reyasem Posted September 15, 2012 Share Posted September 15, 2012 hi there! let's get to the point. how to edit/merge gta.dat so the game won't crash when loading? you see, i was adding 2 different map mod. and it only works when there is only one mod,i mean,i have to choose which mod to place,because the game always crash when loading if i add more than 1 map mod. i really think the problem is in the gta.dat file. the 2 mods have their own gta.dat file,so i tried to merge them manually,but it always crash. i have check and re-check,the line,the file name,everything,but still crash. note: i merge them manually via notepad. i only copy the custom line to their respective section (img to img line,ide to ide line,and all). THANK YOU p.s: sorry for the bad english Link to comment Share on other sites More sharing options...
ZAZ Posted September 15, 2012 Share Posted September 15, 2012 You can't merge 2 mod gta.dat blind. You must check first the content. check the mod ide files and mod ipl files for their model IDs ID numbers or modelnames may not exist twice ID number bigger than 19999 let your game crash free ID numbers: 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 IMG: max. 5 entries for loading IMG i recommand to put the models of the mod img into one mod.img and write it's path in gta.dat if it is for a tc which have a mapcleaned gta3.img, then create a new gta3.img and add all the content of previous gta3.img as well of the mod img's into gta3.img run Limit Adjuster CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
reyasem Posted September 17, 2012 Author Share Posted September 17, 2012 You can't merge 2 mod gta.dat blind. You must check first the content.check the mod ide files and mod ipl files for their model IDs ID numbers or modelnames may not exist twice ID number bigger than 19999 let your game crash free ID numbers: 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 IMG: max. 5 entries for loading IMG i recommand to put the models of the mod img into one mod.img and write it's path in gta.dat if it is for a tc which have a mapcleaned gta3.img, then create a new gta3.img and add all the content of previous gta3.img as well of the mod img's into gta3.img run Limit Adjuster hi there.. i thank you for answering the question. but it seems like you left me blind there.. i'm sorry,but i don't understand. (i'm a noob) so,if you don't mind,can you help me with it,step by step? thank you. you must check first the content what content? the gta.dat content? check the mod ide files and mod ipl files for their model IDs how? via notepad? and how can i identify its ID numbers? free ID numbers what are these? and how can i use it? i recommend to put the models of the mod img into one mod.img and write it's path in gta.dat so,i should make another img file? how? or,can i just make one folder,put all the map mods inside,and write the path manually? run limit adjuster how to use that? is there any tutorial around? thank you so much. and i will be really grateful if you helped me again. Link to comment Share on other sites More sharing options...
ZAZ Posted September 17, 2012 Share Posted September 17, 2012 (edited) You can't merge 2 mod gta.dat blind. You must check first the content.check the mod ide files and mod ipl files for their model IDs ID numbers or modelnames may not exist twice ID number bigger than 19999 let your game crash free ID numbers: 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 IMG: max. 5 entries for loading IMG i recommand to put the models of the mod img into one mod.img and write it's path in gta.dat if it is for a tc which have a mapcleaned gta3.img, then create a new gta3.img and add all the content of previous gta3.img as well of the mod img's into gta3.img run Limit Adjuster hi there.. i thank you for answering the question. but it seems like you left me blind there.. i'm sorry,but i don't understand. (i'm a noob) so,if you don't mind,can you help me with it,step by step? thank you. you must check first the content what content? the gta.dat content? check the mod ide files and mod ipl files for their model IDs how? via notepad? and how can i identify its ID numbers? free ID numbers what are these? and how can i use it? i recommend to put the models of the mod img into one mod.img and write it's path in gta.dat so,i should make another img file? how? or,can i just make one folder,put all the map mods inside,and write the path manually? run limit adjuster how to use that? is there any tutorial around? thank you so much. and i will be really