jeruthedamaja Posted March 8, 2011 Share Posted March 8, 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? This. please. Tried replacing all commas with decimals in vehicleaudiodata.ini and it didn't work for me =/ Also is there a way to make those extra cars tunable in transfender? I've added the line in carmods.dat and still can't enter transfender Link to comment https://gtaforums.com/topic/399977-tut-adding-cars-to-gta-sa/page/6/#findComment-1060372749 Share on other sites More sharing options...
Fatalpipe Posted March 8, 2011 Share Posted March 8, 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? This. please. Tried replacing all commas with decimals in vehicleaudiodata.ini and it didn't work for me =/ Also is there a way to make those extra cars tunable in transfender? I've added the line in carmods.dat and still can't enter transfender Don't use VehicleAudioEditorUltimate ,you have to use VehicleAudioHook and everything will run fine with sounds. About Transfender,just dont use HandlingAdder too,just put your handling lines at the very bottom of handling.cfg ,just after >> ;the end << . Link to comment https://gtaforums.com/topic/399977-tut-adding-cars-to-gta-sa/page/6/#findComment-1060372875 Share on other sites More sharing options...
jeruthedamaja Posted March 12, 2011 Share Posted March 12, 2011 Thanks, that worked fine. Dunno why OP made it sound like that handlingadder thing was necessary =] Now about paintjobs, I'm having the same problem but with another random texture, not from bandblack.txd. And the paintjobs are messed up for every car, including all the default ID's and files i didn't even touch.. Link to comment https://gtaforums.com/topic/399977-tut-adding-cars-to-gta-sa/page/6/#findComment-1060378018 Share on other sites More sharing options...
EpicDeth Posted March 17, 2011 Share Posted March 17, 2011 I've also noticed this custom paintjob issue. Oddly enough, Paintjobs always work just fine for replaced cars, but it would seem that the game doesn't recognize/read the extra txd files of added cars. @Jeru: I've never experienced an issue like that, so I'm not sure what exactly the problem is. I'd guess that you may have made a mistake while editing carmods.dat? Try restoring it to its original state (I hope you keep a clean GTA folder around, or manually backup files you change) and seeing if that fixes the paintjobs for defaults. Link to comment https://gtaforums.com/topic/399977-tut-adding-cars-to-gta-sa/page/6/#findComment-1060385836 Share on other sites More sharing options...
1stresponse Posted March 19, 2011 Share Posted March 19, 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. I mean, you can use added vehicles as transport vehicle, get away ride during a mission, not for sub-missions, like ambulance, barracks, etc. Link to comment https://gtaforums.com/topic/399977-tut-adding-cars-to-gta-sa/page/6/#findComment-1060387789 Share on other sites More sharing options...
1stresponse Posted March 19, 2011 Share Posted March 19, 2011 And, until now, still others got engine sound errors or annoying bicycle horns, if you dont want to have errors like this then use the vehicle audio editor in my 20 mb file,.. Link to comment https://gtaforums.com/topic/399977-tut-adding-cars-to-gta-sa/page/6/#findComment-1060387790 Share on other sites More sharing options...
