insomniacnumba1 Posted November 18, 2006 Share Posted November 18, 2006 now i wish i could do it myself but seeing i am a major n00b i'll have to ask somebody else can somebody tell me how i could add another train going in the other direction and moving the stops along with the stations instead of moving the platform to find the train has just stopped in the middle of nowhere (i also hope to find out how to add a station announcer) cshhhhc this is the local L train making local stop at hepburn heights if i feel like it watch out for the closing doors cshhhhc bing bung) train leaves station if this is actually not possible then please tell me. if this hasn't been proposed before because i have 10 bucks that this hasn't been suggested by anybody else Link to comment Share on other sites More sharing options...
insomniacnumba1 Posted November 21, 2006 Author Share Posted November 21, 2006 or at least tell me where to get started as in what i would need unlike most people here i do not have a degree in computer programming Link to comment Share on other sites More sharing options...
insomniacnumba1 Posted November 26, 2006 Author Share Posted November 26, 2006 (edited) ok i am just getting to grips with the IMG editor any ideas on what file contains the train paths Edited November 26, 2006 by insomniacnumba1 Link to comment Share on other sites More sharing options...
Suction Testicle Man Posted November 30, 2006 Share Posted November 30, 2006 Ok mate, just to let you know there is an edit button - making double/triple posting is generally frowned upon here. As for your request - you're requesting information rather than requesting somebody make a mod for you. If you want to help out too, then you're looking for help from others - which is what all the other forums are for (not many people read the request forums). For your mod, I'm afraid this has been suggested before, and is not the easiest of tasks. You can probably change paths, and I bet there is a flag deciding where a train stops - just how to edit is something nobody has yet worked out (afaik). If at first you don't succeed, you fail, and the test will be terminated. Link to comment Share on other sites More sharing options...
insomniacnumba1 Posted December 9, 2006 Author Share Posted December 9, 2006 (edited) ok i have now found, reversed and moved the train paths unfortunatley there does not seem to be a flag deciding where a train stops Edited December 30, 2006 by insomniacnumba1 Link to comment Share on other sites More sharing options...
Interdictor Posted January 5, 2007 Share Posted January 5, 2007 So, responding this question requires to start from scratch. First of all, modding trains in GTA SA is a real pain and every progress depends on experience and learning the script. As you might have noticed, there are four files named "tracks.dat", "tracks2.dat", "tracks3.dat" and finally "tracks4.dat" in the "paths" directory under the main "data" directory. There are "train.dat" and "train2.dat" too but since these files are identical to that files found in GTA Vice City directory they serve no purpose in the game. You can delete them or make a mess in them and no problems will then occur during the game (this was tested). However, deleting or changing the above mentioned files, especially the first one, will cause the game to crash while loading. So, it is necessary to understand what is contained in these files. When riding around SA, trains simply obey instructions given them by the file "tracks.dat". It is the file that contains the path of trains riding on the main route (the circle route connecting the three cities). The second file ("tracks2.dat") refers to the diversion route from the Cranberry Station (San Fierro) to Ocean Docks (up to the crane) but no trains spawn there as it will be explained later why. The third file is designed for the tram track in San Fierro and the last one is used by the game when you are on the mission, I cannot remember its name but it is that mission when you have to wipe out a few guys standing on the roof of a passanger coach and you may encounter an oncoming train (if you don't choose the way adjacent to tracks just behind the big tunnel in LS) as a planned obstacle to make your efforts harder. So when this mission is loaded, script will refer to this file, hence defining the path of that oncoming train. Otherwise, it is not used by the game during a regular playing. And how does it look? All four files have the same structure. Open the first one with the notepad (the most significant) and you will find a list of values. Rows have the same sequence. The first three values are simply coordinates used in the game to locate something or a certain point in the game. It means X,Y and Z axis. You may change them to order trains to "fly" or to ride off textured tracks, on streets, for instance for they are not "tied to rails" by any other mechanism. The best way to do so is an experiment. I'll describe it later in this article. So we have values: "2555.46 2292.25 2.27664 0" = this is actually the first row after the number 926 at the very beginning of the "tracks.dat" file. Axis data are separated by spaces and there is a value at the end of the pertinent row. Usually you see a zero as in this first row. However, there are six rows which end at the value "1". Simply the "0" value means that trains don't stop at this point while "1" signalizes a stop of trains, i.e. where trains should stop for a while. You have six "1" values as there are six stations in the game (Unity Station, Market St., Cranberry St., Yellow Bell St., Sobell Rail Yards St. and Linden St.). I'll save your time for experimenting which "1" belongs to which station. From the beginning to the end of the file starting with the first "1" it is as follows: 1) Sobell Rail Yards (LV), 2) Linden Station, 3) Unity Station, 4) Market Station, 5) Cranberry Station and the last "1" value in the document refers to Yellow Bell Station in Las Venturas. To remeber it, just write a note behind each "positive" row but don't forget to make space after the value. Save the file in the notepad. Then you may change some "1" to "0". You'll experience that the train will no more stop at that station, passing it through (sometimes at high speeds). But you cannot have no station at all, i.e. all values = "0" - the game will simply crash. But you cannot exceed the number of six "1" values as well unless you want your game to crash. This is simply because there is a connectedness between this file and designed stations. You can imply that from a test when you e.g. set a value for a certain station to "0" and use this "free" disposing value on another place where there are people (crossings only). Trains will then stop at this point instead of at the station, "thinking they arrived to this station." People will start getting off the carriages but no one in the vicinity of the train will try to get on the train; this may be spotted only on real stations where people even run to catch their train. For now, I am clueless about what can cause to permit additional stops for trains. You can copy the object of a station in map editor, however, it has no effect for increasing the number of positive values. So at the end of this longer article I'd like to recommend how to experiment with the coords. Choose a station and alter the last value (Z - "height" above the tracks) a little bit but don't forget to backup your file! Then see the result in the game. If I find out other details or "inventions", I'll let you know here. Link to comment Share on other sites More sharing options...
insomniacnumba1 Posted January 7, 2007 Author Share Posted January 7, 2007 (edited) i have did what you said but there is no value at the end of each row so im going to see if the additional trains spawn if i remove tracks2.dat from GTA i have replaced tracks2.dat with my modified tracksb.dat and the game crashed when loading but i moved it back and it works nowif anyone wishes the code PM me Edited January 7, 2007 by insomniacnumba1 Link to comment Share on other sites More sharing options...
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