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2pacproducer2

[TuT] Adding cars to GTA SA

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1stresponse

What tools you are using?if it is a "CAR" then place it under 'cars' or 'more-cars',. Handling.cfg does NOT require ALPHABET ARRANGEMENT. Know what vehicle types you are adding. icon14.gif

 

And make sure, that vehicle handling name inside handling.cfg must same as what your vehicle .dff is, and in all CAPITAL.

Edited by 1stresponse

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1stresponse

 

why i can only see ai driving only three of my cars and not all?

Edit your 'cargrp',.if your car assign to to be driven by Ballas gangs then you will see your car mostly in BALLAS TERRITORY. If your car then assign to group of 'worker' you will mostly see your car in Shipyards, County place or any related. And another if it is assign in group of 'rich' it will mostly appeared in the City, Town Centers.

 

Why not to try assign your vehicles into one group to see them alternately spawning in one street smile.gif

Edited by 1stresponse

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1stresponse
I've added at least 15 cars to game and I haven't had many issues.

I added all new handling lines for them at the very end of the handling.cfg file. They all seem to work fine for the most part, but a couple seem to be too low to the ground and they all seem to have the same handling properties. I think maybe the game is using the last line I put there for all of the added cars but I'm not entirely sure.

It is kind of annoying but I work around it for now because only 2 of them don't work right and the rest work fine.

i use a Correct Formula to Convert exactly handling lines from handling.cfg to handlingadder. No floats No Submerged.

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1stresponse
How to add vehicles with ramps like andromada

It is possible but critical, i tried adding huge planes like C-5, flight is success but something weird on its handling (i do not use keyboard while in flight crash happens, only in mouse controls. If i open the ramp i use Cleo base on Air-to-air fueling system, if you will analyze that cleo script of STRATOTANKER instead of cylindrical tale to be lowered behind that plane, it is now the RAMP of the added cargo plane.

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gtafan113
I've added at least 15 cars to game and I haven't had many issues.

I added all new handling lines for them at the very end of the handling.cfg file. They all seem to work fine for the most part, but a couple seem to be too low to the ground and they all seem to have the same handling properties. I think maybe the game is using the last line I put there for all of the added cars but I'm not entirely sure.

It is kind of annoying but I work around it for now because only 2 of them don't work right and the rest work fine.

i use a Correct Formula to Convert exactly handling lines from handling.cfg to handlingadder. No floats No Submerged.

The only reason why I don't want to use handling adder is because I'm adding a lot of fast cars and the handling adder crashes when you go too fast in an added car. If this didn't happen then I would definately use it, but I want to be able to drive as fast as want to so that's why I don't.

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Silent
What tools you are using?if it is a "CAR" then place it under 'cars' or 'more-cars',. Handling.cfg does NOT require ALPHABET ARRANGEMENT. Know what vehicle types you are adding. icon14.gif

 

And make sure, that vehicle handling name inside handling.cfg must same as what your vehicle .dff is, and in all CAPITAL.

Bullsh*t. All handling.cfg names are coded in EXE and their data is get by the function, so adding any new data ISN'T a good idea.

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aStiffSausage
What tools you are using?if it is a "CAR" then place it under 'cars' or 'more-cars',. Handling.cfg does NOT require ALPHABET ARRANGEMENT. Know what vehicle types you are adding.  icon14.gif

 

And make sure, that vehicle handling name inside handling.cfg must same as what your vehicle .dff is, and in all CAPITAL.

Bullsh*t. All handling.cfg names are coded in EXE and their data is get by the function, so adding any new data ISN'T a good idea.

Not a good idea, but it has worked for me few times. Sometimes everything goes wrong, sometimes works without problems. I have no idea why this happens, but re-installing the game and trying again sometimes helps. There's no rational reason why it would ever work, but it's the fun of modding the game; sometimes it crashes at random point and sometimes it works perfectly. monocle.gif

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1stresponse

Then, don't add vehicles if you dont want to add data,.

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1stresponse
I've added at least 15 cars to game and I haven't had many issues.

I added all new handling lines for them at the very end of the handling.cfg file. They all seem to work fine for the most part, but a couple seem to be too low to the ground and they all seem to have the same handling properties. I think maybe the game is using the last line I put there for all of the added cars but I'm not entirely sure.

It is kind of annoying but I work around it for now because only 2 of them don't work right and the rest work fine.

i use a Correct Formula to Convert exactly handling lines from handling.cfg to handlingadder. No floats No Submerged.

