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Game File Mystery Hunt...


tadd
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Unless any of you have the ability or means to do it, then this still isnt the place to discuss it... sorry guys but going back and forth over what could or may be isnt actually doing anything but filling up pages of this topic.

 

We are patiently waiting for one of the fabulous 4 i mentioned to speak up... i struggle to believe all 4 of them got busy just before major releases of information to us all...

 

So again... reoze, talkol, tgas or glokon... where are you guys??

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The DLC only added new Dialogue for the phone and the spawn location script for the Blimp.

Not even that, the download itself is just a short text file that just unlocks DLC_Collectors, which is all on disc. I think the unlock tells a value to change in spstatssetup, which adds another profilesetting when the game loads...

Anyway, to go back to the original point, from what I can tell, there's no other setup like with the blimp/collector's DLC listed anywhere (ie. unlockable DLC content on disc). So if they were to add a jetpack/make a nonusable hidden jetpack usable, it would look different than what they did with the blimp/collector's stuff.

What you should check is the before/after Valentine's Day handling.dat

Why's that? The Valentine's handling.dat is just handling info for the Roosevelt - unless you mean the update's handling.dat, but that didn't change from 1.09. For anyone curious, here's all the handling.dat files so far.

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Thanks sonof :)

 

Ok, here is a bit of info about spsmall and spmed...

 

In handling 1.10 is all this info... (did you write it sonof?)

 

Anyway... using this info (source needed)

 

We have this...

 

SPMED 1000.0 2.0 75 0.0 -1.5 -0.2 1.0 1.0 1.0 1.0 1.0 1.0 0.0 1 0.001 1.0 1.3 1.3 250.0 0.18 0.60 0.7 30.0 1.15 0.80 12.0 0.10 0.0 0.0 0.5 1.0 1.5 1.8 1.0 0.50 -0.05 0.0 0.6 0.0 0.0 0.0 0.0 1.5 0.5 4.0 1.5 65.0 5.0 0.0 0.0 0.0 45000 0000000 400000 13 AVERAGE 20

SPSMALL 1000.0 2.0 75 0.0 -1.5 -0.2 -0.00 0.89 -0.20 1.0 1.0 1.0 0.0 1 0.001 1.0 1.3 1.3 250.0 0.18 0.60 0.7 30.0 1.15 0.80 12.0 0.10 0.0 0.0 0.5 1.0 1.5 1.8 1.0 0.50 -0.05 0.0 0.6 0.0 0.0 0.0 0.0 1.5 0.5 4.0 1.5 65.0 5.0 0.0 0.0 0.0 45000 0000000 400000 13 AVERAGE 20

 

all of the numbers after apparently mean this... (sorry for wall, spoiler tagged)

 

 

; > COMMENTS <

; ------------

; TWEAK AT YOUR OWN RISK

;

; > UNITS <

; ---------

; vehicle identifier 14 characters max

; dimensions in metres

; mass in Kg

; velocity in Km/h

; acceleration/deceleration in ms-2

; multipliers x1.0 is default

; angles in degrees

; Levels :- (L)ow, (M)edium, (H)igh

; buoyancy = percent submerged (> 100% vehicle sinks)

; engine type :- (P)etrol, (D)iesel, (E)lectric

; engine drive :- (F)ront, ®ear, (4)-wheel drive

;

; > FIELD DESCRIPTIONS <

; ----------------------

; (A) vehicle identifier [14 characters max] This is the links handling to a model through vehicles.ide (see GAME_NAME in vehicles.ide). You can have multiple models use a single set of handling data

; (B) fMass

; © fDragMult

; (D) nPercentSubmerged [10 to 120] Sets the drag coefficient on the rage physics archetype of the vehicle (proportional to velocity squared). Increase to simulate aerodynamic drag

; (E) CentreOfMass.x [-10.0 > x > 10.0]

; (F) CentreOfMass.y [-10.0 > x > 10.0]

; (G) CentreOfMass.z [-10.0 > x > 10.0]

;

; (Jx) InertiaMultiplier.x [-10.0 > x > 10.0]

; (Jy) InertiaMultiplier.y [-10.0 > x > 10.0]

; (Jz) InertiaMultiplier.z [-10.0 > x > 10.0]

;

; TRANSMISSION

; (Tt) m_nDriveBias 1.0 = front wheel drive, 0.0 = rear wheel drive, 0.5 = 4x4

; (Tg) m_nDriveGears Number of gears (excluding reverse)

; (Tf) m_fDriveForce Power engine produces in top gear

; (Ti) m_fDriveInertia Between 0 and 1. A lower drive inertia slows engine acceleration. If you want a vehicle with high torque but slow acceleration (e.g. a truck) lower the driver inertia but specify a high drive force

; (TCu) m_fClutchChangeRateScaleUpShift Clutch speed multiplier on up shifts

; (TCu) m_fClutchChangeRateScaleDownShift Clutch speed multiplier on down shifts

; (Tv) m_fV Max speed in top gear (used when configuring gears)

; (Tb) m_fBrakeForce

; (Tbb) m_fBrakeBias Front / rear brake ratio

; (Ts) m_fSteeringLock Max wheel angle (outer wheel) at low speed. gets reduced at high speed, unless you are turning into a skid.

