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Mysterdogg

Mgg's Workshop

Recommended Posts

Mysterdogg

 

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Nominated as one of the best Workshops of 2018!

 

Hello everyone, Mysterdogg here! well, I know what you're saying "but Mysterdogg, you already had a workshop..." and yeah, you're almost right, I used to have one but I was never satisfied with the result and due to my personal life, decided to request its removal. After a while, I've made a new one, this time focused on sharing my old stuff, but also new releases.

 

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(Revisited on April 28, 2019)

Spoiler

-I won't post WiP stuff, I will only post released stuff. Technically, a database.

-I've decided not to include some of my old mods since are based on already existing ones or are outdated/no longer useful. 

-I won't accept requests but I'm always open to new ideas. of course, nothing too complicated. Think originally.

-I'm always editing my posts here so instead of quoting entire posts please use the mention system.

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CLEO Scripts (Updated! August 04, 2019)

Spoiler

-Equippable Brassknuckle [v1.3]: Updated! Saved Games Friendly!

CJ finally learned that it's possible to put his brassknuckle into his pocket. You can follow my guide (check the "guide" section) if you don't like the script.

Spoiler

Note: this is the previous version called "Brassknuckle Remover" but the only difference with the current version is the option to restore the gun once you remove it.

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-Water Effect [v1.2][Effects Loader needed]: Updated! 

Now compatible with any flying vehicle. It's even present in Project Overhaul. You must use this version to update the one in the mentioned project.

Spoiler

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-Air Traffic DIsabler [v1.1]: Updated! 

Previously called "Flying Helicopters Disabler" now it can disable the entire air traffic of the game, even the Hydras at 4 wanted stars!

 

-Damageable Parts Disabler [v1.4]: Updated! Saved Games Friendly!

Disable the temporary damageable parts of your current vehicle!

Spoiler

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Misc:

Spoiler

Suggestion: I highly recommend using the mods of this section with Modloader.

 

-Hesco Bastion Barrier [v1.0][Normalmap needed]:

Military grade barriers! the perfect choice for those who like to play with military mods.

Spoiler

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-Money Pickups [v1.0]:

You will no longer see a wad of bills.

Spoiler

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Vehicles (Updated! January 09, 2019)

Spoiler

Suggestion: I highly recommend using the mods of this section with Modloader.

 

-HVY Airtug FlyUS [v1.1][feat. @Automan][ImVehFt & HQLM needed]: Updated!

My first vehicle mod, using an Automan mod as a base combined with my "lore-friendly extras" alongside ImVehFt & HQLM.

 

-MQ-8B Fire Scout Helicopter [v1.2][Normalmap needed]: Updated!

Small changes in the textures & LOD model.

Spoiler

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Weapons (Updated! May 04, 2019)[Under Imrpovements]

Spoiler

Suggestion: I highly recommend using the mods of this section with Modloader.

Disclaimer: most of my weapons used to be adapted with EnhFuncs but decided to remove it since Junior_Djjr stopped the development.

 

-AKs-74u w/ Camouflages: Part of my "Camouflaged Pack", this weapon comes with three different camos. Belgian Jigsaw, Dessert Tiger & Southafrican Woodland. Removed: Currently under improvements.

 

-Skorpion VZ-61 w/ Multiple Options [Normalmap needed]: Another pack being part of my "Camouflaged Pack", this one is actually the best, it comes with a lot of options between design & camos. Green Flecktarn, Russian Gorka & Tiger stripes.

 

-TEC-9 w/ Camouflages: Same as the above, this weapon takes part of the "Camouflaged Pack", comes with four different camos. ACU, Multicam, Search/Rescue & Tiger Stripes.

 

-PKM Spetsnaz: One of the last weapons being part of my "Camouflaged Pack".

 

-Rusty Melee Weapons vol.1 [Normalmap needed]: Another series of weapons I made, this was only about melee weapons, everyday objects turned into weapons.

 

-Rusty Melee Weapons vol.2 [Normalmap needed]: Last part of my series of "Rusty Melee Weapons", like the previous, this is one is also about common objects turned into weapons.

 

-SPAS-15  [Normalmap needed]: My first camouflaged weapon, the one that started my "Camouflaged Pack", my first model taken from Max Payne 3 too.

 

-Russian Weapons Pack vol.1 [Normalmap needed]: Includes three handguns from Russia. Gsh-18, OTs-33 Pernach & PSM Pistol. Note: HD models, could be a cause of FPS loss for some computers.

 

-Russian Weapons Pack vol.2 [Normalmap needed]: Includes three close combat weapons. Combat Knife OC-04, Soviet Bayonet 6x4 & Spetznaz Machete. Note: Same as the above.

 

-Russian Weapons Pack vol.3 [Normalmap needed]: This one is the last part but also it's revisited since some models were corrupted or I couldn't fix them. only includes Baikal MP-153. Note: Same as the rest of the pack.

