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Map GTA sa problem


mail96351

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mail96351

Hi to all

I have problem with GTA sa map mods. in GTA.dat are written a lot of ide and IPL map mods and the game crashes . Only when I keep one map mod written in GTA.dat the game runs without crash 

What can I do to have all the maps at the game ?

Thanks 

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Adding map mods usually come with additional items(objects) new ide definitions

You can add maybe 2 new ide definitions

To add more new ide definitions requires a Limit adjuster: OLA or FLA

 

Beside of that, you must make sure that the added mods not use same id numbers (or names) for different models

And make sure that they are not placed at same location

 

Furthermore, there's also a limit for entries in gta.dat. I can't remember, maybe 2 additional to the originally gta.dat

I also can't remember if it's possible to increase this limit with limit adjuster

 

Spoiler

 The ipl and ide files (Lae.ide, Lae.ipl) are just plain text files and editable with notepad.exe
An advanced texteditor is better and more comfortable, for example sannybuilder or notepad++ can you get for free
A "must have tool" for mapmodding is the MapEditor
read Item_Definition and IPL Definitions


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.dat
Same 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, drawdistance, 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


 

 

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

 

 

 

Please give better informations when you reply again, post links to download page of the relevant map mods

 

 

Edited by ZAZ
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mail96351

If I put the ini and asi file into GTA sa  MAIN directory or inside modloader folder  it's ok? The game will not crash anymore ?

Edited by mail96351
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21 hours ago, mail96351 said:

The game will not crash anymore ?

I don't know, because you didn't gave enough informations

But basicly, if you wanna add map mods with new ide definitions for additional object models,

then install first the limit adjuster and then install only ONE map mod

and then test it and then the next one

 

In case of OLA, put asi and ini into GTASA main directory

(asi loader is required, but i think you already have any for cleo and modloader)

 

FLA

fastman92 limit adjuster 5.0\files\WIN_X86\GTA_SA\data\<all files andsubfolder inside>
into GTASA\data

 

fastman92 limit adjuster 5.0\files\WIN_X86\plugin\<all files inside>
into GTASA main dir

 

fastman92limitAdjuster_GTASA.ini will be created at game start

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mail96351
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Egypt Pyramids Mod and Mosque-in-los-santos mod use the same id numbers
It needs to edit ide and ipl of one mod manually

 

I assume that you have modloader installed and it works
because Egypt Pyramids and Mosque come with IMG archivs that needs entries in gta.dat to load them,
but entries to load IMG archivs in gta.dat are limited

 

When you extract the files of these IMG archivs to modloader, then the entries to load these IMG archivs are not necessary anymore.
An IMG tool is needed

 

Skin.img is an img archiv that contain character models and requires a cleo script to spawn them

 

Project-Oblivion-2010hq changes models only and don't adds new item definitions
but it have new models which are not exist in originally GTASA
Therefor the author changed names inside of several ide and ipl files
It's a little bit complicate and difficult to explain

 

OK, step by step

As first make a backup copy of your GTA SA\DATA folder

 

Step 1
Egypt Pyramids Mod


Create folder: GTA SA\modloader\egypt

Extract files of egypt.img to GTA SA\modloader\egypt


Create folder: GTA SA\DATA\maps\egypt

Copy the files
Egypt Pyramids Mod\copy in the root of GTA SA\DATA\maps\egypt\sahoomy.ide
and
Egypt Pyramids Mod\copy in the root of GTA SA\DATA\maps\egypt\sahoomy.ipl

>>to>> GTA SA\DATA\maps\egypt

 

Open and edit GTA SA\DATA\gta.dat

Add the line to load sahoomy.ide below of the line for seabed.IDE

IDE DATA\MAPS\interior\savehous.IDE
IDE DATA\MAPS\interior\stadint.IDE
IDE DATA\MAPS\leveldes\seabed.IDE
IDE DATA\MAPS\egypt\sahoomy.ide

and

Add the line to load sahoomy.ipl below of the line for countryW.ipl

IPL DATA\MAPS\country\countrys.IPL
IPL DATA\MAPS\country\countryE.IPL
IPL DATA\MAPS\country\countryW.IPL
IPL DATA\MAPS\egypt\sahoomy.ipl

Then test it


Step 2
Mosque-in-los-santos mod

Create folder: GTA SA\modloader\camiv4
Extract files of camiv4.img >>to>> GTA SA\modloader\camiv4