Markk Posted March 29, 2011 Share Posted March 29, 2011 Well the game doesn't crash, that is a start! The car doesn't show up when using a CLEO car spawner. It just goes to 611 then back to the landstalker. Does it have to do with me not using that audio plugin cause it completely messes up all vehicle sounds (the driving sound is a train, the horn is a bicycle bell). If I set that value to 0 at the top like the commentary says, I get an error in the asi. Here are the lines I have: Vehicles.ide (Focus on 612, the new car a.k.a a McLaren F1): 601, swatvan, swatvan, car, SWATVAN, SWATVAN, van, big, 4, 0, 0, -1, 1.366, 1.366, -1602, alpha, alpha, car, ALPHA, ALPHA, null, executive, 10, 0, 0, -1, 0.7, 0.7, 0603, phoenix, phoenix, car, PHOENIX, PHOENIX, null, normal, 7, 0, 0, -1, 0.7, 0.7, 0604, glensh*t, glensh*t, car, GLENDALE, GLENSHI, null, normal, 5, 0, 0, -1, 0.7, 0.7, -1605, sadlsh*t, sadlsh*t, car, SADLER, SADLSHI, null, normal, 10, 0, 0, -1, 0.7, 0.7, -1606, bagboxa, bagboxa, trailer, BAGBOXA, BAGBOXA, null, ignore, 4, 0, 0, -1, 0.6, 0.6, -1607, bagboxb, bagboxb, trailer, BAGBOXB, BAGBOXB, null, ignore, 4, 0, 0, -1, 0.6, 0.6, -1608, tugstair, tugstair, trailer, STAIRS, TUGSTAI, null, ignore, 4, 0, 0, -1, 0.6, 0.6, -1609, boxburg, boxburg, car, BOXBURG, BOXBURG, van, worker, 10, 0, 0, -1, 0.76, 0.76, -1610, farmtr1, farmtr1, trailer, FARM_TR1, FARMTR1, null, ignore, 4, 0, 0, -1, 0.32, 0.32, -1611, utiltr1, utiltr1, trailer, UTIL_TR1, UTILTR1, null, ignore, 4, 0, 0, -1, 0.68, 0.68, -1612, mcf1, mcf1, car, MCF1, MCF1, null, executive, 3, 0, 0, -1, 0.7, 0.7, 1end Handling: STAIRS 1000.0 2500.0 5.0 0.0 0.4 -0.2 70 1.00 0.85 0.5 3 160.0 20.0 30.0 R E 5.0 0.50 0 30.0 2.0 0.09 0.0 0.25 -0.10 0.5 0.0 0.26 0.50 9000 3100 4 1 1 0BOXBURG 5500.0 23489.6 3.0 0.0 0.0 0.0 80 0.82 0.70 0.46 5 140.0 14.0 25.0 R D 4.5 0.60 0 30.0 0.9 0.08 0.0 0.25 -0.25 0.35 0.6 0.36 0.40 22000 4009 201 0 3 13FARM_TR1 400.0 400.0 5.0 0.0 -0.4 0.0 70 0.60 0.85 0.5 3 160.0 20.0 30.0 R E 5.0 0.50 0 30.0 1.0 0.10 0.0 0.25 -0.10 0.5 0.0 0.26 0.50 9000 3100 4 1 1 0UTIL_TR1 1000.0 1354.2 5.0 0.0 0.0 0.0 70 1.00 0.85 0.5 3 160.0 20.0 30.0 R E 5.0 0.50 0 30.0 2.0 0.09 0.0 0.25 -0.10 0.5 0.0 0.26 0.50 9000 3100 4 1 1 0ROLLER 1000.0 1354.2 4.0 0.0 0.0 -0.1 70 0.55 0.85 0.5 3 160.0 15.0 30.0 4 E 13.0 0.50 0 30.0 1.0 0.09 0.0 0.28 -0.13 0.5 0.0 0.26 0.50 9000 1100 8804 1 1 0;------- custom -------------------------------------;; A B C D F G H I J K L M N O P Q R S T U V a b c d e f g aa ab ac af ag ah ai ajMCF1 2200.0 3398.3 0.85 0.0 0.07 -0.2 75 0.73 0.74 0.5 5 320.0 25.5 4.6 R P 18.0 0.55 1 33.0 1.1 0.15 0.0 0.22 -0.10 0.5 0.35 0.25 0.45 363000 40112024 1044000 0 1 0;------- bikes -------------------------------------;; A B C D F G H I J K L M N O P Q R S T U V a b c d e f g aa ab ac af ag ah ai ajBIKE 500.0 161.7 4.0 0.0 0.05 -0.09 103 1.6 0.9 0.48 5 190.0 50.0 5.0 R P 15.0 0.50 0 35.0 0.85 0.15 0.0 0.15 -0.16 0.5 0.0 0.0 0.15 10000 1002000 0 1 1 4MOPED 350.0 160.0 5.0 0.0 0.0 -0.2 103 2.0 0.9 0.49 3 230.0 39.0 5.0 R P 14.0 0.50 0 30.0 1.0 0.15 0.0 0.10 -0.07 0.5 0.0 0.1 0.001 10000 1000000 0 1 1 5 Carcols: maverick, 0,0, 3,3, 50,50, 122,122, 53,53, 52,52, 44,44, 6,6mcf1, 20,1, 25,1, 36,1, 40,1 62,1, 75,1, 92,1, 0,1merit, 67,1, 72,1, 75,1, 83,1, 91,1, 101,1, 109,1, 20,1mesa, 75,84, 40,84, 40,110, 28,119, 25,119, 21,119, 13,119, 4,119 Carmods: