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2pacproducer2

[TuT] Adding cars to GTA SA

Recommended Posts

rcunha
Sure, a pretty simple example. You have to check whether the handling from an existing bike fits or not.

 

CARCOLS

add022, 0,1, 81,1, 151,1, 163,1, 105,1, 94,1, 89,1, 73,1 # 1979 Harley-Davidson Fat Boy

 

CARGROUP

bfinject, mesa, mrwhoop, add022 # POPCYCLE_GROUP_BEACHFOLK

 

VEHICLES

794, add022, add022, bike, WAYFARER, ADD022, wayfarer, motorbike, 6, 0, 0, 23, 0.75, 0.75, 0 # handling ok

 

HANDLING (wayfarer, from some downloaded similar looking bike)

WAYFARER 800.0 600.0 4.0 0.0 0.1 0.0 103 1.4 0.85 0.48 4 190.0 40.0 5.0 R P 20.0 0.55 0 35.0 0.65 0.20 0.0 0.08 -0.11 0.55 0.0 0.0 0.24 10000 41000000 702200 1 1 8

! WAYFARER 0.10 0.05 0.20 0.05 30.0 25.0 0.945 1.20 0.7 0.1 33.0 -55.0 -0.006 0.4 0.3

 

VEHICLEAUDIODATA

...

[iDs]

Number_of_pairs=1

FromID_1=119

ToID_1=909

...

[794]

CarType=1

EngineOnSound=140

EngineOffSound=139

Unknown4=2

Unknown5=0,649999976158142

Unknown6=1

HornTon=1

HornHigh=0,840896427631378

DoorSound=255

RadioNum=3

RadioType=0

Unknown12=29

Unknown13=0

Unknown14=0

Unknown15=0

Unknown16=0

 

and I use CLEO to give it a name. That's all.

 

I don't use handlingadder anymore, because I faced the problem that the more cars you add, the more unstable the game gets. My game often freezed when the added car touched a wall or another car.

I didn't add extra planes or helis until now.

where i find a tuto to give a name to my bike whit cleo?

 

A plane have worked fine in my game, whith the heli i can get it and fly, but whithout moviment (rigth,left,front,back)

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at72

You don't need a tut. That's done with the CLEO gxthook. Just create a new notepad file in your folder CLEO_TEXT, name it 'vehicles.fxt'. On the left you write the name as defined in vehicles.ide (6th value, see above), then [space] and afterwards the vehicle's real name.

You also can define a new value using GXT Editor if you like.

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CT1612

After an additon of 80 cars my savegame does not load anymore.

After loading is finished, the game crashed.

 

I used different IDs for the 81th car, but it failed, too, sometimes the savegame loading crashed at 50 %.

 

Any solution?

After I deleted the 81th vehicle everything loaded correctly.

 

It actually can't be a limit, because I increased nearlly everything in SALA (IDEs, carcols, carmods, stream, polygons, scm block)...

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at72

But starting a new game works? I encountered this problem various times after changing the gta3.img.

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rcunha

 

You don't need a tut. That's done with the CLEO gxthook. Just create a new notepad file in your folder CLEO_TEXT, name it 'vehicles.fxt'. On the left you write the name as defined in vehicles.ide (6th value, see above), then [space] and afterwards the vehicle's real name.

You also can define a new value using GXT Editor if you like.

 

thanks for help, the game works fine whith new cars bikes boats and helis, sometimes it crashes.

 

The habilities of Utility and Dumper is not possible still? I want to add more police and taxi cars, but with sirens and missions it's possible?

