at72 Posted February 23, 2009 Share Posted February 23, 2009 (edited) Hi, an engine sound of '-1' means: no engine sound. Just copy and paste the sound below the ID of an existing, similar car below your ID 612. Find this ID in vehicles.ide easily. Example: Your new car shall sound like a Hot Rod. Search for 'hotknife' in vehicles.ide --> it has ID 434 --> open VehicleAudioData.ini, search for [434] and copy the lines below that number: CarType=0 EngineOnSound=76 EngineOffSound=75 Unknown4=0 Unknown5=0,699999988079071 Unknown6=1 HornTon=3 HornHigh=1,12246203422546 DoorSound=1 RadioNum=1 RadioType=0 Unknown12=17 Unknown13=0 Unknown14=0 Unknown15=0 Unknown16=0 below your new number [612]. Finished. By the way: ID 616 is occupied. At the moment I have in use (for extra tuning-parts and cars): 1, 2, 3, 42, 65, 74, 86, 119, 149, 208, 265-273, 289, 329, 340, 398, 399, 612-614, 793-799, 907-909, 965, 999, 1194-1206, 3136-3152. And there are plenty more. Strange things happen: I wanted to add the '60 Mercedes-Benz 190SL (converted by Escandero, D4fmac) on ID 74. The car has single exhaust and reverse bonnet. I gave it the handling of my sentinel, which is a BMW 535i E34. Should fit, although the Benz would be way too fast. However, ingame it still had double exhaust and the bonnet was opening the 'normal' way. Eh?!? I always update HandlingAdder.ini as well, but I just copy and paste from random IDs. By checking the model flags inside the .ini (you have to convert them from dec to hex with your windows calculator and then use FlagStudio to translate numbers to words) I realized that in this case SA is using the file from the .ini and not the vehicles.ide-link to handling.cfg. Funny. So I had to convert the model flags which came with the Benz from hex to dec and put them inside the .ini and *puff* it works! HandlingAdder.ini is still a good thing Edited March 3, 2009 by at72 Link to comment Share on other sites More sharing options...
Pedro84 Posted February 25, 2009 Share Posted February 25, 2009 @at72: Thanks for the info. But I need to tell you why I was not able to read all topic. I just moved home and I don't have PC internet connection yet, I only use my mobile. But I downloaded all topic and will try to add some. Thanks! Link to comment Share on other sites More sharing options...
Shay Feral Posted March 1, 2009 Share Posted March 1, 2009 Where can I get the car spawn tool? That would be a very useful piece of information Link to comment Share on other sites More sharing options...
at72 Posted March 1, 2009 Share Posted March 1, 2009 (edited) There it is: http://www.gtagarage.com/mods/show.php?id=242 Although there are two tuts now I will continue posting here and inform you about things I discovered for myself concerning this topic: I realized now that the extra cars (all of them?) are using both, the handling-link in vehicles.ide and the data from HandlingAdder.ini. The handling-link should be named like an original car. Advantage: You can tune your extra car at Transfender, Loco Low, WAA. If you name the handling-link like the extra car, that's not possible anymore! The HandlingAdder.ini lets you adjust the handling if you know how to compare it with the handling-line that came with your extra car. I have not figured out yet how to compute vmax and acceleration, but most of the values can be copied to the .ini. Like I explained above, the model- and handling-flags have to be changed from hex to dec. I think we could need a proggie that is converting the original handling line-type to the one used in the .ini. Or is there one? Edited March 3, 2009 by at72 Link to comment Share on other sites More sharing options...
at72 Posted March 4, 2009 Share Posted March 4, 2009 Sorry for bumping - but I want to show you some progress: Convert handling.cfg-line to HandlingAdder.ini-dataset: values to be changed: fMaxVelocity: devide .cfg-value through 193,55 fEngineAcceleration: ---- " ---- 12500 fBrakeDeceleration: ---- " ---- 2500 fCollisionDamageMultiplier: ---- " ---- 0,75 modelFlags: convert .cfg-value from hex to dec handlingFlags: ---- " ---- You can keep the other values. 'Index' is not used on extra-cars (just type '11' - normally it starts with '0' = Landstalker --> '11' = Infernus). Now most of my extra cars (39) use their own handling and there did not occur any bugs! I built myself some Excel-workaround to convert the values, but that's not really elegant because there's some manual work left. Well, that's all I'm able to do ... Hope this helps a bit. Bye. @Pedro84 - ah, ok, thought you just were lazy. Sorry then. Link to comment Share on other sites More sharing options...