majestic, bntl_b_ov, bntl_b_sq, exh_b_l, exh_b_t, exh_b_ts, nto_b_l, nto_b_s, nto_b_tw, spl_b_bar_m, spl_b_bbb_m, spl_b_bbr_m, spl_b_mab_m, wg_l_b_sskmanana, exh_b_t, exh_b_m, exh_b_l, lgt_b_rspt, lgt_b_sspt, nto_b_l, nto_b_s, nto_b_tw, spl_b_bab_m, spl_b_bbb_m, spl_b_mab_m, wg_l_b_sskmcf1, nto_b_tw, spl_b_bab_m, spl_b_bbb_m, spl_b_mab_m, wg_l_b_ssk, spl_a_s_b, spl_c_s_b, spl_a_l_b, spl_c_l_b, spl_a_j_b, spl_c_j_bmerit, bnt_b_sc_l, exh_b_l, exh_b_m, exh_b_t, exh_b_ts, nto_b_l, nto_b_s, nto_b_tw, rf_b_sc_r, spl_b_bar_m, spl_b_bbb_m, spl_b_bbr_m, spl_b_mab_m salimits: #Timed Objects=227Vehicle Models=213#Ped Models=278#IDEs=14000#CarMods=70 HandlingAdder: [MAIN]Count=1[CAR_IDs]612[612]index=11fmass=1400fTurnMass=2725,30004882813fDragMult=1,5x=0y=0z=-0,25nPercentSubmerged=70fTractionMultiplier=0,699999988079071fTractionLoss=0,800000011920929fTractionBias=0,5nNumberOfGears=5fMaxVelocity=1,22800159454346fEngineAcceleration=0,00119999994058162fEngineInertia=10nDriveType=4nEngineType=PfBrakeDeceleration=0,00439999997615814fBrakeBias=0,509999990463257bABS=0fSteeringLock=30fSuspensionForceLevel=1,20000004768372fSuspensionDampingLevel=0,189999997615814fSuspensionHighSpdComDamp=0fSuspensionUpperLimit=0,25fSuspensionLowerLimit=-0,100000001490116fSuspensionBiasBetweenFrontAndRear=0,5fSuspensionAntiDiveMultiplier=0,400000005960464fSeatOffsetDistance=0,370000004768372fCollisionDamageMultiplier=1,02857148647308nMonetaryValue=95000modelFlags=1073750020handlingFlags=12599296frontLight=1rearLight=1animGroup=1 Where did I go wrong? Link to comment https://gtaforums.com/topic/399977-tut-adding-cars-to-gta-sa/page/6/#findComment-1060401781 Share on other sites More sharing options...
gynion Posted April 20, 2011 Share Posted April 20, 2011 (edited) two questions: 1: I can add a plane with HYDRA functions? Is that I tried to add another hydra, but it behaves like a normal plane. if substituted for the original HYDRA, yes it is working properly 2: Can you put a default song (on radio) on each car added? Example: A-Team van = The A-team theme BTTF Delorean = BTTF theme Ghostbusters Car = Ghostbusters song Batmobile = Batman Theme Etc.. Sorry for my English. Edited April 23, 2011 by gynion Link to comment https://gtaforums.com/topic/399977-tut-adding-cars-to-gta-sa/page/6/#findComment-1060438640 Share on other sites More sharing options...
FXR GF Posted April 29, 2011 Share Posted April 29, 2011 Hello guys , I have a question : Is there anyway to add more paintjob on those "adding cars" ? If you have any tutorials , pls guide me Link to comment https://gtaforums.com/topic/399977-tut-adding-cars-to-gta-sa/page/6/#findComment-1060454149 Share on other sites More sharing options...
fastman92 Posted April 30, 2011 Share Posted April 30, 2011 (edited) 1: I can add a plane with HYDRA functions? Is that I tried to add another hydra, but it behaves like a normal plane. if substituted for the original HYDRA, yes it is working properly ID of hydra is hard-coded in exe, it is unknown where is that adress with ID. I`ll try to create a plugin to have many hydra planes as soon as my knowledge will be adequate. About spawning cars - use my car spawner with ability of ranges configurable in ini file, http://www.gtagarage.com/mods/show.php?id=13763 You can spawn any added cars after adding range to ini file. Edited April 30, 2011 by fastman92 Link to comment https://gtaforums.com/topic/399977-tut-adding-cars-to-gta-sa/page/6/#findComment-1060455911 Share on other sites More sharing options...
