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How do i use ped models for main player?


XgenDaNcEs
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Ok so you know how GTA SA uses a head.dff, torso.dff, and so on for the main character's model... while a normal ped uses one dff? Well i wanted to know if its possible to use a ped model and replace it with CJ. For example, lets say i wanna take Ryder, and replace him with CJ. Is there some sort of .dat file i gotta change so the game can read one only one dff model for CJ? dozingoff.gif

 

I know i could use a skin selecting mod, but i then CJ will still appear in cut scenes... i want to replace him completely!

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Ok so you know how GTA SA uses a head.dff, torso.dff, and so on for the main character's model... while a normal ped uses one dff? Well i wanted to know if its possible to use a ped model and replace it with CJ. For example, lets say i wanna take Ryder, and replace him with CJ. Is there some sort of .dat file i gotta change so the game can read one only one dff model for CJ? dozingoff.gif

 

I know i could use a skin selecting mod, but i then CJ will still appear in cut scenes... i want to replace him completely!

To do this you gotta edit the main.scm with SannyBuilder. I suppose you could do this on 3dsmax by individually replacing the ped parts with CJ's parts but it would take a while.

 

There are two types of peds, special actors and just regular peds. To change CJ to a regular ped, put this code in the INITIAL part of the main.scm

 

model.Load(#SFR1)

038B: load_requested_models

09C7: change_player $PLAYER_CHAR model_to #SFR1

 

to change CJ to a special actor, in your case Ryder use this

 

023C: load_special_actor "RYDER" as 1

while 823D: not special_actor 1 loaded

wait 0

end

09C7: change_player $PLAYER_CHAR model_to #SPECIAL01

 

You can change the names #SFR1 to any non special actor ped, which is basically any character that isn't a main character and you can change "RYDER" to any character that is a special actor.

 

The problem with this is that doing anything that'll revert CJ to his original model (changing clothes, tattoos, sometimes dying or sometimes entering a building, etc.) will cause this to bug and CJ will look like a pretzel. I'm currently working on a way to resolve this.

Edited by [µT]
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  • 2 years later...

to change CJ to a special actor, in your case Ryder use this

023C: load_special_actor "RYDER" as 1

while 823D: not special_actor 1 loaded

wait 0

end

09C7: change_player $PLAYER_CHAR model_to #SPECIAL01

 

You can change the names #SFR1 to any non special actor ped, which is basically any character that isn't a main character and you can change "RYDER" to any character that is a special actor.

 

The problem with this is that doing anything that'll revert CJ to his original model (changing clothes, tattoos, sometimes dying or sometimes entering a building, etc.) will cause this to bug and CJ will look like a pretzel. I'm currently working on a way to resolve this.

 

Hello, sry for busting a 2-year-old thread, but I've got a question regarding the special actor change you wrote. Where exactly do I need to put the

 

023C: load_special_actor "RYDER" as 1

while 823D: not special_actor 1 loaded

wait 0

end

09C7: change_player $PLAYER_CHAR model_to #SPECIAL01

script? I'll attach my whole main.scm below (it's stripped so it's very small, don't worry :D) -->

 

// This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007

DEFINE OBJECTS 1

DEFINE OBJECT SANNY BUILDER 3.08

 

DEFINE MISSIONS 0

 

DEFINE EXTERNAL_SCRIPTS 0 // Use -1 in order not to compile AAA script

 

DEFINE UNKNOWN_EMPTY_SEGMENT 0

 

DEFINE UNKNOWN_THREADS_MEMORY 0

 

{$VERSION 3.1.0027}

 

//-------------MAIN---------------

thread 'MAIN'

fade 0 2700

01F0: set_max_wanted_level_to 6

set_wb_check_to 0

00C0: set_current_time_hours_to 2 minutes_to 2

04E4: unknown_refresh_game_renderer_at 2488.56 -1666.84

$PLAYER_CHAR = Player.Create(#NULL, -818.3026, -1895.015, 11.0971)

$PLAYER_ACTOR = Actor.EmulateFromPlayer($PLAYER_CHAR)

07AF: $PLAYER_GROUP = player $PLAYER_CHAR group

Camera.SetBehindPlayer

set_weather 9

wait 0

Player.SetClothes($PLAYER_CHAR, "PLAYER_FACE", "HEAD", Head)

Player.SetClothes($PLAYER_CHAR, "JEANSDENIM", "JEANS", Legs)

Player.SetClothes($PLAYER_CHAR, "SNEAKERBINCBLK", "SNEAKER", Shoes)