FPl302 Posted March 14, 2009 Share Posted March 14, 2009 I love adding cars. How much can I add cars??? Link to comment Share on other sites More sharing options...
meineliebe Posted March 15, 2009 Share Posted March 15, 2009 Got some question as well and didn't find any answers here nor anywhere:Is it possible to park extra-cars via CLEO? Somewhere I read that it is, however I followed the description and it didn't work out - my car is not there. I tried it with CLEO and Mission Builder, by giving IDs and names - the car doesn't appear. I'm able to position regular cars, so I'm actually doin' it right somehow. Any ideas? Thanks! I have the same question, I've added 7 new cars so far, they all work perfectly. I want to spawn them in parkings via a CLEO script, but for some reason only normal cars and the extra cars with ID's 612 to 614 spawn, the others with ID's 699, 3136 and above do not. Anyone knows why? Link to comment Share on other sites More sharing options...
at72 Posted March 15, 2009 Share Posted March 15, 2009 I think MoreVehicles.asi allows you to have 1000 vehicles ingame. Btw, there's no need to change the 'vehicles'-line in Limit Adjuster. @meineliebe: I pmed you. Link to comment Share on other sites More sharing options...
CT1612 Posted March 30, 2009 Share Posted March 30, 2009 My cars drive perfectly around, thanks to at72 for his help. There is just one problem: All additional cars are just tunable in Loco Low.. its a bit unrealistic to tune a Toyota Camry or a Fiat Ritmo there... and after driving in the shop, the car model disappears- you cant see it anymore. Strange! Can anyone offer a solution for that problem? It would be very nice greets Chris Link to comment Share on other sites More sharing options...
at72 Posted March 31, 2009 Share Posted March 31, 2009 Howdy! I'm happy for you that everything works - and I have some good news as well: You are able to pimp your extra-car in any of the three garages. You have to check 1) the vehicles.ide-entry, f.e. 1, add001, add001, car, BLADE, ADD001, null, ignore, 10, 0, 0, -1, 0.727, 0.727, 2 The last number (in this case '2') stands for the garage. '0' is Transfender, '1' Wheel Arch Angels and '2' Loco Low. 2) the handling flags in handling.cfg, f.e. ADD001 2092.0 4261.3 2.0 0.001 0.03 0.02 70 0.65 0.69 0.45 3 180.0 18.2 25.0 R P 3.0 0.65 0 26.3 0.75 0.05 0.0 0.40 -0.11 0.55 0.0 0.3 0.25 40000 40312004 12400000 2 0 0 If you 'translate' the hi-lighted number with Flag Studio, you'll see that the checkbox for Low Rider is activated. So, if you want a car to be tuneable at Loco Low, paste the original handling flags in, set the check-mark and copy and paste the new number to handling.cfg. Later compute the new value for HandlingAdder.ini like I already described. 3) Don't know if that is necessary, too, but in carmods.dat the vehicles are sorted by mod-garage, so I just keep continuing like that with the extra-cars (and if I change existing ones). Yeah, that should do it, I think. Cheers, Andrej Link to comment Share on other sites More sharing options...
oGeesKeeMasK Posted April 8, 2009 Share Posted April 8, 2009 Yeah dog where is the hotkey file? %#@) (blowing off spider webs!) Link to comment Share on other sites More sharing options...
at72 Posted April 9, 2009 Share Posted April 9, 2009 comes with tool 'Car Spawner' Link to comment Share on other sites More sharing options...
CT1612 Posted April 10, 2009 Share Posted April 10, 2009 I have another problem now. The gta3.img seems to be limited to 2 GB The 30th car to add, my X5 4.8, seems to have to stay outisde of the game I tested some changes with sa limit adjuster, but nothing seems to help. Did anyone make the same annoying esperience? Link to comment Share on other sites More sharing options...
Windyshrimp Posted April 17, 2009 Share Posted April 17, 2009 Is there a way to add police or cop cars so that they spawn being driven by police and act just as any of the regular copcars would? Link to comment Share on other sites More sharing options...
CT1612 Posted April 17, 2009 Share Posted April 17, 2009 I fixed my problem. A very strange error: A car installed his dff around 100 times in the gta3.img, and it blocked the installation of new files in the img. But I make backups of the img frequently, so I needed just 30 minutes to fix it. With the copcars: Would be difficult but should be possible. Link to comment Share on other sites More sharing options...
Videogamer555 Posted April 27, 2009 Share Posted April 27, 2009 (edited) To the writer of this tutorial: Thanks for this tutorial, it sounds interesting, but I have a bit of a different need. My need is about the player's character model, not cars. Secondly I actually DO want to REPLACE a model with another one. I DON'T want add a model. Could you write a tutorial on how to REPLACE game objects, NOT add them. And I specifically I'm talking about the main character "CJ" in San Andreas. I'd like to COMPLETELY SWITCH the CJ model for a REPLACEMENT. (the character I have in mind is an anime character by the way ). The character I'll be using for my replacement has just 2 files, a txd file, and a dff file. (at least I think they were spelled txd and dff). By not adding them, I won't need to alter scripts. I should just be able to swap out the CJ's model files for an alternate set of model files. I'd really like it if you could write a tutorial for me on how to do what I just described. Edited April 28, 2009 by Videogamer555 Link to comment Share on other sites More sharing options...
