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TUTORIAL - HOW TO ADD TUNING PARTS


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HOW TO ADD UP TO 40 TUNING PARTS?

 

 

I'm writing this tutorial as a request from Erwest. This is my first tutorial ever  blush.gif

 

With this "method" I was able to add 43 new parts so far, works great for me. Seems to work with added cars too, as said by gtafan113 somewhere in this post, never tested it myself.

I suggest you make a complete copy of your files before trying this, because I don't want to be responsible to any damage to your game. Ok? Do me that favour...

 

Let's get started, shall we?

 

1st - Rename your .DFF files

 

Let's say we're trying to add a complete bodykit that was supposed to be equipped on Elegy.

 

You should have

 

exh_a_lfbmp_a_lrbmp_a_lspl_a_l_bwg_r_a_lwg_l_a_l

 

 

 

You don't know what this letters mean? It's easier than you think:

For example the 1º part:

 

"exh" -> Exhaust part

 

"fbmp" -> Front Bumper

 

"rbmp" -> Rear Bumper

 

"spl" -> Spoiler

 

 

The last letter in every spoiler will be "b" or "r". This is because some spoilers will be applied on the boot (like Elegy, or the the roof (like Flash). Be careful with these ones, check which letter was on the original mod or the game will crash without you knowing why!

 

 

"a" -> Bodykit "a"

 

 

There's 2 bodykits, Alien and X-Flow, their ID's are "a" and "b", but I can't tell you for sure wich one it is  

 

 

"l" -> Part to be equipped on Elegy. This letters in the end are, let's say, the ID's of the tunable cars originally in the game.

 

 

This are the car "ID's"l = Elegys = Sultanst = Stratumf = Flashj = Jesteru = Uranusbr = Broadwayrem = Remingtonbl = Bladesv = Savannaslv = Slamvant = Tornado

 

 

"wg_r" -> Right Side Skirt

 

"wg_l" -> Left Side Skirt

 

To rename your downloaded .DFF files, I suggest you do this:

 

 

exh_a_zfbmp_a_zrbmp_a_zspl_a_z_bwg_r_a_zwg_l_a_z

 

 

Just replace the car ID letter to any other unused letter. It works for me, I already used "z", "x" and "p" smile.gif.

 

After this, add the files to gta3.IMG using any IMG Editor you want. Save and close

 

2nd - CHECK salimit.ini

 

Open salimit.ini file, there's a couple of things to change here...

 

Find this line

 

 

#CarMods=***

 

Erase the "#" and change the number to something like 200. Like this:

 

CarMods=200

 

 

Save and close.

 

OPTIONAL STEP (Not really necesary) - CHECK gta.DAT and organize data

 

Open gta.DAT and find this line

 

# vehicle upgrade modelsIDE DATA\MAPS\veh_mods\veh_mods.IDE

 

Make it look like this

 

# vehicle upgrade modelsIDE DATA\MAPS\veh_mods\veh_mods.IDEIDE DATA\MAPS\veh_mods\veh_mods_II.IDE

 

 

 

NOTE:

-> The creation of a 2nd veh_mods.IDE file isn't REALLY necessary, the game works if you just keep adding in the original, also starting from 19600. I prefer this way, it's more organized. Your choice wink.gif

 

Save and close.

 

To complete this step, go to DATA\MAPS\veh_mods folder and create a new .IDE file and name it veh_mods_II.IDE.

In this blank file, you'll add your new tuning parts.

Like this

 

objs19600, exh_a_z, "car-txd-file-name", 100, 209715219601, fbmp_a_z, "car-txd-file-name", 100, 210124819602, rbmp_a_z, "car-txd-file-name", 100, 210124819603, rf_a_z, "car-txd-file-name", 100, 209715219604, wg_l_a_z, "car-txd-file-name", 100, 209715219605, wg_r_a_z, "car-txd-file-name", 100, 209715219606, spl_a_z_b, "car-txd-file-name", 100, 2101248endtobjendpathend2dfxendanimendtxdpend

 

Save and close. If you've done this step, skip the 3rd step.

