gtaragemachine Posted March 2, 2008 Share Posted March 2, 2008 I just learned about MPACK from the new mods San Andreas Citizens and General Dilemma. How is it that they have their own working gxt file (renamed text.gxt) but if you MPACK for example the All-in-One mod and use its gxt file it doesn't work. Can only certain portions of the gxt file be used? Another question: Is it possible to use separate gta3.img, player.img files etc. with their respective MPACKs? Link to comment Share on other sites More sharing options...
ZAZ Posted March 2, 2008 Share Posted March 2, 2008 (edited) I just learned about MPACK from the new mods San Andreas Citizens and General Dilemma. How is it that they have their own working gxt file (renamed text.gxt) but if you MPACK for example the All-in-One mod and use its gxt file it doesn't work. Can only certain portions of the gxt file be used? Another question: Is it possible to use separate gta3.img, player.img files etc. with their respective MPACKs? The MPACK of kind like General Dilemma supports only main.scm All-in-One mod includes main.scm and script.img. To feature main.scm and script.img as MPACK needs to patch the game with San Andreas Mission Packs Fix http://www.sannybuilder.com/forums/viewtopic.php?id=42 search for more info in mission coding topics like "mission pack" the theme was allready discussed http://www.gtaforums.com/index.php?showtop...67284&hl=Mpack# Edited March 2, 2008 by ZAZ CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
gtaragemachine Posted March 2, 2008 Author Share Posted March 2, 2008 The MPACK of kind like General Dilemma supports only main.scmAll-in-One mod includes main.scm and script.img. To feature main.scm and script.img as MPACK needs to patch the game with San Andreas Mission Packs Fix http://www.sannybuilder.com/forums/viewtopic.php?id=42 search for more info in mission coding topics like "mission pack" the theme was allready discussed http://www.gtaforums.com/index.php?showtop...67284&hl=Mpack# Thanks for the response but it doesn't answer any of my questions, and the link you provided is the same link I posted. I'm not asking about the script.img, as that link that we both posted already explains that. I'm asking about the gxt file and possibly linking gta3.img and player.img files with an MPACK. Thanks for the help. Link to comment Share on other sites More sharing options...
DeeZire Posted March 2, 2008 Share Posted March 2, 2008 I'm not sure if this answers your question but the MPACK method requires specific filenames - MPACK.DAT, SCR.SCM and TEXT.GXT - it wont read anything else, not even a script IMG file (the game will still use the stock one) unless you patch the game as detailed above. The game will use any assets/resources as usual with an MPACK, it simply substitutes main.scm with scr.scm and supplements the relevant gxt file with text.gxt for any extra entries it needs. Link to comment Share on other sites More sharing options...
gtaragemachine Posted March 2, 2008 Author Share Posted March 2, 2008 What I'm specifically trying to figure out is the following. I have installed several mods by using the MPACK method. One of them is the All-in-One mod by spaceeinstein. But even though I take the American.gxt file from that mod and rename it text.gxt and place it in the MPACK folder the game doesn't seem to read it like it does with the General Dilemma and San Andreas Citizens mods. The mod plays but it doesn't give the altered text that it should. Also, to be honest, I have no idea what the script.img file is for and why that seems to be an issue. Lastly, as far using scm specific gta3.img or player.img files, etc was just a question of whether it is considered possible to do if someone took the time to figure out how to do it. (make sense? lol) Link to comment Share on other sites More sharing options...
SteaVor Posted March 2, 2008 Share Posted March 2, 2008 I had got the same issues when I tried some of ZAZ's mods (the car saloon) - the text wouldn't show in-game. I didn't find a solution though. And regarding gta3.img / other GTA archives: This requires some serious EXE hacking, if at all possible (when does the game load the IMG files?). The MPACK feature takes care of script-related files only. Link to comment Share on other sites More sharing options...
gtaragemachine Posted March 2, 2008 Author Share Posted March 2, 2008 ...The game will use any assets/resources as usual with an MPACK, it simply substitutes main.scm with scr.scm and supplements the relevant gxt file with text.gxt for any extra entries it needs. oh crap...I should have read your post thoroughly. You're saying that all of the stock lines, so to speak, of the american.gxt (or whatever you're using) file is used when running an MPACK, but only added lines will be read from the text.gxt file, not the changed lines. Right? Link to comment Share on other sites More sharing options...
ZAZ Posted March 2, 2008 Share Posted March 2, 2008 I had got the same issues when I tried some of ZAZ's mods (the car saloon) - the text wouldn't show in-game. I didn't find a solution though. And regarding gta3.img / other GTA archives: This requires some serious EXE hacking, if at all possible (when does the game load the IMG files?). The MPACK feature takes care of script-related files only. But other *.fxt files are working on your game ? CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
SteaVor Posted March 2, 2008 Share Posted March 2, 2008 Since I posted in the original MPACK topic, confirming that everything's working fine, everything worked fine I suppose. At least I do remember that custom text worked fine. The next (and last) time I tried the MPACK feature (your car saloon mod) it didn't work - I got empty text_boxes only, which in the case of your heavily menu-dependent Car saloon mod was more than just a little nuisance... Link to comment Share on other sites More sharing options...
PatrickW Posted March 3, 2008 Share Posted March 3, 2008 I've got no idea why text don't show up. We've released three mods as an MPACK (Treasurehunt, SA citizens and general Dilemma) and we've never run into problems with displaying texts. Some of the texts weren't displayed propperly in the beginning, but they were having spaces at the end of the text, and after we removed those excessive spaces, the texts showed up as intended. I'm not aware of any special things we did to get the texts working. Link to comment Share on other sites More sharing options...
gtaragemachine Posted March 3, 2008 Author Share Posted March 3, 2008 ...We've released three mods as an MPACK (Treasurehunt, SA citizens and general Dilemma) and we've never run into problems with displaying texts... But all of the special text for those mods were added entries, not modified entries? Link to comment Share on other sites More sharing options...
DeeZire Posted March 3, 2008 Share Posted March 3, 2008 Yeah, Im pretty sure thats the deal but I could be wrong. The text.gxt file should contain only new entries, the game will still read american.gxt for the standard entries, at least thats how it was for me. As for new IMG files, you can do that already by adding a new IMG file and referencing it through GTA.DAT but that wont ship in the MPACK folder it has to go relative to the game installation directory. Link to comment Share on other sites More sharing options...
PatrickW Posted March 3, 2008 Share Posted March 3, 2008 Yes, we always added new entries. That might be the difference. Link to comment Share on other sites More sharing options...
gtaragemachine Posted March 3, 2008 Author Share Posted March 3, 2008 Alright then. Thanks for all your help then guys. Thinking out loud: It's too bad the MPACK way doesn't have a way to bypass any other files that you could include with your mod, like peds.ide, handling.cfg, gta3.img, etc. That, with CLEOs would be the perfect setup. Link to comment Share on other sites More sharing options...
derty Posted March 3, 2008 Share Posted March 3, 2008 (when does the game load the IMG files?). when it runs through GTA.DAT, IMG files are first and account for from about 1/8 into loading to 1/2 way done is my best estimation without ever looking at the EXE or monitoring it myself; just mapping experience. GTA3.img, and the various other "default" img files may be handled at another time; but I doubt it. Link to comment Share on other sites More sharing options...
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