Dzsekszon 0 Posted September 12, 2009 Share Posted September 12, 2009 (edited) Hello. Is it possible to raise down the number of the cars on the roads? I don't want to see 6-7 SultanRS's after I took it behind from the garage...In SA you could do that if you modified the car's data in the vehicles.ide if you wrote "ignore", or change the number. Can I do the same in IV too? Because there's only an Frq number for that if I'm correct. Usually the number is 100, so if I will change it to 1 or any other, I wont see 6-7 SultanRS's? Or is it possible to make it ignore, like in SA? Or what does "NULL," mean? And there is no Frq number after it, but you can see the car on the road... Thanks Edited September 12, 2009 by Dzsekszon Link to post Share on other sites
OverTheBelow 238 Posted October 23, 2009 Share Posted October 23, 2009 Has anyone discovered how to make the waves in the water bigger yet? Thanks. Link to post Share on other sites
ace_topspeed 0 Posted February 17, 2010 Share Posted February 17, 2010 Can anyone figure out where the dump valve (BOV) and backfire sounds are flagged for the Sultan RS? I hope they aint hard coded Vehicles.ide flags if i'm right, Along with some other interesting stuff Edit: not there. I remember they were in the xbox version? you have still the 'bangerexhaustfx' that seems to be those damaged vehicle's big poff. 'bangerexhaustfx' adds more grey smoke to the exhaust but doesn't make the nice pop and smoke cloud you get when driving. I tested this on the dukes. It looks to me like these are hard coded which is annoying, also 'bangerexhaustfx' doesn't work on bikes. All the cars with a banger version like the Sabre have a second line in handling.dat and vehicles.ide called "sabre2" so there must be different models for them. It looks like the exhaust and dump valve stuff is hard coded, unless it's defined somehow like the extras the cars show. Where's camera settings file?I want to change vehicle's camera to cockpit like Midnight Club:LA.... \Rockstar Games\Grand Theft Auto IV\common\data\vehoff.csv if you want to enable that big dust pop on cars,you need to rename your car's game name too emperor2, sabre2 or vigero2 in vehicles.ide. bangerexhaustfx just addes a little dust to the car's smoke. Link to post Share on other sites
QuantumMechanik 0 Posted February 24, 2010 Share Posted February 24, 2010 I was just wondering if anyone know where the file is to change the Alpha channel or the Transparency of the Windshield on every car. Do I have to modify the value for every car? I ask because I play the game in 3D using DDD's Tridef 3D Ignition software and when driving certain cars everything is really foggy looking, I like how clear driving in 3D looks when the car has no windshield. I've tried using trainers to remove the windshield but there doesn't seem to be any that will do this. Thanks to anybody who knows. Link to post Share on other sites
XTREME0235 276 Posted March 23, 2010 Share Posted March 23, 2010 Loving this topic, just one question. I know the understandings of changing the colours of the icons such as the weapon icon and ammo icon above the weapon, i currently have mine set out like this: But i was wanting to know how to change the Loading bar colour to my own, but it's kind of hard to do so when i can't find the Loading bar colour file in the HUD.dat or HUDColour.dat. Is it Hard coded? It couldn't be, could it? Anyway, this is what i was hoping for, for the loading bar: LOADING.... Or maybe someone could inform me on how to change what it says instead of loading, as i have seen someone do it before. Example: LET IT LOAD, f*ck! Thank you anyone who has information on this. XTREME0235. Link to post Share on other sites
Shadow-Link 4 Posted March 23, 2010 Share Posted March 23, 2010 Pretty sure you can change the text of the loading bar by opening the GXT file with a GXT editor. The color might be in there too.. But I am not sure about that. Link to post Share on other sites
carapapa 89 Posted March 24, 2010 Share Posted March 24, 2010 ext_gang: Im suponiendo que esto añadiría los extras de pandillas en el coche, por ejemplo: el xs centinela, Futo GT, TT sultán ... ext_sunroof: Ciertamente, añade extras, pero no es responsable por todos ellos ext_conv: Corto para el convertible? Agrega el techo de vehículo descapotable, pondrá a prueba si la eliminación de esta Banshees hace sólo desovan como los convertibles. librea: Especial calcomanías en mi opinión, el efecto de la corrosión en el petardos y la bandera americana en patriotas. ext_strong: Ni idea. ext_requi: Ni idea. ext_all: Ni idea. ext_rare: Ni idea. Hello, since the topic is something ancient, it wanted to know if one has discovered that mean these flags and to being possible, to seeing if someone knows that they mean these: noboot+ext_strong+ext_requi+isvan noboot+ext_script noboot+big+avoidturns+truckfirefx+truckenginefx noboot+big+isvan+avoidturns+truckfirefx+truckenginefx ext_strong+ext_requi Also like me to know if there is way of putting all the extras to the vehicles that contain them simply editing the "vehicles.ide" with notice pad Thank you Jost, cuando puedas pásate por Revo que creo que el tema que he dejado, tiene que ver con esto,... EDIT:Ufff the translator on line does not work not well at all, is translated into parts... Link to post Share on other sites