 

As you can see, you just added 7 new parts starting from 19600. I'm already in 19643 biggrin.gifbiggrin.gif

 

3rd - CHECK veh_mods.IDE

 

Open your veh_mods.IDE file. There you'll find this:

 

 

objs1000, spl_b_mar_m, vehicle, 70, 01001, spl_b_bab_m, vehicle, 70, 01002, spl_b_bar_m, vehicle, 70, 0(...)1191, fbmp_lr_t1, bullet, 100, 40961192, rbmp_lr_t1, bullet, 100, 40961193, rbmp_lr_t2, bullet, 100, 4096endtobjendpathend2dfxendanimendtxdpend

 

 

Make it look like this:

 

 

objs1000, spl_b_mar_m, vehicle, 70, 01001, spl_b_bab_m, vehicle, 70, 01002, spl_b_bar_m, vehicle, 70, 0(...)1191, fbmp_lr_t1, bullet, 100, 40961192, rbmp_lr_t1, bullet, 100, 40961193, rbmp_lr_t2, bullet, 100, 409619600, exh_a_z, "car-txd-file-name", 100, 209715219601, fbmp_a_z, "car-txd-file-name", 100, 210124819602, rbmp_a_z, "car-txd-file-name", 100, 210124819603, rf_a_z, "car-txd-file-name", 100, 209715219604, wg_l_a_z, "car-txd-file-name", 100, 209715219605, wg_r_a_z, "car-txd-file-name", 100, 209715219606, spl_a_z_b, "car-txd-file-name", 100, 2101248endtobjendpathend2dfxendanimendtxdpend

 

 

 

Does it sound stupid? 19600? Well, maybe... But it works, and it has a simple explanation. After a little research in all .IDE files in GTA SA, I found out that every single object has a ID number, and the game has up to 19000 objects!!!!

Let's think together: If we continue from 1193, we'll be overwriting objects, instead of adding. So, search in all your .IDE files in maps folder for the highest number, and continue adding from an even higher number. 19600 works for me just great, but if you have map mods, I suggest you look into the .IDE files wink.gif

 

 

NOTE:

-> Those numbers in the end of every line (100, 2101248) are'nt useless, as many may think. They ARE important, they're the draw distance value of every part. To make the parts work correctly, you need to copy the values from every Elegy's parts in the original veh_mods.IDE file to the new parts (the Elegy's exhaus draw distance value goes to your added exhaust, etc etc). PLEASE DON'T FORGET THOSE NUMBERS!!!

 

4th - CHECK shopping.DAT

 

So far, we managed to add the tuning parts to the game, so they already exist there. Now, let's make'em appear in-game. smile.gif

 

Open shopping.DAT and find this lines

 

(...) wheel_lr5  LRDW5  respect 0  sexy 0  1350 stereo  STEREO  respect 0  sexy 0  100 hydralics  HYDRAU  respect 0  sexy 0  1500

 

After this lines you'll add your new tuning parts. Now you have two options:

 

-> Copy the lines from elegy's parts and alter the car ID letter, just like you did when renaming the .DFF files. Like this:

 

(...) wheel_lr5  LRDW5  respect 0  sexy 0  1350 stereo  STEREO  respect 0  sexy 0  100 hydralics  HYDRAU  respect 0  sexy 0  1500 exh_a_z  	LGDAE  respect 0  sexy 0  790 fbmp_a_z  LGDAFF  respect 0  sexy 0  990 rbmp_a_z  LGDARF  respect 0  sexy 0  1000	 rf_a_z  	LGDARV  respect 0  sexy 0  190 spl_a_z_b    LGDAS  respect 0  sexy 0  600 wg_l_a_z    LGDASI  respect 0  sexy 0  500