;

; WHEEL TRACTION

; (Wc+) m_fTractionCurveMax (formerly fTractionMult)

; (Wc-) m_fTractionCurveMin (formerly fTractionLoss)

; (Wc^) m_fTractionCurveLateral (shape of lateral traction curve (peak traction position in degrees)

; (Wc|) m_fTractionCurveLongitudinal (shape of longituduinal traction curve (peak traction position in degrees)

; (Ws+) m_fTractionSpringDeltaMax (max dist for traction spring)

; (Wlt) m_fLowSpeedTractionLossMult (how much traction is reduced at low speed, 0.0f means normal traction)

; (WCs) m_fCamberStiffnesss

; (Wh) m_fTractionBias

; (WMtL)m_fTractionLossMult (how much is traction affected by material grip differences from 1.0)

;

; SUSPENSION

; (Sf) m_fSuspensionForce (1 / (Force * NumWheels) = Lower limit for zero force at full extension

; (Scd) m_fSuspensionCompDamp

; (Srd) m_fSuspensionReboundDamp

; (Su) m_fSuspensionUpperLimit visual limit... how far can wheels move up / down from orig position

; (Sl) m_fSuspensionLowerLimit

; (Sr) m_fSuspensionRaise adjust from artist positioning

; (Sb) m_fSuspensionBias force damping scale front/back. if more wheels at back (e.g. trucks) need front suspension to be stronger

; (ArbF) m_fAntiRollBarForce the spring constant that is transmitted to the opposite wheel when under compression larger numbers are a larger force

; (ArbB) m_fAntiRollBarBias the bias between front and rear for the antiroll bar(0 front, 1 rear)

; (RCf) m_fRollCentreHeightFront

; (RCr) m_fRollCentreHeightFront

;

; DAMAGE

; (Dc) m_fCollisionDamageMult

; (Dw) m_fWeaponDamageMult

; (Dd) m_fDeformationDamageMult

; (De) m_fEngineDamageMult

; (Pet) m_fPetrolTankVolume

; (Oil) m_fOilVolume

;

; MISC

; (MsX) m_fSeatOffsetDistX

; (MsY) m_fSeatOffsetDistY

; (MsZ) m_fSeatOffsetDistZ

; (Mv) m_nMonetaryValue

; (Mmf) mFlags (model flags - see below)

; (Mhf) hFlags (handling flags - see below)

; (Ma) m_nAnimGroup (anim group type - see below below)

; (Mdf) dFlags (door damage flags - see below)

; (SensitivityForDifficulty) This is used when deciding how much to randomised player inputs for difficulty

;

; MODEL FLAGS - written HEX for easier reading of flags

; 1st digit 1: IS_VAN 2: IS_BUS 4: IS_LOW 8: IS_BIG

; 2nd digit 1: ABS_STD 2: ABS_OPTION 4: ABS_ALT_STD 8: ABS_ALT_OPTION

; 3rd digit 1: NO_DOORS 2: TANDEM_SEATS 4: SIT_IN_BOAT 8: HAS_TRACKS

; 4th digit 1: NO_EXHAUST 2: DOUBLE_EXHAUST 4: NO1FPS_LOOK_BEHIND 8: CAN_ENTER_IF_NO_DOOR

; 5th digit 1: AXLE_F_TORSION 2: AXLE_F_SOLID 4: AXLE_F_MCPHERSON 8: ATTACH_PED_TO_BODYSHELL

; 6th digit 1: AXLE_R_TORSION 2: AXLE_R_SOLID 4: AXLE_R_MCPHERSON 8: DONT_FORCE_GRND_CLEARANCE

; 7th digit 1: DONT_RENDER_STEER 2: NO_WHEEL_BURST 4: INDESTRUCTIBLE 8: DOUBLE_FRONT_WHEELS

; 8th digit 1: RC 2: DOUBLE_RWHEELS 4: MF_NO_WHEEL_BREAK 8: IS_HATCHBACK

;

