latest drivers for your gfx cards?

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KillerTomato

 

They look like graphic problems, have you got latest drivers for your gfx cards?

I do, always. BTW, I'm running this on a laptop w/32mb Radeon 7500, 1.4Ghz P4M 512MB

 

Why would it show perfectly fine with v1.3a and garbled in v1.4? But the cars look perfectly fine ingame.user posted image

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JernejL

 

Could you do so that we can see "dummy/dummies" positions in the 3d view ? , that whould be great.

 

sure thing smile.gif

 

 

Could you add one more addition? It is the one that shows current vehicle data on "manual install". In my opinion it should be optional, like checkbox mode. NB look at the picture.

 

it doesn't need any additional checkboxes, just leave field empty and it won't install that data.

 

 

Hmmm, alot of new features.. Any fix for the weird refelctions yet?

 

yeah, i was trying to fix that yesterday without success, if i can't fix it soon i will just add a temporary checkbox to turn off reflections.

 

 

"hm, i'd like to use it, but it looks like this"

 

the display is independant from the game so your models aren't getting broken by this, it is probably another ATI driver issuse, it appears to be caused by the speca maps, i'll remove / rework those.

 

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toooomas

 

QUOTE (toooomas)

Could you add one more addition? It is the one that shows current vehicle data on "manual install". In my opinion it should be optional, like checkbox mode. NB look at the picture.

 

 

it doesn't need any additional checkboxes, just leave field empty and it won't install that data.

 

You didn't underestand me Delfi. I meant; when I have a car already installed and I want to remodify it's data, I have the option to do it without copying and pasting the (car) data in the (handling, data, colors etc) line. Just one click on the checkbox to enable it and it is there (I mean the vehicles current data from handling.cfg; vehicles.ide; carcols.dat; carmods.dat).

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JernejL
You didn't underestand me Delfi. I meant; when I have a car already installed and I want to remodify it's data, I have the option to do it without copying and pasting the (car) data in the (handling, data, colors etc) line. Just one click on the checkbox to enable it and it is there (I mean the vehicles current data from handling.cfg; vehicles.ide; carcols.dat; carmods.dat).

i don't think you understand what manual car installer is, the manual car installer just installs stuff you give to him into appropriate files, if it should edit stuff as well i will put that into separate window / editor.

 

also another update:

 

Version 1.4b (080805):

- added: option to show dummies (best viewed in wireframe mode because dummies are always drawn solid)

- added: option to disable reflections completely (sometimes the chrome is too shiny, and sometimes ATI cards couldn't handle it properly)

 

- fixed: solid faces no longer cut through transparent faces (and opposite). the program now draws model in 2 passes, there could be still glitches if your car happens to have transparent wheels..

- fixed: in gta3 some cars had a dummy named "steeringwheel_dummy" and GGMM accidently drawn a wheel on the dummy because it thought it is a wheel dummy, now it doesn't do that anymore.

 

Destructo: try the update and tell me if it works OK now.

 

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toooomas

OK, I get it "now".

 

But still your program rocks! biggrin.gif

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D-Structo

oh yeah, it's working now!

 

thanks for the update, Delfi! <3

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supersupra

Nice, you added dummy support, if you could make an option so that we can enable and disable each one of the dummies we want. Example (lol) if i want to know what "ped_frontseat" dummy is, then i disable all dummies exept "ped_frontseat" and i see where its located, and i get a better understanding whats its purpose is and where im supposed to put the dummy when im working on a car.

 

This "feature" could be added in "hierarchy -> right click the dummy show/hide" or something like that tounge.gif

 

Or you could make the dummy it self change color.

 

I hope its not too difficult to make,

 

Just an idea monocle.gif

 

Keep up the good work!! cookie.gif

Edited by supersupra

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KillerTomato

I really like this tool, but I'm having a real problem with the displaying of certain vehicles. Not only are parts and pieces missing from any vehicles I add, but wheels are showing up on the helicopters attached to their skids, and the faggio has a 6" diameter front wheel with a normal size rear wheel. This is with a 'fresh' unmodded install of VC. Yet still, any vehicles added with this tool show normal ingame.

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Cran.