 

-Police Baton [v1.1]: Updated!

Unnecessary files removed. Specular textures. Two versions available: with & without side grip.

Spoiler

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-Police Flashlight [v1.1]: Updated! 

Unnecessary files & unwanted polygons removed. Specular textures.

Spoiler

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-Police Mossberg 590 w/ Shell Holder [v1.1]: Updated! 

Unnecessary files removed. Fixed position in hands. The shell holder is purely decorative (just like in any other game).

Spoiler

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-MP5k w/ Multiple Options: One of my forgotten "Camouflaged Pack" weapons, this one was updated to work with Modloader but also to have different options.

 

-SR-25 MK-100 [v1.2][Normalmap needed]: Updated! 

Minor changes in the model. Fixed position in hands.

Spoiler

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-CZ805 Bren w/ Multiple Options: Revisited to be unlocked, adapted to specular textures and now comes in three different versions instead of two. Iron sight, micro T1 & micro T1 w/ magnifier.

 

-KS-23 [Normalmap needed]: One of my last weapons, although there isn't so much to say about it, it's actually one of my favorite conversions.

 

-M26 M.A.S.S w/ Multiple Options: This close-combat shotgun model has been updated to work with specular textures instead of normalmaps, I also removed some parts. Note: it has a custom data line but could be bugged in some cases.

 

-Remington 870b [v1.1]: Updated! 

New download link. Re-done ReadMe file. Minor changes in the model.

Spoiler

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-M60e4 [Normalmap needed]: The iconic Vietnam war machinegun finally here for your usage! comes with a custom data line to feel the support cover shootings.

 

-M249 [Normalmap needed]: Wanna fight terrorism in San Andreas after returning from the Middle East? say no more! here you have your machine gun ready for some support cover shootings.

 

-Nambu Type-14  [v1.1][Normalmap needed]: Updated!

The imperial Japanese handgun, known as the Browning of Japan, this one was the third version made, focusing on low-cost production for their needs. Fixed misplaced parts, reworked reflections.

 

-StG44 w/ Multiple Options [v1.1]: Updated!

Reworked model, removed normalmaps and now comes with two different versions. Iron Sight & Rail Sight.

 

-APS Underwater Rifle  [v1.1][IMFX needed]: Updated!

First part of my "Underwater Weapons Packs". Reworked model with specular textures & new custom data settings.

 

-ADS Amphibious Rifle [v1.1][Normalmap & IMFX needed]: Updated!

My famous ADS rifle being part of my "Underwater Weapons Pack" it's finally here! fully reworked model, new improved weapon data lines & new reflection textures.

 

-Explosives Pack [Normalmap needed]:  

Two weapons includes: C4 & frag grenade. Note: HQ models, could be a cause of FPS drop on some PCs.

 

Guides (Updated! May 04, 2019)

Spoiler

Disclaimer: high-quality pictures, click on them to enlarge.

 

-Removable Brassknuckle: previously mentioned above in the "Scripts" section, allows you to place the brassnuckle inside the same group of the rest of the melee weapons, of course with a fast learning, you will figure out that you can reorganize the weapons in custom groups.

Spoiler

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-Brassnukcle on both hands: By following this guide you will be able to have two brassnuckles instead of one, but not just that because you can also mimic the idea and use it with the rest of the weapons.

Spoiler

7WPzEna.pngZtySpvb.pnggiphy.gif

-Working wheel physics: By simply editing the "vehicles.ide" data file you have to start by opening it with notepad, then look for the selected car, then go to the "Type" section of the mentioned vehicle and change it from the default value (most of the time, "car") to the new one, called "mtruck". Note: it doesn't work with motorcycles, planes, boats & vehicles with advanced suspension.

Spoiler

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-Available damageable parts: This one more than being a guide, it's a database since you can see a comparison between the default damageable parts & the restored damageable parts, mostly present in modded vehicles. Useful for knowing the names for every damaged part. Interesting thing is that those "restored" parts are leftovers from the previous game which for unknown reasons wasn't implemented in the vehicles of GTA SA.

Spoiler

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CLEO Scripts (Updated! August 04, 2019)

Spoiler

-Simpler Radar Zoom [v1.0]:

My own version of a radar zoom but also the simplest one around here! Fully customizable! Note: not compatible with ASI radars.

 

-Simpler Cam Shake [v1.1]: Updated! Added Vehicles Compatibility!

A fully reworked version of my Cam Shake script, this one comes with customizable settings. Bikes, boats & aircraft excluded. Compatible with added vehicles!

 

-Weather Locker [v1.0]: Saved Games Friendly!

Lock the in-game weather with the desired one.

 

-In-Game Time Cycle [v1.0]: Saved Games Friendly!