 

I want expand the veh_mods.ide limits to add more parts for my tunable cars too. If there is someone that knows to do it, post here please

Edited by rcunha

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1stresponse

sorry about that At72, misunderstand,.."GXTedit" can give your added car with a new name,..making another cleo for it is just reading another program "again", while GXTedit can,..and it is not recommended to PLAY previous savegames, SAVEGAME that contain other MODS, it will have conflicts. If you ADD a car and want to play with different savegame, make sure that this savegame is "NON-MODABLE SAVE" game that played without mods. there are too many downloadable savegame around. Issue about 90+ added cars? In my game, No Freezes Except for 100+cleo working together with my ADDED VEHICLES biggrin.gif

 

AT72 Theory is correct, savegame reads what your engine , and what condition your game has

If your savegame installed with this car then back-up your modable game and this modable game that time can only the game that can play your SAVES

Edited by 1stresponse

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Guns*R-Us

I want a carspawn script for my added vehicles rolleyes.gif

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lightingft

Very Nice Tutorial! smile.gif Will try it out soon wink.gif I was wondering, can you use these added cars in the DYOM mod? Thanks in advance.. smile.gif

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1stresponse

ALL ADDED VEHICLES IN-GAME CAN BE USE IN ANY MOD EVEN IN MISSIONS. biggrin.gif LIKE MY ADDED STRYKER, PENETRATES MYTHS, MONSTERS,OR TERRORIST

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Guns*R-Us
ALL ADDED VEHICLES IN-GAME CAN BE USE IN ANY MOD EVEN IN MISSIONS. biggrin.gif LIKE MY ADDED STRYKER, PENETRATES MYTHS, MONSTERS,OR TERRORIST

do you have a carspawn for added car ? rolleyes.gif

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1stresponse

Its a BIG YES. JACOB CAR SPAWNER cool.gif

 

Maybe next you were going to ask HOW?

 

Step 1: This is what you will see mostly

http://i1211.photobucket.com/albums/cc422/1stresponse1/1.jpg

Step 2: Open the "Hotkey.lst" with text tool (e.g. Notepad)

http://i1211.photobucket.com/albums/cc422/1stresponse1/2.jpg

Step 3: This is what you will see inside "hotkey.lst"

http://i1211.photobucket.com/albums/cc422/1stresponse1/3.jpg

 

Letter "D" means the key you will press in the keyboard and Number ID "541" is the vehicle ID, got it?

so in order to make it with your ADDED VEHICLE, you should DO this.

 

Step 4: Choose none existing Keys, how will you know if there is exist? Simple,.it will register in this File "Hotkey.lst" now, i maked my own sample, where ID "18631" is my 1st ADDED CAR ID and "Q" is the shortcut key you will use. Make sure you save

http://i1211.photobucket.com/albums/cc422/1stresponse1/4.jpg

 

 

 

IN-GAME: Start GTA SA, Then Start new or Load previous saves, then click on "Windows key" in your keyboard, it will display your desktop, now run jacobs spawner. Click already opened GTA SA GAME then if i HIT "Ctrl+my shortcut key" which is "Q" it will SPAWN ID 18631. TADAAA!!! Got IT? Now try your own ID biggrin.gifbiggrin.gif

Edited by 1stresponse

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uber1234

is there a way for cleo scripts to work with added cars e.g. moving spoiler for an added Porsche carrera gt?

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1stresponse

I don't have a test regards spoilers, changing bumpers or having hoods, only cleo's like cannons, on/off lights etc. except what i say in the 1st line of my sentence. But, i think you can. monocle.gif

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uber1234

i added a car which has a moving spoiler but when i change the name in the script it gives an error. i also tried using the vehicle ID but that didnt work either.

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georgon

Hi, I think nobady will reply me, but I was added Yakuza stinger, I was workin' normally, but when I've add more cars, they have got wheels on the roof and half of the car is in the road... Here's screen : http://img831.imageshack.us/img831/3378/gallery1r.jpg

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1stresponse

solve manually the handling in handlingadder, make sure it is what is in your handling.cfg. submerged is not a big problem, do you follow the instructions i gave in the 20mb file? it will lead you to success

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georgon

Yeaaahh!!! It works! thanx ! get some cookie : cookie.gifcookie.gifcookie.gifcookie.gifcookie.gifbiggrin.gif

 

 

Edited by georgon

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georgon

And do you know how to add Bikes ? I've tried handling Converter, but I failed.

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1stresponse

only tricycle for now because i am busy with my blog, anyway here, all MILITARY VEHICLES:modelconverted.blogspot.com cool.gif

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marmar6
And do you know how to add Bikes ? I've tried handling Converter, but I failed.

