ILOVEFOOTBALL95 Posted June 9, 2015 Share Posted June 9, 2015 As the title states, I have been curious for so long on how all of this works, such as using 3ds max and how to make the maps hard when entering them, also how to make them render. Any help with these questions would be great, I would love to add Liberty City into my game. I know this is no simple task, I also know it will take Years of learning. Is the first step getting A Limit Adjuster? Thanks in advance ILOVEFOOTBALL95 Link to comment Share on other sites More sharing options...
ZAZ Posted June 9, 2015 Share Posted June 9, 2015 Ok, read tutorials: 1, 2, 3, 4and maybe study also my stuff: Your first edit should be to add an Item Placement to *.ipl file of map folderThe ipl and ide files (Lae.ide, Lae.ipl) are just plain text files and editable with notepad.exeAn advanced texteditor is better and more comfortable, for example sannybuilder or notepad++ can you get for freeA "must have tool" for mapmodding is the MapEditorread Item_Definition and IPL DefinitionsOpen GTA SA\data\maps\LA\LAe2.IPL with texteditorThe ipl file beginns with "inst" and as follwing the normal item placements till the list ends with "end", to close the "inst" section inst17582, stadtplaza_lae2, 0, 2739.21875, -1770.085938, 17.5546875, 0, 0, -0.999048233, 0.04361938313, -1end The LAe2.IPL have a lot item placements in the "inst" section,so it's a long listscroll down to the end of "inst" sectionthere should you find these lines: 710, vgs_palm01, 0, 2730.046875, -1191.328125, 83.5859375, 0, 0, -0.9762960076, -0.2164396197, -1end add there a line for placement of the explosive Barrel4 710, vgs_palm01, 0, 2730.046875, -1191.328125, 83.5859375, 0, 0, -0.9762960076, -0.2164396197, -11225, barrel4, 0, 2486.3, -1678.5, 12.8, 0, 0, 0, 1, -1end add placements always to the end of the "inst" sectionthe explosive barrel is placed in Grovestreet, beside of CJ's housenow test it ingameBasic informations:Every model (actor, car, weapons, object (Buildings, Landscapes, tuningparts are also objects) must be defined and have an ID numberactors in data\peds.idecars in data\vehicles.ideweapons in data\default.idetuningparts in data\ maps\veh_mods\veh_mods.ideBuildings, Landscapes and other objects in a lot of files separated in different folders of data\ maps folderdata\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 accessorydata\maps\country contains ide and ipl files for Buildings and Landscapes of the country as well of area51data\maps\LA contains ide and ipl files for Buildings and Landscapes of Los Santosdata\maps\SF contains ide and ipl files for Buildings and Landscapes of San fierrodata\maps\Vagas contains ide and ipl files for Buildings and Landscapes of Las Venturasdata\maps\leveldes contains ide and ipl files for the seabeds and for the Liberty City interior world GTA San Andreas Root Directory|_anim|_audio||__data |. . |__Decision. . |__Icons. . |__maps. . . |. . . |_country (country ide and ipl). . . |_generic (dynamic and gameplay objects ide). . . |_interior (interior and interior properties ide and ipl). . . |_LA (Los Santos ide and ipl). . . |_leveldes (Seabed and LC world and special objects ide and ipl). . . |_SF (San Fierro ide and ipl). . . |_vegas (Las Venturas ide and ipl). . . |_veh_mods (vehicle Tuningparts ide). .. .. .. . gta.dat ("Master file" in txt format: List to load IMG, IDE and IPL files). . default.ide (weapon ide). . peds.ide (pedestrians, charackter ide). . vehicles.ide (vehicles ide). . timecyc.dat (Weather, Game Colouring). . object.dat (dynamic, script and special object settings). . water.dat (water cube coordinates). . weapon.dat (weapon settings)....|__models... gta3.img.. gta_int.img.. cutscene.img.. player.img The ide and ipl files need to be loaded and requires to insert their filepath (relativ to game root directory) into data\gta.datSame for img archivsExceptions: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.datThe most important content of ide lines areModel ID number/Model name/Texture namethese 3 entries, separeted by comma define the model and allocates the dff file with txd file to an ID numberthe ide line contains also more entries, which can be different, each if it is a ped, weapon, vehicle or map objectthe meaning of the entries for map objects is:ID number, modelname, Texturepack, viewdistance, flagexample: 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 modelsthe name of the collisions model must be the same as the name of the *.dff file but the *.col file archiv can have any nameThe ide files have sectionsthe normal object definitions are placed betweenobjs and endexample: objs1211, fire_hydrant, dynhydrent, 40, 128end -------------------------------------------------------------------The ipl files have sectionsthe normal object placements are placed betweeninst and endexample: inst17582, stadtplaza_lae2, 0, 2739.21875, -1770.085938, 17.5546875, 0, 0, -0.999048233, 0.04361938313, -1end there're additional sections, mostly empty or the sections for garages or enex have entriesgarage