Set the in-game time length.

Misc (Updated! May 27, 2019)

Spoiler

-Original Map Fixes [v1.2]: Updated!

Minimal map changes with a significant impact. Expect possible new similar fixes.

 

-Background Menu Pictures [v1.0][feat. @TheBigDuck]:

Directly from the beta & removed content of GTA V, 7 dedicated pics for the backgrounds of the menu.

 

-HD-era Loading Sounds [v1.1]: Updated!

Full-length HQ mono sounds from the HD era GTAs.

Weapons (Updated! April 28, 2019)

Spoiler

My current weapons are part of "Madness Arsenal".

Guides (Updated! October 31, 2018)

Spoiler

-Vehicles.ide Analysis:

A short guide for those who need to know the basics about editing one of the mandatory data files related to vehicles.

 

-Cargrp.dat Analysis:

A first try analyzing this data file covering the most important aspects of the same, talk about its limitations & advantages.

 

-Carcols.dat Analysis:

One of the easiest data files for editing. A quick guide that aims to cover every aspect of this file complementing it with what we have already learned from the previous guides.

 

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Spoiler

If you want to share any of my stuff I encourage you to use my provided download links instead of a mirror, by doing that you will help me to keep developing my mods but also the rest of my stuff and to continue with my many projects.

I'm constantly checking "repacked" mod sites, it's a simple condition, please respect it.

 

Feedback is key for modders so please let me know of every bug and problem you find in my mods, even grammar errors.

 

Edited by Mysterdogg
Two old CLEOs updated.

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ᅠ   

Screenshots, please!

 

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Mysterdogg
On 10/3/2018 at 11:31 AM, SDRBB said:

Screenshots, please!

 

I will eventually add them when I have all of my old stuff uploaded ;)

 

Edit: check the OP.

Edited by Mysterdogg

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Mysterdogg

New Guide! - Vehicle.ide analysis:

Spoiler

Whenever you make a vehicle for GTA SA you have to worry about two mandatory data files, Handling.cfg & Vehicles.ide, and in this occasion, we will focus on the second one, the .ide file. Let's check it out!

 

We have to start by understanding all of the data, codes and even words written there, but let's face it, there are some values that don't even affect the gameplay, but again, which are those unnecessary values? well, let's start with the basics. Here we have an example, the first data settings, the Landstalker's values:

Spoiler

# Id,	Model name, 	Txd name,	Type 		HandlingId	Game name, 	Anims	Class		Frq	flags   Comprules
#															
400,	landstal, 	landstal, 	car, 		LANDSTAL, 	LANDSTK, 	null,	normal, 	10,	0,	0,		-1, 0.768, 0.768,	0

 

 

We only see a bunch of codes, right? well, for the inexperienced eye, those values are just complex codes for making the mentioned vehicle work as we see it in-game, but as I said, we're here for understanding those values! Let's check them one by one:

Spoiler

Id:                  400	
Model name:          landstal 	
Txd name:            landstal	
Type:                car 		
HandlingId:          LANDSTAL	
Game name:           LANDSTK	
Anims:               null	
Class:               normal		
Frq:                 10
flags:               0  
Comprules:           0
WheelID:             -1
WheelScale_Front:    0.768 
WheelScale_Rear:     0.768	
Wheel Upgrade Class: 0

 

Doesn't look so complex now, right? well, actually it's almost the same, but know we have those values in a more intuitive shape, let's talk about them:

Spoiler

Id:                  400      ; Internal identifier of the model.
Model name:          landstal ;	.dff model.
Txd name:            landstal ;	.txd model.
Type:                car      ; Type of vehicle (trailer, bmx, bike, train, boat, plane, heli, quad, mtruck, car).
HandlingId:          LANDSTAL ;	Corresponding data line from Handling.cfg
Game name:           LANDSTK  ;	Corresponding data line from the .gxt files.
Anims:               null     ; Type of animations for interacting with the vehicle.
Class:               normal   ; Self explained (normal, poorfamily, richfamily, executive, worker, big, taxi, moped, motorbike, leisureboat, workerboat, bicycle, ignore). 
Frq:                 10       ; Frequency on Streets.
flags:               0        ; Hardcoded indicators, used for unique vehicles mostly. *Probably leftovers.
Comprules:           0        ; Hardcoded indicators, used in different vehicles. *Probably leftovers.
WheelID:             -1       ; Leftover from previous GTAs. *You can find the wheels inside the models/generic folder.
WheelScale_Front:    0.768    ; Self explained, adjust the front wheel's size.
WheelScale_Rear:     0.768    ; Self explained, adjust the rear wheel's size.
Wheel Upgrade Class: 0        ; Wheels tuning (-1=none, 0=Transfender, 1=Wheel Arc Angels, 2=Auto Loco) from Carmods.dat

 

As we can see, this data file it's really important for the game's vehicles, since it organizes the most important aspects of the data values with the exception of the carcols' values. So now, the question is: what can I do with this information? what can I do now with your guide, Mysterdogg? well, we are not done yet, because we are now going to talk about the suggestions when editing this file:

Spoiler

Id                           ; Whenever you replace a vehicle, don't forget that this number it's a unique value, same thing for added vehicles.