The only reason why I don't want to use handling adder is because I'm adding a lot of fast cars and the handling adder crashes when you go too fast in an added car. If this didn't happen then I would definately use it, but I want to be able to drive as fast as want to so that's why I don't.

what tool?

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fastman92

Add new entries to handling.cfg. Spawn PCJ600 and you`ll see what happens.

Adding new handling entries is not possible yet and i`m workin on it

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gtafan113
Add new entries to handling.cfg. Spawn PCJ600 and you`ll see what happens.

Adding new handling entries is not possible yet and i`m workin on it

That explains all those problems I was having crashing into invisible bikes and such...

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1stresponse

possible

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Silent
possible

What's possible? dozingoff.gif

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Fatalpipe

 

Don't add any new entries to handling.cfg, unless you want the game to be really f*cked up

 

Well,things worked fine to me until now.

I will say something to you people:"I spent about 2 months,some weeks,many days and a lot of hours editing lines,files,things,replacing files,downloading,reading,asking,answering... Lots of crashes,reinstalls,oh my,hard times... All this to add things in GTA SA to my son!!

Things goes wrong many times,but you need to take your time to exploit the possibilities,as I did with help of many others from here(GTAForums).

And you know what?At 25yr old,I've learned a lot about how to code Cleo things,learned about game textures,about mixing things/mods together,but most important thing I've learned is that you need to know SA in a particular way,as -BLITZ- already explained:

 

I remember when I started to mod my SA, after 12 cars installed, my game was crashing on some point if I was driving on some specific street. I didn't know how to install them correctly at that time of handling, vehicles.dat because I was new to this stuff.

 

Take note that, you have to rebuild arhives everytime when you install something or more than 2-3 files on that install. My game crashes in hours or luckly doesn't crash in that day at all. You really have to know understand SA, then you have no problems.

 

Well,that's it.Hope people still playing and modding SA and have fun.

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1stresponse

tsk,..months of exploring? me year of playing with added vehicles biggrin.gif

 

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1stresponse

It is possible of adding and playing with these toys,. i'll show gamers that i can in my next visit,.. for now im busy texturing my newly created toy

 

good day and peace

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1stresponse

 

Fatalpipe, i understand..

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SomeGuy86

Just thought I'd make a small contribution to this topic... This tool is NOT MADE by me, but I recommend you guys post it within the first post, tool list.

Despite the wrong category and description, this is SA tool, and it'll convert any standard car handling into the new format, which is used by the latest version of handling adder.

 

Not only I confirmed it myself, but I also added over 300 new, functional handlings smile.gif

 

DOWNLOAD

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gtafan113

Does this fix the crash that happens when you drive too fast.in a car?

 

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SomeGuy86

 

Does this fix the crash that happens when you drive too fast.in a car?

Good question... This tool comes with the option to "Set Maximum fVelocity to 1,226" which I assume has to do with speed crashes. HOWEVER, during the initial testing, I still experienced crashes when going too fast, especially when I crash into something, whenever going off-road & hitting a bump or crashing into the another vehicle.

These are not really crashes, more like hangs, as San Andreas stops responding...

 

So I guess it's not 100% reliable, but still the best way yet to add functional handlings into the game smile.gif

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viva yo

is it possible to add cars that act like plice cars? I mean, they will appear on the street drived by policeman

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Silent

It requires extra memory hacking.

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viva yo

I tried this but I hve this message

 

GTA:SA Crashed, Debug Info Follows:

 

GTA Info:

 

Version: US 1.0

Last File Loaded: HANDLING.CFG

Last Library Loaded:

Error: Unknown

 

Assembly Info:

 

Exception At Address: 0x008214E4

Exception Code: 0xc0000005 (EXCEPTION_ACCESS_VIOLATION)

 

Registers:

 

EAX: 0x00000000 EBX: 0x00000008

 

ECX: 0x00000008 EDX: 0x4C415453

 

ESI: 0x00000000 EDI: 0x00000000

 

EBP: 0x0022FC9C ESP: 0x0022FC90

 

 

 

Edit: when I don't use a custom Handling line it works, How can I solve this problem?

Edited by viva yo

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fastman92
Don't add any new entries to handling.cfg, unless you want the game to be really f*cked up

 

Well,things worked fine to me until now.

I will say something to you people:"I spent about 2 months,some weeks,many days and a lot of hours editing lines,files,things,replacing files,downloading,reading,asking,answering... Lots of crashes,reinstalls,oh my,hard times... All this to add things in GTA SA to my son!!

