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PS2 San Andreas modding


mr.Dageron

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Introduction

 

Structure PS2 version of GTA: SA almost no different from structure files on your PC. However, this version of the game a bit different. Files has new formats, and to work with them is a bit harder.

So what we need:

1) A disk image PS2 on your computer. For its creation programs can be used by the type and DAEMON/ALCOHOL. It should be in the MDF + MDS or ISO format.

2) "Chipped" PS2 or emulator on a PC to run the game. (Personally, I always use emulator for testing because it is very easy - no need to write everytime new disc). Also in legal state I recommend you emulator.

 

Replacing any files

 

To update the files in the image of the game we will need Apache3. Find it on the Internet is very difficult due to the fact that the author is not developing.

DOWNLOAD

1) Run program

If you start to appear this window, then do not press the "Download" (or the programm will be deleted)! Just close the window.

user posted image

 

2) Open the image (File - Open)

We see the familiar structure of files and folders.

user posted image

 

3) Let's assume that we need to replace the file with game AMERICAN.GXT texts. To do this, go to the folder TEXT, press the right mouse button on the file, and then - "Extract selected".

Edit file (it was called the standard GXT Editor-s).

To import push again, right-click the file in the image, then click "Replace Selected File".

Remove the tick "Update TOC".

We put a tick "Ignore File Size Differentces".

Choosing a new version of the file and click "Replace file"

user posted image

 

Characteristics of resources

 

Folder DATA PS2 version of SA has quite the same data as the PC-version. However, there is one small different. You can not edit files perfectly DAT (containing information on the map) because of their specific size specified in the executable file, PS2 (SLU / E / S), wich is in the root directory. Because of this, you should follow the rule that file a new version of the size is equivalent or less, than "Original".

As for the script, it is all easy. Compiled MAIN.SCM and SCRIPT.IMG of its format completely identical to the PC version and, to create them can be used Sanny Builder 3. I doubt that your script file will be larger than the original.

GTA3.IMG IMG and any other files can be changed using standard IMG Tool-s. The format is identical DFF PC wich can not be said about TXD format textures.

 

Texture Editing

 

Editing textures San Andreas-but on the PS2 a bit hard, but very interesting thing. We need three programs:

1) PS2 TXD Viewer from Steve M.

For texture and read information on the palette and offsete picture.

2) PS2 TXD Mod.

Mine exclusive programm for editing!

 

1) Open the PS2 TXD Viewer from Steve M, File - Open TXD, select the file you need (for example LOADSCS.TXD).

user posted image

 

Save data:

Palette Offcet: 1053080.

Image Offcet: 790856.

Also mark that picture 512 * 512 and 8bit.

 

2) Open the PS2 TXD Mod.

Loading the texture of a button "Open ...".

Click the button "Go to ..." or Ctrl + G.

user posted image

 

Enter the height and width, offset images, mark the 8bpp, then OK.

 

3) You will see the selected image, but the palette has to be not such a need.

user posted image

 

Therefore, you need to press the button "Get palette", or F8, and enter 1053080 - it is our Palette offset. Click OK.

user posted image

 

Button Open BMP image loads of BMP and replace it in the texture.

Button Save BMP - stores.

That's what I got:

 

user posted image

Keeping texture through Apache3, re-build archive. Write to DVD or run on emulator.

 

user posted image

 

 

Comments and additions are welcome smile.gif

Tutorial by me - Dageron.

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  • 7 months later...

It's unfair that this has no comments.. A great tutorial which cleared up some things I didn't understand at all. Your time writing this didn't go to waste =)

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  • 4 weeks later...
  • 1 month later...
  • 4 months later...
Introduction

 

Structure PS2 version of GTA: SA almost no different from structure files on your PC. However, this version of the game a bit different. Files has new formats, and to work with them is a bit harder.

So what we need:

1) A disk image PS2 on your computer. For its creation programs can be used by the type and DAEMON/ALCOHOL. It should be in the MDF + MDS or ISO format.

2) "Chipped" PS2 or emulator on a PC to run the game. (Personally, I always use emulator for testing because it is very easy - no need to write everytime new disc). Also in legal state I recommend you emulator.

 

Replacing any files

 

To update the files in the image of the game we will need Apache3. Find it on the Internet is very difficult due to the fact that the author is not developing.

DOWNLOAD

1) Run program

If you start to appear this window, then do not press the "Download" (or the programm will be deleted)! Just close the window.

user posted image

 

2) Open the image (File - Open)

We see the familiar structure of files and folders.

user posted image

 

3) Let's assume that we need to replace the file with game AMERICAN.GXT texts. To do this, go to the folder TEXT, press the right mouse button on the file, and then - "Extract selected".

Edit file (it was called the standard GXT Editor-s).

To import push again, right-click the file in the image, then click "Replace Selected File".

Remove the tick "Update TOC".

We put a tick "Ignore File Size Differentces".

