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On 11/17/2018 at 10:30 PM, 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. 

What you mean by "wrongly" designed vehicles??????

Edited by MH-T99
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6 hours ago, MH-T99 said:

"wrongly" designed vehicles

Vehicles with corrupted textures, erroneously encrypted files, incompatibilities with the model, excessively heavy models, etc. There are many reasons for a vehicle to be incompatible or the source of the crashes in the game. As I previously said, use this for testing them. 

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On 11/22/2018 at 7:41 AM, Mysterdogg said:

Hey everyone! it's me once again, yesterday I was reading some posts here in the forums, specifically in the GTA V Hud by DK's topic, many users are requesting dedicated mods for the GPS, police radar, weapons wheel, the crosshair system, etc and although most of them are already done, I've decided to make my own version of the crosshair system: Multiple Crosshair System! 

 

Crosshair System [v1.4]: Updated! merged with my "Tank Crosshair" mod. A lot of changes alongside some fixes. Check the ReadMe file & INI file for further information.

  Reveal hidden contents

Note: Gifs made with the first version. A good eye will figure out that it's just a texture that matches the shootings.

giphy.gifgiphy.gif

Disclamer: I highly recommend removing my "Tank Crosshair" before using this one, otherwise you will have bugged textures or unexpected crashes. The mentioned mod is no longer in development, it's now merged with my "Crosshair System" mod instead.

how to remove tank crosshair mod ?

@Mysterdogg how do i install crosshair mod ? guide me sir. If i open it in game, it is showing me very small white dot crosshair which is getting invisible while shooting. Help me out! fast please

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14 hours ago, AgentGamer said:

how to remove tank crosshair mod ?

If it's because of the disclaimer, that's for those who have the dedicated mod, but if you're asking how to disable it there's no current feature for that, I will probably add it in the next version. Updated, added the option for disabling selected crosshairs.

14 hours ago, AgentGamer said:

how do i install crosshair mod ?

The installation is as simple as copying and pasting the corresponding stuff from the compressed file into your GTA SA directory. I've included an installation guide in the ReadMe file for the current version.

14 hours ago, AgentGamer said:

it is showing me very small white dot crosshair which is getting invisible while shooting

That's a weird issue, I've personally never experienced it while making the script. Did you installed IMFX & Mixsets from the links I provided? there's probably something messing with my mod. Can you post any pics of the problem? 

Edited by Mysterdogg
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4 hours ago, AgentGamer said:

Is there any way to change the crosshairs from random gta v crosshairs ?

Yes, there's a way to do it. 

4 hours ago, AgentGamer said:

 can you say me how to ?

You can replace the default textures inside the "CHS" file and by using the settings of the INI file you can adjust the size of the new crosshairs. 

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On 11/25/2018 at 2:54 AM, Mysterdogg said:

Yes, there's a way to do it. 

You can replace the default textures inside the "CHS" file and by using the settings of the INI file you can adjust the size of the new crosshairs. 

Can you give me steps for it ? Please ?? IF it would be a video or screenshots, i can understand better :D

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5 hours ago, AgentGamer said:

Can you give me steps for it ?

I've already told you how to do it, you need a certain level of texture edition knowledge or modding knowledge to successfully replace the default textures with new ones.

 

5 hours ago, AgentGamer said:

IF it would be a video or screenshots, i can understand better

Making you a guide or tutorial for doing such thing won't be so useful since it's as simple as:

 

1.-Open the "CHS.txd" file. 

1a.- Extract a texture to use it as a base if needed. 

2.-Import the new texture by replacing the default one. 

2a.-Adjust the dimensions of the same inside the INI file if needed. 

 

It works in the same way of the installation of the files from the "Required Stuff" folder. 

 

If you're having troubles trying to do it, I think it's better that you tell me which are the crosshairs that you want so I can make them as an optional preset for the mod. 

 

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On 11/28/2018 at 10:39 PM, Mysterdogg said:

I've already told you how to do it, you need a certain level of texture edition knowledge or modding knowledge to successfully replace the default textures with new ones.

 

Making you a guide or tutorial for doing such thing won't be so useful since it's as simple as:

 

1.-Open the "CHS.txd" file. 

1a.- Extract a texture to use it as a base if needed. 

2.-Import the new texture by replacing the default one. 

2a.-Adjust the dimensions of the same inside the INI file if needed. 

 

It works in the same way of the installation of the files from the "Required Stuff" folder. 

 

If you're having troubles trying to do it, I think it's better that you tell me which are the crosshairs that you want so I can make them as an optional preset for the mod. 

 

You can see deagle, m4 and shotgun crosshairs from here. If you could make me these i will be very happy :D
As well as i saw when i open my game. At some objects place, it shows ? expect of that object. Any way to fix it out ?
Waiting for mod and answer thanks bro :)

As well as font.txd from that video if you can :p

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13 hours ago, AgentGamer said:


You can see deagle, m4 and shotgun crosshairs from here

Make it for my mod will be useless, it's just a texture replacement for the default crosshair. It's a mod for SAMP so I assume you can find it or even ask the author of the video. 

13 hours ago, AgentGamer said:

As well as i saw when i open my game. At some objects place, it shows ? expect of that object. Any way to fix it out ?

I barely understand this, explain it with pictures or with proper English, sorry. 

13 hours ago, AgentGamer said:

Waiting for mod and answer 

Several versions of my mod were released in the time between your posts, I suggest you download the newest one for playing. 