Bikes can only added with existing handling it's easy and the handlings are similar each other and if you need variety, just play with the handling base.

sorry my bad english

# Bikes (GTAIV, TLAD, TBOGT, Mods) con Handling base

 

6700, fatboy, fatboy, bike, WAYFARER, FATBOY, wayfarer,motorbike, 5, 0, 0, 23, 0.75, 0.75, -1

6701, heangels, heangels, bike, WAYFARER, HEANGELS, wayfarer,motorbike, 5, 0, 0, 23, 0.75, 0.75, -1

6702, kmass, kmass, bike, WAYFARER, KMASS, wayfarer,motorbike, 5, 0, 0, 23, 0.75, 0.75, -1

6703, motorhead, motorhead, bike, WAYFARER, MOTOHEAD, wayfarer,motorbike, 5, 0, 0, 23, 0.75, 0.75, -1

6704, bf400b, bf400b, bike, BF400, BF400B, bikes, normal, 10, 0, 0, 16, 0.67, 0.67, -1

6705, faggioc, faggioc, bike, FREEWAY, FAGGIOC, bikev, moped, 10, 0, 0, 16, 0.464, 0.464, -1

6706, fcr900b, fcr900b, bike, NRG500, NRGF, bikes, motorbike, 6, 0, 3f341210, 16, 0.68, 0.68, -1

6707, nrg500b, nrg500b, bike, NRG500, NRGRR, bikes, motorbike, 10, 0, 1f341210, 16, 0.68, 0.68, -1

6708, pcj600b, pcj600b, bike, BIKE, PCJ600B, bikes, motorbike, 10, 0, 0, 16, 0.67, 0.67, -1

6709, sanchezb, sanchezb, bike, DIRTBIKE, SANCHEZB, biked, motorbike, 5, 0, 0, 23, 0.68, 0.62, -1

6710, innov, innov, bike, FREEWAY, INNOV, wayfarer,motorbike, 8, 0, 0, 23, 0.654, 0.654, -1

6711, bbee, bbee, bike, WAYFARER, BEE, wayfarer, motorbike, 5, 0, 0, 23, 0.654, 0.654, -1

6712, yavmax, yavmax, bike, WAYFARER, YAVMAX, wayfarer, motorbike, 5, 0, 0, 23, 0.654, 0.654, -1

6713, kawaz, kawaz, bike, BIKE, KAWAZ, bikes, motorbike, 5, 0, 0, 16, 0.72, 0.72, -1

6714, angel, angel, bike, MOPED, ANGEL, bikeh, motorbike, 6, 0, 0, 23, 0.68, 0.68, -1

6715, zombie, zombie, bike, MOPED, ZOMBIE, bikeh, motorbike, 9, 0, 0, 16, 0.65, 0.65, -1

6716, angelb, angelb, bike, WAYFARER, ANGELB, wayfarer, motorbike, 5, 0, 0, 16, 0.64, 0.64, -1

6717, bmw, bmw, bike, NRG500, BMWB, bikes, motorbike, 5, 0, 3f341210, 16, 0.68, 0.72, -1

6718, aprilia, aprilia, bike, NRG500, APRB, bikes, motorbike, 6, 0, 3f341210, 16, 0.68, 0.68, -1

6719, angelau, angelau, bike, WAYFARER, ANGELAU, wayfarer,motorbike, 6, 0, 0, 16, 0.66, 0.66, -1

6720, diabolusau, diabolusau, bike, CHOPPERB, DIABOAU, wayfarer,motorbike, 5, 0, 0, 16, 0.64, 0.64, -1

6721, bobberau, bobberau, bike, HPV1000, BOBBERAU, wayfarer,motorbike, 10, 0, 0, 23, 0.65, 0.65, -1

6722, hellfuryau, hellfuryau, bike, CHOPPERB, HELLFAU, wayfarer,motorbike, 6, 0, 0, 23, 0.63, 0.63, -1

6723, hexerb, hexerb, bike, FREEWAY, HEXERB, wayfarer, motorbike, 5, 0, 0, 23, 0.654, 0.654, -1

