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An Idea For A GTA:SA Mod


Deactivated_20171203
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Deactivated_20171203

The GTA: San Andreas modding community is always active despite the game's age of roughly seven years. CLEO Mods, New cars and on occasion, Total Converstions (AKA Global Mods). As many of you may have noticed, The drifting/racing community in GTA:SA is fairly promminet. With custom paintjobs, drift physics mods. With this in mind, I was wondering if it was possible to create a racing game on the GTA San Andreas Engine. Like, San Andreas has a very diverse map of countryside, deserts, small towns and major cities. The GTAInside modding site alone has over 5000 cars and with the modding possibilities of 2012, creating a racing game on San Andreas would actually be believable.

 

 

 

 

CARS

 

 

 

 

With this mod, Cars in GTA:SA would be replaced with high poly real world cars. With custom paintjobs, wheel mods and in some cases, realistic handling lines. All modded cars will consist of those in the GTAInside database so we'll be using other people's work here. This may yield some controversy but it's not too likely as Shehorz's GT Mod did pretty much the same thing and it still got high marks.

 

 

The car lineup would be just like any recent Need For Speed game. With the fastest most popular cars in the world. From makes like Mercedes-Benz, Lamborghini, McLaren, etc. Stuff along those lines. I haven't really decided what car would replace what but that shouldn't be a major setback.

 

 

The list of cars are as follows:

 

  • Porsche Boxster Spyder
  • Mazda RX-8
  • Mazda RX-7 * *
  • Mitsubishi Lancer Evolution X
  • Mitsubishi Lancer Evolution IX * *
  • BMW Z4 Coupe
  • Nissan 350Z * *
  • Subaru Impreza WRX STI
  • Chevrolet Camaro SS
  • Ford Shelby GT500
  • Alfa Romeo 8C Competizione
  • Jaguar XKR
  • BMW M3 E92
  • Dodge Challenger SRT8
  • Maserati Gran Turismo S
  • Lamborghini Gallardo LP 560-4
  • Porsche 911 GT3 RS
  • Chevrolet Corvette Z06
  • Audi R8 Spyder 5.2 FSI Quattro
  • Aston Martin V12 Vantage
  • Mercedes-Benz SLS AMG
  • Nissan GTR
  • Nissan Skyline GTR R34 * *
  • BMW M3 GTR * *
  • Ford GT
  • McLaren MP4-12C
  • McLaren F1
  • Porsche Carrera GT
  • Lamborghini Murcielago LP 640
  • Pagani Zonda Cinque
  • Dodge Viper SRT10 ACR
  • Lamborghini Reventon Roadster
  • Koenigsegg CCX
  • Bugatti Veyron 16.4 Grand Sport
  • Ferrari Enzo
  • Ferrari F40
  • Ferrari 458 Italia
  • Lamborghini Aventador LP 700-4
  • Honda Integra Type-R *
  • Holden HSV W427
  • Ford Falcon XR8
  • Ford Fiesta
  • Toyota Supra *
  • Mitsubushi Esclispe *
  • Nissan Silvia S15 * *
  • Volswagen Golf *
  • Mercedez Benz SLR McLaren
  • Dodge Charger R/T

* = Including Fast And Furious / Electronic Arts paintjobs either as a customization item or a seperate variant

 

* = Has a seperate variant with drift handling

 

 

 

 

 

 

MAPS AND ENVIROMENTS

 

 

San Andreas will retain it's original map but racing track map mods have been considered. (There is a decent selection in GTAInside). Since this mod is to contain high poly cars, it also wouldn't hurt to have ENBSeries too and also possibly some texture and/or effect mods. Since the cars alone would bring up the mod's system requirements, it would make sense to have ENB series and such too.

 

 

 

In terms of custom maps, I would consider using the following:

 

All the other tracks are just too unrealistic and take up too much space. However I did stumble across a program that allows you to create your own racetrack. (Click here to check it out). This could either be used to create a custom track especily with the mod or bundle the program with the mod so users can create their own circuits.

 

 

 

 

 

 

 

SCRIPTING AND GAMEPLAY

 

 

Fortunaly, a lot of CLEO mods can expand the possibilites of the San Andreas engine. The things I could use for this mod are:

 

  • Advanced Car Controls
  • Mechanic
  • Speedometer
  • Custom/Real Vehicle Names
  • Car Shop
  • Skin Selector / Custom Skin Loader

     

     

     

     

     

     

    This next idea may be a little too far fetched but anyway, this mod would not only contain custom tracks, but multiple lap races instead of little sprint races in the original GTA:SA. I know the engine has support for lap counters due to the side mission, Hotring. A 12 lap race comple with posistion, timer and lap counter.