James updates yet again

 

tounge.gif

 

Okay, now I have some other ideas. How about a wireframe that doesn't make the car transparent? Also, i'd like to see a feature where I can replace which ever car I want to, when installing a mod using a GGMM package. It's a damn wonderful program none-the-less. Have you got karma from this yet?

<FBI

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JernejL

okay, i have most of that right now done for next update or on my todo list, got any other ideas? suggestions?

 

 

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toooomas

You want suggestions, here they come.... smile.gif

 

*Is there a way to make the vehicles collision mesh viewable or even extractable? It would be nice to see what collisions new and converted cars use. They could be mixable, to see the size differences between vehicle and col (if there are any). If it is possible, there should be also an information panel whitch shows what parts this collision includes (2 or 4 doors, convertible, wings etc).

I know this isn't very necessary addition, but some converted cars haven't got very good collisions or even worse, don't got any (it would be greate to check that).

 

*Also the program could detect how many wheels the model got and act this way (the converters, for some reason, usually are leaving all four wheels attatched and then the program, when animating, hangs thouse wheels (wheel_rf, wheel_lf.. ) and spins other wheels on them. I hope you underestand)

 

*The program also should read the wheel sizes from "vehicles.ide". When the car has got too big wheels, but the "vehicles.ide" tells they should be let's say 0.85, the program could rezise (reduce) them to be 85% of the original size.

 

*Last but not least, is there a way to see the vehicles data somehow in the program and make it copiable? music.gif

 

The program rocks even now, but maby my suggestions are making the program rock even more. Nice job Delfi rah.gifrah.gifrah.gif

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Dazla

Zmod2 allows editing of collisions..and you can view them in in that.

 

Ideas I would like

 

*It would be nice if you could select which archive (.img) file you would be installing too. It would be easy for installing clothing for example.

*Light (police sirens/aircraft lighting and shadow animations/display.

*Misc_a, Misc_b animations

 

Mainly making it more debugging for the use of us modders smile.gif

 

Aside, its still a great program, keep up the excellent work Jernej..Once the browser is implemented itll be the ultimate car installer biggrin.gif

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JernejL

okay, here is a update:

 

Version 1.5 build: 140805:

 

- added: additional handling lines like for helicopters and bikes are now supported in GGMM packages and manual car installer

- added: hirerarchy items now have checkboxes which you can uncheck and ggmm won't draw that object branch, this works with dummies too, also a note that this won't work right always, sometimes special rules apply on how gta draws things (like san andreas wheels) and so for some objects it might not work

- added: you can now control orientation of misc_a and misc_b objects

- added: you can now package weapons, but the packages don't contain weapon.dat information

- added: you can make backups of weapons

- added: the program checks if it is installed properly, if not it gives you hints on how to install it.

- added: if you on manual car installer enter colors data for car that has no color information the color information will be ADDED to colors file.

 

- fixed: vicecity helicopters no longer have wheels on them

- fixed: vicecity bikes now have proper wheel sizes

- fixed: you can no longer "edit" text displayed when installing ggm mods

- fixed: if you left some data to the manual car installer empty the validation mistakenly cleared some fields, now it doesn't do this anymore.

 

here is how the new checkboxes work:

 

user posted image

 

about the rest of suggestions:

 

 

*Also the program could detect how many wheels the model got and act this way (the converters, for some reason, usually are leaving all four wheels attatched and then the program, when animating, hangs thouse wheels (wheel_rf, wheel_lf.. ) and spins other wheels on them. I hope you underestand)

 

i don't understand what do you mean, can you point me to example car like this?

 

the rest was under construction, to get shadow model & stuff i need to load the coll model in the dff, i'm working on this, it is still heavy research.

 

but about the siren lights - i cannot do these, there are no dummies for them, their location is hard coded in the exe.

 

happy downloading smile.gif

 

EDIT: i also fixed the bug where if cars had reverse rotations flag set for bonnet or boot like the new hummer the object rotations thing now rotates those into right direction.

 

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Dazla

WOOOP!

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JernejL

come on people, i know you can do better, post more suggestions!

 

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SeaNorris.

I have a problem (with the latest version) when I view some cars i.e:

 

user posted image

 

the wheels are wrong confused.gif but in the game they are fine rah.giframpage_ani.gif

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eestlane

You could add Peds viewing oppurtunity too.