Model name and Txd name      ; These two are a bit tricky inside vehicles.ide since we can simply replace them with another vehicle and the game will keep working, same thing with only one of them, the only requirement is to have compatible files. 

Type                         ; This value is mainly responsable of the behavior of the vehicle in-game, a way to identify how the vehicles must work inside the game. As I taught you in one of my guides, you can replace the "car" value for "mtruck" and with that bring working physics to your vehicle. 

HandlingId                   ;	Similar to the .dff and .txd explanation, you can use any handling line for your vehicle, it doesn't necessarily need to be named as your vehicle, just check the Hotring cars data lines. Remember that the game has a limit of 7 characters for handling names.

Game name                    ;	Same limit as the handling. 7 characters for the .gxt data lines. 

Anims                        ; There are many anim groups for interaction. Null: Default anims, Truck anims, Van anims, BF Injetion anims, Rustler anims, Bus anims, Tank anims, Coach anims, Bikev: Scooter anims, Bikes: Sport Bike anims, Bikeh: Chooper anims, Biked: Enduro anims, Quad anims, BMX anims, Dozer anims, Choppa: Old Bicycle anims, MTB anims, Shamal anims, Vortex anims, Nevada anims, Kart anims, Wayfarer anims.

Class                        ; This one works in a similar way to the Type section, although is is related with the zones of spawn. The idea is to relate this value with the aparience of the vehicle.

Frq                          ; Frequency on Streets. 10 is the maximum value, while 0 is the minimum. Again directly related with Class and Type.

flags and Comprules          ; There are some values present in this file but are no longer used or actually doesn't affect the gameplay in any way, but in case of any bug or crash, if you ever make or replace a vehicle with custom flags, I highly recommend to keep it like that.

WheelID                      ; No longer used value, I recommend to simply ignore it by keeping the -1 value, even vehicles with custom values like the Sanchez or the PCj600 doesn't use them.

WheelScale_Front and WheelScale_Rear:    ; Self explained, adjust the wheels size. Careful when changing the values, too small or too big numbers will bug your vehicle.

Wheel Upgrade Class          ; Wheels tuning (-1=none, 0=Transfender, 1=Wheel Arc Angels, 2=Auto Loco) from Carmods.dat. I recommend using -1 whenever you're using mods like Vehfuncs which add different wheels without the need of in-game tuning.

 

Well, that's all! with this brief guide you will see that this file it's not so complicated to understand and later on edit by ourselves.

 

Some further suggestions:

Spoiler

-Always use Modloader when adding vehicles but also when replacing the default ones; Modloader has the function of reading .txt files and detects the custom data lines inside.

-Always backup your files, that's mandatory for every player and modder. Even when using Modloader.

-Always test the changes you've made to the data lines, test them one by one instead of editing them all at the same time; you need to check the small differences. Sometimes one number can change the whole system of a vehicle's data.

 

And last but not least, don't forget to reply or comment in case you have any doubts or problems when using this guide.

 

Sources: GTA-Modding.com, GrandTheftWiki.com & my own research.

 

Edited by Mysterdogg
Updated post.

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Mysterdogg

New Guide! - Cargrp.dat Analysis:

Spoiler

Introduction:

 

This file is really interesting actually because although we barely edit it or simply ignore it every time we mod our game, this data file it's crucial for the lore of the game. Every ped-related file it's directly linked between them and that includes the file we are analyzing right now. Just look at the traffic (both pedestrians & vehicles) of different zones (like neighborhoods) of the game, is it just coincidence that they fit the zone theme, or isn't? Let's find out!

 

Disclaimer:

Spoiler

-I won't explain some parts of the data files like the name of the vehicles because we see them all the time in-game, the same thing happens with peds, which although are presented with their internal names, I can't focus on them since are partially relevant for the guide. 

-In order to understand this guide you need a certain level of previous knowledge editing and modifying data files, especially this one since it has a lot of functions and values linked with other data files previously mentioned in this guide.

