Another GTA Fan Posted April 11, 2021 Share Posted April 11, 2021 So I've both created and added new objects into GTA SA, but for whatever reason the game crashes as it starts loading, and I for the life of me cannot figure out why. I'm aware of the .col limit, and I've only added the 1 new .col that contains the collision data for all my new objects, so it can't be that. I even tried loading the game up without the .col present and it still crashed all the same, so I can exclude the .col being the issue. I've created the .dffs and .txd for them. I've added them with their own unique ids in dynamic.ide (As they're suppose to act as dynamic objects), and I inserted their object data in object.dat. Finally I used Map Editor to add them into the map, and they load up perfectly fine in MEd; No problem. So everything checked, but I'm still getting a crash as I load the game. Does anyone know what might be the issue? I've double checked everything and I cannot work out what the problem is. GTA SA being stubborn as always, I wager. Link to comment Share on other sites More sharing options...
RestractPrime Posted April 12, 2021 Share Posted April 12, 2021 the problem is perhaps on the object.dat due to wrong information/ wrong execution of the data Another GTA Fan 1 Link to comment Share on other sites More sharing options...
Another GTA Fan Posted April 12, 2021 Author Share Posted April 12, 2021 I checked it and even copied original data lines and only changing the name for the new object; Still doesn't want to work. May I ask what are all the steps when it comes to adding new objects? Maybe I missed a step. Link to comment Share on other sites More sharing options...
Another GTA Fan Posted April 13, 2021 Author Share Posted April 13, 2021 So it appears to be an ide problem... I did try removing only the new object ids from dynamic.ide and it worked, so instead I've created my own new .ide file for the new objects, but now the problem is I can't access them in MEd. Is there something I need to do elsewhere so the game can accept the new .ide? Really wished there was a tutorial for adding new objects (I can't seem to find one anywhere). Yeah I know I can just replace existing objects that mostly match the new objects, but honestly I really want to have them as added and not replacements. Anyone that knows the process of adding new objects, please enlighten me on this, I've never added new objects before, only replaced, so it's new territory for me. Link to comment Share on other sites More sharing options...
Another GTA Fan Posted April 15, 2021 Author Share Posted April 15, 2021 Need to bump this here as every plan I have is currently on hold leaving me sitting around with nothing to do until I can figure this out. I just need to know the process of adding new objects so I can work out where I went wrong. Link to comment Share on other sites More sharing options...
ZAZ Posted April 15, 2021 Share Posted April 15, 2021 (edited) On 4/13/2021 at 5:41 PM, Another GTA Fan said: So it appears to be an ide problem... I did try removing only the new object ids from dynamic.ide and it worked So game works again? Quote Finally I used Map Editor to add them into the map, and they load up perfectly fine in MEd you also removed the ipl line, which was added by MEd? I recommand to add ide and ipl manually and use MEd only for the final placement and angle, because we can't see the added ipl line when MEd it did. Read here more about the map system To ADD an object needs to find a suitable ID number, it must be unused and smaller than 20000 same like for ADDED cars , there're lists out there in the web or use fastmans Generator And maybe you need a Limit Adjuster, OLA or FLA The stock game allows to ADD 2 objects without limit adjuster, sometimes 4, sometimes none OLA is easier to install, FLA is more powerfull OLA is ok for now ADD A NEW OBJECT: Step 1: Install ModLoader because the work will be much more easier Step 2: Test if the model works in general by replacing an existing object - create a folder in modloader folder, name it to ModTest, put the mod.dff into the folder and rename it to line.dff - line is an unused object, defined in dynamic.ide Then test the game, if it still works Step 3: Add the texture. Extract icons.txd from gta3.img into ModTest folder. Open icons.txd and add an image, just duplicate an existing one. - edit properties of the duplicated image, enter the texture name that was linked by 3d editor. Let it without alpha channel. - import the texture into this image slot. For now it doesn't matter if your texture have alpha channel and now it lost the alpha channel. - save the icons.txd Step 4: add IPL line to place the object at