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JernejL

SeaNorris: you were just hit by a hack to get tractor wheel render properly, the rear wheel is set to bigger than front in vehicles.ide, make both numbers same, i'll have to remove this hack it seems suicidal.gif

 

eestlane: triple click the browser button and a invisible button will appear just right to the browser button, you will find it when cursor changes, the whole thing is not really stable and so when you are in peds mode the packaging and other features may not work properly or may even break things, just use it for viewing and nothing else, then switch back to vehicles or weapons mode.

 

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Loman
come on people, i know you can do better, post more suggestions!

How about the ability to define the path to all of your different GTA directories and view all of them in one program. You could have a "GTAIII" button, a "Vice" button, a "San Andreas" button, and maybe a "Liberty City" button. Then you just click the button to switch between the sets of models in the different games.

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Rollies77

Requesting viewer and installer for modable cars with their bodykits like bumpers and spoilers. Maybe a check box like you did with the extras. And ofcourse, a paintjob viewer/installer will also be handy. Thanks for the awesome tools colgate.gif

cookie.gifcookie.gifcookie.gif

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Sputn1k

FIX: bmx dosent show in SA, flatbed dosent show i VC dont chek GTA3, theres a texture glich on moonbean

bonnet

 

ADD: custom car color bar like in paint, textures swich on/off from vehicles.txd,PROGRAM WINDOW

MAXIMALIZE BUTTON <-- tihs is importent for me lol.gif

 

 

 

SORRY FOR MY VERY BAD ENGLISH!!!! confused.gif

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rats

i've found a bug in the latest version; when i install a car that doesen't have a carmods line, the installer replaces the handling with the carmods, and that f*cks everything up (game crashes when loading), so i have to open carmods, and delete the extra-added line.

 

oh, and also, when installing cars manually, there should be an "always on top option" confused.gif

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MuT7

it seems i can install weapons with the car installer....can u rename the option to Manual Mod Installer instead? just a little tibbit for the next update?

 

Oh and add a file extractor for the model u r viewing biggrin.gif

Edited by MuT7

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Heiks

I'll just repeat that it would be awsome if we could Have a handling+car stats+colors+carmods editor in it too.

I know there's a abillity to add the lines, but I'd really like to edit the excisting ones. It would be very helpful

cause I'm pretty sure that some (most?) of us don't understand most of the field in the lines we import to the

game with the new the cars. It would be cool to see the possible modifications on the car too, etc. Maybe even

make the GGMM read the wheelsize values, so ve could adjust it and see the effect right away.

 

wink.gif

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JernejL
i've found a bug in the latest version; when i install a car that doesen't have a carmods line, the installer replaces the handling with the carmods, and that f*cks everything up (game crashes when loading), so i have to open carmods, and delete the extra-added line.

 

oh, and also, when installing cars manually, there should be an "always on top option" confused.gif

can you please post here all the lines you installed for that car when the bug happened?

 

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Hiddenshadow
i've found a bug in the latest version; when i install a car that doesen't have a carmods line, the installer replaces the handling with the carmods, and that f*cks everything up (game crashes when loading), so i have to open carmods, and delete the extra-added line.

i have that bug to,but not with just a few cars,with ALL cars i try to install,could you fix that plz,becouse i love this program,but with the bug,it's impossible to use it properly

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rats
i've found a bug in the latest version; when i install a car that doesen't have a carmods line, the installer replaces the  handling with the carmods, and that f*cks everything up (game crashes when loading), so i have to open carmods, and delete the extra-added line.

i have that bug to,but not with just a few cars,with ALL cars i try to install,could you fix that plz,becouse i love this program,but with the bug,it's impossible to use it properly

exactly, all cars that don't have a carmods line.

I mean, the handling line is added in the carmods file. it doesen't replace anything, just inserts the line randomly in the text (or so i think).

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JernejL

i will upload this fix on monday, i cannot do it sooner because i won't have internet access at home for some time.

 

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eestlane
triple click the browser button and a invisible button will appear just right to the browser button, you will find it when cursor changes, the whole thing is not really stable and so when you are in peds mode the packaging and other features may not work properly or may even break things, just use it for viewing and nothing else, then switch back to vehicles or weapons mode.

Nice, btw I have this carmods.dat problem too.

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