13 hours ago, AgentGamer said:

As well as font.txd from that video if you can

Sorry but no, that's another mod and since it doesn't have any relation with any of my stuff I can't make it. I repeat what I said with the crosshair texture, search it in SAMP mod webpages or try to get it by contacting the author of the video. 

 

You can make your requests in the corresponding topic.

 

I don't accept requests, check the OP, unless are related to my stuff. Ideas are always welcome, of course. 

 

Edited by Mysterdogg
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  • 3 weeks later...

He everyone, Mysterdogg here! today I'm double posting my own topic with the porpuse of letting you know what's going on with my mods & all of my stuff actually, you may or may not be wondering why I'm not posting anything new here or why I'm taking so long to start releasing anything so yeah, as you should imagine, life is complicated, I've been really busy, I've talked about that with some users and friends here, I'm still into modding and the only reasons to be so quite here in my workshop and in the rest of my topics is because I'm having really busy days, it's holidays after all! but I'm also entirely focused on the new update of my Crosshairs System. I've even returned to my YouTube channel which I was about to delete when a friend asked me to show him a video of my mentioned mod. 

 

I tinhk that's all by now, expect new content as always, my ideas are in constant development and all I need is time & feedback hehe

Edited by Mysterdogg
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@MH-T99, as stated in Junior's tutorial:

Quote

To show the car's name when you enter it:
Open Notepad and enter, as in this example:
MALLARD Mallard
(no matter be capitalized or not)
In the case, the first "MALLARD" is your car's identification name, and the second is the name for it appear in the game.
Earlier I gave an example of adding a Gallardo named "gallard". In that example, you can do this:
GALLARD Lamborghini Gallardo
And so, save the file in a ".fxt" format inside the folder "CLEO\CLEO_TEXT" or a "FXT" folder in the root folder of your GTA SA.
The file name doesn't matter, you can even create a file "vehicles.fxt" and put all future new vehicles there, one on each line.
If saving with Notepad be eg "vehicles.fxt.txt", try saving SO. Or simply make a copy of some .fxt, open with notepad, delete all the content, type and save.

If you're already doing that and you still have the problem you posted, please refer it to the right topic, my workshop is not meant to solve random problems of users, I can help of course, but don't want to turn it into something against the rules. PMs are a better way. 

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  • 2 weeks later...

New Mod!Background Menu Pictures [v1.0][feat @TheBigDuck][Hume needed][Mobile Fonts recommended]:

GTA V was planned to have dedicated pictures for the menu. Since the only thing left about such feature are those images, this mod it's an interpretative work.

Spoiler

toS1lMQ.jpgD61PbD7.jpg

(Higher resolutions makes the textures look even better, less stretched)

 

Edited by Mysterdogg
Updated post.
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  • 3 months later...

New Mod!HD-era Loading Sounds [v1.1][Modloader required][ImFast recommended]: Updated!

Directly ported from the audio files of GTA IV and its episodes. HQ full-length mono sounds. GTA V loading sounds added. Renamed to "HD-Era Loading Sounds".

Edited by Mysterdogg
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  • 2 months later...
Mysterdogg

it is possible, @santosvagos, but it requires a lot of work. It is way better to ignore their existence and add new weapons using a limit adjuster.

 

Take a look at Zaz's Rocketlauncher, that's a good example of all the hard work required.

 

Perhaps with the new coding methods and new coding languages it will be easier to make something like that, I mean, it's everybody's dream to replace the gifts with something more useful! 

 

In the meantime, a good idea is to replace the gifts with melee weapons, that's what most users do, the game already has all of the required stuff to turn a dildo into an axe 😉

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  • 6 months later...

New CLEO! - Mute CJ [v1.0.1]: Updated!

First mod of the year, a simple and quickly-made script that will allow you disable CJ's voice at will. Specially meant for those that play with custom skins. Happy new year! 🎉

 

What's new?

.-Optimized script.

Edited by Mysterdogg
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New CLEO! - Gang Wars Anytime [v1.0.0]:

A quickly-made script meant for testing porpuses related to my RST script project. Now you can toggle gang wars whenever you want during gameplay.

Edited by Mysterdogg
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  • 2 months later...
On 10/15/2018 at 1:46 PM, Mysterdogg said:

New Guide! - Cargrp.dat Analysis:

  Reveal hidden contents

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:

  Reveal hidden contents

-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:

  Reveal hidden contents



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: 

  Reveal hidden contents



# 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:

  Reveal hidden contents

-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.

 

 

Please do a handling.cfg guide, we need it!!!

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Yeah, @Leinad, a handling data file guide/tutorial was in progress and planned to be released under a dedicated topic as the amount of information is a lot more than with my previous researches. 

 

Unfortunately haven't had enough time to continue with it so I was thinking on posting focused aspects as most users have the same doubts with this data file.

 

Message me if you need any help with a handling data line or value, I could perhaps be useful! 

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thalilmythos
17 minutes ago, Mysterdogg said:

Yeah, @Leinad, a handling data file guide/tutorial was in progress and planned to be released under a dedicated topic as the amount of information is a lot more than with my previous researches. 

 

Unfortunately haven't had enough time to continue with it so I was thinking on posting focused aspects as most users have the same doubts with this data file.

 

Message me if you need any help with a handling data line or value, I could perhaps be useful! 

All i want to know is, how do i make a car be a lowrider or a street racing car?

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