Things goes wrong many times,but you need to take your time to exploit the possibilities,as I did with help of many others from here(GTAForums).

And you know what?At 25yr old,I've learned a lot about how to code Cleo things,learned about game textures,about mixing things/mods together,but most important thing I've learned is that you need to know SA in a particular way,as -BLITZ- already explained:

 

I remember when I started to mod my SA, after 12 cars installed, my game was crashing on some point if I was driving on some specific street. I didn't know how to install them correctly at that time of handling, vehicles.dat because I was new to this stuff.

 

Take note that, you have to rebuild arhives everytime when you install something or more than 2-3 files on that install. My game crashes in hours or luckly doesn't crash in that day at all. You really have to know understand SA, then you have no problems.

 

Well,that's it.Hope people still playing and modding SA and have fun.

Test pcj600 motorbike, it won`t work. I know how gta_sa.exe loads handling entries and it uses table with names e.g LANDSTALKER, BUFFALO to locate ID of handling.

http://pastebin.com/H5tXqeik

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viva yo

is it possible for added cars to have paintjobs?, because i added a few and, even though in transfender has the option of painjobs they are some weird textures and not the ones they suppose to be

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viva yo

GTA:SA Crashed, Debug Info Follows:

 

 

 

GTA Info:

 

 

 

Version: US 1.0

 

Last File Loaded: AUDIO\STREAMS\AA

 

Last Library Loaded: d3d9.dll

 

Error: Unknown

 

 

 

Assembly Info:

 

 

 

Exception At Address: 0x007F18CF

 

Exception Code: 0xc0000005 (EXCEPTION_ACCESS_VIOLATION)

 

 

 

Registers:

 

EAX: 0x00020000 EBX: 0x3F496FCD

 

ECX: 0x00000178 EDX: 0x0C5C8440

 

ESI: 0x3F4BCCA3 EDI: 0x0C5B3BA8

 

EBP: 0x037148C8 ESP: 0x0022FD04

 

 

How can I solve this. It apears +-5 min after i started to play

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viva yo

the problem i had now is solved, I just delete the d3d9.dll file and it works perfectly.

 

 

My question now is, can you make these added cars appear in some place parked?

I mean like the cars of the driving school

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Fatalpipe

 

the problem i had now is solved, I just delete the d3d9.dll file and it works perfectly.

 

 

My question now is, can you make these added cars appear in some place parked?

I mean like the cars of the driving school

I think this is what you want.

Hope this help you.

Edited by Fatalpipe

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fastman92
the problem i had now is solved, I just delete the d3d9.dll file and it works perfectly.

 

 

My question now is, can you make these added cars appear in some place parked?

I mean like the cars of the driving school

I think this is what you want.

Hope this help you.

Helpless solution. If you don`t know something it`s better to avoid that than answer.

 

Function checks whether ID of vehicle is between 400 and 630 (range planned for vehicles by R*).

To fix it go here: http://www.gtaforums.com/index.php?showtop...st&p=1061053214

 

Use this car spawner on CLEO4 (must be CLEO4 for .ini to work or else no .ini configuration): http://www.gtaforums.com/index.php?showtopic=462929

You`ll be able to set up ranges of added, trailers and much more. Example of ranges:

 

 

[range_1]start = 400end = 611[range_2]start = 612end = 613[range_3]start = 793end = 799[range_4]start = 907end = 909[range_5]start = 965end = 965[range_6]start = 999end = 999[range_7] start = 1194end = 1203

 

In this version it is unnecessary to specify number of created ranges. Scripts checks for range 1, 2, 3, 4..... until it can`t find a range with iterator.

 

About paintjobs - another function that requires ID to be 400 <= x <= 630:

0x004C9360 - CVehicleModelInfo *__cdecl assignPaintjobToVehicle(char *TxdName, int TxdIndex)

TXD without .txd

 

Part of that function:

 

.text:004C93C2 02C                 push    630            ; high.text:004C93C7 030                 lea     ecx, [esp+30h+PaintjobNumber].text:004C93CB 030                 push    400            ; low.text:004C93D0 034                 push    ecx            ; name.text:004C93D1 038                 mov     [esp+esi+38h+PaintjobNumber], 0.text:004C93D6 038                 call    _getModelByNameInRange; returns Model ID

 

Someone change it and paintjobs on added vehicles will work. Or i will do it until the end of current moth.

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