Lancerator Posted October 12, 2017 Share Posted October 12, 2017 Title says it all, it is possible? Any help on this one? Link to comment Share on other sites More sharing options...
ZAZ Posted October 12, 2017 Share Posted October 12, 2017 You can MAKE map objects with Kams Script 3dmax. I did it with 3dmax7 and 3dmax9, whats the actually version mean while? I believe newer versions have problems because i saw several posts here around, whats your version? You can also place objects to a map inside of 3dmax, but usually we use mapediter to place and rotate objects to the map, it's easier handling. I do it in this way: first manually the text based files - i write the ide file, let's say mymod.ide - i write the ipl file, let's say mymod.ipl (the ipl can have any coords) Now the models, dff, txd and col there're several methods: 1. put files into modloader 2. put files into img file, let's say mymod.img and put img anywhere in data or models folder 3. put it into gta3.img Then i make entries into gta.dat (i put model files into img file and put img together with ide and ipl into MOD folder) IDE DATA\MAPS\MOD\myMod.IDEIPL DATA\MAPS\MOD\myMod.IPLIMG DATA\MAPS\MOD\myMod.IMGAt last i run mapeditor and check if everything is ok and if yes then i make the placement Lancerator and Jimmy 2 CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
Lancerator Posted October 15, 2017 Author Share Posted October 15, 2017 You can MAKE map objects with Kams Script 3dmax. I did it with 3dmax7 and 3dmax9, whats the actually version mean while? I believe newer versions have problems because i saw several posts here around, whats your version? Mine is 2012 version. I do it in this way: first manually the text based files - i write the ide file, let's say mymod.ide - i write the ipl file, let's say mymod.ipl (the ipl can have any coords) At last i run mapeditor and check if everything is ok and if yes then i make the placement Where am I supposed to write those ide and ipl files? In data? Then at last, what am I exactly supposed to do with mapeditor? You're saying to check if everything is ok then practically that means the map was actually placed but then you say "make the placement", how? Link to comment Share on other sites More sharing options...
ZAZ Posted October 17, 2017 Share Posted October 17, 2017 You can MAKE map objects with Kams Script 3dmax. I did it with 3dmax7 and 3dmax9, whats the actually version mean while? I believe newer versions have problems because i saw several posts here around, whats your version? Mine is 2012 version. I do it in this way: first manually the text based files - i write the ide file, let's say mymod.ide - i write the ipl file, let's say mymod.ipl (the ipl can have any coords) At last i run mapeditor and check if everything is ok and if yes then i make the placement Where am I supposed to write those ide and ipl files? In data? Then at last, what am I exactly supposed to do with mapeditor? You're saying to check if everything is ok then practically that means the map was actually placed but then you say "make the placement", how? The ipl and ide files 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 free read Item_Definition and IPL Definitions A "must have tool" for mapmodding is the MapEditor, this tool have also indicators to show if model have valid dff and txd and if col position fits to dff position 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 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 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 number, 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 sections the normal object placements are placed between inst and end example: inst17582, stadtplaza_lae2, 0, 2739.21875, -1770.085938, 17.5546875, 0, 0, -0.999048233, 0.04361938313, -1endthere'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, cjsafeendenex 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.ipl The most part of the item placements are inside of the "stream.ipl" files These files are placed in gta3.img as well in gta_int.img These files are assigned by the filename to the ipl files of maps folder Example: data\maps\LA\LAe2.IPL is the base ipl and the assigned "stream.ipl" files are: lae2_stream0.ipl lae2_stream1.ipl lae2_stream2.ipl lae2_stream3.ipl lae2_stream4.ipl lae2_stream5.ipl lae2_stream6.ipl the "stream.ipl" files are in binary format, not plaintext it needs first to extract these files from gta3.img with img tool then use Binary IPL (De)Compiler to convert the "stream.ipl" into text format as well as back into binary format Exercise: simply add an object to the map by adding to an existing ipl file Open GTA SA\data\maps\LA\LAe2.IPL with texteditor The 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, -1endThe LAe2.IPL have a lot item placements in the "inst" section,so it's a long listscroll down to the end of "inst" section there should you find these lines: 710, vgs_palm01, 0, 2730.046875, -1191.328125, 83.5859375, 0, 0, -0.9762960076, -0.2164396197, -1endadd 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" section !!!!the explosive barrel is placed in Grovestreet, beside of CJ's house now test it ingame About collisions models: The collisions files are archiv files with *.col extension that contain collisions models You need CollEditor to open collisions files and import/export or edit collisions models A collisions model must always have the same name as the *.dff model, but most collisions models are hidden in a col archiv that have another name. The collmodel inside the coll file must have same name as the dff model The coll file is an archiv and can have any name Making coll model: When your model is ready and size is ok, then make shure that only that model is available in 3dmax and nothing else then use 3dmax-export function, export it as *.3ds Then open CollEditor and open an existing coll file or create a new then choose "Edit" > "ADD" and add the *.3ds Sloth- and Jimmy 2 CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
Lancerator Posted October 20, 2017 Author Share Posted October 20, 2017 Outstanding post, thanks. Link to comment Share on other sites More sharing options...