entry to define garage area in grovestreet: grge2502.31, -1699.36, 12.4323, 2508.61, -1699.36, 2502.31, -1691.01, 16.5666, 1, 16, cjsafeend enex entry to place enex (yellow triangle for teleport into interior) enex2309.62, -1643.63, 13.8385, 0, 1.6, 1.6, 8, 2308.12, -1643.63, 13.8385, 93, 0, 260, "BAR2", 0, 2, 0, 24end Stream.iplThe most part of the item placements are inside of the "stream.ipl" filesThese files are placed in gta3.img as well in gta_int.imgThese files are assigned by the filename to the ipl files of maps folderExample:data\maps\LA\LAe2.IPL is the base ipland the assigned "stream.ipl" files are:lae2_stream0.ipllae2_stream1.ipllae2_stream2.ipllae2_stream3.ipllae2_stream4.ipllae2_stream5.ipllae2_stream6.iplthe "stream.ipl" files are in binary format, not plaintextit needs first to extract these files from gta3.img with img toolthen use Binary IPL (De)Compiler to convert the "stream.ipl" into text format as well as back into binary formatAbout LOD:LOD models are the low level of detail versions of the original models. This is what you see loaded far away. As you get closer to the LOD model, it should change to the original model if it has one.The LOD don't need(have) a collisionsmodel because the LOD will be disabled if you come into the range of the stock modelBut then the LODs must be linked correct by the their stock model, otherwise the game crashesThis must be done in IPL filesObjects which should link to a corresponding LOD object must have the line number of the corresponding LOD objectLOD objects must have -1 at the endonly objects which should link to a corresponding LOD object must not have -1 at the endexample, 3 objects which links to their corresponding LOD objectmynice_home links to LODice_home at line 3, mynice_garage to LODice_garage at line 4 ad so on inst5001, mynice_home, 0, 190.6, -1425.8, 19.4, 0, 0, 0, 1, 35002, mynice_garage, 0, 190.6, -1425.8, 19.4, 0, 0, 0, 1, 45003, mynice_shop, 0, 190.6, -1425.8, 19.4, 0, 0, 0, 1, 55004, LODice_home, 0, 190.6, -1425.8, 19.4, 0, 0, 0, 1, -15005, LODice_garage, 0, 190.6, -1425.8, 19.4, 0, 0, 0, 1, -15006, LODice_shop, 0, 190.6, -1425.8, 19.4, 0, 0, 0, 1, -1end LOD placement can't be done in stream.ipl's but must be done in the ipl files of map folderso you'll find a lot of object placement lines in stream.ipl's which have a link number at lineend to link to a corresponding LOD objectand in the ipl files of map folder are mostly placement lines of LOD objectsSummery:The stream.ipl files contain a lot of object placements with link numbers to corresponding LOD objects of ipl files of map folder CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
ILOVEFOOTBALL95 Posted June 9, 2015 Author Share Posted June 9, 2015 (edited) Goodness me, thanks for the reply Zaz, I knew this was going to be hard but I have a lot of learning to do, I am willing though, another question someone like you may know, is how do I get a map file into 3dsmax? I am going to take a few days to fully understand what you have written and thanks for the links to the tutorials and thanks very much for your help. don't read (blasted duplicates ) Edited June 9, 2015 by ILOVEFOOTBALL95 Link to comment Share on other sites More sharing options...
ILOVEFOOTBALL95 Posted June 9, 2015 Author Share Posted June 9, 2015 (edited) Goodness Me, I knew it would be hard but my god, I am willing to learn, you've made it quite clear actually Zaz so thanks for that, also thanks for the tuts you have linked, I have ssen X-Seti's work and did a quick read-through of the modelling guide he wrote. If it is okay with you I will take a few days to read through what you've said so I can get maximum understanding. So is it a good idea to have Liberty City And Vice City added into their own ipl and ide's and then add the lines into the gta.dat. or should I have the models converted first? Thanks again Zaz for replying. Edited June 9, 2015 by ILOVEFOOTBALL95 Link to comment Share on other sites More sharing options...
miclin Posted June 10, 2015 Share Posted June 10, 2015 But gta3 and vice city are already done by gta:united. And I think a team is working on a sa+gta3+vice city map at the moment? Link to comment Share on other sites More sharing options...
ILOVEFOOTBALL95 Posted June 10, 2015 Author Share Posted June 10, 2015 (edited) Hey, I never knew the United team was working on anything like that, never seen any updates from them for years now, that's just me though. I am not definite on making a map mod, or if I do releasing it, I ma just trying to learn for now. Now I have a question for this post; How do I get the maps into 3ds max to convert them for sa? Woops sorry, just read your post and found you didn't say the United team was working on it; Yeah there are a few teams working on things like this, I would really like to learn how it is done though and if I can do one then I can make it how I want. Thanks again Edited June 10, 2015 by ILOVEFOOTBALL95 Link to comment Share on other sites More sharing options...
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