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Picolini

Airplanes and GTA IV 101

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pinky

 

...R* left over bits of coding from previous games, including airplane data which still works in the game...

Do you meant it's actually leftover from the previous game? I thought it was a feature implemented into GTA4 that will be used in the future. It couldn't be leftover codes, since in SA you can't just convert cars into planes this easily.

According to DexX there are still references to vital aircraft parts like rudders and ailerons etc within the game code.

And like Picolini said, it was very easy to turn any vehicle slot into an aircraft. Or in fact turn any vehicle into any other type of vehicle that you desired. You did have to have a replacement model with the correct hierarchy parts for the vehicle type being used though. The only side effect was loss of sound and IV makes this easy to fix by changing the vehicles game name in the vehicle.ide file.

 

As soon as some form of model import/export from Max or Zmod is capable, then adding a model with the correct aircraft hierarchy parts and naming it either dodo or androm should get a working aircraft in the game. No need for scripting just yet, but that will come later to make more advanced undercarriage operation and weapons etc.

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leik oh em jeez!
Yeah, attributes are wrong. There is no lift! when the car tilts to the side, it continues forward when it should go off in that direction...

That is what a Rudder is used for, GTAIV uses realistic graphics so like when your car is in air it won't turn just because you jerked the steering wheel. That's why Picolini is trying to configure how to Yaw.

No, when the entire car leans to the left and is flying sideways, it still goes forward, when it should go to the left, this is a problem with the physics, not a missing rudder, it has nothing to do with the rudder.

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Picolini

@Vanz and leik omg, you both are right, in a way.

leik omg is saying is that as a plane is rolling it drifts in the direction of the roll. So far the car simply just rolls and stays on it's current course, it only moves in the direction of the roll when pitch is applied.

 

@Pinky, exactly. Adding in files as a Dodo or Andromada should work... what about the "Fighter"? See what they had in mind, military wise.

Glad to see you mention scripting mods later. You were putting out some great stuff for SA, hope you keep it up for IV. I'm sure people will love them.

 

And, what's this about just changing the vehicle name switching over the sound? Nice to know that! Which value is it that you need to change for that?

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pinky
@Vanz and leik omg, you both are right, in a way.

leik omg is saying is that as a plane is rolling it drifts in the direction of the roll. So far the car simply just rolls and stays on it's current course, it only moves in the direction of the roll when pitch is applied.

 

@Pinky, exactly. Adding in files as a Dodo or Andromada should work... what about the "Fighter"? See what they had in mind, military wise.

Glad to see you mention scripting mods later. You were putting out some great stuff for SA, hope you keep it up for IV. I'm sure people will love them.

 

And, what's this about just changing the vehicle name switching over the sound? Nice to know that! Which value is it that you need to change for that?

In the vehicles.ide, the column for vehicle game name (it's GXT name) you change that name to what you want it to sound like.

The only drawback is that your vehicle gets that name too but it is a small price to pay for a turbo NRG superbike called a Sukltan RS. wink.gif

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R.F.

Great handling mod! All we need is a plane model biggrin.gif

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Picolini
@Vanz and leik omg, you both are right, in a way.

leik omg is saying is that as a plane is rolling it drifts in the direction of the roll. So far the car simply just rolls and stays on it's current course, it only moves in the direction of the roll when pitch is applied.

 

@Pinky, exactly. Adding in files as a Dodo or Andromada should work... what about the "Fighter"? See what they had in mind, military wise.

Glad to see you mention scripting mods later. You were putting out some great stuff for SA, hope you keep it up for IV. I'm sure people will love them.

 

And, what's this about just changing the vehicle name switching over the sound? Nice to know that! Which value is it that you need to change for that?

In the vehicles.ide, the column for vehicle game name (it's GXT name) you change that name to what you want it to sound like.

The only drawback is that your vehicle gets that name too but it is a small price to pay for a turbo NRG superbike called a Sukltan RS. wink.gif

Nice to know, thanks pinky icon14.gificon14.gif

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DreamOperator

The video linked below shows a car flying in GTAIV and it turns in the air. Am I missing something or did it get figured out?