Create folder: GTA SA\DATA\maps\camiv4

Copy the files
mosque-in-los-santos\00 - Copy to game folder\data\maps\camiv4\camiv4.ide
and
mosque-in-los-santos\00 - Copy to game folder\data\maps\camiv4\camiv4.ipl

 

>>to>> GTA SA\DATA\maps\camiv4

 

 

Now open and edit GTA SA\DATA\maps\camiv4\camiv4.ide

change the id numbers of the entries
change

18631, camiv4, camiv4, 299, 0
18632, camiv4ic, camiv4, 299, 0

to

19001, camiv4, camiv4, 299, 0
19002, camiv4ic, camiv4, 299, 0

 

 

Now open and edit GTA SA\DATA\maps\camiv4\camiv4.ipl

change the id numbers of the entries

change
18631, camiv4, 0, 2507.02, -1575.95, 69.28, 0, 0, 0.999999999999, 1.32679489668e-06, -1
to
19001, camiv4, 0, 2507.02, -1575.95, 69.28, 0, 0, 0.999999999999, 1.32679489668e-06, -1

and
18632, camiv4ic, 0, 2521.77, -1556.93, 9.3873, 0, 0, 0.999999999999, 1.32679489668e-06, -1
to
19002, camiv4ic, 0, 2521.77, -1556.93, 9.3873, 0, 0, 0.999999999999, 1.32679489668e-06, -1

 


Open and edit GTA SA\DATA\gta.dat

Add the line to load camiv4.ide below of the line for sahoomy.ide

IDE DATA\MAPS\leveldes\seabed.IDE
IDE DATA\MAPS\egypt\sahoomy.ide
IDE DATA\MAPS\camiv4\camiv4.ide

and

Add the line to load camiv4.ipl below of the line for sahoomy.ipl

IPL DATA\MAPS\country\countryW.IPL
IPL DATA\MAPS\egypt\sahoomy.ipl
IPL DATA\MAPS\camiv4\camiv4.ipl


Then test it


Step 3
Project-Oblivion

 

Create folder: GTA SA\modloader\ProjectOblivion
Extract files of project-oblivion-2010hq\01 - Import to gta3.img\models\gta3.img >>to>> GTA SA\modloader\ProjectOblivion

 

Create folder: GTA SA\modloader\real
Extract files of project-oblivion-2010hq\00 - Copy to game folder\data\maps\real\real.img >>to>> GTA SA\modloader\real


Then test it, if game still work
You maybe have same white vegetation models

 

Step 4
then change the data files

Rename GTA SA\data\maps\SF >>to>> data\maps\SF-o
Copy project-oblivion-2010hq\00 - Copy to game folder\data\maps\SF >>to>> GTA SA\data\maps

 

Rename GTA SA\data\maps\vegas >>to>> data\maps\vegas-o
Copy project-oblivion-2010hq\00 - Copy to game folder\data\maps\vegas >>to>> GTA SA\data\maps

 

Rename GTA SA\data\maps\leveldes >>to>> data\maps\leveldes-o
Copy project-oblivion-2010hq\00 - Copy to game folder\data\maps\leveldes >>to>> GTA SA\data\maps

 

 

Rename GTA SA\data\maps\generic\procobj.ide >>to>> data\maps\generic\procobj-o.ide
Rename GTA SA\data\maps\generic\vegepart.ide >>to>> data\maps\generic\vegepart-o.ide


Copy project-oblivion-2010hq\00 - Copy to game folder\data\maps\generic\procobj.ide >>to>> GTA SA\data\maps\generic
Copy project-oblivion-2010hq\00 - Copy to game folder\data\maps\generic\vegepart.ide >>to>> GTA SA\data\maps\generic

 

 

Create folder: GTA SA\data\maps\real
Copy project-oblivion-2010hq\00 - Copy to game folder\data\maps\real\real.ipl >>to>> GTA SA\data\maps\real
Copy project-oblivion-2010hq\00 - Copy to game folder\data\maps\real\real2.ipl >>to>> GTA SA\data\maps\real


Open and edit GTA SA\DATA\gta.dat

Add the line to load real.ipl and real2.ipl below of the line for camiv4.ide

IDE DATA\MAPS\egypt\sahoomy.ipl
IDE DATA\MAPS\camiv4\camiv4.ipl
IDE DATA\MAPS\real\real.ipl
IDE DATA\MAPS\real\real2.ipl

