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GTA: San Andreas
Disappearing Mothership's paint job
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OrionSR  |
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Chain Game Development Team

Group: Members
Joined: May 23, 2007


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Where you save, or how often you save, doesn't matter except that at some safehouses it is much easier to avoid opening the garage door when entering the safehouse. The game has a difficult time applying paintjobs to the vehicles it spawns, and even more trouble saving the paintjobs. The quicker the garage door is opened and closed the more likely it is that the paintjob will be lost. Here's a long story that describes my frustration with saving paintjobs. If you get bored then skip to the next paragraph for a simple solution to the mothership problem. In the early versions of the modified Chain Game saves we used custom game scripts to create our starter saves. We had a long routine that stuffed special vehicles into some of the garages by warping CJ to the area near the garage (so the ground would be solid), unlock the garage, open the door, spawn the desired vehicle, close the door, and wait until the door was closed before warping CJ to the next garage. We had a great deal of trouble with the few cars we created that had paintjobs. We tried increasing the wait time before the door was closed to give the game a better chance of remembering the paintjob - didn't help. We tried placing CJ closer to the garage so we could make sure the paintjob was applied before moving away and allowing the door to close - still didn't help. We finally had to resort to editing the save with a hex editor or external patch to make sure the paintjob was applied. One observation of note is that frequently the paintjob can be seen being added to the car well after the door was starting to open. Our conclusion is that the paintjob routine doesn't work right. However, I have never had a paintjob disappear from a car in a garage that never opens - in one case, the garage is locked and can't be opened until LV is unlocked. Okay, so here's an easy solution. Unfortunately it requires a simple mod to the carmod.dat file, and some people don't want to use any mods on their game. If you use this mod then the Transfender mod garages will open for campers (and many other vehicles) so the mothership paintjob can be reapplied to your prized vehicle. Download the Transfender Fix from GTAGarage and follow the directions in the Readme file to install the modification - it's pretty simple; rename your original file to use as a backup, and then copy the file to the correct folder. BTW, if you use the Transfender Fix then be sure to avoid taking motorcycles into the Transfenders in SF and LV. The game script don't quite work right with the bikes and when exiting the garage interior the bikes respawn on top of the garage ceiling. In SF you can fall through gray hell to get out, but frequently the bike is lost in the process. In LV CJ will be stuck inside the building and won't be able to get out. This post has been edited by OrionSR on Monday, Jan 9 2012, 08:02
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OrionSR  |
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Chain Game Development Team

Group: Members
Joined: May 23, 2007


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Yes. the off-road wheels are mod parts like bumpers and hoods. The sound system is a body "variation" and can be found in other Ponies in random traffic or parking spots. Other examples of a variation are motorcycles that sometimes have a windshield, or a pop-top camper. I think the Mothership always has the peace symbol variation. The crates in the Walton or Picador are objects attached by the mission, and can't be saved. And as long as we a being technical about the vehicle properties; proofs, hydraulics, and bass boost are flags. There's also a nitrous flag, which really doesn't do much, and a nitrous count. The garage can also save the radio station and bomb type, but bomb type doesn't come up much in SA unless you mod some of the garages to include the bomb types from GTAIII and VC. For even more details about the vehicle properties saved in a garage check out the garage section of the SA Save Wiki. This post has been edited by OrionSR on Monday, Jan 9 2012, 19:41
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