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Main Official GTA V Vehicle Discussion Officialness


AZAZEL
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IMO, what I don't like about modded vehicles are data files.

 

They are incredibly boring to edit. You have to export the .meta, replace the lines indicated, make sure you didn't f*ck anything (this is impossible late at night or drunk), import again with OpenIV, and then brace for the incoming CTD if you managed to screw 1 little line.

 

Good-NTS seriously needs to make .metas editable inside OpenIV.

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IMO, what I don't like about modded vehicles are data files.

 

They are incredibly boring to edit. You have to export the .meta, replace the lines indicated, make sure you didn't f*ck anything (this is impossible late at night or drunk), import again with OpenIV, and then brace for the incoming CTD if you managed to screw 1 little line.

 

Good-NTS seriously needs to make .metas editable inside OpenIV.

That's certainly True. I mean you can currently view the file, now we need the ability to be able to edit in program. :)

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@RM76 yeah I wont replace anything thats for sure. But since the Cheetah mod came as a fake DLC, I believe it shouldnt be that hard to somehow include it in there, we would need to edit most of the files inside though.

I think we should make a fake dlc mod to act as a base so we can install all the new cars we want in there w/o having to replace anything. What do you guys think?

 

EDIT: Wildbrick posted while I was writing my post and missed what he said.

 

Yeah I can see the chore it is. i myself tried to rename the cheetah 'dlc', spent like 30 minutes checking everything was correctly renamed and when I try it, the game went to a loading loop lol. Must have forgot something but i didnt want to fix it because, like you said, its a chore.

 

But just like I said before, I think if we all of us start working on this, we could end up with something decent. A fake DLC to act as a placeholder where each time we want to add cars, we would have the pieces of 'code' ready.

Also i wanna know how to add ingame vehicle names. I know I have to edit the language.gxt and somehow add the name hash on it but its in hex and im not too familiar with it. It should be possible somehow.

Sounds like a good idea. By the way, @SonofUgly knows a lot, if not everything, about adding DLC's to the game so asking him for help/tutorial on this would be the way to go.

 

I had one crash when fixing the pictured bugs because for some reason I named vehicles.meta as "vehvehicles.meta" :p

 

To add in-game vehicle names (or edit .gxt2 files in general), follow this tutorial. For some reason my DLC .gxt2 doesn't work, but my small edits (eg. Surano to Surano Cabrio) to update.rpf .gxt2 does work fine. String names use Jenkins hash - look up text to joaat converter or use OpenIV's "Hash Generator" function.

 

 

 

It isn't too hard to set vehicles up as add on vehicles, yet people choose to do the eons old "replace so and so vehicle" routine. sh*t is retarded.

It is a bit easy to make custom DLC's for vehicles, but the amount of things that can go wrong can make this a real chore. I did try putting a DLC pack to add on vehicles - including custom in-game name - and ended with these results after 2 hours of editing stuff. I can see why people would rather replace cars instead of add them on.

 

 

VCAt7pt.png

Qo8sgPT.png

 

 

Not pictured: Complete lack of sounds and radio.

 

Quick question seeing as you are into Modding; is there an 'amercan.gxt' that has all the Vehicle Names stored in it, similar to GTA IV?

 

Yeah, they're completely all over the place though so you'll likely end up editing a bunch of them to actually see changes in game (for some reason they get updated even though there's literally nothing to update). V uses ".gxt2" and has a different one for everything. Main stuff, weapon names, dlc strings, vehicles names, etc. are in "global.gxt2"

 

IMO, what I don't like about modded vehicles are data files.

 

They are incredibly boring to edit. You have to export the .meta, replace the lines indicated, make sure you didn't f*ck anything (this is impossible late at night or drunk), import again with OpenIV, and then brace for the incoming CTD if you managed to screw 1 little line.

 

Good-NTS seriously needs to make .metas editable inside OpenIV.

It'd be also great if he could make it so the file does not get replaced when exporting. It's doing my head in when I have to rename a bunch of files on desktop so I could export one that has the same name instead of keeping both files and naming the dupe as "vehicles (2).meta" or something.

 

Also a ctrl+f function within the xml's/gxt2's/meta's would be nice.