Then test it

 

Step 5
Rename GTA SA\models\grass >>to>> models\grass-o
Copy project-oblivion-2010hq\00 - Copy to game folder\models\grass >>to>> GTA SA\models

Then test it


Step 6
If everything work fine, then you can add a load entry for skin.img to gta.dat

Skin.img was supposed to install inside cleo folder
do you have it?
if yes, then add the line like below

IMG DATA\PATHS\CARREC.IMG
IMG DATA\SCRIPT\SCRIPT.IMG
IMG MODELS\CUTSCENE.IMG
IMG MODELS\skin.IMG

 

 

 

 

 

 

 

 

Edited by ZAZ
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mail96351

One question if I understand well the Egypt and camiv and real  imgs do not copied into GTA sa  models folder but the txds and dffs inside these imgs  to be extracted into modloader folders right? 

Edited by mail96351
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yes

maybe it's possible to put img into modloader, but i've never tested this method and don't know if it needs an entry to a loader.txt or if it has effect to the limit

save method is to put the files inside

Edited by ZAZ
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mail96351

At the step 4 you say to rename data sf three times how is this possible ? Maybe you mean data Vegas and leveldes folders ?

And I will see white trees from project oblivion if I understand ?

And no map imgs into GTA sa/models right ?

Edited by mail96351
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1 hour ago, mail96351 said:

Maybe you mean data Vegas and leveldes folders ?

yes, i mean data Vegas and leveldes folders

 

Quote

And I will see white trees from project oblivion if I understand ?

yes, maybe

 

Quote

And no map imgs into GTA sa/models right ?

right !

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mail96351

And probably the txds and dffs from oblivion import to gta3.img and not extract to modloader 

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5 hours ago, mail96351 said:

And probably the txds and dffs from oblivion import to gta3.img and not extract to modloader 

No

Put all dff and txd in to modloader

Thats the main idea of modloader

Modloader instead adding or modding img archivs 

 

 

Edited by ZAZ
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mail96351

I dont say about real img  I talk about the tree replacement txds and dffs

 

 

GTA Sa/modloader/oblivion/real/ txds dffs extracted

 

GTA Sa /modloader/oblivion/tree txds dffs extracted 

 

GTA Sa/modloader/mosque/camiv4/

Extracted imgs and dffs 

 

GTA Sa/modloader/mosque/compomark.txd and eastls.txd 

 

Like that?

 

Edited by mail96351
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mail96351

After the pyramids and mosque it crashed again I changed the ide and IPL numbers of camiv4 

Edited by mail96351
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1.
I didn't noticed these 2 files:

mosque-in-los-santos\01 - Import to gta3.img\models\gta3.img\compomark_lae2.txd
mosque-in-los-santos\01 - Import to gta3.img\models\gta3.img\eastls4_lae2.txd

 

put them >>to>> modloader\camiv4

 


2.
Them problem are the collisions files
The amount of collisions files is limited. Also Limit Adjuster can't remove this limit.

 

Note:
I'm talking about collisions files, not collisions models
A collisions file is an archive file for collisions models

 

To understand and correct the problem requires to install Collisions file Editor II

 

Open modloader\egypt\big.col with the Coll editor
then you see that it contains a model with name "big"
In this case the big.col is a file, an archiv and a model together

 

Now you can add the other collisions files: code.col and abo_alhoon.col
Then you have a collisions file (big.col) that contains 3 collisions models: big, code and abo_alhoon

 

The name of the collisions file is not important, you give it any name
The names of the collisions models inside is very important, because every model (dff) must be connected to a collisions model that has same name

 

big.dff requires collisions models big
code.dff requires collisions models code
abo_alhoon.dff requires collisions models abo_alhoon

 

So do following:
Open modloader\egypt\big.col with the Coll editor
Click to EDIT and select ADD... and add code.col and then abo_alhoon.col

And then save it

 

Add also the collisions files of the mosque mod

Add camiv4.col and then save it

 

Now delete the collisions files

Keep big.col, because it contains the other collisions files
delete code.col and abo_alhoon.col and camiv4.col

 

Now the pyramids and the mosque should work

 

Btw. there're also cleo files inside of the mosque mod, i think you know how to install it
It's to make a teleport in to the mosque interior and play a muezzin sound at 12 o'clock

 

 

 

 

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mail96351

You mean to add camiv4.col into big.col of pyramids mod ?