     

     

     

    The map would be split into Six Zones:

     

     


    •  
    • Los Santos (Including Airport race track mod if it gets included)
    • Countryside (Red County, Flint County)
    • SANKIA Hill (It's a zone of it's own)
    • San Fierro
    • Desert (Bayside, Tierra Robada, Bone County)
    • Las Vanturas
It should be pretty obvious about the zone's borders.

 

 

 

 

Now for starting points. There would be one marker in each "Zone" to start the races in that respective zone. If a track goes through more than one zone, what zone it's assigned to depends on where the race starts. Zones with off road tracks have a seperate marker to seperate the road/off road tracks

 

Example, if a race starts at Los Santos Beach and ends at Gant Bridge, San Fierro, than the race is entered at the Los Santos marker.

 

 

The markers are located at:

 

  • The 24/7 In Temple (LOS SANTOS)
  • Outside the Palimino Creek Safehouse (COUNTRYSIDE, ROAD)
  • Angel Pine Trailler Park (COUNTRYSIDE, OFF ROAD)
  • At the top of SAKINA Hill (SAKINA HILL)
  • The Bayside Marina, Boat School (DESERT, ON ROAD)
  • Outside the Fort Carson Safehouse (DESERT, OFF ROAD)
  • Outside the Areomendia Aircraft Hangar at the airport (LAS VANTURAS)

     

     

     

     

    To start a race, drive your car into one of the markers. Then you select one of the given tracks. And then you decide the following:

     

     

    Opponet Drivers: (Yes or No): Decide if you want to race five other cars or just yourself. If yes, they will drive random cars

    Traffic (High, Minimal and None): Decide if you want traffic in your race. High is the normal amount of traffic, Minimal is if the GHOSTTOWN cheat was on and None means none at all.

    Laps (1-50): Decide how many laps you want your race to be. Sprint (Point to point tracks) do not have this setting

     

     

     

    You are awarded cash if you win a race with opponets. How much you win depends on:

     

     

    • Track base award (A fixed number depending on the track)
    • Lap Bonus: $100 per lap (Up to $5000)
    • Traffic Bonus ($100 if set to Minimal. $200 if set to High)

 

 

Example. If the player wins a 3 lap race on a track with a base award of $9000, opponets and minimal traffic. The player will win $9400 total

 

I haven't exacly figured out a final track lineup for this mod idea but then again it's not really finished as a whole. Tell me what you think of this concept so far and I'm open for any suggestions, critisism, etc you may have smile.gif

 

 

 

-T

 

 

 

EDIT:

 

TO DO LIST:

 

  • Add pictures to cars
  • Do deeper research on map mods
  • Possibly add some more lower end, classic cars to the lineup
Edited by T-Unit
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I respect the work you've put into this, and it is indeed a nice change of pace from the average far-fetched request topic.

 

However, do be aware that it is rather unlikely that you will find much support for this beyond "yeah, that would be cool, tell me how it goes". Most Total Conversion concepts never even begin because their "leaders" have no clue whatsoever about actually doing things on their own. I try to keep an open mind and not generalize, but the odds are against you.

 

With that in mind, most of the stuff you've talked about is possible - indeed, could be done easily. I would suggest finding as many of the cars and CLEO mods as you can and then asking the authors for support and if they will allow you to include their vehicles/scripts in your mod. Furthermore, I know Wesser was working on a complex street racing script a while back, and while I don't believe the source code is available for public viewing, he might be able to give you some tips.

 

As always, once you have finished roughly 50% of the mod feel free to open a topic in the Modification Showroom.

 

Remember, just because a car was made for VC, III, or even IV doesn't mean it can't be converted to San Andreas. I actually know of several of those cars for VC and have converted them to III myself. moto_whistle.gif I'm sure you would have no problems converting them to SA - after all, it's just a question of adding more dummy parts.

 

Scripting the coordinates and AI is pretty basic as well, and you can even make a generator that will randomly select cars/paint jobs for your opponents. sly.gif

 

Good luck with this mod, bro. icon14.gif

pkmTc.gif

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  • 8 years later...

I have recently begun modding this game and will consider this request. Let me see what I can do.

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