 

 

And of course decrypted .ymt files.

 

 

 

 

By the way fixed up the vehicles DLC pack a bit. Lights are controlled in carvariations, and since I reused it from cheetah2 DLC both vehicles had light ID 90, hence the weird lights. Set them to 0 and they look properly now. Not the best, but unless I'll have a notion of how to understand editing headlight coronas (fyi custom headlight coronas, colors, etc. are in carvariations.meta, model editing not necessary), this (eg. a single headlight corona on Cognoscenti's double headlights) will have to do (unless I find out which ID the Cognoscenti Cabrio uses). Also fixed sounds - they're controlled in vehicles.meta, thankfully - it's not like in IV where you NEED to reuse a .gxt string or your added car will be a mute - it's as if R* thought about us lol. PMP 600's interior got fixed too. I used Schafter's interior texture instead of a poltaxi one so it glitched out.

 

Still can't get the .gxt2 lines to work but hey, at least the main stuff works now.

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@RM76 yeah I wont replace anything thats for sure. But since the Cheetah mod came as a fake DLC, I believe it shouldnt be that hard to somehow include it in there, we would need to edit most of the files inside though.

I think we should make a fake dlc mod to act as a base so we can install all the new cars we want in there w/o having to replace anything. What do you guys think?

 

EDIT: Wildbrick posted while I was writing my post and missed what he said.

 

Yeah I can see the chore it is. i myself tried to rename the cheetah 'dlc', spent like 30 minutes checking everything was correctly renamed and when I try it, the game went to a loading loop lol. Must have forgot something but i didnt want to fix it because, like you said, its a chore.

 

But just like I said before, I think if we all of us start working on this, we could end up with something decent. A fake DLC to act as a placeholder where each time we want to add cars, we would have the pieces of 'code' ready.

Also i wanna know how to add ingame vehicle names. I know I have to edit the language.gxt and somehow add the name hash on it but its in hex and im not too familiar with it. It should be possible somehow.

Sounds like a good idea. By the way, @SonofUgly knows a lot, if not everything, about adding DLC's to the game so asking him for help/tutorial on this would be the way to go.

 

I had one crash when fixing the pictured bugs because for some reason I named vehicles.meta as "vehvehicles.meta" :p

 

To add in-game vehicle names (or edit .gxt2 files in general), follow this tutorial. For some reason my DLC .gxt2 doesn't work, but my small edits (eg. Surano to Surano Cabrio) to update.rpf .gxt2 does work fine. String names use Jenkins hash - look up text to joaat converter or use OpenIV's "Hash Generator" function.

 

 

 

It isn't too hard to set vehicles up as add on vehicles, yet people choose to do the eons old "replace so and so vehicle" routine. sh*t is retarded.

It is a bit easy to make custom DLC's for vehicles, but the amount of things that can go wrong can make this a real chore. I did try putting a DLC pack to add on vehicles - including custom in-game name - and ended with these results after 2 hours of editing stuff. I can see why people would rather replace cars instead of add them on.

 

 

VCAt7pt.png

Qo8sgPT.png

 

 

Not pictured: Complete lack of sounds and radio.

 

Quick question seeing as you are into Modding; is there an 'amercan.gxt' that has all the Vehicle Names stored in it, similar to GTA IV?

 

Yeah, they're completely all over the place though so you'll likely end up editing a bunch of them to actually see changes in game (for some reason they get updated even though there's literally nothing to update). V uses ".gxt2" and has a different one for everything. Main stuff, weapon names, dlc strings, vehicles names, etc. are in "global.gxt2"

 

IMO, what I don't like about modded vehicles are data files.

 

They are incredibly boring to edit. You have to export the .meta, replace the lines indicated, make sure you didn't f*ck anything (this is impossible late at night or drunk), import again with OpenIV, and then brace for the incoming CTD if you managed to screw 1 little line.

 

Good-NTS seriously needs to make .metas editable inside OpenIV.

It'd be also great if he could make it so the file does not get replaced when exporting. It's doing my head in when I have to rename a bunch of files on desktop so I could export one that has the same name instead of keeping both files and naming the dupe as "vehicles (2).meta" or something.