 

 

-> Instead of this, you can make your own lines. Choose the price, the values of "respect" and "sexy", and add nametags on the .GXT file with any editor you want, and write the names you want to appear in-game. Once again, your choice wink.gif

 

After this is done, DON'T CLOSE YET. Now that we have the parts on the shopping list, we need to make'em appear in the shops. Keep scrolling down until you find this:

 

	section carmod1 # Normal Carstype CarMods item bbb_lr_slv1 item bbb_lr_slv2 item bnt_b_sc_l item bnt_b_sc_m item bnt_b_sc_p_l item bnt_b_sc_p_m (...) item wheel_sr6 item hydralics item stereo

 

Make it look like this:

 

	section carmod1 # Normal Carstype CarMods item bbb_lr_slv1 item bbb_lr_slv2 item bnt_b_sc_l item bnt_b_sc_m item bnt_b_sc_p_l item bnt_b_sc_p_m (...) item wheel_sr6 item hydralics item stereo item exh_a_z item rf_a_z item fbmp_a_z item rbmp_a_z item spl_a_z_b item wg_l_a_z

 

 

With this done, the parts will appear in Transfender tuning shops. If you want them to appear in other shops, keep scrolling down and you'll find the other shops' respective lists.

 

Save and close

 

5th - CHECK carmods.DAT

 

Now, let's assign your new parts to your car biggrin.gifbiggrin.gif

 

But before that, one LITTLE, but also HUGE detail. Once you opened the carmods.DAT file, you'll see this:

 

linkbntl_b_ov, bntr_b_ovbntl_b_sq, bntr_b_sqwg_l_b_ssk, wg_r_b_sskwg_l_c_j, wg_r_c_jwg_l_a_j, wg_r_a_jwg_l_a_f, wg_r_a_fwg_l_c_f, wg_r_c_fwg_l_a_s, wg_r_a_swg_l_c_s, wg_r_c_swg_l_a_u, wg_r_a_uwg_l_c_u, wg_r_c_uwg_l_a_l, wg_r_a_lwg_l_c_l, wg_r_c_lwg_l_a_st, wg_r_a_stwg_l_c_st, wg_r_c_stwg_l_lr_bl1, wg_r_lr_bl1wg_l_lr_br1, wg_r_lr_br1wg_l_lr_sv, wg_r_lr_svwg_l_lr_rem1, wg_r_lr_rem1wg_l_lr_rem2, wg_r_lr_rem2wg_l_lr_slv1, wg_r_lr_slv1wg_l_lr_slv2, wg_r_lr_slv2wg_l_lr_t1, wg_r_lr_t1

 

 

Make it look like this:

 

linkbntl_b_ov, bntr_b_ovbntl_b_sq, bntr_b_sqwg_l_b_ssk, wg_r_b_sskwg_l_c_j, wg_r_c_jwg_l_a_j, wg_r_a_jwg_l_a_f, wg_r_a_fwg_l_c_f, wg_r_c_fwg_l_a_s, wg_r_a_swg_l_c_s, wg_r_c_swg_l_a_u, wg_r_a_uwg_l_c_u, wg_r_c_uwg_l_a_l, wg_r_a_lwg_l_c_l, wg_r_c_lwg_l_a_st, wg_r_a_stwg_l_c_st, wg_r_c_stwg_l_lr_bl1, wg_r_lr_bl1wg_l_lr_br1, wg_r_lr_br1wg_l_lr_sv, wg_r_lr_svwg_l_lr_rem1, wg_r_lr_rem1wg_l_lr_rem2, wg_r_lr_rem2wg_l_lr_slv1, wg_r_lr_slv1wg_l_lr_slv2, wg_r_lr_slv2wg_l_lr_t1, wg_r_lr_t1wg_l_a_z, wg_r_a_z

 

 

 

Why? Well, whenever you add Side Skirt parts ("wg_r" and "wg_l") make sure you add a line here with their respective references, or else, you'll face bugs like Side Skirts only appearing in one side of the car suicidal.gif  suicidal.gif

 

Now, find your car, and just add the parts colgate.gifcolgate.gif . Like this:

 

"carname", nto_b_l, nto_b_s, nto_b_tw, exh_a_z, spl_a_z_b, fbmp_a_z, rbmp_a_z, rf_a_z, wg_l_a_z

 

 

Save and close.

