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 Adding (not replacing) cars to GTA SA

 No more replacing cars
 
silvermanblue  
Posted: Thursday, Nov 1 2007, 07:54
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How to add compleatly new vehicles to GTA San Andreas.

Tools needed


Sacky's Limit adjuster (http://www.aschratt.com/fileview.php?file=1006)
Alexander_Blades Handling adder plugin (http://alexander.sannybuilder.com/Files/SAHandlingAdderUltimate.rar)
Alexander_Blades Car adder plugin (http://alexander.sannybuilder.com/Files/SAMoreVehicles.rar)
ASI loader mirror by Alexander_Blade, Tool by Delfi (http://alexander.sannybuilder.com/Files/ASILoader.rar)
And you will need Jacobs car spawner for san andreas, link coming soon.



Lets begin shall we?


Remember to consult the free ID list to find free car id's

1: First unpack all the RAR's in you're San andreas directory
2: Then you open up the SAlimits configuration file, scroll down to the vehicle models number line and up it by 1. Save and close.
3. Open up the handling names file and add you're new vehicles name in capitols, remember the name and what vehicle name above it is exactly. Also remember to stay in the group of vehicles you vehicle belongs in planes, boats etc. Save and close.
4. Open up the Vehicle. IDE file and add you're new IDE line from you're car mod readme at the end of the list. Instead of the name of the car you would replace, use you're new name. Save and close.
5. Now open up the handling config file in you're data folder. Find the name of the vehicle above you're new vehicle and add you're new handling line under it. Save and close.
6. Open up you're carcol file in the data folder. Add you're new vehicle name in alphabeticly and you're new line. Save and close.
7. (optional) Open up you're cargrp file in the data folder and add you're new car in a couple of the groups, this will spawn the car randomly.
8. Open up your hot key file in the main directory and create a hot key with you're new car id's number. Save and close.
9. Fire up the imgtool and add you're new diff/txd as per normal. Rename it your newcar txd. and diff. and rebuild you're acrchive. Remember its case sensitive.

On a side note, please tell me how many cars you have added without noticible gameplay differances. Anything from random crashes to textures not loading. As soon as Sacky ups the streaming memory we will be able to add cars to our hearts content.

On another side note I am still working on the sound bug with Alexander_Blades sound adder plugin. Another update shortly.

Fire up GTA SA and spawn you're new car.

Special thanks to Alexander_Blade, Sacky, wenhan1000, Grove Street Boy, Gunnie and delfi for their excellent tools and help.
Any problems post here or PM me.

Optional step by Grove Street Boy to have you're new car's name appear ingame
QUOTE

1. use GXT Editor to open american.gxt
2. Remember the name you have used in your Handling.cfg when you were adding this vehicle
    for example the one i used was LANCER.
3. Find the table MAIN in ur american.gxt
4. add a new entry in MAIN from the button Entry -> add
5. name your entry according to the name you used in handling.cfg, mine is once again LANCER
6. You will then see Entry Name followed by Value, which is empty.
7. Enter the name of your vehicle into the Value area. e.g. Mitsubishi Lancer 1.6
8. Done, fire up SA and go crazy!


Or you can use Gunnies method with the GXT.hook

How to add the name of the cars using Cleo3's GtxHook

This is a great method for add lines to the game without edit any Gtx file. Sometimes, edit that files can generate crash in the game.

1. Install Cleo3 mod, you can download it here: http://cleo.sannybuilder.com (http://cleo.sannybuilder.com)
2. Copy and paste all the files in your SA main directory.
3. Go to GTA SA\CLEO\plugins\gxthook
4. Copy the file GtxHook.cleo and paste it in GTA SA\CLEO directory (two levels back)
5. Go to GTA SA\CLEO\cleo_text and create a new file with .fxt extension, with the name you like (I used Added_cars.fxt).
6. Open it with Notebook or some text editor and now, you can add your custom names easily, with that format:

CODENAME <space> NAME

Example

KURUMA Kuruma GTA III

The max. number of characters in the codename is 7. You can add all names you want putting another line, example:

KURUMA Kuruma GTA III
SENTXS Sentinel XS VC
INFERTWO Infernus 2001
LANDTWO Landstalker GTA III

Enjoy your added car!








This topic is outdated, please refer to the red link below line for a more up to date one
http://www.gtaforums.com/index.php?showtopic=399977
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morsolo  
Posted: Monday, Nov 5 2007, 04:15
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Great guide! Before you know it people wont be Modding San Andreas - they'll just be adding more!

However, I think you should detail it a bit more, as it can be a bit misleading.

For a small example:
QUOTE
1: First unpack all the RAR's in you're San andreas directory
2: Then you open up the SAlimits configuration file, scroll down to the vehicle models line and up it by 1. Save and close.
3. Open up the handling names file and add you're new vehicles name in capitols, remember the name and what vehicle name above it is exactly. Save and close.