For learning how to edit this file we need to first understand its system and for that goal, we need to take a look at the popcycle.dat & pedgrp.dat files:

Spoiler

HMOGAR, WMYCON, WMYCONB, WMYMECH, WMYSGRD      	# POPCYCLE_GROUP_WORKERS (LA)
WMYCON, WMYCONB, WMYSGRD, SWMOCD, HMOGAR  		# POPCYCLE_GROUP_WORKERS (SF)
WMYCON, WMYCONB, HMOGAR, WMYSGRD, VBMOCD		# POPCYCLE_GROUP_WORKERS (VEGAS)

BMYAP, WMYPLT, WFYSTEW			# POPCYCLE_GROUP_AIRCREW (LA)
BMYAP, WMYPLT, WFYSTEW			# POPCYCLE_GROUP_AIRCREW (SF)
BMYAP, WMYPLT, WFYSTEW		 	# POPCYCLE_GROUP_AIRCREW (VEGAS)

BALLAS1, BALLAS2, BALLAS3					# Gang 1 (BALLAS)

FAM1, FAM2, FAM3							# Gang 2 (THE FAMILIES)

LSV1, LSV2, LSV3							# Gang 3 ( Los Santos Vagos)

SFR1, SFR2, SFR3							# Gang 4  (San Fiero Rifa)

DNB1, DNB2, DNB3							# Gang 5 (Da Nang Boys)

VMAFF1, VMAFF2, VMAFF3, VMAFF4				# Gang 6 (ITALIAN MAFIA)

TRIADA, TRIADB, TRIBOSS						# Gang 7 (TRIADS)
 
VLA1, VLA2, VLA3   							# Gang 8  (Varrio Los Aztecas)

These are example lines from pedgrp.dat, we can see that some of them have specific groups for every major zone, like Los Santos, San Fierro & Las Venturas. But we can also see some others which are alone like the gangs.

 


Dealers 
Gang 
Cops 
Other
Workers 
Business 
Clubbers 
Farmers 
BeachFolk 
Parkfolk 
Casual_Rich 
Casual_Average 
Casual_Poor 
Prozzies 
Criminals 
Golfers 
Servants 
Aircrew 
Entertainers 
oot_fact 
Desertfolk 
Aircrew_runway

And if we take a look at popcycle.dat we will find those indicators. As we can see, some of those indicators match the names of the groups inside the previously mentioned pedgrp.dat file.

 

So once we have found out that those files are related between them and that the popcycle names are already established for internal uses, we can make a list of every group from the cargrp.dat file: 

Spoiler

# POPCYCLE_GROUP_WORKERS
# POPCYCLE_GROUP_BUSINESS
# POPCYCLE_GROUP_CLUBBERS
# POPCYCLE_GROUP_FARMERS
# POPCYCLE_GROUP_BEACHFOLK
# POPCYCLE_GROUP_PARKFOLK
# POPCYCLE_GROUP_CASUAL_RICH
# POPCYCLE_GROUP_CASUAL_AVERAGE
# POPCYCLE_GROUP_CASUAL_POOR  
# POPCYCLE_GROUP_PROSTITUTES
# POPCYCLE_GROUP_CRIMINALS
# POPCYCLE_GROUP_GOLFERS
# POPCYCLE_GROUP_SERVANTS
# POPCYCLE_GROUP_AIRCREW
# POPCYCLE_GROUP_ENTERTAINERS
# POPCYCLE_GROUP_OUT_OF_TOWN_FACTORY
# POPCYCLE_GROUP_DESERT_FOLK
# POPCYCLE_GROUP_AIRCREW_RUNWAY
# Gang 1 [Ballas]
# Gang 2 [Families]
# Gang 3 [Los Santos Vagos]
# Gang 4 [San Fierro Rifa]
# Gang 5 [Da Nang Thang]
# Gang 6 [Mafia]
# Gang 7 [Triad]
# Gang 8 [Barrio Los Aztecas]
# Gang 9 [unused]
# Gang 10 [unused]
# Dealers
# Boats

I know what you're saying the name of the groups inside the cargrp.dat is the same found in the previously mentioned data files. And yeah, that's right, with that clear we can now say that we understand the traffic system of the game, so, what's now? is it done? actually not, we still need to understand some other parts of this file, like its limits.

We have now reached that point where this file doesn't look complex at all, we can read it without any problem and even modify it, so, the only thing left is to learn about the limitations of the game and how we can take full advantage of this type of files:

Spoiler

-The game originally has a limit of 23 vehicles per group but curiously some groups break that limit without generating any problems in the game. The mentioned biggest group is the # POPCYCLE_GROUP_CASUAL_AVERAGE with 29 vehicles. 

-Here we have a picture of a mod called Zone Editor which allow us to change the zones in-game, specially made for total conversions, it's really useful for understanding the popcycle zones.

-Limit adjusters like FM's Limit Adjuster have the function for breaking the previously mentioned limit but it's not recommended to change it with too high values otherwise it generates crashes and bugs. Play with safe numbers.

-Open Limit Adjuster is an easy way for those who don't want to mess with FMLA. Automatically makes the vehicles per group unlimited. 