 

Also a ctrl+f function within the xml's/gxt2's/meta's would be nice.

 

 

And of course decrypted .ymt files.

 

 

 

 

By the way fixed up the vehicles DLC pack a bit. Lights are controlled in carvariations, and since I reused it from cheetah2 DLC both vehicles had light ID 90, hence the weird lights. Set them to 0 and they look properly now. Not the best, but unless I'll have a notion of how to understand editing headlight coronas (fyi custom headlight coronas, colors, etc. are in carvariations.meta, model editing not necessary), this (eg. a single headlight corona on Cognoscenti's double headlights) will have to do (unless I find out which ID the Cognoscenti Cabrio uses). Also fixed sounds - they're controlled in vehicles.meta, thankfully - it's not like in IV where you NEED to reuse a .gxt string or your added car will be a mute - it's as if R* thought about us lol. PMP 600's interior got fixed too. I used Schafter's interior texture instead of a poltaxi one so it glitched out.

 

Still can't get the .gxt2 lines to work but hey, at least the main stuff works now.

 

 

Tell me about it. It's a dog's breakfast in the File Structure.

 

Speaking of the 'global.gxt2' files, hoo boy I'm satiated with Hex Numbers to last a life time. :O:)

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Wait, so you can't just place lights dummies in the model file and call it a day? Damn, that's bad. Or wait, does it just control corona cloning like three light sources from a single dummy?

Plus, we still don't understand some flags in metas, like I'm ptretty sure it's possible to add animated headlamps to any vehicle, but only Dukes has the needed flag for it and we need to find it.

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How do you like my Venom Classic from SR2? I'm yet to emulate this car look on a Coquette Classic. To be honest, if the Venom had more correct proportions, then it'd be a very sexy car for GTA:

 

xjxshzn.jpg

tsEvI59.jpg

MEfIGBJ.jpg

nQQ7qal.jpg

 

I tried to recreate my Venom Classic in GTA V.

 

1TQrVLU.jpg

aQjuNUR.jpg

jKIb2Mu.jpg

b5GsmKo.png

rrjALhR.png

5SbEZEx.jpg

jpd8Kqa.png

 

 

As for the mod vehicles, I once tried to fix steering wheel position of PMP 600 in GTA IV, plus resize it. It turned out okay but I was unexperienced with 3D modelling (I still am), so I screwed up everything else. :lol:

Wish I could easily learn the 3D. I could bring some SR cars to GTA, lest there be no way to extract the models.

Edited by Voit Turyv
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Wild, how exactly did you fix the interior? Im messing around with the files but I cant get this to work

I moved the steering wheel so that gauges could be visible using FPS mod for GTA IV. Also, i made it slightly larger. I was using ZModeler 2.2.6.

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Oh but you mean GTAIV right? I mean the texture bug he used to have (as shown in his picture). I get the same error and I can figure out how to fix it :(

 

Still moving the steering wheel is a nice idea, theres plenty of cars in V where you cant see the gauges because of it.

 

EDIT: I got the name working!

 

iz290l.jpg

 

After you create the name hash, you need to add:

<Item>dlc_cheetah2:/common/data/dlctext.meta</Item>
into content.xml in:

 

D:\GTAV\Grand Theft Auto V\update\x64\dlcpacks\cheetah2\dlc.rpf\

 

note that 'cheetah2' is the name of the modded DLC

Edited by gunziness
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Oh but you mean GTAIV right? I mean the texture bug he used to have (as shown in his picture). I get the same error and I can figure out how to fix it :(

 

Still moving the steering wheel is a nice idea, theres plenty of cars in V where you cant see the gauges because of it.

 

EDIT: I got the name working!

 

 

iz290l.jpg

 

 

After you create the name hash, you need to add:

<Item>dlc_cheetah2:/common/data/dlctext.meta</Item>
into content.xml in:

 

D:\GTAV\Grand Theft Auto V\update\x64\dlcpacks\cheetah2\dlc.rpf\

 

note that 'cheetah2' is the name of the modded DLC

 

 

At the end of vehicles.meta there is a "txdRelationships" section. Add this to it and it'll fix the interior.