Grovestreet (watch spoiler) Spoiler Open GTA SA\data\maps\LA\LAe2.IPL with texteditor The ipl file beginns with "inst" and as following the normal item placements till the list ends with "end", to close the "inst" section inst 17582, stadtplaza_lae2, 0, 2739.21875, -1770.085938, 17.5546875, 0, 0, -0.999048233, 0.04361938313, -1 end The LAe2.IPL have a lot item placements in the "inst" section,so it's a long list scroll 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, -1 end add there a line for placement of the 1246, line 710, vgs_palm01, 0, 2730.046875, -1191.328125, 83.5859375, 0, 0, -0.9762960076, -0.2164396197, -1 1246, line, 0, 2486.3, -1678.5, 12.8, 0, 0, 0, 1, -1 end add placements always to the end of the "inst" section the 1246, line is placed in Grovestreet, beside of CJ's house Then test and find now your object ingame Step 5: Test the collisions model. Extract dynamic.col from gta3.img to ModTest folder and open dynamic.col with Collision File Editor II - Add the collisions model of your object. I recommand to add a *.3ds file or a *.col file - make sure that you select the added coll model and rename it to line (make sure that there isn't any space sign at the end) - save the file Then test it again ingame Step 6: Make it now as ADDED object, install Limit Adjuster to be on the save side. I.) Take a free ide number from spoiler Spoiler Free IDs in standard unmodified GTA San Andreas (generated by Free ID list generator on unmodified GTA SA, made by fastman92.tk): 2-6, 8, 42, 65, 74, 86, 119, 149, 208, 265-273, 289, 329, 332, 340, 382-383, 398-399, 612-614, 662-663, 665-668, 699, 793-799, 907-909, 965, 999, 1194-1206, 1326, 1573, 1699, 2883-2884, 3136-3166, 3176-3177, 3179-3186, 3188-3192, 3194-3213, 3215-3220, 3222-3240, 3245, 3247-3248, 3251, 3254, 3266, 3348-3349, 3416, 3429, 3610-3611, 3784, 3870-3871, 3883, 3889, 3974, 4542-4549, 4763-4805, 5085, 5090-5104, 5376-5389, 5683-5702, 6011-6034, 6254, 6258-6279, 6348, 6526-6862, 7393-7414, 7974-7977, 9194-9204, 9268, 9479-9481, 10311-10314, 10745-10749, 11418-11419, 11682-12799, 13564-13589, 13668-13671, 13891-14382, 14529, 14555, 14557, 14644-14649, 14658-14659, 14696-14698, 14729-14734, 14766-14769, 14857, 14884, 14899, 14904-15024, 15065-15999, 16791-16999, 17475-17499, 17975, 17977, 17979-17999, 18037, 18103, 18106-18108, 18110-18111, 18113-18199, 18631-19999 let's use 19600 add this line to dynamic.ide 19600, MyMod, MyMod, 100, 128 II.) Rename line.dff inside of ModTest folder into mymod.dff III.) Rename icons.txd inside of ModTest folder into mymod.txd IV.) Open dynamic.col inside of ModTest folder with Collision File Editor II - Add the collisions model of your object. I recommand to add a *.3ds file or a *.col file - make sure that you select the added coll model and rename it to mymod (make sure that there isn't any space sign at the end) - save the file V. Edit LAe2.IPL with texteditor, change line into MyMod 710, vgs_palm01, 0, 2730.046875, -1191.328125, 83.5859375, 0, 0, -0.9762960076, -0.2164396197, -1 19600, MyMod, 0, 2486.3, -1678.5, 12.8, 0, 0, 0, 1, -1 end Then test it again ingame Step 7: Make new ide and ipl files and an extra collisions file - study these informations, to learn how to build ide and ipl files - important: the path of the new ide file as well as the path of the new ipl file must be listed inside of gta.dat, because the game must know that it should be loaded The collisions model: You can extract the coll model that we have added/created inside of dynamic.col by RIGHTCLICK to the coll models name inside of CollEditor, then choose Export > Combined Collisions File... - So extract it to the ModTest folder as mymod.col - this will be a single collisions model as well a collisions archiv at same time - now it should be possible to remove dynamic.col from ModTest folder Then test it again ingame Edited April 15, 2021 by ZAZ Another GTA Fan 1 CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
Another GTA Fan Posted April 16, 2021 Author Share Posted April 16, 2021 On 4/15/2021 at 6:41 PM, ZAZ said: So game works again? Well it stopped crashing but the objects didn't load. I followed your guide and it all works now Originally I was using ID's 20000+ which was my first mistake, and I neglected to edit gta.dat correctly. You're still a legend as always ZAZ Thank you for the help. Link to comment Share on other sites More sharing options...
ROANEPO1128 Posted April 18, 2021 Share Posted April 18, 2021 do you have any tutorial for this problem on android? Link to comment Share on other sites More sharing options...
Recommended Posts
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 accountSign in
Already have an account? Sign in here.
Sign In Now