-One of the biggest advantages when editing this file is that it's really simple and limited, in a good sense of course, because the only thing we can do is to add or remove vehicles from the groups. It's pretty similar to edit a .ini file from a custom script.

-The spawning frequency of the vehicles in every group is directly related to the position it has in the same. The frequency decreases from left to right, or as some could say, from the first vehicle to the last. Other traffic data files have this feature too. 

-I highly recommend using this updated file if you want to edit it or corroborate this guide. It's a more intuitive file focused for an easier reading and edition.

 

Sources: GTA-Modding.com & my own research.

 

 

Edited by Mysterdogg
Updated post.

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SonicFan99

What's the password for the Zone Editor?

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Mysterdogg
3 hours ago, MH-T99 said:

password for the Zone Editor

Inside the compressed file there's a .txt file called "PASSWORD" once you open it you will see the password but in case you can't open it or don't want to, the password is "GTAInside.com". 

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SonicFan99

I see, thank you.

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Testeuros

Hello. I am not really into request, but have considered creating something like extras disabler, or something to manage them and their spawning in traffic? 

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SonicFan99

Is there a car spawner for added vehicles, compatible with total conversions, apart from FM's Car Spawner, which crashes when I installed it?

Edited by MH-T99

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Mysterdogg
4 hours ago, MH-T99 said:

Is there a car spawner for added vehicles, compatible with total conversions, apart from FM's Car Spawner, which crashes when I installed it?

I use Junior Djjr's Car Spawner, it's really simple and, in my opinion, it works better.

5 hours ago, Testeuros said:

Hello. I am not really into request, but have considered creating something like extras disabler, or something to manage them and their spawning in traffic? 

Hello! I think New Vehicle Functions by Junior Djjr does exactly that, or at least something really close to your idea. 

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SonicFan99
1 hour ago, Mysterdogg said:

I use Junior Djjr's Car Spawner, it's really simple and, in my opinion, it works better.

Hello! I think New Vehicle Functions by Junior Djjr does exactly that, or at least something really close to your idea. 

OK, thanks, but Djjr Car Spawner also crashes Alien City. Any other suggestions?

Edited by MH-T99

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Mysterdogg
2 hours ago, MH-T99 said:

Any other suggestions?

GTA VxIV2SA beta 3 comes with a vehicle spawner, I don't know if it works with other TCs but it works fine with the mentioned one. Here you have it.

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Mysterdogg

New CLEO! -Simpler Radar Zoom [v1.0]: 

it's the simpler radar zoom you could found, fully customizable!

Spoiler

giphy.gif

 

Edited by Mysterdogg
Updated post.

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SonicFan99
19 hours ago, Mysterdogg said:

GTA VxIV2SA beta 3 comes with a vehicle spawner, I don't know if it works with other TCs but it works fine with the mentioned one. Here you have it.

Thanks, so how do I activate it? What to press?

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Mysterdogg
Just now, MH-T99 said:

Thanks, so how do I activate it? What to press?

oh right! I completely forget about it, sorry.

 

The usage is by typing the Handling ID name displayed inside the .ini. For example, if I want to spawn the Buffalo, I will type in-game "buffalo" and the car will spawn. Same thing with added vehicles, let's say I have an added car with a handling ID like "SCRMJET", once I type it I will spawn my Scramjet. 

 

Don't forget that the handling ID has a limit of seven characters so be careful when adding vehicles to the .ini file, well, by following the example inside it should be enough ;)

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SonicFan99
35 minutes ago, Mysterdogg said:

oh right! I completely forget about it, sorry.

 

The usage is by typing the Handling ID name displayed inside the .ini. For example, if I want to spawn the Buffalo, I will type in-game "buffalo" and the car will spawn. Same thing with added vehicles, let's say I have an added car with a handling ID like "SCRMJET", once I type it I will spawn my Scramjet. 

 

Don't forget that the handling ID has a limit of seven characters so be careful when adding vehicles to the .ini file, well, by following the example inside it should be enough ;)

I see, so it's just like typing the cheat.

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Mysterdogg
Just now, MH-T99 said:

I see, so it's just like typing the cheat.

Yup! just like that, it can't be any simpler! hope it works with Alien City or Underground. 

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Mysterdogg

New CLEO! Simpler Camera Shake [v1.1][Mixsets recommended]: Updated!

Minor changes in the script for a better performance. It only works with cars now; boats, aircraft & bikes are excluded. Compatible with added vehicles!

Spoiler

giphy.gif

 

Edited by Mysterdogg
New version.

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Helomyname

nice, but pictures when

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Testeuros
On 10/18/2018 at 4:32 PM, Mysterdogg said:

Hello! I think New Vehicle Functions by Junior Djjr does exactly that, or at least something really close to your idea. 

Actually I was thinking of something without editing any model (I don't know why but Zmodeler is not working with my notebook). Just purely through some config with something like ID of vehicle and list of extras enable in traffic.