 

 

NOTE:

-> When assigning Side Skirts to cars, write only the left one wink.gif

 

6th - ENJOY !!! cool.gifcool.gif

____________________________________________________________________________________________________

 

Having a hard time understanding this tutorial?

 

Check my own modified files: My Modified Files

 

And if this isn't enough, contact me through the forum.

____________________________________________________________________________________________________

 

And that's how I managed to add so many parts... Thanks to all who read this, please say what you think, and forgive me for any mistake, my english's not perfect confused.gifconfused.gif

Edited by Edward_FFS
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It's OK, but I'd fix two things:

 

1. Why create a 2nd veh_mods file? And if you really need to create it (you don't, though) it's better to not have spaces in the file, so name it veh_mods_II.ide, or something.

 

2. Adjusted limit is way too high, it has no sense (SALA allocates memory for it, so you'll waste alot of RAM).

1. I use a 2nd file just to be more organized. But as I said there, it's an option. I'll put that in larger letters

 

2. I'll fix that too, thanks. My mistake. I wrote this like 3 times... My browser crashed and then my PC went off and I needed to start all over again suicidal.gif ... I must have mixed the ideas.

 

Thanks for the evaluation colgate.gifcolgate.gif

Edited by Edward_FFS

i've tried but run only the first added part; all steps are minutely executed...i don't understand

 

LIMITADJUSTER

 

CarMods=200

 

VEH_MOD

objs

19600, exh_c_bmw, bmwtrcon, 100, 2097152

19601, exh_a_bmw, bmwtrcon, 100, 2097152

19602, bnt_b_a_bmw, bmwtrcon, 100, 0

19603, bnt_b_c_bmw, bmwtrcon, 100, 0

19604, fbmp_c_bmw, bmwtrcon, 100, 2101248

19605, fbmp_a_bmw, bmwtrcon, 100, 2101248

19606, rbmp_a_bmw, bmwtrcon, 100, 2101248

19607, rbmp_c_bmw, bmwtrcon, 100, 2101248

19608, spl_a_bmw_r, bmwtrcon, 100, 2101248

19609, spl_c_bmw_r, bmwtrcon, 100, 2101248

19610, wg_l_a_bmw, bmwtrcon, 100, 2097152

19611, wg_l_c_bmw, bmwtrcon, 100, 2097152

19612, wg_r_a_bmw, bmwtrcon, 100, 2097152

19613, wg_r_c_bmw, bmwtrcon, 100, 2097152

end

tobj

end

path

end

2dfx

end

anim

end

txdp

end

 

 

SHOPPING AT THE TOP AND NORMAL CARS SECTIONS

 

item exh_c_bmw

item exh_a_bmw

item bnt_b_a_bmw

item bnt_b_c_bmw

item fbmp_c_bmw

item fbmp_a_bmw

item rbmp_a_bmw

item rbmp_c_bmw

item spl_a_bmw_r

item spl_c_bmw_r

item wg_l_a_bmw

item wg_l_c_bmw

item wg_r_a_bmw

item wg_r_c_bmw

 

 

CARMOD

 

wg_l_a_bmw, wg_r_a_bmw

wg_l_c_bmw, wg_r_c_bmw

 

bmwtrcon, exh_a_bmw, exh_c_bmw, fbmp_a_bmw, fbmp_c_bmw, nto_b_l, nto_b_s, nto_b_tw, rbmp_a_bmw, rbmp_c_bmw, bnt_b_a_bmw, bnt_b_c_bmw, spl_a_bmw_r, spl_c_bmw_r, wg_l_a_bmw, wg_l_c_bmw

Edited by Erwest

 

what a wonderful tutorial, edward  biggrin.gif

but btw may i ask you which .ide files i should check?

