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how to merge 2 map mod?


reyasem
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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

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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

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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.

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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

biggrin.gif 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 by ZAZ
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  • 1 month later...

thank you smile.gif

 

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 smile.gif

 

again. thanks biggrin.gif

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