    <Item>      <parent>vehicles_poltax_interior</parent>      <child>pmp600</child>    </Item>	

 

 

 

 

Also I figured out why custom .gxt2 names don't work for me. Since I copied the layout of cheetah2 DLC I also had "content.xml" in update.rpf without that line - as I added this before I added the enable dlctext line to the original so I completely forgot about the update one - which overrides the original one which has that line... lol. Gonna try to run that now.

EDIT: Yup. Always double check the content if adding files to update.rpf lol

Edited by WildBrick142
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haha, nice. Thanks for the tip, it worked. I misread what you said before and thought that the 'poltax' interior was the one glitching out the vehicle, so I tried using the 'shaft' one and it keeped glitching. After I fixed it I thought it would be the same interior as the buffalo though, but its the same as the original mod (low quality schafter's interior), still enough for me for now.

 

Also, for some reason the car has no grill. I think there still something missing in vehicles.meta.

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Also, for some reason the car has no grill. I think there still something missing in vehicles.meta.

Both grilles are extras so you need to add a few flags in vehicles.meta to force the car to spawn with either grille.

 

You need to add this flag: FLAG_EXTRAS_REQUIRE

 

And change "<requiredExtras/>" to "<requiredExtras>EXTRA_1</requiredExtras>" or "<requiredExtras>EXTRA_7</requiredExtras>" (recommend extra 1 though because the mesh grille (extra 7) is a one giant mirror).

 

I haven't tried this yet though - at the moment getting pics of all the light ID's (trying to figure out which one is used by cogcabrio) - so it might not work or have unintentional effects.

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Yeah I just noticed that and was about to edit my post, I tried spawning a lot of PMPs and some of them starting to spawn with grilles, so I thought they acted as extras. Thank you.

 

I will check for the Cognoscenti lights now!

 

edit: Is there a way to change the interior of the PMP to an HD one?

 

 

EDIT2: For anyone who has the Cognoscenti installed, and cant find the Cognoscenti Cabrio coronas (they are inside the main carcols.meta but I cant open it myself as it is compressed (any idea how to be able to open it?) you can use the Huntley S ones that are very similar to the Cognoscenti, their id is 84

Edited by gunziness
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You can easily add the car names to the 'popgroups' file in order to see them in traffic.

 

Also, is there a way to block a certain car component? The congnoscenti sometimes spawn with that tape on the hood which looks ugly as hell.

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Sorry for off topic, but:

 

 

 

 

They are incredibly boring to edit. You have to export the .meta, replace the lines indicated, make sure you didn't f*ck anything (this is impossible late at night or drunk), import again with OpenIV, and then brace for the incoming CTD if you managed to screw 1 little line.

 

Good-NTS seriously needs to make .metas editable inside OpenIV.

 

That's certainly True. I mean you can currently view the file, now we need the ability to be able to edit in program. :)

 

It'd be also great if he could make it so the file does not get replaced when exporting. It's doing my head in when I have to rename a bunch of files on desktop so I could export one that has the same name instead of keeping both files and naming the dupe as "vehicles (2).meta" or something.

Also a ctrl+f function within the xml's/gxt2's/meta's would be nice.

And of course decrypted .ymt files.

I heard we have secret magical place here, called "OpenIV topic" where you can share your ideas and suggestions.

And if you do it on a regular basis it will increases chances to get this stuff implemented in OpenIV.

But, don't tell anyone this is a f*cking secret. And don't go there it is a dangerous place.

 

 

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edit: Is there a way to change the interior of the PMP to an HD one?

 

 

EDIT2: For anyone who has the Cognoscenti installed, and cant find the Cognoscenti Cabrio coronas (they are inside the main carcols.meta but I cant open it myself as it is compressed (any idea how to be able to open it?) you can use the Huntley S ones that are very similar to the Cognoscenti, their id is 84

It's all within the model so you'll have to PM the creator to make the interior HD.

 

As for the lights, ID 21 and 27 look close enough (one of them is likely on Cognoscenti Cabrio).

21

qGytIl9.png

 

27

CrT5WjK.png

 

I think the taillight dummies might be in incorrect place since the taillight corona is always offset, no matter what ID I try.