Thanks biggrin.gifbiggrin.gif

 

You should check the .IDE files in the data\maps folder... Every .IDE file you find there, will be a part of the list of objects existing in the game.

 

And as many tutorials I saw on the internet before "learning" this by myself, after LOTS of game crashes, those tutorials say to continue from 1193, what they DON'T know, is that they're overwriting objects, causing game crashes...

 

It's not "fatal" to the game installing new parts without checking this first, 19600 is a "safe number" ,let's call it that.

 

It's more like a security measure. And if you have map mods installed, I REALLY suggest you check your .IDE files.

 

cool.gifcool.gif

Nice tutorial but I have a question for you: it's there a posibility to have more tuning parts just at one car (like 3 front bumbers at elegy)? Just wondering. confused.gif

 

But if you know please answeare me. But thanks for the tutoriale it's really good and helpful. colgate.gif

 

PS: if I have some writing mistakes forgive me, i ain't a american or britan. confused.gif

Nice tutorial but I have a question for you: it's there a posibility to have more tuning parts just at one car (like 3 front bumbers at elegy)? Just wondering. confused.gif

 

But if you know please answeare me. But thanks for the tutoriale it's really good and helpful. colgate.gif

 

PS: if I have some writing mistakes forgive me, i ain't a american or britan. confused.gif

HI there

 

Well, does this answer your question?

 

user posted image

 

And thanks for the evaluation, really... It's good to know that I didn't waste my time writing it LOL colgate.gif

 

PS: My english's not perfect either, I'm not native speaker LOL ... As soon as we understand, all good biggrin.gifbiggrin.gif

 

Free IDs in standard unmodified  GTA San Andreas (generated by Free ID list generator on unmodified GTA SA, made by fastman92.tk):

 

2-6, 8, 42, 65, 74, 86, 119, 149, 208, 265-273, 289, 329, 332, 340, 382-383, 398-399,

 

612-614, 662-663, 665-668, 699, 793-799, 907-909, 965, 999, 1194-1206, 1326, 1573, 1699, 2883-2884, 3136-3166, 3176-3177, 3179-3186, 3188-3192,

 

3194-3213, 3215-3220, 3222-3240, 3245, 3247-3248, 3251, 3254, 3266, 3348-3349, 3416, 3429, 3610-3611, 3784, 3870-3871, 3883, 3889, 3974,

 

4542-4549, 4763-4805, 5085, 5090-5104, 5376-5389, 5683-5702, 6011-6034, 6254, 6258-6279, 6348, 6526-6862, 7393-7414, 7974-7977, 9194-9204, 9268, 9479-9481, 10311-10314,

 

10745-10749, 11418-11419, 11682-12799, 13564-13589, 13668-13671, 13891-14382, 14529, 14555, 14557, 14644-14649, 14658-14659, 14696-14698, 14729-14734, 14766-14769, 14857, 14884, 14899,

 

14904-15024, 15065-15999, 16791-16999, 17475-17499, 17975, 17977, 17979-17999, 18037, 18103, 18106-18108, 18110-18111, 18113-18199, 18631-19999

 

Try out my other tools or mods for GTA SA:

[GTA SA] Remote lock car

[GTA SA] Car spawner

[GTA SA] Analog clock

[GTA SA] Business mod

  • 2 weeks later...

Hey guys. Is there a way to add like the car colors 2 like you would see with the Banshee or Bullet because I have a 2 color car mod replacing the buffalo which is a one color one. I want to be able to change the second color. Do I do this through veh_mods file?