grateful if you helped me again. Then you must get more experience and practice in mapmodding before you can realize your plan. 1.step: make your own ipl mod create a new ipl file and add item placement's of existings objects for a specified area which you like, buildings, streets, other objects The ipl and ide files (Lae.ide, Lae.ipl) are just plain text files and editable with notepad.exe An advanced texteditor is better and more comfortable, for example sannybuilder or notepad+ can you get for free A "must have tool" for mapmodding is the MapEditor read Item_Definition and IPL Definitions Basic informations: Every model (actor, car, weapons, object (Buildings, Landscapes, tuningparts are also objects) must be defined and have an ID number actors in data\peds.ide cars in data\vehicles.ide weapons in data\default.ide tuningparts in data\ maps\veh_mods\veh_mods.ide Buildings, Landscapes and other objects in a lot of files separated in different folders of data\ maps folder data\maps\generic contains ide and ipl files for small objects for the gameplay like doors, hydrant, shark ect... data\maps\interior contains ide and ipl files for interior rooms and their accessory data\maps\country contains ide and ipl files for Buildings and Landscapes of the country as well of area51 data\maps\LA contains ide and ipl files for Buildings and Landscapes of Los Santos data\maps\SF contains ide and ipl files for Buildings and Landscapes of San fierro data\maps\Vagas contains ide and ipl files for Buildings and Landscapes of Las Venturas data\maps\leveldes contains ide and ipl files for the seabeds and for the Liberty City interior world The ide and ipl files need to be loaded and requires to insert their filepath (relativ to game root directory) into data\gta.dat Same for img archivs Exceptions: gta3.img, gta_int.img, player.img, peds.ide, vehicles.ide, default.ide are loaded automatcal and don't need to add the path in gta.dat The most important content of ide lines are Model ID number/Model name/Texture name these 3 entries, separeted by comma define the model and allocates the dff file with txd file to an ID number the ide line contains also more entries, which can be different, each if it is a ped, weapon, vehicle or map object the meaning of the entries for map objects is: ID#, modelname, Texturepack, viewdistance, flag example: 1211, fire_hydrant, dynhydrent, 40, 128 The models itself must be placed in an img archiv and each model must have a *.dff file(3d model), a *.txd file(textures) and a *.col file(collisions model) A *.col file is an archiv which can contain one more collisions models the name of the collisions model must be the same as the name of the *.dff file but the *.col file archiv can have any name The ide files have sections the normal object definitions are placed between objs and end example: objs1211, fire_hydrant, dynhydrent, 40, 128end The ipl files have also sections the normal object placements are placed between inst and end example: inst1211, fire_hydrant, 0, -1284.767, -864.867, 27.701, 0, 0, 0, 1, -1end read more about ipl at: IPL Definitions Now you can start with your first own ipl mod: open notepad.exe and insert this: inst1211, fire_hydrant, 0, -1284.767, -864.867, 27.701, 0, 0, 0, 1, -1end save it as mymod.txt in folder data\maps and close the editor rename the file manual into mymod.ipl insert the filepath into gta.dat : IPL DATA\MAPS\mymod.ipl now start the game and search for the fire_hydrant you can't find it you need to edit the coordinates for the placement 1211, fire_hydrant, 0, -1284.767, -864.867, 27.701, 0, 0, 0, 1, -1 insert new x, y and z-coords separated by comma 1211, fire_hydrant, 0, X, Y, Z, 0, 0, 0, 1, -1 Use sannybuilder to get the coords of the gameworld Choose TOOLS on menue, then IDE Tools >> Coords Manager to read the x,y,z coordinate and the z-angle of the current player position if the game is running Example of an IPL mod: Stuntlawn the mod adds jump-object placements in data\maps\country\countrye.ipl Start New Game if it crashes at end of loadingbar Model or Map failure let it crash in middle of loadingbar Edited September 17, 2012 by ZAZ CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
reyasem Posted November 8, 2012 Author Share Posted November 8, 2012 thank you looks like i need to learn more,eh? real thanks. i'll study it first,and we'll see if i have any other question. hope you don't mind if get too chatty again. thanks Link to comment Share on other sites More sharing options...
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