rcunha Posted January 8, 2011 Share Posted January 8, 2011 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) Link to comment https://gtaforums.com/topic/399977-tut-adding-cars-to-gta-sa/page/5/#findComment-1060285597 Share on other sites More sharing options...
at72 Posted January 8, 2011 Share Posted January 8, 2011 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. Link to comment https://gtaforums.com/topic/399977-tut-adding-cars-to-gta-sa/page/5/#findComment-1060285677 Share on other sites More sharing options...
CT1612 Posted January 8, 2011 Share Posted January 8, 2011 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)... Link to comment https://gtaforums.com/topic/399977-tut-adding-cars-to-gta-sa/page/5/#findComment-1060285924 Share on other sites More sharing options...
at72 Posted January 8, 2011 Share Posted January 8, 2011 But starting a new game works? I encountered this problem various times after changing the gta3.img. Link to comment https://gtaforums.com/topic/399977-tut-adding-cars-to-gta-sa/page/5/#findComment-1060285951 Share on other sites More sharing options...
rcunha Posted January 8, 2011 Share Posted January 8, 2011 (edited) 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 January 8, 2011 by rcunha Link to comment https://gtaforums.com/topic/399977-tut-adding-cars-to-gta-sa/page/5/#findComment-1060286298 Share on other sites More sharing options...
1stresponse Posted January 10, 2011 Share Posted January 10, 2011 (edited) 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 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 January 10, 2011 by 1stresponse Link to comment https://gtaforums.com/topic/399977-tut-adding-cars-to-gta-sa/page/5/#findComment-1060288407 Share on other sites More sharing options...
NVT90 Posted January 14, 2011 Share Posted January 14, 2011 I want a carspawn script for my added vehicles Link to comment https://gtaforums.com/topic/399977-tut-adding-cars-to-gta-sa/page/5/#findComment-1060295194 Share on other sites More sharing options...
lightingft Posted January 15, 2011 Share Posted January 15, 2011 Very Nice Tutorial! Will try it out soon I was wondering, can you use these added cars in the DYOM mod? Thanks in advance.. Link to comment https://gtaforums.com/topic/399977-tut-adding-cars-to-gta-sa/page/5/#findComment-1060296311 Share on other sites More sharing options...
1stresponse Posted January 16, 2011 Share Posted January 16, 2011 ALL ADDED VEHICLES IN-GAME CAN BE USE IN ANY MOD EVEN IN MISSIONS. LIKE MY ADDED STRYKER, PENETRATES MYTHS, MONSTERS,OR TERRORIST Link to comment https://gtaforums.com/topic/399977-tut-adding-cars-to-gta-sa/page/5/#findComment-1060297384 Share on other sites More sharing options...
NVT90 Posted January 17, 2011 Share Posted January 17, 2011 ALL ADDED VEHICLES IN-GAME CAN BE USE IN ANY MOD EVEN IN MISSIONS. LIKE MY ADDED STRYKER, PENETRATES MYTHS, MONSTERS,OR TERRORIST do you have a carspawn for added car ? Link to comment https://gtaforums.com/topic/399977-tut-adding-cars-to-gta-sa/page/5/#findComment-1060298972 Share on other sites More sharing options...
1stresponse Posted January 18, 2011 Share Posted January 18, 2011 (edited) Its a BIG YES. JACOB CAR SPAWNER 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 Edited January 18, 2011 by 1stresponse Link to comment https://gtaforums.com/topic/399977-tut-adding-cars-to-gta-sa/page/5/#findComment-1060299961 Share on other sites More sharing options...
uber1234 Posted January 19, 2011 Share Posted January 19, 2011 is there a way for cleo scripts to work with added cars e.g. moving spoiler for an added Porsche carrera gt? Link to comment https://gtaforums.com/topic/399977-tut-adding-cars-to-gta-sa/page/5/#findComment-1060302184 Share on other sites More sharing options...
1stresponse Posted January 21, 2011 Share Posted January 21, 2011 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. Link to comment https://gtaforums.com/topic/399977-tut-adding-cars-to-gta-sa/page/5/#findComment-1060304840 Share on other sites More sharing options...
uber1234 Posted January 21, 2011 Share Posted January 21, 2011 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. Link to comment https://gtaforums.com/topic/399977-tut-adding-cars-to-gta-sa/page/5/#findComment-1060305513 Share on other sites More sharing options...
georgon Posted January 22, 2011 Share Posted January 22, 2011 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 Link to comment https://gtaforums.com/topic/399977-tut-adding-cars-to-gta-sa/page/5/#findComment-1060306844 Share on other sites More sharing options...