Hey guys. Is there a way to add like the car colors 2 like you would see with the Banshee or Bullet because I have a 2 color car mod replacing the buffalo which is a one color one. I want to be able to change the second color. Do I do this through veh_mods file?

To configure car colours, you need to open the file carcols.DAT

 

There you can add, change and assign colours to every car in the game.

For example:

 

banshee 0,1, 20,21, 43,50

 

Let's focus here: 0,1

 

"0"

Primary colour: Normaly, changes the car colour

"1"

Secondary colour: In some cars, this can change the colour of the seats, colour of stripes the car has, etc etc.

Depends on the model.

 

Another thing: If you write "0,1" right after the car name, it means the car will show on the streets with that set of colours more often than with the other colours.

 

I believe there are tutorials about configuring carcols.DAT in this forum. Go check it out if this isn't enough wink.gif

 

Regards

aStiffSausage

Yes, I know, it hasn't been yet done.

 

But, you know for example Banshee has primary and secondary color options in TransFenders? He means, that for example Buffalo can have also those two colors buyable.

 

 

But afaik, not done yet, and it sucks sad.gif

 

Hi Edward_FFS, may I know what version of SALA are you using? I'm on 7.5 and it crashes when I remove # from CarMods=*** when the game is loading.

 

[CREDITS]Made By=SackyVersion=Alpha 9

 

 

This is on the bottom of my salimits.INI file... But I believe that's version 8, not sure confused.gif

 

And yes, I tried to use version 7.5 in a desperate attempt to use multiple d3d9.DLL files, but It crashes, so, try it out with version 8 and it should work wink.gif

Edited by Edward_FFS
Ok cool, I'll try it out once back from office. I guess 7.5 is bugged by nature? Even when I try to increase the amount of ped models in 7.5, it gives me errors. Hopefully this is solved in version 8 though tounge.gif

Indeed, it must be bugged... I used values in Carmods limit like 2000, 3500, etc, 20000, and always the same error: "Increase the Carmods value limit" lol

 

If it still doesn't work, tell me wink.gif

  • 2 weeks later...
GaryRoachSanderson

Hi Edward_FFS,

 

Do you notice something? In carmods.dat after adding too many entries under the "link" section, which is where side skirts link their left and right components, other mod parts turn buggy. For example, when I try to apply spl_b_bbr_l in Transfender, it crashes my game, but when I remove all extra entries under "link", then the bug is gone. Any idea on how to solve this issue? Thanks! biggrin.gif

Hi Edward_FFS,

 

Do you notice something? In carmods.dat after adding too many entries under the "link" section, which is where side skirts link their left and right components, other mod parts turn buggy. For example, when I try to apply spl_b_bbr_l in Transfender, it crashes my game, but when I remove all extra entries under "link", then the bug is gone. Any idea on how to solve this issue? Thanks! biggrin.gif

I only added 6 new lines in "link", that never happened to me before... Try creating a blank .DAT file, and then copy the entire carmods.DAT text to the blank file, and then replace it in the "data" folder.

 

MAKE A BACKUP BEFORE ALL THIS

 

This "method" works when my "VehicleAudioData.INI" starts bugging my sounds...

GaryRoachSanderson
Hi Edward_FFS,

 

Do you notice something? In carmods.dat after adding too many entries under the "link" section, which is where side skirts link their left and right components, other mod parts turn buggy. For example, when I try to apply spl_b_bbr_l in Transfender, it crashes my game, but when I remove all extra entries under "link", then the bug is gone. Any idea on how to solve this issue? Thanks! biggrin.gif

I only added 6 new lines in "link", that never happened to me before... Try creating a blank .DAT file, and then copy the entire carmods.DAT text to the blank file, and then replace it in the "data" folder.

 

MAKE A BACKUP BEFORE ALL THIS

 

This "method" works when my "VehicleAudioData.INI" starts bugging my sounds...

ok cool, so should I create it with a different name e.g. carmod2.dat or overwrite the same file?

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