Videogamer555 Posted April 28, 2009 Share Posted April 28, 2009 bump Link to comment Share on other sites More sharing options...
Mainland Marauder Posted April 28, 2009 Share Posted April 28, 2009 Could you write a tutorial... Couple things - don't make "bump" posts, and post tutorial requests here. "You tell me exactly what you want, and I'll explain to you very carefully why it cannot be." Link to comment Share on other sites More sharing options...
m0n3y Posted May 4, 2009 Share Posted May 4, 2009 (edited) finally a tut to add cars Edited May 4, 2009 by m0n3y Link to comment Share on other sites More sharing options...
50Ctac Posted May 5, 2009 Share Posted May 5, 2009 2meineliebe and 2other To add new cars(ID>614) with Cleo, use the next script //-------------MAIN--------------- thread 'newcars' :newcars_19 wait 0 Model.Load(#ferr1) 038B: load_requested_models :newcars_44 wait 100 if Model.Available(#ferr1) 0AB0: key_pressed 50 jf @newcars_44 wait 100 [email protected] = Car.Create(#FERR1, 2149.154, -1170.969, 23.82031) jump @newcars_44 --------------------------------------- So only press the key "2"(or choose another), and new cars will appear on their places. Link to comment Share on other sites More sharing options...
at72 Posted May 12, 2009 Share Posted May 12, 2009 (edited) Yeah man, that's great! Thanks a lot for giving more quality to my SA! Even works with any ID. Would you mind extending your script a little bit for that we can select colours and angle as well? And is it also possible to park already modded cars (with pjs and special rims for example)? Greets, Andrej Edit: Another thingy: I read out the coords with Map Editor and put them in, but when I spawn the car the first time, it's placed about 10m away from where it should be - with the second time spawning it's at the place. Why is that? Edited May 12, 2009 by at72 Link to comment Share on other sites More sharing options...
50Ctac Posted May 12, 2009 Share Posted May 12, 2009 To change colours and angle of cars add after [email protected] = Car.Create(#FERR1, 2149.154, -1170.969, 23.82031) [email protected] = Car.Create(#PORSH, 2150.154, -1163.969, 23.82031) [email protected] the following: Car.Angle([email protected]) = 89.40767 0229: set car [email protected] color to 11 0 Car.Angle([email protected]) = 70.23 0229: set car [email protected] color to 15 0 ...etc the first number is a color ¹1(basic color), and the second number is a color ¹2( I don't change it , so it is zero) colors( basic color ¹1) need to be looked in the file data/carcols.dat 1 - white, ....11 - grey, ...126 - pink Also it is possible to add to the file new colors, for example 255,112,0 # 127 Cool Orange orange And about coordinates: I used Place manager to read coordinates and had the same problem. Then I began to use SA Control Centre. I do not know in what difference, but bag disappeared Link to comment Share on other sites More sharing options...
50Ctac Posted May 12, 2009 Share Posted May 12, 2009 (edited) Ouch, forgot. Yes is it also possible to park already modded cars. Look in the file data/carmods.dat the tuning elements which can be hooked to the necessary car. After Model.Load(#FERR1) add for example Model.Load(#NTO_B_L) (or other part) and after [email protected] = Car.Create(#FERR1, 2148.409, -1176.176, 23.56451) add 06E7: [email protected] = add_car_component #NTO_B_L to_car [email protected] so car [email protected] will appear with nitro Moderator sorry for dablposting. Connect please two my last reports in one Edited May 12, 2009 by 50Ctac Link to comment Share on other sites More sharing options...
at72 Posted May 12, 2009 Share Posted May 12, 2009 Wow! Lookin' good - thanks for reply! I'll check out tomorrow coz I had a nice pizz today - THANK YOU!!! Link to comment Share on other sites More sharing options...
meineliebe Posted May 14, 2009 Share Posted May 14, 2009 thank you thank you thank you!! I'll try this and see what happens. Anyone knows if it's possible to spawn a damaged vehicle with CLEO? Link to comment Share on other sites More sharing options...