; HANDLING FLAGS - written HEX for easier reading of flags

; 1st digit 1: SMOOTH_COMPRESN 2: REDUCED_MOD_MASS 4: N/A 8: N/A

; 2nd digit 1: NO_HANDBRAKE 2: STEER_REARWHEELS 4: HB_REARWHEEL_STEER 8: STEER_ALL_WHEELS

; 3rd digit 1: FREEWHEEL_NO_GAS 2: NO_REVERSE 4: N/A 8: STEER NO WHEELS

; 4th digit 1: CVT 2: ALT_EXT_WHEEL_BOUNDS_BEH 4: DONT_RAISE_BOUNDS_AT_SPEED 8: N/A

; 5th digit 1: LESS_SNOW_SINK 2: TYRES_CAN_CLIP 4: N/A 8: N/A

; 6th digit 1: OFFROAD_ABILITY 2: OFFROAD_ABILITY2 4: HF_TYRES_RAISE_SIDE_IMPACT_THRESHOLD 8: N/A

; 7th digit 1: ENABLE_LEAN 2: N/A 4: HEAVYARMOUR 8: ARMOURED

; 8th digit 1: SELF_RIGHTING_IN_WATER 2: IMPROVED_RIGHTING_FORCE

;

; DOOR DAMAGE FLAGS - indicates the doors that are non-breakable, written HEX for easiser reading of flags

; 1st digit 1: DRIVER_SIDE_FRONT_DOOR 2: DRIVER_SIDE_REAR_DOOR 4: DRIVER_PASSENGER_SIDE_FRONT_DOOR 5: DRIVER_PASSENGER_SIDE_REAR_DOOR

; 2st digit 1: BONNET 2: BOOT 4: N/A 5: N/A

; 3st digit 1: N/A 2: N/A 4: N/A 5: N/A

; 4st digit 1: N/A 2: N/A 4: N/A 5: N/A

; 5st digit 1: N/A 2: N/A 4: N/A 5: N/A

; 6st digit 1: N/A 2: N/A 4: N/A 5: N/A

; 7st digit 1: N/A 2: N/A 4: N/A 5: N/A

; 8st digit 1: N/A 2: N/A 4: N/A 5: N/A

;

; AIhandling - Defines the AI handling parameters to inform the AI how to drive the car

;

;--------Cars----------------------------------

; name mass drag boy centreofmass COM abs inertia transmission brakes steer wheel-traction suspension damage seat val mflags hflags anim damage flags

; A B C D E F G Cx Cy Cz Jx Jy Jz Tt Tg Tf Ti TCu TCd Tv Tb Tbb Thb Ts Wc+ Wc- Wc^ Ws+ Wlt WCs Wbias WMtL Sf Scd Srd Su Sl Sr Sb ArbF ArbB RCf RCr Dc Dw Dd De Pet Oil MsX MsY MsZ Mv Mmf Mhf Ma AIhandling df

 

 

So with this information we can maybe draw a picture of what the spsmall and spmed are...

 

I am going to tackle this when i have time, unless someone is looking for something to do... in which case you would need to understand what number refers to what bit of information, then list them all and the values...

 

i will also pastebin vehicles.ide if i can, as soon as i can, in order to deal with this part...

 

 

"; (A) vehicle identifier [14 characters max] This is the links handling to a model through vehicles.ide (see GAME_NAME in vehicles.ide). You can have multiple models use a single set of handling data"

 

 

This will then let us (hopefully) know which vehicles use this handling info (if any)... or it will at least give us enough to determine what type of vehicle it is...

 

Edit: forgot some important bits lol sorry was late and a quick post...

 

 

'$' identifies this line as flying handling data when loading

;

; A B C D E F G H I J K L M N O P Q R S T U V W X Y Z A B C D E F G H I J K

;

; id ThrustFallOff Yaw SideSlip RollStab PitchStab AttackLift GearDownRes WindMult MoveRes TurnRes.y SpeedRes.x SpeedRes.z GearDoorRearOpen GearDoorRearMOpen TurbulenceForceMulti TurbulencePitchMulti SensitivityForDifficulty OnGroundYawBoostSpeedCap

; Thrust ThrustVec YawStab Roll Pitch FormLift AttackDive GearDownLiftMult TurnRes.x TurnRes.z SpeedRes.y GearDoorFrontOpen GearDoorRearOpen2 TurbulenceMagMax TurbulenceRollMulti BodyDamageEffectMult OnGroundYawBoostSpeedPeak EngineOffGlideMulti

 

 

; --- Planes ---

$ SPMED 0.6 0.0001 0.0 -0.0015 0.002 0.05 0.015 -0.0 0.003 0.0014 0.00025 0.010 0.001 0.0 1.0 0.3 0.015 1.0 1.0 1.0 0.05 0.05 0.05 90 90 90 90 0.0 0.0 0.0 0.0 0.1 1.2 3.0 6.0 1.0

$ SPSMALL 0.6 0.0001 0.0 -0.0015 0.002 0.05 0.015 -0.0 0.003 0.0014 0.00025 0.010 0.001 0.0 1.0 0.3 0.015 1.0 1.0 1.0 0.05 0.05 0.05 90 90 90 90 0.0 0.0 0.0 0.0 0.1 1.2 3.0 6.0 1.0

 

and there is also mention of weapons...