1stresponse Posted January 23, 2011 Share Posted January 23, 2011 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 Link to comment https://gtaforums.com/topic/399977-tut-adding-cars-to-gta-sa/page/5/#findComment-1060307795 Share on other sites More sharing options...
georgon Posted January 26, 2011 Share Posted January 26, 2011 (edited) Yeaaahh!!! It works! thanx ! get some cookie : Edited January 26, 2011 by georgon Link to comment https://gtaforums.com/topic/399977-tut-adding-cars-to-gta-sa/page/5/#findComment-1060312643 Share on other sites More sharing options...
georgon Posted January 27, 2011 Share Posted January 27, 2011 And do you know how to add Bikes ? I've tried handling Converter, but I failed. Link to comment https://gtaforums.com/topic/399977-tut-adding-cars-to-gta-sa/page/5/#findComment-1060313618 Share on other sites More sharing options...
1stresponse Posted January 30, 2011 Share Posted January 30, 2011 only tricycle for now because i am busy with my blog, anyway here, all MILITARY VEHICLES:modelconverted.blogspot.com Link to comment https://gtaforums.com/topic/399977-tut-adding-cars-to-gta-sa/page/5/#findComment-1060317710 Share on other sites More sharing options...
marmar6 Posted February 2, 2011 Share Posted February 2, 2011 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 for sounds just use VehicleAudioData ultimate i think Link to comment https://gtaforums.com/topic/399977-tut-adding-cars-to-gta-sa/page/5/#findComment-1060321854 Share on other sites More sharing options...
Inusan Posted February 10, 2011 Share Posted February 10, 2011 I added the "612" into the VehicleAudioData.ini file. How ever, now all my cars sound like bicycles. Really annoying. Any help with this? Link to comment https://gtaforums.com/topic/399977-tut-adding-cars-to-gta-sa/page/5/#findComment-1060333014 Share on other sites More sharing options...
Ayman1337 Posted February 10, 2011 Share Posted February 10, 2011 Does this work with GTA III or VC? Link to comment https://gtaforums.com/topic/399977-tut-adding-cars-to-gta-sa/page/5/#findComment-1060333311 Share on other sites More sharing options...
meineliebe Posted February 14, 2011 Share Posted February 14, 2011 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 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. Link to comment https://gtaforums.com/topic/399977-tut-adding-cars-to-gta-sa/page/5/#findComment-1060339289 Share on other sites More sharing options...
Fatalpipe Posted February 19, 2011 Share Posted February 19, 2011 (edited) 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 February 19, 2011 by Fatalpipe Link to comment https://gtaforums.com/topic/399977-tut-adding-cars-to-gta-sa/page/5/#findComment-1060345689 Share on other sites More sharing options...
Fatalpipe Posted February 20, 2011 Share Posted February 20, 2011 ALL ADDED VEHICLES IN-GAME CAN BE USE IN ANY MOD EVEN IN MISSIONS. 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. Link to comment https://gtaforums.com/topic/399977-tut-adding-cars-to-gta-sa/page/5/#findComment-1060346130 Share on other sites More sharing options...
louka Posted February 20, 2011 Share Posted February 20, 2011 (edited) hi, Y have a big probleme : I have instal 7 cars (without handling adder, I use 1 handling for my 7 cars). all work fine, but when I instal a new car (the number 8) my game crash 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 sorry for my bad english (I'm french) Edited February 20, 2011 by louka Link to comment https://gtaforums.com/topic/399977-tut-adding-cars-to-gta-sa/page/5/#findComment-1060346389 Share on other sites More sharing options...
meineliebe Posted February 20, 2011 Share Posted February 20, 2011 hi, Y have a big probleme : I have instal 7 cars (without handling adder, I use 1 handling for my 7 cars). all work fine, but when I instal a new car (the number 8) my game crash 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 http://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. Link to comment https://gtaforums.com/topic/399977-tut-adding-cars-to-gta-sa/page/5/#findComment-1060346420 Share on other sites More sharing options...
louka Posted February 20, 2011 Share Posted February 20, 2011 (edited) 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... I go try to unstal and reinstal my car ^^ Edited February 20, 2011 by louka Link to comment https://gtaforums.com/topic/399977-tut-adding-cars-to-gta-sa/page/5/#findComment-1060346430 Share on other sites More sharing options...
louka Posted February 23, 2011 Share Posted February 23, 2011 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 Link to comment https://gtaforums.com/topic/399977-tut-adding-cars-to-gta-sa/page/5/#findComment-1060350789 Share on other sites More sharing options...
Fatalpipe Posted February 27, 2011 Share Posted February 27, 2011 (edited) ...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: 1@ = 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 1@ 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. 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" . 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 March 6, 2011 by Fatalpipe Link to comment https://gtaforums.com/topic/399977-tut-adding-cars-to-gta-sa/page/5/#findComment-1060357647 Share on other sites More sharing options...
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