gynion Posted May 2, 2011 Share Posted May 2, 2011 1: I can add a plane with HYDRA functions? Is that I tried to add another hydra, but it behaves like a normal plane. if substituted for the original HYDRA, yes it is working properly ID of hydra is hard-coded in exe, it is unknown where is that adress with ID. I`ll try to create a plugin to have many hydra planes as soon as my knowledge will be adequate. About spawning cars - use my car spawner with ability of ranges configurable in ini file, http://www.gtagarage.com/mods/show.php?id=13763 You can spawn any added cars after adding range to ini file. Ok. Thanks Fastman. If interested, I've configured as follows: ; Author of car spawner: Fastman92[MAIN]Ranges = 2; Below Them Are options to switch on / off (1 / 0)Hydraulics = 0Trailers = 1Peds_in_car = 0Put_player_in_car = 1Rotate_car = 1[1]start = 400end = 611[2]start = 18631end = 18650 Works fine. Link to comment https://gtaforums.com/topic/399977-tut-adding-cars-to-gta-sa/page/6/#findComment-1060460395 Share on other sites More sharing options...
gellaps Posted May 4, 2011 Share Posted May 4, 2011 PLEASE HEELP MEE.. i have follow what the tut says, i have tried 4 times, 2times with the same vehicle, and the others with another vehicle.. but i have crash when loading game, it is a warn from SA Limit adjuster Last File Loaded: DATA\VEHICLE.IDE Last Library Loaded: C:\WINDOWS\SYSTEM32\3deep.dll Error: Unknown Assembly Info: Exception At Address: 0x004C672A Exception Code: 0xc0000005 (EXCEPTION_ACCESS_VIOLATION) Registers: EAX: 0x00000000 EBX: 0x008E2C64 ECX: 0x00B1E15C EDX: 0x00480000 ESI: 0x00B1E15C EDI: 0x00000004 EBP: 0xFFFFFFFF ESP: 0x0022FBE8 my GTA version is v.1.0 and i can make sure that i'm not miss any step. in salimit.ini vehicle model = 212 i have change it to 213 and even 612 i have change handling-adder property following the handling.cfg that i have added for my vehicle (except the property that need to convert to hex) but i'm sure that there is something wrong in vehicle.ide(like the error says). and i'm sure that i have followed everything same as the tut says (add from the readme.txt file),and even i have tried to grab conf from another vehicle(in my case i want to add bike Hayabusa 1300 R that have a similarity to BF400) i'm so confused and don't know what to fix again.. sorry for my bad eng.. i'm and ASIAN please masters, help me, i really want to try it.. Link to comment https://gtaforums.com/topic/399977-tut-adding-cars-to-gta-sa/page/6/#findComment-1060463628 Share on other sites More sharing options...
ZAZ Posted May 4, 2011 Share Posted May 4, 2011 but i have crash when loading game, it crashes for me also with eu crack exe but it works with us crack exe Link to comment https://gtaforums.com/topic/399977-tut-adding-cars-to-gta-sa/page/6/#findComment-1060464078 Share on other sites More sharing options...
gellaps Posted May 4, 2011 Share Posted May 4, 2011 but i have crash when loading game, it crashes for me also with eu crack exe but it works with us crack exe how do i know my crack.exe version?? where can i download the us crack?? thanks Link to comment https://gtaforums.com/topic/399977-tut-adding-cars-to-gta-sa/page/6/#findComment-1060464734 Share on other sites More sharing options...
gellaps Posted May 4, 2011 Share Posted May 4, 2011 please friends, check my files, and please let me know where is the error.. www.mediafire.com/?pl3fq564g6jq5t0 thank you very much Link to comment https://gtaforums.com/topic/399977-tut-adding-cars-to-gta-sa/page/6/#findComment-1060464761 Share on other sites More sharing options...