 

£ SPSMALL VEHICLE_WEAPON_ENEMY_LASER 0 NULL 0 NULL 0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0

£ SPMED VEHICLE_WEAPON_ENEMY_LASER 0 NULL 0 NULL 0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0

 

 

 

i suggest having a look through the handling file yourselves rather than relying on my copy-pastes...

 

Guess i will get on with this until someone returns :p

 

I will be in my hole if anyone needs me :)

 

Edit: glokon if you read this i could really do with talking to you bro, please PM me... same goes for reoze, tom or talkol!!

Edited by tadd
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@Karoi... you can run mods cant you? I would like a chat in PM about maybe spawning some vehicles and weapons (if you have some spare time?) ... slightly related to the above stuff...

 

Cheers bro :)

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In handling 1.10 is all this info... (did you write it sonof?)

Write what? All of the files are untouched, aside from the filenames and the (modded) ones. Also I thought someone had already modded the SPs to other planes, from what I recall they're quick and nimble, which would match their settings (very light, not much thrust or top speed, but quick at turning) - went ahead and uploaded a handling.dat with SPMED as the Mammatus and SPSMALL as the Velum if anyone wants to give it a go. And for more info on handling.dat see this, it's for IV, but there's not that much missing.

And they're not in vehicles.meta (the new vehicles.ide) - that'd make things too easy :pp - but here's the file.

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Well unless reoze, talkol, tgas or glokon reappear we are at a bit of a stand still...

 

Guys? Where for art thou? :(

Wait, so have these four even been on the forums lately? It just feels odd to think that the four men who could help crack this all go away at the same time.

 

Would it be too far fetched to say they've been warned off by Rockstar?

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It may also be a question of ethics. The devs respect the work of others devs. If what they found loosens the work of rockstar's devs
they may decide to release nothing
. If this is the case, please let us know.

 

If you have been pressured, remain silent, we'll understand.

 

In any case, thank you for all the work you've done. It's already huge.

 

For the next/currently at work devs, back to work anonymously, release anonymously. the fantastic four gave their work and tools.

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@niko and tirk... i dont want to believe it lol

 

Hoping its just one big coincidence :p

 

I dont think devs respect each others work the way you say though tirk, i think they take pride in ripping others work apart and saying "hey you missed a bit" lol

 

Or even just ripping it apart to understand the other devs work and appreciate the brilliance... im not sure reoze was overly impressed with R*s work to the point he would morally stop :p (correct me if i am wrong reoze?)

 

It is weird that they have disappeared though :/

 

 

Anyway back on track, thanks again for the upload sonof... yeh i knew they wernt in vehicles.meta, just didnt know if there was any left over stuff from anything anywhere... gonna start grepping for the laser weapons and try to find some hashes for everything... if they were just cut vehicles i am sure we will find that out...

 

however, i was thinking that maybe there could be more to them or just linked with other vehicles OR could be for some DLC vehicles... either way we need to explain what they are...

 

And i vaguely remember some files having instructions with them (left by R*) so i guess all this info in handling is from them... cheers R* :p made our lives a lot easier lol

 

And i know many have modded the handling onto other things... do you have the ability to mod sonof?? Could you PM me please to have a chat about an idea i have... will continue this convo there... for now, i think you may have just explained about all the info we can get from handling.dat but i would like to follow the breadcrumbs and see what we can turn up still.

 

Cheers for sticking around sonof :) you post regularly but get over looked sometimes :) thank you to everyone who has stuck by this topic and helped to make it such a success... and of course to the fabulous 4... although interdpth, good-nts, majestic_nl, toothpik and others have helped also... but sonof is also a productive member and we are happy for your help :)

 

Edit: in all honesty reoze had the knowledge and ability to take apart anything we needed... he is just too busy though and now completely stopped posting or even replying to PMs or emails... he just moved as well lol i hope he is well and will return, even if just to tell us he is busy and cant help...

 

Otherwise we need talkol and tom back and glokon is a MUST as he is running our website side of things...

 

I miss having all 4 here :( sh*t got done!! I know you guys disagreed on certain things but it was you 4 who pulled everything together!!

 

F U for leaving us lol

 

Get your asses back here :p we'll get a donation button going and pay you all a wage lol

Edited by tadd
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Thanks sonof :)

Ok, here is a bit of info about spsmall and spmed...

In handling 1.10 is all this info... (did you write it sonof?)

Anyway... using this info (source needed)

We have this...