Some people can see this as:
QUOTE
1: Unpack the RAR's in the San Andreas folder
2: Open the SAlimits.cfg fil and change the vehicle line up by 1 - "Which one? There's 2 model lines!"
3: Open up the handling.cfg in the data folder and add the new name.

That's what I thought the first time I read it and the game crashed smile.gif

Still good, but I'd re-word it and detail it more for those beginners...

EDIT:
Weird, I just put a car in, the game loads, all runs fine...
But the car doesn't spawn. I hit the hotkeys CTRL+1 (Tried other letters/numbers) and nothing happens.
No crash, no car...

EDIT 2:
I just repositioned the car in handling.cfg and it worked!
Also, I found a problem, Paint Jobs don't work for ADDED cars, it just goes a weird grey and black.

This post has been edited by morsolo on Monday, Nov 5 2007, 06:23
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H13N.H3N  
Posted: Monday, Nov 5 2007, 17:45
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how many cars can i add? i know that for Vice City were only 3 cars to add, and that was for some shi@t with the DEFAULT.IDE, it's something work diferent in SA?
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P.I.M.P_PL  
Posted: Monday, Nov 5 2007, 18:11
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QUOTE (H13N.H3N @ Nov 5 2007, 17:45)
how many cars can i add? i know that for Vice City were only 3 cars to add, and that was for some shi@t with the DEFAULT.IDE, it's something work diferent in SA?

with this tools i mistake its be unlimited;]
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silvermanblue  
Posted: Tuesday, Nov 6 2007, 06:05
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QUOTE (P.I.M.P_PL @ Nov 5 2007, 12:11)
QUOTE (H13N.H3N @ Nov 5 2007, 17:45)
how many cars can i add? i know that for Vice City were only 3 cars to add, and that was for some shi@t with the DEFAULT.IDE, it's something work diferent in SA?

with this tools i mistake its be unlimited;]

Actually untill the streaming memory is hacked, probably about 5 cars. Im glad my TUT worked for you guys!
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silvermanblue  
Posted: Tuesday, Nov 6 2007, 07:23
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Oh sh*t, I double posted. My bad blush.gif . I updated the tut with more discriptive text and added a few things.
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Brutuz  
Posted: Tuesday, Nov 6 2007, 07:57
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Oh man, i wanna try this until SA starts lagging so bad when they up the streaming memory, you know, because it has to load about 10,000 cars xD

Thx for this SMB, I'd +rep if we had it tounge2.gif
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silvermanblue  
Posted: Tuesday, Nov 6 2007, 08:12
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QUOTE (Brutuz @ Nov 6 2007, 01:57)
Oh man, i wanna try this until SA starts lagging so bad when they up the streaming memory, you know, because it has to load about 10,000 cars xD

Thx for this SMB, I'd +rep if we had it tounge2.gif

It should work flawlessly Brutuz, aslong as the handling line is in the right place. I just don't know how far it can go with out lagging. Thanks for the support!
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Brutuz  
Posted: Tuesday, Nov 6 2007, 08:25
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You know, wouldn't the car spawn if you added it to vehgrps.dat or w/e it is?
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silvermanblue  
Posted: Tuesday, Nov 6 2007, 08:32
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Oh yeah it would spawn natually if you edit the cargroup dat/ But I mean to spawn it on demand, beside you know how hard it is to find a car you are looking for.
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Brutuz  
Posted: Tuesday, Nov 6 2007, 09:16
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Depends on how you have it, I edited a Cheetah to poorfamily And to spawn at grove, and I saw HEAPS of them, so it depends on what class and where they spawn.
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silvermanblue  
Posted: Wednesday, Nov 7 2007, 11:39
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Any luck my Aussie rocker? Got some numbers for me?
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H13N.H3N  
Posted: Wednesday, Nov 7 2007, 18:30
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QUOTE (silvermanblue @ Nov 6 2007, 06:05)
Actually untill the streaming memory is hacked, probably about 5 cars. Im glad my TUT worked for you guys!