ZAZ Posted May 5, 2011 Share Posted May 5, 2011 please friends, check my files, and please let me know where is the error.. www.mediafire.com/?pl3fq564g6jq5t0 thank you very much why did you try a motorbike as your first test? do it again, use a car, use the ID 612 use a model name with max. 7 charackter edit the carmods.dat and cargroup.dat isn't required use carspawner to find the car ingame Car Spawner By Fastman92 (requires cleo4) AddCar spawner (works with cleo3) crack exe is not allowed to talk here, use google or write me a email where do you live, which languge version do you have? Link to comment https://gtaforums.com/topic/399977-tut-adding-cars-to-gta-sa/page/6/#findComment-1060465042 Share on other sites More sharing options...
gellaps Posted May 5, 2011 Share Posted May 5, 2011 please friends, check my files, and please let me know where is the error.. www.mediafire.com/?pl3fq564g6jq5t0 thank you very much why did you try a motorbike as your first test? do it again, use a car, use the ID 612 use a model name with max. 7 charackter edit the carmods.dat and cargroup.dat isn't required use carspawner to find the car ingame Car Spawner By Fastman92 (requires cleo4) AddCar spawner (works with cleo3) crack exe is not allowed to talk here, use google or write me a email where do you live, which languge version do you have? oh, ok sorry about the crack, btw, i finally knew what my version, because when my Game crash, it shown a log message, and it says , version : US v 1.0 bla bla bla.. ok i'll test a car, i just prefer add a bike than a car, and i will report u the result, but i thing my problem is caused by handlingadder (maybe i put wrong property in this file), because when i delete the handlingadder.ini, it don't crash anymore, but the mod can't be spawned.. i'm an Asian.. thanks for helping Link to comment https://gtaforums.com/topic/399977-tut-adding-cars-to-gta-sa/page/6/#findComment-1060465052 Share on other sites More sharing options...
gellaps Posted May 6, 2011 Share Posted May 6, 2011 hey i di it i have follow everything u say, and i'm start with a car, and wonerfully i did it .. even when i try once again, with the bike that have an error before, and i don't know how it can, but once again, i really did it, it works.. but i have any problem, when i trying for the 3rd time, i add a bike again, and it has no error or crash in game,, but when i call it with spawner, it shown just for a second, and then disappear, and i realize that my sound(any sound, sound of car, step and even a gun except a menu sound) is disapear too..than when i try delete this bike's sound in VehicleAudioHook.xml, the bike still same, appear but then disappear again, but not with the sound, so what is my real problem?? is it because the .img file(txd and dff) or from my configuration (vehicle.ini, handling.cfg,carmods.dat,ect.) can anyone help me?? thanks Link to comment https://gtaforums.com/topic/399977-tut-adding-cars-to-gta-sa/page/6/#findComment-1060466434 Share on other sites More sharing options...
ILeeI Posted May 13, 2011 Share Posted May 13, 2011 I have problem when i hit some car my gta it closes. PLEASE HELP!!!! PLEASE HELP!!!! PLEASE HELP!!!! PLEASE HELP!!!! Sorry for bad english. Link to comment https://gtaforums.com/topic/399977-tut-adding-cars-to-gta-sa/page/6/#findComment-1060478133 Share on other sites More sharing options...
aStiffSausage Posted May 17, 2011 Share Posted May 17, 2011 Hi. Like in page 3 or smthing, there's stuff that only tools you need is MoreVehicles.asi and VehicleAudioLoader.asi. I've added 2 cars in-game, Honda S2000 and Toyota Supra with names STWOK and SUPRAIV, both got different handling lines and vehicles.ide-lines, I'm not getting any crashes but they are using Supra's handling Vehicles.ide 611, utiltr1, utiltr1, trailer, UTIL_TR1, UTILTR1, null, ignore, 4, 0, 0, -1, 0.68, 0.68, -1612, stwok, stwok, car, STWOK, STWOK, null, executive, 10, 0, 0, -1, 0.7, 0.7, 0 613, supraiv, supraiv, car, SUPRAIV, SUPRAIV, null, poorfamily, 10, 0, 0, -1, 0.7, 0.7, 0 Handling.cfg ;the endSTWOK 1600.0 4500.0 0.1 0.0 0.0 -0.15 75 0.65 0.9 0.5 5 200.0 280.0 25.0 R P 7.0 0.52 0 30.0 1.1 0.09 0.0 0.30 -0.10 0.5 0.3 0.25 0.60 35000 40002800 0 1 1 19 SUPRAIV 1200.0 2000.0 0.1 0.0 0.15 -0.1 70 0.70 0.86 0.5 4 160.0 2.0 5.0 R P 8.0 0.60 0 30.0 1.4 0.12 0.0 0.30 -0.08 0.5 0.0 0.26 0.50 9000 40000000 2 0 0 0 Basically Honda S2000 has vehicles.ide and handling-line copied from Feltzer, and Supra has been copied from Cadrona, but as you can see, S2000 should have way more acceleration than any normal car and use different animation while getting in, and Supra has really slow acceleration, but both accelerate slowly. Any advice? Link to comment https://gtaforums.com/topic/399977-tut-adding-cars-to-gta-sa/page/6/#findComment-1060484347 Share on other sites More sharing options...