Is ok to leave all names as default ?

Edited by mail96351
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yes, merge the col files to one col file

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mail96351

Ok well done it worked !! Not crash anymore thanks!! Now what about the project oblivion can I download the automatic installation and after to put the camiv4 and sahoomy lines into GTA.dat to prevent white trees spawning ?

And what hours can I hear the Qur'an sound ?

Edited by mail96351
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20 minutes ago, mail96351 said:

and after to put the camiv4 and sahoomy lines into GTA.dat to prevent white trees spawning ?

what?

you already have camiv4 and sahoomy lines inside of GTA.dat

 

I mentioned white trees spawning because i said, you should first install the models only (dff, txd, col)

and then test it first before you change the data files

 

Anway, install project oblivion in any way you like

BUT DON'T INSTALL GTA.DAT OF PROJECT OBLIVION !

 

And at the end, extract also the dff, txd, col files inside of real.img in to modloader

 

 

 

 

 

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mail96351

Separate folders for real img items and all the tree items inside modloader folder or it doesn't matter ?

What hours the quran plays?

And why two real lines in GTA.dat ?

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4 hours ago, mail96351 said:

Separate folders for real img items and all the tree items inside modloader folder or it doesn't matter ?

It doesn't matter but separate folders helps to avoid chaos

 

I said, DON'T INSTALL GTA.DAT OF PROJECT OBLIVION, because the real.img should not be loaded and to avoid to delete the current gta.dat

but it needs to add the lines to load the ipl

 

Add the line to load real.ipl and real2.ipl

IDE DATA\MAPS\egypt\sahoomy.ipl
IDE DATA\MAPS\camiv4\camiv4.ipl
IDE DATA\MAPS\real\real.ipl
IDE DATA\MAPS\real\real2.ipl

it seems to be an additional map with caves

 

muezzin sound plays at 12 o'clock

Edited by ZAZ
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mail96351

The oblivion mod has a GTA sa exe file . To replace or not ?

In the data folder the mod it has object.dat plants.dat procobj.dat 

and surifnfo.dat ... To replace them ?

Edited by mail96351
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1 hour ago, mail96351 said:

The oblivion mod has a GTA sa exe file . To replace or not ?

No. Ignore it. When modloader and cleo work, then you already have the best gta_sa.exe

 

Quote

In the data folder the mod it has object.dat plants.dat procobj.dat 

and surifnfo.dat ... To replace them ?

yes

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mail96351

I replaced accidentally the GTA sa exe it matters?

Ok worked well !! Thanks !!

Now I have another question the traffic of GTA sa has problems like the cars crashing one into other in highways and in roads generally 

I have tried mods from junior djjr but no one of these mods stopped this crazy traffic and GTA sa traffic fix asi doesn't work if you have a link for something really good that works. ...

Edited by mail96351
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This request turned into a fine ass Tutorial.. i really liked that 👍 .. @ZAZ ..du verdienst wirklich vegetarische Kohlrouladen und Schupfnudel mit Yoghurt 😉

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On 2/2/2024 at 1:18 AM, mail96351 said:

Zaz my friend did I tire you with my requests?

doesn't matter, i can answer one or two days later 😜

 

On 2/1/2024 at 5:01 PM, mail96351 said:

another question the traffic of GTA sa has problems like the cars crashing one into other in highways and in roads generally

It's an effect, caused by the car paths, when they're set as fast highway lanes

We can disable the traffic or reduce the traffic frequency

We could write a script that disable the traffic, when CJ comes near to a specific location and enable traffic, when he leave the location

 

 

 

On 2/1/2024 at 6:43 PM, ArmanCan said:

This request turned into a fine ass Tutorial.. i really liked that 👍 .. @ZAZ ..du verdienst wirklich vegetarische Kohlrouladen und Schupfnudel mit Yoghurt 😉

Heute mache ich Bratwürste mit Grummbeerebrei und Sauerkraut ... hhmmmm .. yummi yummi

 

 

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mail96351

I want everywhere traffic but I don't want the cars running so fast at the motorways and at the roads gerlnerally . And I don't want tractors and trucks at the highways 

Edited by mail96351
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