 

 

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Picolini
The video linked below shows a car flying in GTAIV and it turns in the air. Am I missing something or did it get figured out?

 

 

That's the video by Flaii, he already posted in this thread stating any turning is due to the body roll.

 

While you are able to turn left or right by rolling the body to the side and pitching the plane up or down, we can't get the car to stay horizontal and turn left or right, via a rudder.

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xXGraemeXx

awesome guys. cant wait until we get fully working planes in GTA IV. i think rockstar left those codes in for a reason! tounge.gif

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coin-god

Yeah. Because tehy are lazy as sh*t. tounge.gif

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FunGt

Sorry for bump but the video in first post doesn't work so I made a new one if you want to see how this "mod" looks like:

 

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KingBulleT 8747

haha, cant touch this

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drbroccoli

Someone should make a mod that allows a hotkey to load a different car file, so you could be driving a regular car, then bam, hit the key and take off!

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Diaz070

 

 

this is the real sh*t man

Edited by Diaz070

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CoMPMStR

 

http://www.youtube.com/watch?v=TqJEwlR74pw...re=channel_page

these are the real planes just watch, someone tell me the code to put the movie on this page please

Here's what to do:

 

 

Link: http://www.youtube.com/watch?v=TqJEwlR74pwForum Code: TqJEwlR74pw 

 

 

All you do is put the forum code and you will have the video in the forums. tounge.gif Just remove the http://www.youtube.com/watch?v= from the link and put the youtube tags around it. biggrin.gif

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Rob.Zombie

user posted image

Holy sh*t!!! I can't believe it. I wanna fly that jumbo as well. Very nice progress so far. Can you release a beta? smile.gif

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Diaz070

lol it isnt really a mod, i did it with the super spawner script from computermaster you can find it on this forum,

i just attached the jumbojet to my heli and fly

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Rob.Zombie

We'll need to attach these planes to a flying car, and there we have a working jumbo. Btw is there a way to enable the jet sounds? Does the plane have collision?

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Diaz070

no when its atached to the car not

but in freeze mode it has

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KiLLerBoy_001

Maybe I'm Just a noob saying something that aint possible but did you guys try and look at the heli hadling files might be some info in there cause they well can yaw the way we want the planes to do it

Edited by KiLLerBoy_001

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KingBulleT 8747

My mod has collisions, its flyable and it has sounds.

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chris_61

Ermm i was flying one yesterday someone spawed it but it was like it was replaced by car stuff but it was flying a plane also is there a mod yet for it because i really want to download it and also here is an example

 

http://www.youtube.com/watch?v=l_9t95gPZu4&feature=related

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XxPTLegitxX

Hey guys do we replace the flighter line with this: $ URANUS 1.0 2.0 0.0 -0.003 0.002 0.10 0.010 -0.0001 0.005 0.0050 0.0 0.1 1.0 1.0 0.0 0.01 0.5 0.5 0.5 0.5 0.5 0.5

 

 

 

Or do we put it above or on the bottom of it?

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KingBulleT 8747
Hey guys do we replace the flighter line with this: $ URANUS 1.0 2.0 0.0 -0.003 0.002 0.10 0.010 -0.0001 0.005 0.0050 0.0 0.1 1.0 1.0 0.0 0.01 0.5 0.5 0.5 0.5 0.5 0.5

 

 

 

Or do we put it above or on the bottom of it?

$ FIGHTER numbers numbers numbers...

$ URANUS numbers numbers numbers...

 

okay?