SPMED 1000.0 2.0 75 0.0 -1.5 -0.2 1.0 1.0 1.0 1.0 1.0 1.0 0.0 1 0.001 1.0 1.3 1.3 250.0 0.18 0.60 0.7 30.0 1.15 0.80 12.0 0.10 0.0 0.0 0.5 1.0 1.5 1.8 1.0 0.50 -0.05 0.0 0.6 0.0 0.0 0.0 0.0 1.5 0.5 4.0 1.5 65.0 5.0 0.0 0.0 0.0 45000 0000000 400000 13 AVERAGE 20

SPSMALL 1000.0 2.0 75 0.0 -1.5 -0.2 -0.00 0.89 -0.20 1.0 1.0 1.0 0.0 1 0.001 1.0 1.3 1.3 250.0 0.18 0.60 0.7 30.0 1.15 0.80 12.0 0.10 0.0 0.0 0.5 1.0 1.5 1.8 1.0 0.50 -0.05 0.0 0.6 0.0 0.0 0.0 0.0 1.5 0.5 4.0 1.5 65.0 5.0 0.0 0.0 0.0 45000 0000000 400000 13 AVERAGE 20

all of the numbers after apparently mean this... (sorry for wall, spoiler tagged)

 

; > COMMENTS <

; ------------

; TWEAK AT YOUR OWN RISK

;

; > UNITS <

; ---------

; vehicle identifier 14 characters max

; dimensions in metres

; mass in Kg

; velocity in Km/h

; acceleration/deceleration in ms-2

; multipliers x1.0 is default

; angles in degrees

; Levels :- (L)ow, (M)edium, (H)igh

; buoyancy = percent submerged (> 100% vehicle sinks)

; engine type :- (P)etrol, (D)iesel, (E)lectric

; engine drive :- (F)ront, ®ear, (4)-wheel drive

;

; > FIELD DESCRIPTIONS <

; ----------------------

; (A) vehicle identifier [14 characters max] This is the links handling to a model through vehicles.ide (see GAME_NAME in vehicles.ide). You can have multiple models use a single set of handling data

; (B) fMass

; © fDragMult

; (D) nPercentSubmerged [10 to 120] Sets the drag coefficient on the rage physics archetype of the vehicle (proportional to velocity squared). Increase to simulate aerodynamic drag

; (E) CentreOfMass.x [-10.0 > x > 10.0]

; (F) CentreOfMass.y [-10.0 > x > 10.0]

; (G) CentreOfMass.z [-10.0 > x > 10.0]

;

; (Jx) InertiaMultiplier.x [-10.0 > x > 10.0]

; (Jy) InertiaMultiplier.y [-10.0 > x > 10.0]

; (Jz) InertiaMultiplier.z [-10.0 > x > 10.0]

;

; TRANSMISSION

; (Tt) m_nDriveBias 1.0 = front wheel drive, 0.0 = rear wheel drive, 0.5 = 4x4

; (Tg) m_nDriveGears Number of gears (excluding reverse)

; (Tf) m_fDriveForce Power engine produces in top gear

; (Ti) m_fDriveInertia Between 0 and 1. A lower drive inertia slows engine acceleration. If you want a vehicle with high torque but slow acceleration (e.g. a truck) lower the driver inertia but specify a high drive force

; (TCu) m_fClutchChangeRateScaleUpShift Clutch speed multiplier on up shifts

; (TCu) m_fClutchChangeRateScaleDownShift Clutch speed multiplier on down shifts

; (Tv) m_fV Max speed in top gear (used when configuring gears)

; (Tb) m_fBrakeForce

; (Tbb) m_fBrakeBias Front / rear brake ratio

; (Ts) m_fSteeringLock Max wheel angle (outer wheel) at low speed. gets reduced at high speed, unless you are turning into a skid.

;

; WHEEL TRACTION

; (Wc+) m_fTractionCurveMax (formerly fTractionMult)

; (Wc-) m_fTractionCurveMin (formerly fTractionLoss)

; (Wc^) m_fTractionCurveLateral (shape of lateral traction curve (peak traction position in degrees)

; (Wc|) m_fTractionCurveLongitudinal (shape of longituduinal traction curve (peak traction position in degrees)

; (Ws+) m_fTractionSpringDeltaMax (max dist for traction spring)

; (Wlt) m_fLowSpeedTractionLossMult (how much traction is reduced at low speed, 0.0f means normal traction)

; (WCs) m_fCamberStiffnesss

; (Wh) m_fTractionBias

; (WMtL)m_fTractionLossMult (how much is traction affected by material grip differences from 1.0)

;

; SUSPENSION

; (Sf) m_fSuspensionForce (1 / (Force * NumWheels) = Lower limit for zero force at full extension

; (Scd) m_fSuspensionCompDamp

; (Srd) m_fSuspensionReboundDamp

; (Su) m_fSuspensionUpperLimit visual limit... how far can wheels move up / down from orig position

; (Sl) m_fSuspensionLowerLimit

; (Sr) m_fSuspensionRaise adjust from artist positioning

; (Sb) m_fSuspensionBias force damping scale front/back. if more wheels at back (e.g. trucks) need front suspension to be stronger

; (ArbF) m_fAntiRollBarForce the spring constant that is transmitted to the opposite wheel when under compression larger numbers are a larger force