6724, nghtbb, nghtbb, bike, FREEWAY, NGHTBB, wayfarer, motorbike, 5, 0, 0, 23, 0.654, 0.654, -1

6725, wolfau, wolfau, bike, HPV1000, WOLFAU, wayfarer,motorbike, 10, 0, 3f341210, 16, 0.68, 0.68, -1

6726, ducat, ducat, bike, NRG500, DUCAT, bikes, motorbike, 5, 0, 1f341210, 16, 0.65, 0.71, -1

6727, lucan, lucan, bike, HPV1000, LUCAN, wayfarer, motorbike, 7, 0, 0, 23, 0.654, 0.654, -1

6728, reverau, reverau, bike, HPV1000, REVERAU, wayfarer,motorbike, 10, 0, 0, 16, 0.60, 0.60, -1

6729, gta4way, gta4way, bike, MOPED, GTA4WAY bikeh, motorbike, 6, 0, 0, 23, 0.654, 0.654, -1

6730, yamr1, yamr1, bike, NRG500, YAMR1, bikes, motorbike, 10, 0, 0, 16, 0.67, 0.67, -1

6731, vrod, vrod, bike, MOPED, VROD, bikeh, motorbike, 10, 0, 0, 23, 0.654, 0.654, -1

6732, batinoc, batinoc, bike, NRG500, batino, bikes, motorbike, 10, 0, 3f341210, 16, 0.68, 0.72, -1

6733, batinec, batinec, bike, NRG500, batine, bikes, motorbike, 10, 0, 3f341210, 16, 0.68, 0.72, -1

6734, kawazx, kawazx, bike, NRG500, KAZX, bikes, motorbike, 10, 0, 1f341210, 16, 0.66, 0.66, -1

6735, ducaa, ducaa, bike, NRG500, ducaa, bikes, motorbike, 10, 0, 1f341210, 16, 0.68, 0.68, -1

 

i've added all this bikes and have to add few mores biggrin.gif

for sounds just use VehicleAudioData ultimate i think

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Inusan

I added the "612" into the VehicleAudioData.ini file. How ever, now all my cars sound like bicycles. Really annoying. Any help with this?

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Ayman1337

Does this work with GTA III or VC?

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meineliebe

FINALLY figured how to make added cars spawn in traffic as defined by cargrp.dat . All I had to do was to change the # vehicles: value on default.ide biggrin.gif I haven't tested if this also works for spawning parked added cars via CLEO

 

I guess the 23 entry limit per group is the new limit.

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Fatalpipe

Well,I'm installing mods to my 10yr son,everything is ok,but paintjobs wont working with my added cars... Someone said it before,but I cant find the post...

I'm not using SALA neither SAHandlingAdder once it crashed the game.Just simple method,bottom of handling.cfg,SAMoreVehicles and names with fxt...

Oh,and is possible ADD car sounds to work with added cars, instead of CHANGE&SHARE method???

Edited by Fatalpipe

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Fatalpipe
ALL ADDED VEHICLES IN-GAME CAN BE USE IN ANY MOD EVEN IN MISSIONS. biggrin.gif LIKE MY ADDED STRYKER, PENETRATES MYTHS, MONSTERS,OR TERRORIST

Well,so why can't I do the Taxi Missions when I'm driving a Taxi that was added in game by me?Press the button and nothing happens,same for Cop cars... Sadly,I was happy to have found this topic and modding SA to my son,but now things start to be limited...Random crashes is what I'm having.

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louka

hi, Y have a big probleme :

 

I have instal 7 cars (without handling adder, I use 1 handling for my 7 cars). biggrin.gif

 

all work fine, but when I instal a new car (the number 8) my game crash sneaky2.gif

 

gta say that :

 

GTA:SA Crashed, Debug Info Follows:

 

 

 

GTA Info:

 

 

 

Version: US 1.0

 

Last File Loaded:

 

Last Library Loaded:

 

Error: Unknown

 

 

 

Assembly Info:

 

 

 

Exception At Address: 0x005B6B2F

 

Exception Code: 0xc0000005 (EXCEPTION_ACCESS_VIOLATION)

 

 

 

Registers:

 

EAX: 0x00000008 EBX: 0x00000000

 

ECX: 0xFFFFFFFF EDX: 0x00000000

 

ESI: 0x00000000 EDI: 0x00000011

 

EBP: 0x00000002 ESP: 0x0022F880

 

 

I use ID : 612, 613, 614, 699, 793, 794, 795

 

and the car number 8 work fine, I have tested it on my turismo...