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Mysterdogg
On 10/21/2018 at 10:58 AM, Helomyname said:

nice, but pictures when

I'm already working on that as I said in the OP but I'm taking my time to give all of my weapons another check before posting the pictures. I've already found some bugs while testing my AK74u so I will update it. Hopefully this week I will post the rest of the pictures.

Edit: 4 new pictures added.

 

On 10/22/2018 at 5:03 PM, Testeuros said:

Actually I was thinking of something without editing any model (I don't know why but Zmodeler is not working with my notebook). Just purely through some config with something like ID of vehicle and list of extras enable in traffic.

Well, I was giving a quick look at the available opcodes and I couldn't find anyone useful for your idea. This is mostly possible with a .asi mod like Vehfuncs since extras don't use dedicated dummies. What about if we give it a look at your problem with Zmodeler? you can PM me and we will check it. ;) 

 

Edit: I was giving it a second look and found this opcode:

0506: set_vehicle_model #MODEL next_variation 0 0

I can't promise anything but I will give it a try to your idea.

Edited by Mysterdogg
Updated knowledge.

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Mysterdogg

New Guide!Carcols.dat Analysis:

Spoiler

Let's start with the basics, what it does this file? well, it's one of the simplest data files of the game, since its function is only one: store and set the colors for the vehicles of the game. The file comes with 126 different colors, from basic colors like black, white, red & blue, to more rare or unusual colors like a bright pink. This file is currently one of the few without broken limits but that's practically unnecessary since 126 available colors is enough for the game but you can, of course, add more since the file supports a total of 179 colors and of course, it's also compatible with added vehicles, the only, practically, real limitation is the number of color groups per vehicle, being 8 the limit.

 

Now we got the basics of the file, let's do the analysis; like many other data files, by simply using the notepad we can open, view and edit this file, and when we do that, we can find this information:

Spoiler


# This file contains all the info about the car colours. There are two
# sections, col which contains the colour table and car which contains 
# the possible indices into the colour table for each car.
#
# The end column of the col section is the radio chat version of the car colour.
#
# Press START on controller to reload this file while the game is running.
#
#
#
#
#
#	1-10	service colours  - careful with these
#	126	hot pink   - do not use
#
#
#street, 9,73

 

At first sight, it's just useless information that doesn't even affect the file, right? but the truth is that it's actually introducing us how the game manages with it and the only real unnecessary part is the one related with the PS2 version, that's right, a leftover from the console version. Another interesting thing is this one:

Spoiler


#	1-10	service colours  - careful with these
#	126	hot pink   - do not use
#
#
#street, 9,73

 

Where it states that the colors from 1 to 10 are the "service" colors, that, as you can assume, is used mainly by the in-game service vehicles like the police & emergency units:

Spoiler

0,0,0				# 0 black				black
245,245,245			# 1 white				white
42,119,161			# 2 police car blue			blue
132,4,16			# 3 cherry red				red
38,55,57			# 4 midnight blue			dark blue
134,68,110			# 5 temple curtain purple		purple
215,142,16			# 6 taxi yellow				yellow
76,117,183			# 7 striking blue			bright blue
189,190,198			# 8 light blue grey			light blue grey
94,112,114			# 9 hoods				light

 

The second point is about the last color, you know, that mysterious pink, well, that color is used in the cheat funny cars:

Spoiler

236,106,174			# 126 pink				light

 

 And or the last point, the "street, 9,73", it's just an example of the file system, showing us that the game looks for the vehicle colors like this:

Spoiler

[vehicle ID], [Primary Color],[Secondary Color],[Tertiary Color],[Quaternary Color]

 

In most of the cases, the vehicles of the game only use two colors per group, being the 3rd & 4th colors, only used by a few vehicles, like the Squalo or the Cement, but of course, modeled vehicles that support that function can also use it but needs to be stored in the "car4" section.

 

Let's talk about now: the colors, how do they work? how can we edit them? what do they mean? the answer to all of those questions is the same: RGB colors. Let's take a look at one color from the file:

Spoiler

0,0,0			# 0 black				black

 

All we see is a few numbers and words, right? well, let's analyze them:

Spoiler

RGB Color		Internal Name			Definition
0,0,0			# 0 black				black

--------------------------------------------------

0,0,0			= RGB colors, being red, green and blue respectively.		
# 0 black		= Internal name used by the game to ready every value, in this case, this color it's the number 0 of 126.		
black			= Description made for us, since practically nobody can read RGB colors.