5 is a'ight for now i guess, i had some idea how in VC the car where handled, each ID of a car contain specific data like sound of the machine and horn and actions, like the suspension on Voodoo or the flame exhaust on the Cuban Hermes (share some actions with the main.smc) i've tried o discover for myself how this works, i had opened as many files i suspect this data is stored with a Hex, because it's some sort of logic that maybe i could create more IDs like empty slots specify to adds more cars.. the nearest thing i've found is in the merely heart of the gta-vc.exe, i don't hope to find as easy as find a string on Java or Html, but i'm keeping on it, as well as the Handling configuration, for some reazon, customs (not modified, new ones) doesn't works as the default ones, some times they do but others simply mess the car. by the way, hope in the future have like 500 cars on my VC (just for kick the ass of SA at least one time) and i hope to be part of this change, jeje, you too keep up homie, was your work that make me think about all this
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Lost-Fender  
Posted: Saturday, Nov 10 2007, 03:57
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Great tutorial mate! I found it useful to add new cars to SA, great to improve San Andreas's variety of cars. Like morsolo said, you can always improve your tutorial. Again, good job my friend. icon14.gif
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Grove Street Boy  
Posted: Saturday, Nov 10 2007, 11:55
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i managed to add cars finally! I added a car and even a plane, but there are problems with planes though, the landing gears cant be folded back. I still have a problem giving them sound, and why does SA Audio Editor Ultimate makes my sa executable not able to load? When i use that mod, when i click the executable, my mouse cursor shows its busy in background, then after few seconds, nothing happens, when i dont use the mod, i can launch SA like normal, wats the problem? Also how do i add my cars name to the GXT so that it will appear ingame? in GXT editor create a new table and then?

Edit: I sorted out how to make names appear in-game for any vehicles you have added! silvermanblue, if you would like to include this in your tutorial I will be happy to contribute! smile.gif Also feel free to edit or make is simpler if u want.
1. use GXT Editor to open american.gxt
2. Remember the name you have used in your Handling.cfg when you were adding this vehicle
for example the one i used was LANCER.
3. Find the table MAIN in ur american.gxt
4. add a new entry in MAIN from the button Entry -> add
5. name your entry according to the name you used in handling.cfg, mine is once again LANCER
6. You will then see Entry Name followed by Value, which is empty.
7. Enter the name of your vehicle into the Value area. e.g. Mitsubishi Lancer 1.6
8. Done, fire up SA and go crazy!

I will try making a more graphical tutorial with picts and stuff when i have free time.


This post has been edited by Grove Street Boy on Saturday, Nov 10 2007, 13:27
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silvermanblue  
Posted: Saturday, Nov 10 2007, 20:33
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QUOTE (Grove Street Boy @ Nov 10 2007, 05:55)
i managed to add cars finally! I added a car and even a plane, but there are problems with planes though, the landing gears cant be folded back. I still have a problem giving them sound, and why does SA Audio Editor Ultimate makes my sa executable not able to load? When i use that mod, when i click the executable, my mouse cursor shows its busy in background, then after few seconds, nothing happens, when i dont use the mod, i can launch SA like normal, wats the problem? Also how do i add my cars name to the GXT so that it will appear ingame? in GXT editor create a new table and then?

Edit: I sorted out how to make names appear in-game for any vehicles you have added! silvermanblue, if you would like to include this in your tutorial I will be happy to contribute! smile.gif Also feel free to edit or make is simpler if u want.
1. use GXT Editor to open american.gxt
2. Remember the name you have used in your Handling.cfg when you were adding this vehicle
for example the one i used was LANCER.
3. Find the table MAIN in ur american.gxt
4. add a new entry in MAIN from the button Entry -> add
5. name your entry according to the name you used in handling.cfg, mine is once again LANCER
6. You will then see Entry Name followed by Value, which is empty.
7. Enter the name of your vehicle into the Value area. e.g. Mitsubishi Lancer 1.6
8. Done, fire up SA and go crazy!

I will try making a more graphical tutorial with picts and stuff when i have free time.

Edited in you're tutorial GSB, And credited you of course. Glad it worked for you!
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swapnil2809  
Posted: Monday, Nov 19 2007, 15:47
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hey bro plz can u tell exactly which vehicle entry is to b upped by 1 ie
vehicles ide from 212 to 213
or something else in limit adjuster n also when i replace the d3d9.dll file some weirdo error appears which says something like runtime or something like that, but plzz do tell me where i went wrong coz i wanna hav more cars in my SA biggrin.gif
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MasterK  
Posted: Tuesday, Nov 20 2007, 00:14
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Works flawlessly! I've put an Aston martin DB9 with ID 208 in the game.. Now i'll just need to get those fckin car sounds sorted out tounge.gif
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silvermanblue  
Posted: Tuesday, Nov 20 2007, 05:50
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QUOTE (swapnil2809 @ Nov 19 2007, 09:47)
hey bro plz can u tell exactly which vehicle entry is to b upped by 1 ie
vehicles ide from 212 to 213
or something else in limit adjuster n also when i replace the d3d9.dll file some weirdo error appears which says something like runtime or something like that, but plzz do tell me where i went wrong coz i wanna hav more cars in my SA biggrin.gif

Vehicle model limit wink.gif
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GTAPlay4fun  
Posted: Tuesday, Nov 20 2007, 19:22
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Help! Can't find "hot key" file. DL and extracted all tools but can't find the hot key file in the main dir
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