Now what we need to do is find a way to have those spawn in traffic and/or in determined spots.

I use this as a base since that's really the only decrypted .ymt file that I've seen.

 

You can easily add the car names to the 'popgroups' file in order to see them in traffic.

 

Also, is there a way to block a certain car component? The congnoscenti sometimes spawn with that tape on the hood which looks ugly as hell.

Not sure if they'll work, but try either of these flags: FLAG_EXTRAS_RARE or FLAG_EXTRAS_SCRIPT

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For anyone who has the fake DLC, do you noticed a slight FPS drop while having it installed?

 

Also, the Cheetah Classic uses the Infernus animation for when getting in, so thats why the doors close by themselves.

Thats in the vehiclelayouts.meta file in the 'ai' folder.

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Gnocchi Flip Flops
Looks stupid as f*ck but it shows what can be done. I really want to see a drop top Massacro and some sedans with sunroofs. Wait he's already done it:

 

 

Edited by Scaglietti
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He f*cked up the back so bad.

 

Was he attempting to recreate the F Pace? Should have used the Felon front end and the Surano tailights.

Edited by GradeA-Hole
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Gnocchi Flip Flops

He f*cked up the back so bad.

 

Was he attempting to recreate the F Pace? Should have used the Felon front end and the Surano tailights.

Definitely agreed. I'm sure the mods will get better soon.
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Some mods got updated

for those who has the Cognoscenti:

https://www.gta5-mods.com/vehicles/cognoscenti-from-gta-4-maybach-style

The tampa is fixed now (working colissions and glasses):

https://www.gta5-mods.com/vehicles/gta-iv-tampa


Scaglietti, get the PC version man.

 

EDIT: Tried the Tampa, here are some pics:

 

 

 

a4wm7m.jpg

 

280tctc.jpg

 

 

 

What do you think about the lifted back?

Edited by gunziness
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Some mods got updated

 

for those who has the Cognoscenti:

 

https://www.gta5-mods.com/vehicles/cognoscenti-from-gta-4-maybach-style

 

The tampa is fixed now (working colissions and glasses):

 

https://www.gta5-mods.com/vehicles/gta-iv-tampa

 

 

Scaglietti, get the PC version man.

Oh my god, the Cognoscenti is perfect.

 

There's also this beauty:

https://www.gta5-mods.com/vehicles/sultan-rs-from-gta-iv

Edited by GradeA-Hole
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Yeah I thought about installing it aswell, but Im not too sure as Im not a big fan of the Sultan RS. I like it though, so I might do it anyway!

 

The Cognoscenti, apart from the wedding thingy on the hood (was used in Romans wedding cutscene in IV) that appears randomly, the car is perfectly done, no visual glitch, no nothing basically.

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Gnocchi Flip Flops

That Cognoscenti is absolutely beautiful. I love how he gave it a tan interior too. Yeah, I think somewhere down the line I'll get the PC version. These mods are too good. :^:

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You know we will be here (I will at least) to get you started with the mods thing if you aint familiar with them yet.

Also, is it possible to give the new cars their own handling?
See, the modded DLC folder includes handling files but they are the same ones as the already existing ones, assigned to my new cars, (for example: the PMP600 would share the handling lines from the Buffalo, but since these lines are in a new handling file they could be edited. Still those edits wont take effect because the game seems to overlook this file after identifying its from an already existing car, and use the original handling file to read the lines).

Im not sure if it works this way, but it seems it does from what I know.

I wanna know if a new car can have its own handling after all.

 

Also, for anyone who is interested, I can share the dlc mod folder/files via PM, so you can use them or check them out.

Edited by gunziness
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Yeah I thought about installing it aswell, but Im not too sure as Im not a big fan of the Sultan RS. I like it though, so I might do it anyway!

 

The Cognoscenti, apart from the wedding thingy on the hood (was used in Romans wedding cutscene in IV) that appears randomly, the car is perfectly done, no visual glitch, no nothing basically.

You should be able to remove the Wedding Ribbon by removing the "FLAG_EXTRAS_REQUIRE" flag in it's 'vehicles.meta' entry.

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