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H1Vltg3

Here's something for everyone to try. I recently downloaded the Fighter Jet model that was originaly designed for replacing the Annihilator. I did this, very nice, BUT... I thought, well, what if I replaced a car with the Fighter Jets model using this topic. I was doing some reading in this Topic and was inspired to replace the Airtug, since this mainly only spawns at the airport. So here's what I did:

 

1) Replaced Airtug with Fighter Jet using OpenIV

2) Added proper handling.dat and vehicles.ide lines found in the original post, only using Airtug instead of Uranis

3) Loaded the game, teleported to the Air Port ;-) (Using SimpleNativeTrainer)

4) Found the Fighter Jet among all the other planes

5) Using SimpleNativeTrainer, Spawned Object CJ_PLANE_1

6) Attached Last Spawned Object, which attached CJ_PLANE_1 to the Fighter Jet (which gives sound of a Jet)

7) Make Last Spawned Object Invisible

 

And now you have a perfectly great flying Fighter Jet, with Plane handling and sound. Once you get the hang of it, it takes literally 10 seconds or less to setup. ENJOY! Shifty41s_beerhatsmilie2.gif

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x_orange90_x

i did the same thing, but i didnt use the handling line in the OP.. is there any difference in it? all i did was replace the Blista with the Jet, go into the Vehicles IDE and change it to plane, FIGHTER then it flew like a plane, but i dont like it because it rolls wayy too fast for a plane. was this line in the OP a modified handling line, one that reacts more like a plane? or does it roll left and right and forward and backward fast like the FIGHTER line?

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Pico

Wow, can't believe this thread is still... well alive I guess.

 

@x_orange90_x, if I remember correctly, you need to use the handling line AND add in the secondary, plane specific, handling line to help lessen the amount of roll. I'm pretty sure I tightened it up a bit. But it's been MONTHS since then, so I don't know for sure.

 

If some one could enlighten me on how far vehicle modding has come since December that'd be great. I'm completely out of the loop. Can you replace car models and handling lines just as good as San Andreas?

Obviously I haven't solved the yaw problem yet, which is a huge disappointment. But who knows, if I can get a vehicle model in the game with a rudder model and dummy in place then the game might give it yaw controls.

Any thread/walkthrough on how you can modify the models and set them up for in game? What modeling programs work for GTA IV? God, I'm so out of touch!

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Shor_van

 

Wow, can't believe this thread is still... well alive I guess.

 

@x_orange90_x, if I remember correctly, you need to use the handling line AND add in the secondary, plane specific, handling line to help lessen the amount of roll. I'm pretty sure I tightened it up a bit. But it's been MONTHS since then, so I don't know for sure.

 

If some one could enlighten me on how far vehicle modding has come since December that'd be great. I'm completely out of the loop. Can you replace car models and handling lines just as good as San Andreas?

Obviously I haven't solved the yaw problem yet, which is a huge disappointment. But who knows, if I can get a vehicle model in the game with a rudder model and dummy in place then the game might give it yaw controls.

Any thread/walkthrough on how you can modify the models and set them up for in game? What modeling programs work for GTA IV? God, I'm so out of touch!

I have converted a plane model from sa but I'm still trying to make the rudder, elevators and the landing gear to work.

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Pico

Do the models for IV still use dummies like San Andreas?

If so, do you have them all properly named?

What won't work? Do they just not move at all?

 

Sorry for all the questions I just don't know how IV models are set up at all. It's about time to dust off Zmod2 and import some vehicles and check them out. My thought as to why they don't work is either they were disabled, or possibly the parts are just named different for IV. It'd help a sh*t load if R* left a plane model in the files, instead of just handling lines for planes sad.gif

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Shor_van
Do the models for IV still use dummies like San Andreas?

If so, do you have them all properly named?

What won't work? Do they just not move at all?

 

Sorry for all the questions I just don't know how IV models are set up at all. It's about time to dust off Zmod2 and import some vehicles and check them out. My thought as to why they don't work is either they were disabled, or possibly the parts are just named different for IV. It'd help a sh*t load if R* left a plane model in the files, instead of just handling lines for planes sad.gif

yes they use dummies, I not sure if they are properly named because I don't know how they should by named in GTA IV

 

the plane hierarchy is very strange unlike the other hierarchy in the game, it dose not crash when I add something that dose not belong.

 

 

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