SLAYERMAGGOT 13 Posted March 24, 2010 Share Posted March 24, 2010 (edited) @carapapa: I don't know the meaning of all flags. However here are my thoughts: +noboot: I guess this is for trucks with a flat bed. +ext_strong: Maybe it's meant for trucks. +ext_requi: Really no clue... +ext_script: Vehicles which uses a script (?) +ext_gang: Gang Vehicles which uses extras (like tinted windows) and more. +ext_conv: Convertible, i guess it's for hardtop cars as well. +ext_sunroof: Vehicles with a sunroof as extra. +isvan: The car body is like a van or similar. +big: This is usually used by large trucks like the Yankee or other big trucks. +avoidturns: This vehicles avoid turns, like vans or large trucks. +truckfirefx: This vehicles use the burning (when a truck burns down) sound of a truck. +truckenginefx: This vehicles use engine sound of a truck. Please correct me if you think i'm wrong. You just have to add the desired flags to the end of the line of a car in the vehices.ide, e.g. +truckenginefx to apply it to the vehicle. It's very comfortable and easy to change it with a Handling Editor. Edited March 24, 2010 by SLAYERMAGGOT Link to post Share on other sites
carapapa 89 Posted March 24, 2010 Share Posted March 24, 2010 OK. The only one that can be mistaken is in "noboot" because I have seen it applied in motorcycles, helicopters and boats. Probably only be seen in specific moments. When it discovers something more I will put it. Ext_script already I have discovered what is. Thanks Link to post Share on other sites
pokesomi 0 Posted April 27, 2010 Share Posted April 27, 2010 (edited) Ok i found a file that might be of interest. location X:\Program Files (x86)\Steam\steamapps\common\grand theft auto iv\GTAIV\common\shaders where x = your hard drive letter Edited April 27, 2010 by pokesomi Link to post Share on other sites
spaceeinstein 1,800 Posted December 20, 2010 Share Posted December 20, 2010 (edited) Some additional stuff I found in the MLO section. MLO helps place objects within an interior and tells how those objects would be loaded within it. For this, I'm using Luis' apartment as an example. MLO is divided into three sections: mloE2_LUIS, 0, 3, 2, 52, 150, -1, 15 E2luisapt_entover, 6.1647, -6.65572, 1.87948, -0.000103951, 4.76813e-007, -2.31444e-007, -1, 0, 384, object name, xyz offset, xyzw rotation, ?, ?, ? ..... This section places map objects in the interior. The first line is completely unknown to me. For lines below that, they help place objects offset from a point in the interior but I'm not sure where's that defined right now. mloroomstart limbo, 2, 1, 9.60759, 5.96246, 3.77962, 2.50936, -8.88965, -0.348365, 1, 0, 0 name, ?, ?, xyz top right offset corner, xyz bottom left offset corner, ?, ?, ? 49, 51, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, roomend E2_luislobby, 2, 2, 6.1647, -5.4086, 3.76563, 2.50936, -7.59425, 0.00302851, 0.5, 627490525, 96 0, 1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, roomend E2_luisapartment, 47, 1, 9.60759, 5.96246, 3.77962, 2.27515, -4.71873, -0.348365, 1, 7875393, 111 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, roomend This helps define which objects would appear within the room. "Limbo" is the entire apartment interior, "E2_luislobby" is the lobby, and "E2_luisapartment" is the apartment room. The numbers "49,51,..." are line numbers from the section above, starting at the 0th line "E2luisapt_entover." mloportalstart 1, 0, -2.50274, -7.34414, -0.101716, -2.50275, -7.3447, 2.59828, -2.50275, -5.6447, 2.59864, -2.50274, -5.64414, -0.101363, 50, -1, -1, -1, 64, 16777215, 1 1, 2, 0.604546, -4.67102, -0.101157, 0.604544, -4.67158, 2.59884, 2.30454, -4.67158, 2.59884, 2.30455, -4.67102, -0.101156, -1, -1, -1, -1, 64, 16777215, 1mloendend I'm not yet sure what this does but it appears to define zones where the door separates the interior world from the outside world. There are a LOT of 2DFX types. So far I found that there are types 0, 1, 2, 12, 14, 15, 17, 21, and 23, but there could be more. Here is some stuff I found. Type 17 defines chairs. It can spawn peds (I think it's random) on the chair. The unknowns are mainly flags that specifies the type of chair (like benches and stools). E2_LuisSofa, -1.5, 0.0, 0.5, 17, 0, 0, 0, -1, 1015348986, 3744729013, 0, 0name, xyz offset, type (17), xyzw rotation, ?, ?, ?, ? Edited December 20, 2010 by spaceeinstein Link to post Share on other sites
EncryptedReality 1,149 Posted January 15, 2011 Share Posted January 15, 2011 Interesting man , i will do some test of this for Ocean View Hotel. Link to post Share on other sites
bob113 0 Posted May 15, 2011 Share Posted May 15, 2011 Does anyone know which flag should be use to spawn car without extra ? Link to post Share on other sites
spaceeinstein 1,800 Posted August 3, 2011 Share Posted August 3, 2011 (edited) Surprising that no one is doing more research on this. I have found out that 2dfx type 12 scatters child objects. An example of this would be the debris you see on the floor next to hotdog stands. 2dfx type 14 defines ladders. I'm not bothered to research more deeply into that for now. Columns A to I is the usual. Column K - radius of scattering of child objects Column L - hash number of the child object to spawn So you can spawn just one object and have many child objects scattered around it: I just spawned one cone with road barriers as my child object. I haven't found a way to limit how many objects can be spawned or how to control the scatter. It seems to just scatter these child objects randomly. Edited August 3, 2011 by spaceeinstein Link to post Share on other sites
Raikov Raidenovich 0 Posted December 8, 2011 Share Posted December 8, 2011 Anyone can give me the file ambairpotarea.sco for GTA IV 1.0.7.0? I lost it. And I don't want to reinstall the whole thing again. Link to post Share on other sites
123iamking 20 Posted April 9, 2013 Share Posted April 9, 2013 excuse me but anyone knows what the model of the 2 million dollar diamond - I can't get the harsh code cause the diamond only appears in the cutscene (I mean the diamond we first saw in the intro cutscene of GTA 4 - the chef hold it you know) Link to post Share on other sites
Ahmad suleiman 2 Posted October 10, 2018 Share Posted October 10, 2018 yes that will be o.k dude Link to post Share on other sites