Luten Posted May 24, 2011 Share Posted May 24, 2011 (edited) I've some problem. I added new vehicle - bike (with ID 18900), everything works very good. I can spawn him via car spawner without any problems but when I want to spawn him via opcode in my main.scm or .cs file I've game crash when game is loadnig. I was trying to change ID on 612 but sill the same. I was thinking that is problem with bike and I added car but game crash too when game is loadnig. I use this in my main.scm 014B: $ANGELX = init_parked_car_generator #ANGEL color -1 -1 0 alarm 0 door_lock 0 0 10000 at -93.07 -1580.46 10.1 angle 315.0 014C: set_parked_car_generator $ANGELX cars_to_generate_to 101 but when I use Model.Load(#ANGEL)038B: load_requested_models not Model.Available(#ANGEL)6@ = Car.Create(#ANGEL, -1180.489, -40.9952, 10.5557)Car.Angle(6@) = 90.0 everything is ok Solution found! If you use CLEO v4.1.1.30f you must change it to v4.1.1.30 or wait to new version. This looks like the problem in v4.1.1.30f with car_generator opcode. Edited May 25, 2011 by Luten Link to comment https://gtaforums.com/topic/399977-tut-adding-cars-to-gta-sa/page/6/#findComment-1060496106 Share on other sites More sharing options...
louka Posted June 7, 2011 Share Posted June 7, 2011 another probleme, whene I and more than 7 cars, the 8 car dont have motor sound all sound worke fine, but motor make a sound like "flap, flap, flap, flap" and idéa ? Link to comment https://gtaforums.com/topic/399977-tut-adding-cars-to-gta-sa/page/6/#findComment-1060523268 Share on other sites More sharing options...
louka Posted June 8, 2011 Share Posted June 8, 2011 Hi. Like in page 3 or smthing, there's stuff that only tools you need is MoreVehicles.asi and VehicleAudioLoader.asi. I've added 2 cars in-game, Honda S2000 and Toyota Supra with names STWOK and SUPRAIV, both got different handling lines and vehicles.ide-lines, I'm not getting any crashes but they are using Supra's handling Vehicles.ide 611, utiltr1, utiltr1, trailer, UTIL_TR1, UTILTR1, null, ignore, 4, 0, 0, -1, 0.68, 0.68, -1612, stwok, stwok, car, STWOK, STWOK, null, executive, 10, 0, 0, -1, 0.7, 0.7, 0 613, supraiv, supraiv, car, SUPRAIV, SUPRAIV, null, poorfamily, 10, 0, 0, -1, 0.7, 0.7, 0 Handling.cfg ;the endSTWOK 1600.0 4500.0 0.1 0.0 0.0 -0.15 75 0.65 0.9 0.5 5 200.0 280.0 25.0 R P 7.0 0.52 0 30.0 1.1 0.09 0.0 0.30 -0.10 0.5 0.3 0.25 0.60 35000 40002800 0 1 1 19 SUPRAIV 1200.0 2000.0 0.1 0.0 0.15 -0.1 70 0.70 0.86 0.5 4 160.0 2.0 5.0 R P 8.0 0.60 0 30.0 1.4 0.12 0.0 0.30 -0.08 0.5 0.0 0.26 0.50 9000 40000000 2 0 0 0 Basically Honda S2000 has vehicles.ide and handling-line copied from Feltzer, and Supra has been copied from Cadrona, but as you can see, S2000 should have way more acceleration than any normal car and use different animation while getting in, and Supra has really slow acceleration, but both accelerate slowly. Any advice? so do you use handling adder ? Link to comment https://gtaforums.com/topic/399977-tut-adding-cars-to-gta-sa/page/6/#findComment-1060526026 Share on other sites More sharing options...