Player.SetClothes($PLAYER_CHAR, "VEST", "VEST", Torso)

Player.Build($PLAYER_CHAR)

Player.CanMove($PLAYER_CHAR) = True

wait 300

fade 1 2700

select_interior 0

0629: change_integer_stat 181 to 4

016C: restart_if_wasted_at 869.9529 -25.691 63.9299 angle 160.0 town_number 0

016D: restart_if_busted_at -1630.179 -2245.781 31.4766 angle 90.0 town_number 0

0180: set_on_mission_flag_to $ONMISSION // Note: your missions have to use the variable defined here

$DEFAULT_WAIT_TIME = 250

03E6: remove_text_box

Player.Money($PLAYER_CHAR) += 99999999

Player.InfiniteRun($PLAYER_CHAR) = True

0331: set_player $PLAYER_CHAR fast_reload 1

055E: set_player $PLAYER_CHAR max_health += 1000000

055F: set_player $PLAYER_CHAR max_armour += 1000000

$ICON = Marker.CreateIconWithoutSphere(37, -818.3026, -1895.015, 11.0971)

$ICON = Marker.CreateIconWithoutSphere(22, 869.9529, -25.691, 63.9299)

$ICON = Marker.CreateIconWithoutSphere(30, -1630.179, -2245.781, 31.4766)

014B: $PARKED_MONSTERA = init_parked_car_generator #MONSTERA color -1 -1 1 alarm 50 door_lock 0 0 10000 at -848.7841 -1918.241 14.8408 angle 240.0

014C: set_parked_car_generator $PARKED_MONSTERA cars_to_generate_to 1

014B: $PARKED_HOTRINA = init_parked_car_generator #HOTRINA color -1 -1 1 alarm 50 door_lock 0 0 10000 at -1634.166 -2227.747 29.9117 angle 90.0

014C: set_parked_car_generator $PARKED_HOTRINA cars_to_generate_to 1

014B: $PARKED_HOTRINB = init_parked_car_generator #HOTRINB color -1 -1 1 alarm 50 door_lock 0 0 10000 at 868.1998 -14.1898 63.0156 angle 100.0

014C: set_parked_car_generator $PARKED_HOTRINB cars_to_generate_to 1

032B: $CAMERA = create_weapon_pickup #CAMERA group 15 ammo 1000000 at -821.707 -1891.798 11.4752

032B: $CAMERA = create_weapon_pickup #CAMERA group 15 ammo 1000000 at -1637.6 -2232.875 31.4766

032B: $CAMERA = create_weapon_pickup #CAMERA group 15 ammo 1000000 at 866.4064 -22.7562 63.1953

032B: $JETPACK = create_weapon_pickup #JETPACK group 15 ammo 1000000 at -836.7752 -1913.542 12.6526

032B: $JETPACK = create_weapon_pickup #JETPACK group 15 ammo 1000000 at -1630.09 -2232.955 31.4766

032B: $JETPACK = create_weapon_pickup #JETPACK group 15 ammo 1000000 at 861.745 -24.5804 63.7234

032B: $JETPACK = create_weapon_pickup #HEATSEEK group 15 ammo 1000000 at -823.5725 -1895.716 11.5128

032B: $JETPACK = create_weapon_pickup #HEATSEEK group 15 ammo 1000000 at -1636.367 -2246.742 31.4766

032B: $JETPACK = create_weapon_pickup #HEATSEEK group 15 ammo 1000000 at 860.654 -8.0809 63.4393

032B: $KATANA = create_weapon_pickup #KATANA group 15 ammo 1000000 at -819.0919 -1892.394 11.3172

032B: $KATANA = create_weapon_pickup #KATANA group 15 ammo 1000000 at 868.1274 -18.0912 63.1953

032B: $KATANA = create_weapon_pickup #KATANA group 15 ammo 1000000 at -1628.515 -2247.346 31.4766

01F7: set_player $PLAYER_CHAR ignored_by_cops 0

03BF: set_player $PLAYER_CHAR ignored_by_everyone 0

 

:MAIN_927

wait $DEFAULT_WAIT_TIME

00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes

jump @MAIN_927

 

Please help me out as I want to change CJ to a special ped (1.dff and 1.txd) when he spawns for the first time (start new game). Thank you for reading and possibly helping :) Good day!

Edited by koragg
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03BF: set_player $PLAYER_CHAR ignored_by_everyone 0<-------- put it here:MAIN_927

Thanks, works like a charm :thumbup: :)

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