Jump to content
    1. Welcome to GTAForums!

    1. GTANet.com

    1. GTA Online

      1. Los Santos Drug Wars
      2. Updates
      3. Find Lobbies & Players
      4. Guides & Strategies
      5. Vehicles
      6. Content Creator
      7. Help & Support
    2. Red Dead Online

      1. Blood Money
      2. Frontier Pursuits
      3. Find Lobbies & Outlaws
      4. Help & Support
    3. Crews

    1. Grand Theft Auto Series

      1. Bugs*
      2. St. Andrews Cathedral
    2. GTA VI

    3. GTA V

      1. Guides & Strategies
      2. Help & Support
    4. GTA IV

      1. The Lost and Damned
      2. The Ballad of Gay Tony
      3. Guides & Strategies
      4. Help & Support
    5. GTA San Andreas

      1. Classic GTA SA
      2. Guides & Strategies
      3. Help & Support
    6. GTA Vice City

      1. Classic GTA VC
      2. Guides & Strategies
      3. Help & Support
    7. GTA III

      1. Classic GTA III
      2. Guides & Strategies
      3. Help & Support
    8. Portable Games

      1. GTA Chinatown Wars
      2. GTA Vice City Stories
      3. GTA Liberty City Stories
    9. Top-Down Games

      1. GTA Advance
      2. GTA 2
      3. GTA
    1. Red Dead Redemption 2

      1. PC
      2. Help & Support
    2. Red Dead Redemption

    1. GTA Mods

      1. GTA V
      2. GTA IV
      3. GTA III, VC & SA
      4. Tutorials
    2. Red Dead Mods

      1. Documentation
    3. Mod Showroom

      1. Scripts & Plugins
      2. Maps
      3. Total Conversions
      4. Vehicles
      5. Textures
      6. Characters
      7. Tools
      8. Other
      9. Workshop
    4. Featured Mods

      1. Design Your Own Mission
      2. OpenIV
      3. GTA: Underground
      4. GTA: Liberty City
      5. GTA: State of Liberty
    1. Rockstar Games

    2. Rockstar Collectors

    1. Off-Topic

      1. General Chat
      2. Gaming
      3. Technology
      4. Movies & TV
      5. Music
      6. Sports
      7. Vehicles
    2. Expression

      1. Graphics / Visual Arts
      2. GFX Requests & Tutorials
      3. Writers' Discussion
      4. Debates & Discussion
    1. Announcements

    2. Support

    3. Suggestions

Happy Holidays from the GTANet team!

Help replacing unknown textures and models


TheDoctor69
 Share

Recommended Posts

TheDoctor69

Hi, I don't know if I'm one of the few that have this problem or maybe there are more out there. Basically, from what I understand, mixing Updated SCM and VCLF in VC makes the "Demolition Man" building to remain intact after the mission. More info here:

 

A fix is supposedly on the way but in the meantime, and as I don't like to rush people and modders, I came up with an ugly workaround in my mind. Could I take the textures and models from the broken building and replace with them the normal ones WHILE maintaining the normal ones names? That way I would be "hardcoding" the broken building all the time. I could enable/disable the "fix" with modloader, and at least the game experience would improve a little.

 

Two problems thougth. One, I don't know if this is possible. Two, I don't know which files should I replace and/or where.

 

Could you guys help me out?

 

Thanks in advance.

 

UPDATE

 

I ended up using parts of different mods and managed to create a fix that patches the building look. Always damaged (apply after Demolition Man mission), even on very long distances. Remember that this mod is primarily meant to be used along with VCLF and UpdatedSCM. Use it at your own risk and feel free to contact me for any issues/questions.

 

https://mega.nz/file/FdBEEAjS#_UOxCDIXqEJoK_25sBa42jALs5_oG2b9eaBGoNSS5Cw

 

Mods used (all credits to the original modders, I'm not a modder myself, I just tried and put together some files along with some configuration, and just tweaked some stuff minimally):

 

Correct_svhdb_final, by @ToD.: https://www.gtagarage.com/mods/show.php?id=6226

 

VC.ImprovedBuildingSiteFiles,from @The Eddo:

 

Edited by TheDoctor69
Provided mod link
Link to comment
Share on other sites

this is the code that changes the model of the construction building to the dameged model

03B6: replace_model_at 117.991 -362.461 10.179 radius 80.0 from #BLDNGST2MESH to #BLDNGST2MESHDAM

 

By searching with Mapeditor for BLDNGST2MESH and BLDNGST2MESHDAM
can you find the models IDE

3908, bldngst2mesh, buildingsite2, 1, 135, 132


bldngst2mesh.dff  buildingsite2.txd

 

 

the dameged model:

3964, bldngst2meshdam, buildingsite2, 1, 135, 132


bldngst2meshdam.dff  buildingsite2.txd

 

It's only the facade around with the windows

 

This is the cernel of the building

3830, buildingsite2, buildingsite2, 1, 108, 128


buildingsite2.dff buildingsite2.txd

 

 

 

The IDE entries are inside of data\maps\nbeachw\nbeachw.ide

 

Method to give different texture to intact and damged model:

 

1. Create a copy of buildingsite2.txd and modify the newscaffolding2_256 image

 and rename it to buildingsmod.txd

 

2. change the IDE entry to

3964, bldngst2meshdam, buildingsmod, 1, 135, 132

 

 

Edited by ZAZ
Link to comment
Share on other sites

TheDoctor69

Mmm that very useful info but what I want is the game to use the damaged texture and model by thinking it is the normal one, not to edit any image as I don't need that. Where are the textures, inside some img? Can I take the damaged txd/dff, rename them to the normal building ones, then replace those? That way the building would always be broken?