aStiffSausage Posted June 9, 2011 Share Posted June 9, 2011 Hi. Like in page 3 or smthing, there's stuff that only tools you need is MoreVehicles.asi and VehicleAudioLoader.asi. I've added 2 cars in-game, Honda S2000 and Toyota Supra with names STWOK and SUPRAIV, both got different handling lines and vehicles.ide-lines, I'm not getting any crashes but they are using Supra's handling Vehicles.ide 611, utiltr1, utiltr1, trailer, UTIL_TR1, UTILTR1, null, ignore, 4, 0, 0, -1, 0.68, 0.68, -1612, stwok, stwok, car, STWOK, STWOK, null, executive, 10, 0, 0, -1, 0.7, 0.7, 0 613, supraiv, supraiv, car, SUPRAIV, SUPRAIV, null, poorfamily, 10, 0, 0, -1, 0.7, 0.7, 0 Handling.cfg ;the endSTWOK 1600.0 4500.0 0.1 0.0 0.0 -0.15 75 0.65 0.9 0.5 5 200.0 280.0 25.0 R P 7.0 0.52 0 30.0 1.1 0.09 0.0 0.30 -0.10 0.5 0.3 0.25 0.60 35000 40002800 0 1 1 19 SUPRAIV 1200.0 2000.0 0.1 0.0 0.15 -0.1 70 0.70 0.86 0.5 4 160.0 2.0 5.0 R P 8.0 0.60 0 30.0 1.4 0.12 0.0 0.30 -0.08 0.5 0.0 0.26 0.50 9000 40000000 2 0 0 0 Basically Honda S2000 has vehicles.ide and handling-line copied from Feltzer, and Supra has been copied from Cadrona, but as you can see, S2000 should have way more acceleration than any normal car and use different animation while getting in, and Supra has really slow acceleration, but both accelerate slowly. Any advice? so do you use handling adder ? No, I'm adding handlings to the end of handling.cfg. Using HandlingAdder causes way to many crashes, and sharing handlings for many cars isn't ok for me Link to comment https://gtaforums.com/topic/399977-tut-adding-cars-to-gta-sa/page/6/#findComment-1060527493 Share on other sites More sharing options...
Silent Posted June 9, 2011 Share Posted June 9, 2011 You can't add new handlings to handling.cfg file. Link to comment https://gtaforums.com/topic/399977-tut-adding-cars-to-gta-sa/page/6/#findComment-1060527896 Share on other sites More sharing options...
louka Posted June 9, 2011 Share Posted June 9, 2011 to add handling, you must use handling adder, if you want I have fond a converter handling line (handling CGF to handling.INI) Link to comment https://gtaforums.com/topic/399977-tut-adding-cars-to-gta-sa/page/6/#findComment-1060527959 Share on other sites More sharing options...
aStiffSausage Posted June 9, 2011 Share Posted June 9, 2011 I have handling converter, but it's still too buggy And adding new handlings would work if the limit of handling-lines would be breaken... But well, not many coders aren't interested about making a plug-in for that Link to comment https://gtaforums.com/topic/399977-tut-adding-cars-to-gta-sa/page/6/#findComment-1060527991 Share on other sites More sharing options...
louka Posted June 9, 2011 Share Posted June 9, 2011 so I can't do anything for you sorry :s I'm a newbee in gta modding ^^ Link to comment https://gtaforums.com/topic/399977-tut-adding-cars-to-gta-sa/page/6/#findComment-1060528003 Share on other sites More sharing options...
Fatalpipe Posted June 12, 2011 Share Posted June 12, 2011 (edited) You can't add new handlings to handling.cfg file. Yes,we can,I did it and can say to you that surelly we can... @louka : No,dont need to use this,just add lines to handling.cfg. Dont know why people still talking about a lot of things,when all you need is MoreVehicles.asi and VehicleAudioHook.asi on main folder,Added_cars.fxt(or whatever the name you want,to show car name ingame) on CLEO/CLEO_TEXT folder,add/edit the lines on carcols.dat,carmods.dat,handling.cfg,vehicles.ide and,uhmm,let me see,what more I need... NOTHING,NEED NOTHING MORE THAN THIS!!! I have about 30 cars and one quadbike with his own handling.cfg line,and everything works great. And sorry,but we dont need the "20Mb file" from user 1stresponse,he dont even say to us what the hell are in this package... Edited June 12, 2011 by Fatalpipe Link to comment https://gtaforums.com/topic/399977-tut-adding-cars-to-gta-sa/page/6/#findComment-1060533862 Share on other sites More sharing options...
louka Posted June 13, 2011 Share Posted June 13, 2011 can you give me an exemple for your added_cars.fxt please Link to comment https://gtaforums.com/topic/399977-tut-adding-cars-to-gta-sa/page/6/#findComment-1060535267 Share on other sites More sharing options...
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