; (ArbB) m_fAntiRollBarBias the bias between front and rear for the antiroll bar(0 front, 1 rear)

; (RCf) m_fRollCentreHeightFront

; (RCr) m_fRollCentreHeightFront

;

; DAMAGE

; (Dc) m_fCollisionDamageMult

; (Dw) m_fWeaponDamageMult

; (Dd) m_fDeformationDamageMult

; (De) m_fEngineDamageMult

; (Pet) m_fPetrolTankVolume

; (Oil) m_fOilVolume

;

; MISC

; (MsX) m_fSeatOffsetDistX

; (MsY) m_fSeatOffsetDistY

; (MsZ) m_fSeatOffsetDistZ

; (Mv) m_nMonetaryValue

; (Mmf) mFlags (model flags - see below)

; (Mhf) hFlags (handling flags - see below)

; (Ma) m_nAnimGroup (anim group type - see below below)

; (Mdf) dFlags (door damage flags - see below)

; (SensitivityForDifficulty) This is used when deciding how much to randomised player inputs for difficulty

;

; MODEL FLAGS - written HEX for easier reading of flags

; 1st digit 1: IS_VAN 2: IS_BUS 4: IS_LOW 8: IS_BIG

; 2nd digit 1: ABS_STD 2: ABS_OPTION 4: ABS_ALT_STD 8: ABS_ALT_OPTION

; 3rd digit 1: NO_DOORS 2: TANDEM_SEATS 4: SIT_IN_BOAT 8: HAS_TRACKS

; 4th digit 1: NO_EXHAUST 2: DOUBLE_EXHAUST 4: NO1FPS_LOOK_BEHIND 8: CAN_ENTER_IF_NO_DOOR

; 5th digit 1: AXLE_F_TORSION 2: AXLE_F_SOLID 4: AXLE_F_MCPHERSON 8: ATTACH_PED_TO_BODYSHELL

; 6th digit 1: AXLE_R_TORSION 2: AXLE_R_SOLID 4: AXLE_R_MCPHERSON 8: DONT_FORCE_GRND_CLEARANCE

; 7th digit 1: DONT_RENDER_STEER 2: NO_WHEEL_BURST 4: INDESTRUCTIBLE 8: DOUBLE_FRONT_WHEELS

; 8th digit 1: RC 2: DOUBLE_RWHEELS 4: MF_NO_WHEEL_BREAK 8: IS_HATCHBACK

;

; HANDLING FLAGS - written HEX for easier reading of flags

; 1st digit 1: SMOOTH_COMPRESN 2: REDUCED_MOD_MASS 4: N/A 8: N/A

; 2nd digit 1: NO_HANDBRAKE 2: STEER_REARWHEELS 4: HB_REARWHEEL_STEER 8: STEER_ALL_WHEELS

; 3rd digit 1: FREEWHEEL_NO_GAS 2: NO_REVERSE 4: N/A 8: STEER NO WHEELS

; 4th digit 1: CVT 2: ALT_EXT_WHEEL_BOUNDS_BEH 4: DONT_RAISE_BOUNDS_AT_SPEED 8: N/A

; 5th digit 1: LESS_SNOW_SINK 2: TYRES_CAN_CLIP 4: N/A 8: N/A

; 6th digit 1: OFFROAD_ABILITY 2: OFFROAD_ABILITY2 4: HF_TYRES_RAISE_SIDE_IMPACT_THRESHOLD 8: N/A

; 7th digit 1: ENABLE_LEAN 2: N/A 4: HEAVYARMOUR 8: ARMOURED

; 8th digit 1: SELF_RIGHTING_IN_WATER 2: IMPROVED_RIGHTING_FORCE

;

; DOOR DAMAGE FLAGS - indicates the doors that are non-breakable, written HEX for easiser reading of flags

; 1st digit 1: DRIVER_SIDE_FRONT_DOOR 2: DRIVER_SIDE_REAR_DOOR 4: DRIVER_PASSENGER_SIDE_FRONT_DOOR 5: DRIVER_PASSENGER_SIDE_REAR_DOOR

; 2st digit 1: BONNET 2: BOOT 4: N/A 5: N/A

; 3st digit 1: N/A 2: N/A 4: N/A 5: N/A

; 4st digit 1: N/A 2: N/A 4: N/A 5: N/A

; 5st digit 1: N/A 2: N/A 4: N/A 5: N/A

; 6st digit 1: N/A 2: N/A 4: N/A 5: N/A

; 7st digit 1: N/A 2: N/A 4: N/A 5: N/A

; 8st digit 1: N/A 2: N/A 4: N/A 5: N/A

;

; AIhandling - Defines the AI handling parameters to inform the AI how to drive the car

;

;--------Cars----------------------------------

; name mass drag boy centreofmass COM abs inertia transmission brakes steer wheel-traction suspension damage seat val mflags hflags anim damage flags

; A B C D E F G Cx Cy Cz Jx Jy Jz Tt Tg Tf Ti TCu TCd Tv Tb Tbb Thb Ts Wc+ Wc- Wc^ Ws+ Wlt WCs Wbias WMtL Sf Scd Srd Su Sl Sr Sb ArbF ArbB RCf RCr Dc Dw Dd De Pet Oil MsX MsY MsZ Mv Mmf Mhf Ma AIhandling df

 

So with this information we can maybe draw a picture of what the spsmall and spmed are...