 

Thanks!

Link to comment
Share on other sites

Both models have same texture of same txd

 

You can copy bldngst2meshdam.dff and rename it to bldngst2mesh.dff to realize the plan

Either put this renamed file into modloader folder

 

or install it inside gta3.img

i would first rename bldngst2mesh.dff into bldngst2mesh-old.dff (so you can keep it as backup)

then copy bldngst2meshdam.dff and rename it to bldngst2mesh.dff

 

 

 

Edited by ZAZ
Link to comment
Share on other sites

TheDoctor69

OK, gonna try, thanks.

 

UPDATE

 

It works FLAWLESSLY:

 

cap.png

 

Even with its open spaces and all. I took a dff from a ps2 models folder I had.

 

Thanks for the help!

 

EDIT

 

Sorry if not permitted by the rules, but in case anyone else is on the same page as me, here's what I'm using:

 

https://mega.nz/file/VcQ0yYqD#0gzT7723VlZg8mqVhNN6CmKCXzQ4g-lbmHpq4ksS2JA

 

Load dff with modloader or put in gta3.img, and asi in scripts folder.

 

ASI is not mandatory but I think it makes the building better. It's taken from here, all credits to the original author:

 

DFF file is from a ps2 mod, I think ps2 feels, I have a lot of mods and folders right now and don't know which one is which any more hehe

 

Edited by TheDoctor69
Link to comment
Share on other sites

TheDoctor69

@ZAZ I just noticed this does not work for long distances. I extracted the LODngst2meshdam.dff file from gta3.img and renamed it to LODngst2mesh.dff but it is not working. Any idea why?

 

Thanks in advance.

Link to comment
Share on other sites

TheDoctor69

I found one though, maybe I took it from a modded gta3.img as I have several mods on my VC and at this point I can't remember with one provides which file hehehe. I even check it with dff viewer and it is definetely a broken building model. Anyway, just tried your solution but still doesn't work. Maybe some file in the game is telling it to use a different file for this scenario. Could you help me find it? Maybe in the ide file?

 

1.png

 

File I'm using:

 

https://mega.nz/file/xYxyiISD#CbGDmJYI-K8Ck54W7EMUGk3YHcj4SprSteSmk8jYoic

 

Thanks in advance.

Edited by TheDoctor69
Link to comment
Share on other sites

hm.., what have you done with original LODngst2mesh.dff ?

 

please show the ide and ipl

 

these are the origin entries

nbeachw.ide

3908, bldngst2mesh, buildingsite2, 1, 135, 132
3948, LODngst2mesh, LODnbeachwbig, 1, 2000, 0
3964, bldngst2meshdam, buildingsite2, 1, 135, 132


nbeachw.ipl
3908, bldngst2mesh, 0, 114.9089966, -366.1600037, 7.631000042, 1, 1, 1, 0, 0, 0, 1
3948, LODngst2mesh, 0, 114.9088821, -366.1600647, 7.630674839, 1, 1, 1, 0, 0, 0, 1

 

Link to comment
Share on other sites

TheDoctor69

I do nothing with the original, I'm just replacing with modloader hehe.

 

These are my lines, there are from the files provided by VCLF (I may have made some changes these past days in order to get the model I want working):

 

ide:

 

3908, bldngst2mesh, buildingsite2, 1, 300, 132

3948, LODngst2mesh, LODnbeachwbig, 1, 2000, 0

3964, bldngst2meshdam, buildingsite2, 1, 300, 132

 

ipl

 

3908, bldngst2mesh, 0, 114.909, -366.16, 7.631, 1, 1, 1, 0, 0, 0, 1

3948, LODngst2mesh, 0, 114.909, -366.16, 7.63067, 1, 1, 1, 0, 0, 0, 1

 

Don't see anything weird :(

Link to comment
Share on other sites

TheDoctor69

Maybe it has something to do with the file "LODldingsite2.dff"? I've tried to replace it with the broken model using that name and it works, but I got a with model with no texture and also no interior of the building.

Link to comment
Share on other sites

TheDoctor69

Can anyone confirm if in the retail, no-modded game the building looks damaged from a very long distance?

 

Thanks!

Link to comment
Share on other sites

  • 8 months later...
On 5/10/2020 at 8:41 AM, TheDoctor69 said:

Updated my own fix, check it on first post :)

 

Thanks so much for this. Good stopgap until niltwill perhaps addresses the bug in his updated SCM. 

 

As as suggestion, instead of using gta_vc.dat, maybe just use a readme.txt with the required entries. More and more I'm finding the later method to be better for modloader use (modloader friendly, if you will).

Edited by mixednuts
Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

  • 1 User Currently Viewing
    0 members, 0 Anonymous, 1 Guest

×
×
  • Create New...

Important Information

By using GTAForums.com, you agree to our Terms of Use and Privacy Policy.