Choosing a new version of the file and click "Replace file"

user posted image

 

Characteristics of resources

 

Folder DATA PS2 version of SA has quite the same data as the PC-version. However, there is one small different. You can not edit files perfectly DAT (containing information on the map) because of their specific size specified in the executable file, PS2 (SLU / E / S), wich is in the root directory. Because of this, you should follow the rule that file a new version of the size is equivalent or less, than "Original".

As for the script, it is all easy. Compiled MAIN.SCM and SCRIPT.IMG of its format completely identical to the PC version and, to create them can be used Sanny Builder 3. I doubt that your script file will be larger than the original.

GTA3.IMG IMG and any other files can be changed using standard IMG Tool-s. The format is identical DFF PC wich can not be said about TXD format textures.

 

Texture Editing

 

Editing textures San Andreas-but on the PS2 a bit hard, but very interesting thing. We need three programs:

1) PS2 TXD Viewer from Steve M.

For texture and read information on the palette and offsete picture.

2) PS2 TXD Mod.

Mine exclusive programm for editing!

 

1) Open the PS2 TXD Viewer from Steve M, File - Open TXD, select the file you need (for example LOADSCS.TXD).

user posted image

 

Save data:

Palette Offcet: 1053080.

Image Offcet: 790856.

Also mark that picture 512 * 512 and 8bit.

 

2) Open the PS2 TXD Mod.

Loading the texture of a button "Open ...".

Click the button "Go to ..." or Ctrl + G.

user posted image

 

Enter the height and width, offset images, mark the 8bpp, then OK.

 

3) You will see the selected image, but the palette has to be not such a need.

user posted image

 

Therefore, you need to press the button "Get palette", or F8, and enter 1053080 - it is our Palette offset. Click OK.

user posted image

 

Button Open BMP image loads of BMP and replace it in the texture.

Button Save BMP - stores.

That's what I got:

 

user posted image

Keeping texture through Apache3, re-build archive. Write to DVD or run on emulator.

 

user posted image

 

 

Comments and additions are welcome smile.gif

Tutorial by me - Dageron.

the ps2 version have a different effects.fxp? because have differentas effects like car reflection and peds with shadows

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  • 3 weeks later...
Peppo_o'Paccio

I didn't know that the PS2 version is moddable. You are great, man!

PS: Unfortunately my PS2 is broken notify.gifsarcasm.gif , but I have got the PC version, too lol.gificon14.gif .

For you cookie.gifcookie.gifcookie.gifcookie.gifcookie.gif

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  • 4 months later...

thnxx man but i need to noe how to add cars

 

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  • 3 months later...

how do you add CLEO3 folder cause i modded the loading textures and thenput in a barton waterduck mod made for the ps2

 

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  • 2 years later...
Hi, I know this sounds wierd but...can you add cleo mods to the console game?

Since you bumped it already - no, you cannot.

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  • 1 year later...
UltimaRisingPhoenix

Hello, I am wondering if there is any solution to fix this error...

IuGI1oq.pngI have been converting a lot of TXDs using this program and and I've been seeing this message a lot...

Can anyone help me? :/

Because I want to convert the whole San Andreas using this program...

 

Well please anyone reply to how to overcome this error :/

Edited by UltimaRisingPhoenix
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  • 4 weeks later...

Most image files for the game are 4-bit to 8-bit. Some are 32-bit as the one you referenced. I use 'Game Graphic Studio' and anytime a 32-bit image comes up, it seems to read as if it is corrupt data. Of course it is not, and can be changed. Assuming you have an image editor capable of pallette control, simply set the image of choice to 32-bit(which i believe is the highest). If i am correct, it simply says that because it is looking for a specific pallette set, were 32-bit is true color(not a palletted image).

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Hello, I am wondering if there is any solution to fix this error...

IuGI1oq.pngI have been converting a lot of TXDs using this program and and I've been seeing this message a lot...

Can anyone help me? :/

Because I want to convert the whole San Andreas using this program...

 

Well please anyone reply to how to overcome this error :/

http://aap.papnet.eu/gta/rwtools_win.zip

 

check out this pack of tools by THE HERO, allows you to convert dffs and txds easily between ps2, xbox, and pc. they're command line programs, though for some reason this updated pack doesn't have a readme. I don't know if you know how to use the command prompt but I didn't for the longest time, so for the sake of convenience this is how you'd convert a ps2 txd to pc:

 

1. open up cmd

2. type "cd *download folder*"

3. copy-paste whatever txds you need to convert into the folder

4. type in the cmd "txdconv.exe *input*.txd *output*.txd"

5. presto! open up *output*.txd for your fresh batch of textures

 

dffconv.exe works the same exact way and usually the exported files are game-ready, though keep in mind these tools are still prone to making the occasional error so remember to test often :beerhat:. still, should be quicker than doing it all by hand

Edited by Mr. Jago
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  • 3 years later...

Somebody know how to put custom ped models in the PS2 version? And is possible, but I already researched a lot but I did not find anyone to teach. :/

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  • 1 year later...

hey everyone, the realer gravedigger, brew-swigga, and i love bud.
i want to know if there is a way to edit the expected file sizes for main.scm & script.img in order to install spaceeinstein's all-in-one mod or will replacing the files work on the ps2 version without further modifications?

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