at72 Posted May 14, 2009 Share Posted May 14, 2009 (edited) @ 50Ctac Hi, also with Control Centre the cars are placed in the wrong spots sometimes - not always ... More bugs: - No matter which angle I chose - cars don't change their heading. - That small script causes my other traffic to disappear! Believe it or not - I hit the '2' a couple of times and then the roads were empty! SA myths ... What's wrong? //-------------MAIN--------------- thread 'NEWCARS' wait 0 Model.Load(#ADD030) Model.Load(#ADD005) Model.Load(#ADD029) Model.Load(#ADD031) 038B: load_requested_models :NEWCARS_36 wait 100 if Model.Available(#ADD030) Model.Available(#ADD005) Model.Available(#ADD029) Model.Available(#ADD031) 0AB0: key_pressed 50 else_jump @NEWCARS_36 wait 100 [email protected] = Car.Create(#ADD030, -409.109, 2253.059, 42.367) Car.Angle([email protected]) = 281.9942 0229: set_car [email protected] primary_color_to 6 secondary_color_to 110 [email protected] = Car.Create(#ADD005, 26.441, -231.463, 1.789) Car.Angle([email protected]) = 0 0229: set_car [email protected] primary_color_to 7 secondary_color_to 87 [email protected] = Car.Create(#ADD029, 1040.697, -310.652, 73.452) Car.Angle([email protected]) = 0 0229: set_car [email protected] primary_color_to 62 secondary_color_to 0 [email protected] = Car.Create(#ADD031, -1704.12, 1036.189, 17.206) Car.Angle([email protected]) = 270 0229: set_car [email protected] primary_color_to 6 secondary_color_to 6 jump @NEWCARS_36 and about car-mods: ok, I understood now how to add those parts which appear in carmods.dat, and I guess wheels work in a similar way ... Model.Load(#wheel_gn2) ... ... ... add_car_component #wheel_gn2 to_car [email protected] ... right? But how to add pjs? Those aren't models, I suppose? How to access them? Anyway, I'm coming much closer to what I want. You know, I got some concept-cars in game - and as a matter of realism they just have to appear once. So I hide them in some less frequented places. One could make some mission out of that: - go & find requested cars - their owners don't like them to be stolen, so they try to shoot you - store the car at destination (maybe some crazy collector payin' you well for your job) - later on CJ likes to have these unique cars back and steals them from the collector (also shooting) Is that possible? Greets, Andrej Edited May 14, 2009 by at72 Link to comment Share on other sites More sharing options...
shiroken Posted May 14, 2009 Share Posted May 14, 2009 (edited) i seem to be having a problem with cargrp.dat. it seems that if i attempt to place an imported car into any group other than Gang 4, not only does the car not spawn but it also prevents that entire car group from spawning anywhere in the game. does anyone have any ideas on how to bypass this issue? Edited May 14, 2009 by shiroken Link to comment Share on other sites More sharing options...
at72 Posted May 14, 2009 Share Posted May 14, 2009 I downloaded this 'Beach Club Map' where you also have a cleo-script with parked cars. It's working a little bit different than your script, 50Ctac - however, it causes similar probs: no traffic around ... so if I place a car here and there, SA becomes a ghost town ... @shiroken: that's strange, does the car spawn with 'Car Spawner'-tool? Maybe you could show us your cargrp.dat-line? Link to comment Share on other sites More sharing options...
50Ctac Posted May 17, 2009 Share Posted May 17, 2009 2at72 use the next script: //-------------MAIN--------------- thread 'NEWCARS' wait 0 Model.Load(#ADD030) Model.Load(#ADD005) Model.Load(#NTO_B_L) 038B: load_requested_models :NEWCARS_36 wait 100 if and Model.Available(#ADD030) Model.Available(#ADD005) Model.Available(#NTO_B_L) 0AB0: key_pressed 50 else_jump @NEWCARS_36 wait 100 [email protected] = Car.Create(#ADD030, -409.109, 2253.059, 42.367) [email protected] = Car.Create(#ADD005, 26.441, -231.463, 1.789) Model.Destroy([email protected]) Model.Destroy([email protected]) Car.Angle([email protected]) = 281.9942 Car.Angle([email protected]) = 0 0229: set car [email protected] color to 6 110 0229: set car [email protected] color to 7 87 077E: get_active_interior_to [email protected] 0840: link_car [email protected] to_interior [email protected] 0840: link_car [email protected] to_interior [email protected] 06E7: [email protected] = add_car_component #NTO_B_L to_car [email protected] Car.RemoveReferences([email protected]) Car.RemoveReferences([email protected]) 01EB: set_traffic_density_multiplier_to 1.0 jump @NEWCARS_36 and about car-mods.... yes, it is right. But I dont know what is the pjs Link to comment Share on other sites More sharing options...
at72 Posted May 18, 2009 Share Posted May 18, 2009 Sorry, but than one doesn't seem to work I cut out the extra-part and added 2 more cars - when I push '2' not being close to the car it doesn't appear, being close to it I'm thrown out of the game - no error, nothing, just desktop ... what is the meaning of that: 077E: get_active_interior_to [email protected] 0840: link_car [email protected] to_interior [email protected] Uh, and pjs are paint jobs, sorry. Greets, Andrej Link to comment Share on other sites More sharing options...