 

thanx, if you can help me cryani.gif

 

sorry for my bad english (I'm french)

Edited by louka

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meineliebe
hi, Y have a big probleme :

 

I have instal 7 cars (without handling adder, I use 1 handling for my 7 cars). biggrin.gif

 

all work fine, but when I instal a new car (the number 8) my game crash sneaky2.gif

 

 

If your SA is heavily modded like mine it will crash very randomly; sometimes I add a new car correctly and the game crashes the first 2 or 3 times I try to start it but it loads correctly the 4th time and I can even drive the newly added car. this is when Ryosuke's fastloader.asi comes very in handy I highly recommend it biggrin.gifhttp://hotmist.ddo.jp/plugin/fastloader/index.html

 

if it doesn't loads after 5 consecutive crashes then it means I did something wrong and retrace my steps.

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louka

I have already tryed 4 times, and retrace my step on each times...

 

I go try your link, thanx.

 

edit :

 

that don't change anything. my game crash...

 

it crashing in the loading of last save...

suicidal.gif

 

I go try to unstal and reinstal my car ^^

Edited by louka

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louka

I have unstaled all my car, gtasa still no working...

 

so I have reinstal gta sa, it worked.

when I add car with this tutorial, all work fine, but when I arrived the ID 699 the sound are sh*t...

 

another probleme, the car added can't have paintjobs ?? they don't work...

 

and finaly : I can spawn them with an ID spawner, but I can't spawnthem with a cleo script :s

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Fatalpipe

 

...the car added can't have paintjobs ?? they don't work...

 

and finaly : I can spawn them with an ID spawner, but I can't spawnthem with a cleo script :s

I have the same problem with paintjobs...

About spawning cars,I'm using this code:

 

 

{$CLEO .cs}:SpChv03A4: name_thread 'CHEVEL'0001: wait 0 ms0A95: enable_thread_saving014B: [email protected] = init_parked_car_generator #CHEVEL color 0 0 0 alarm 50 door_lock 10 0 10000 at 1881.369 1043.9178 10.9752 angle 90.0014C: set_parked_car_generator [email protected] cars_to_generate_to 1010A93: end_custom_thread

 

 

Just change the values to match yours.

I used this code in my first 3 cars,everything ok,but when I was trying to spawn my 4th car(VIPER),this code doesn't work,but it does to the 5th ... Anyone knows a reason for this works with some cars and doesn't work with others??

 

EDIT>>> Figured out that if I put my Chevelle in alphabetic order on carmods.dat ,then the four paintjobs will be a black texture with somekind of "white 69's"(maybe snowflakes,don't know for sure yet) .And if I put this same car in alphabetic order,but right before elegy,than the paintjobs will be an yellow mixed with red texture,and the front of car is partially transparent,making the motor visible...

 

I expect that someone makes any idea of how the order that the line will be written in carmods.dat can affect things with paintjobs,because I can't figure out. suicidal.gif

 

I tried the create cars code(00A5),instead of parked car generator (014B) ,because of the paintjobs,but it gave me the same black with white 69's.

 

 

EDIT2>>>>Now,doesn't matter the place that I put the lines in carmods.dat,paintjobs are all that thing I've said.I wonder how,and why the textures was randomized this way...

 

EDIT3>>>>I figured out that the white 69's are the "Black Rag" texture,who are bandblack.txd ,bandblack2.txd, bandblack3.txd inside "GTA San Andreas\models\player.img" .

user posted image

Again I have to say that I hope someone give an opinion about this,because I cant understand why every added car have a paintjob option in Transfender,even those cars who dont really have paintjobs txd inside gta3.img .

Plus,why the added cars paintjobs are with that bandblack.txd?What is the relation?

Edited by Fatalpipe

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