 

It turns a lot easier now! by having that we can make a quick test for corroborating, let's change a bit this color:

Spoiler

Default Color

RGB Color		Internal Name			Description
0,0,0			# 0 black				black

New Color

RGB Color		Internal Name			Description
10,10,10		# 0 black				black

 

The change is barely noticeable for us but it makes a big difference in-game and in real-life, since pure black isn't a color, we never see it actually because black is the absence of color. Here a comparison:

Spoiler

7ZWCGI0.png

The color at the left is the default value while the one at the right is our new value. A slight change but practically different colors. Let's try something else now, more for fun:

Spoiler

Default Color

RGB Color		Internal Name			Description
215,142,16		# 6 taxi yellow			yellow

New Color

RGB Color		Internal Name			Description
128,255,0		# 6 taxi yellow			yellow

 

This is the result in-game:

Spoiler

ti11RME.png

As you can see by only changing one value we can completely change the game and it doesn't get any harder than that but if you're wondering where you can get some RGB colors, don't worry about it! Microsoft it's here to make your life easier, just open your Paint software and click on "Edit Colors", a pop-up screen will appear with all the necessary information! but in case you want something more serious or a specific color, just browser it! the web is plenty of sites dedicated to store and share colors in RGB, HEX and many other formats. 

 

Some further information & Final notes: 

Spoiler

-Always use Modloader when editing this file, it's the best way to not mess it up but thanks to R*, whenever that happens every colorable vehicle in-game will be entirely black.

-Remember that the file has its own limits, a limit for available colors being 179 and a limit for the colors per group, being 8.

-If you want to use the 4th color system, you will need to adapt your vehicle model with it, you can find the compatible/required material colors here.

-In the "sources" section, you can find a link that provides you a visual graphic showing every color of the game.

 

Sources: Wikipedia, GTA Wikia, GTA-Modding & my own research.

 

Edited by Mysterdogg
Updated post.

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MtaxyZ
On 10/13/2018 at 9:36 PM, Mysterdogg said:

Hey there everyone once again this week! today I was inspired by some articles in the web so decided to make this: the GTA V Tank Crosshair or as I like to simply call it "Tank Crosshair". It's a really simple script and although it could be better, this current version it's pretty good. I still have some plans for future versions so expect more updates.

 

 

Tank Crosshair [Mixsets needed]: this script takes part in my new upcoming series of scripts I've been working on. A good eye will figure out that it's just a texture that matches the shootings.

  Hide contents

giphy.gif

 

 

im going to use this... i have been waiting for something similar

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Mysterdogg

New CLEO!Weapons Manager [v1.1]: Discontinued.

Edited by Mysterdogg
A better method is required to change the gangs' weapons.

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SonicFan99

I not sure if it happens to you before, but when I drive cars that are added FURTHER, the game screen freezes that I got to restart, especially in Total Conversions. Why does that happen, does it depend on the mod or something else?????? Is like as if I can only drive them for a short period of time, it's inconvenient.

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Mysterdogg
4 hours ago, MH-T99 said:

I not sure if it happens to you before

No, it has never happened to me. 

4 hours ago, MH-T99 said:

the game screen freezes that I got to restart, especially in Total Conversions

I barely play with TCs and I've never added vehicles to it. I mostly play with VxIV2SA which has a lot of added vehicles and I've never experienced those problems. 

 

4 hours ago, MH-T99 said:

Why does that happen, does it depend on the mod or something else?

There's probably something else messing with the game, check the available IDs that you're using for adding those vehicles, also check the models itself, the source of the crash could even be a "wrongly" designed vehicle. Check the limits of the TC and see if your reaching any of them, and last but not least, pay attention at where the crash usually happens, there could be a zone in the map that causes it. 

 

I can suggest a bunch of things but since I don't play with TCs and I don't know which one you're using, it's hard to deduce a solution. 

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SonicFan99
18 hours ago, Mysterdogg said:

No, it has never happened to me. 

I barely play with TCs and I've never added vehicles to it. I mostly play with VxIV2SA which has a lot of added vehicles and I've never experienced those problems. 

 

There's probably something else messing with the game, check the available IDs that you're using for adding those vehicles, also check the models itself, the source of the crash could even be a "wrongly" designed vehicle. Check the limits of the TC and see if your reaching any of them, and last but not least, pay attention at where the crash usually happens, there could be a zone in the map that causes it. 

 

I can suggest a bunch of things but since I don't play with TCs and I don't know which one you're using, it's hard to deduce a solution. 

It's Alien City, and I did use the available IDs. How can I check the TC limits??????

Edited by MH-T99

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Mysterdogg
On 11/18/2018 at 5:55 AM, MH-T99 said:

How can I check the TC limits?

Usually with FM's Limit Adjuster or with the limit adjuster included in the TC. You can make some tests with this & this

Edited by Mysterdogg

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SonicFan99
16 hours ago, Mysterdogg said:

Usually with FM's Limit Adjuster or with the limit adjuster included in the TC. You can make some tests with this & this.

 

Edit: first post of the second page!

I'm using Open Adjuster.

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