I am going to tackle this when i have time, unless someone is looking for something to do... in which case you would need to understand what number refers to what bit of information, then list them all and the values...

i will also pastebin vehicles.i 6.0 1.0

and there is also mention of weapons...

£ SPSMALL VEHICLE_WEAPON_ENEMY_LASER 0 NULL 0 NULL 0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0

£ SPMED VEHICLE_WEAPON_ENEMY_LASER 0 NULL 0 NULL 0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0

 

 

i suggest having a look through the handling file yourselves rather than relying on my copy-pastes...

Guess i will get on with this until someone returns :p

I will be in my hole if anyone needs me :)

Edit: glokon if you read this i could really do with talking to you bro, please PM me... same goes for reoze, tom or talkol!!

Could that thing just be the laser lock for the missiles ? Because its mentioned with enemys so i think its some file thats be used that u can lock other enemys and enemys can lock u while flying ?

 

Just a thougt

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grand

theft

auto

ONLINE

 

LOGO WAS DIFFERENT... here it is

 

 

67d8b63a93044191a9172d934ca3b79e160.png

 

 

Background was white.. something happened..

Edited by dionisLTU
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@german... ive not had chance to compare it to the weapons of the lazer jet or buzzard chopper yet so dont know how these laser weapons would work... gonna get into it all a bit later so should have more info for you all then :)

 

@above... obviously they changed their minds a lot during production lol

Edited by tadd
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Huffin-Puffin

Just using basic logic, couldn't we determine that if the asteroid model was in any way necessary to have the news show whatever scene (which I've never seen, despite watching tonnes of TV and have never seen a screenshot of, which you would think would be pretty easy to get and compare to the asteroid model we've already seen modded into the game), then there would also be models of the Hunter and Horses on the disc for those scenes in the TV/movie bits? So even if the asteroid is the same as in a TV report, it's odd that the model was included on the disc at all when they've created the movies and rendered them before the game was mastered.

 

If people have found the TV shows, why haven't we seen this news report given all the crazy focus on the asteroid.

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@Huffin - Yeah that's the thing, if it is just used for a pre-rendered video, then there's no reason to keep it around, but there it is still on disc. Could be that it's used for something else in-game, or it could just be that R* forgot about it and left it there - which could easily be the case, as they left a lot of unused stuff on disc.

 

@German - The laser is a red, fairly slow moving laser beam. By default, it's a vehicle weapon that can also be used on foot (like a pistol), and it ignores both vehicles and people (so it's pretty useless in it's current state).

 

@Tadd - Yeah I can mod, send me whatever ideas you want me to try out.

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Cool thanks sonof... expect a PM in the next day or so...

 

Hopefully have some news for everyone soon...

 

Bare with me.

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Guys...

 

I have good news and bad news but both BIG news!!

 

Bad news is... we have lost tgas :( he is busy with real life and (believe it or not) he was only here to help us and enjoyed making programs and tools for us... he wasnt here for fame or anything, just to be helpful and learn some new stuff at the same time... so please all join with me in thanking him deeply for all the help and assistance he has given!!

 

And now to the good news...

 

He left us a MAJOR gift!!!

 

I am honoured to bring you, toms version of gtaV static collision models for us all!!

 

From the man himself...

 

Collision maps grouped by RPF can be downloaded in Collada format at the link below, I recommend using Blender to view them (I'm sure someone on GTAForums knows how to use it). Everyone I spoke to was awesome, hope you manage to find the jetpack you're looking for. Dinosaurs would be cool too.

 

 

http://tom.gascoigne.me/stuff/gtav_map.rar

 

 

Kifflom

BIG news guys... downloading these and viewing them in blender will give us the ability to search for false walls (like in gtaVC and gta4)

 

This is our chance to find that false wall... Lets get searching!!

Edited by tadd
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Could the laser be a laser sight. It would be for aiming not killing so wouldnt have such a heavy effect.

 

Also theres the laser type guns the alien peds carry but they arent usable.

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@scooby... it was mentioned before, they could be the weapons the aliens use in micheals scene but these would be mounted on the spsmall or spmed plane... which is interesting in itself.

 

Anyway bigger news than that at the minute so will have to go on the todo list for a bit :p

Edited by tadd
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Yay we can get the collision model but it's such a shame that he left :-(

 

Your welcome back anytime

Edited by Mad Bull gta
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Ooh, collision maps? Downloaded. Looks like I know how i'm spending my Sunday :)

Lucky for you, I've got hw from college to do

:-(

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I have zero experience with Blender or collision maps but as soon as I figure out wtf to do with them.. i'll do it. First stop.. that church in Paleto Bay.

 

@Mad Bull.. the joys of being old. Sundays are mine and mine alone.

Edited by cwspellowe
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This is home work ;)

 

@cwspell...

 

Some info i posted in the mystery topic...

 

 

Ok... quick tutorial...

 

They are in collada format... therefore any collada viewer can be used... i personally like blender and it was the program used by tom so would imagine blender would be best to use with no compatibility issues...

 

So you click the link... should just start the download straight away (many will be downloading at once so be patient with poor toms bandwidth lol)

 

Have blender installed and ready (many tutorials on its use can be found online) and import the files... i am pretty sure you need to IMPORT them (not open)(there is a difference lol)

 

Then they should just open up in all their glory :p

 

You can then use blender to look around the section of the map you loaded :)

 

Please PM me if anyone gets stuck.

 

 

 

 

Ok...

 

These are collision models... meaning anything that is solid and you can bump into will be shown... anything not solid will not be shown... therefore a false wall would be a hole in the wall lol... simple as that... a wall that looks solid but can be passed through in game (false wall) will just be a blank space in these models...

 

And other things to look out for... talkol found a collision box around the altruist stone table (was a box that the game checked to see if anyone passed through) although more research is needed to understand what this was and what it was for... right now, false walls should be the priority :)

 

A door way... a window... an underwater cave... could be anywhere and be anything... vice city easter egg was on the side of a tall building (literally hole in the wall) ... gta4 heart of liberty city was also a tall building (false wall blocking a doorway) ... just some stuff to keep in mind...

 

Happy hunting :p

 

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Yeah ive got as far as importing and viewing. How the crap do you close a model after viewing though? At the minute i'm having to completely exit Blender and start again with the next model...

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Lol you can unload models but i end up starting a new project each time myself or have multiple open...

 

As i said there are many tutorials online on how to use blender, i would recommend maybe reading up a little on the basics :)

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Can anyone explain how this works?

I downloaded Blender. I clicked on the link and I get a blank page that says loading.

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Thanks a lot, Tom and Tadd for this great gift! Downloading... I will have a look very soon....

Thanks a lot for all his selfless help and all the best for him and his future projects... :)

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My god this is amazing. Now that we have the collision models, I'm fairly certain that if there is a mystery to be solved... It will be very soon. I wish I could help but I'm without a computer at the moment (typing this on my old Nokia E63)

 

EDIT: Something also to add, look across the sea floor and such for false walls. I was watching Lost the other day and it features and underwater base which practically acts as an air pocket under water. So it occured to me that there might be an area similar to this in the ocean, reachable through a false wall.

Edited by Niko Vercetti 112
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My god this is amazing. Now that we have the collision models, I'm fairly certain that if there is a mystery to be solved... It will be very soon. I wish I could help but I'm without a computer at the moment (typing this on my old Nokia E63)

 

EDIT: Something also to add, look across the sea floor and such for false walls. I was watching Lost the other day and it features and underwater base which practically acts as an air pocket under water. So it occured to me that there might be an area similar to this in the ocean, reachable through a false wall.

I know!

Sad thing is that I can't mass import .dae files to 3ds max because 3ds max crashes. (even If I import 1 then import another one).

I also tried blender but for some reason it only lets me import 1 .dae file and that is it.

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My god this is amazing. Now that we have the collision models, I'm fairly certain that if there is a mystery to be solved... It will be very soon. I wish I could help but I'm without a computer at the moment (typing this on my old Nokia E63)

 

EDIT: Something also to add, look across the sea floor and such for false walls. I was watching Lost the other day and it features and underwater base which practically acts as an air pocket under water. So it occured to me that there might be an area similar to this in the ocean, reachable through a false wall.

I know!

Sad thing is that I can't mass import .dae files to 3ds max because 3ds max crashes. (even If I import 1 then import another one).

I also tried blender but for some reason it only lets me import 1 .dae file and that is it.

 

The first time I tried to open one of the .DAE file, the program crashed but not the second time. Some DAE files can't be opened into 3ds max but try this one, for example: ap01_01_d_rpf.dae ( It works for me : 3ds max 2014 trial version and 3ds max 2009)

Otherwise, another software works with all the files: 3DSimed (by Simgarage) : you can test it: 20 days trial with full options:

http://www.sim-garage.co.uk/

One of my favourite 3D software. You can import, save or export in many 3d files extensions and has an handly viewer with many options. It is worth to test it.... and works with all these .dae files ;)

Edited by Excalibur58
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