Isn't GAME NAME the GTX name? what has that to do?
Tried replacing the cop cars car group with the Dodo and Androm (both in handling, but no entry in vehicles.dat ) Using DexX's trick, and I got Faggios... I didn't see them driving, but I saw they were at the bridge and at the cop stations. When I got into them, after some seconds, it crashed.
Isn't GAME NAME the GTX name? what has that to do?
Tried replacing the cop cars car group with the Dodo and Androm (both in handling, but no entry in vehicles.dat ) Using DexX's trick, and I got Faggios... I didn't see them driving, but I saw they were at the bridge and at the cop stations. When I got into them, after some seconds, it crashed.
You were warned about the no hierarchy thing JV.
They will need the minimum hierarchy parts for whatever vehicle type you are trying to make them, eg rudders etc for planes. Surprised you even got that far.
Well, i tried changing the hud.dat, but my game didn't start. Either i'm doing something wrong with these modding tricks (which i suspect), or it's something else.
I've tried to document the structure: A line is built like this:
NameOfEntry (ex: HUD_AREA_NAME): Is the name of the HUD entry. Most of these is fairly easy to understand where they are. posX,posY (ex: 0.929,872): Is the position on the screen the entry should be placed. posX and posY is obviously the name of the Axis they go. sizeX,sizeY (ex: 0.418,0.595): Is the size the text should have. Bigger value, bigger font. Is also on X and Y axis. EntryOfColor (ex: HUD_COLOUR_WHITE): These names are from entries located in the hudColor.dat file in the same folder. More on it later. Alpha (ex: 255): Is pretty obvious, in a scale between 0-255, 0 is invisible and 255 is fully visible.
the hudColor.dat is "related" to the hud.dat file, having entries of colors in RGB. Example of a line:
CODE
HUD_COLOUR_PURPLE 152 111 158
The form of these lines is pretty simple. Just name entry (which i assume cannot be changed in names), R G and B. Changing the values of these should change the ending color product in the game.
There are although two different rows of these files; HD and CRT. These was/is for different TV types, so i'm not sure what PC-monitors use. The only difference is in the hudColor.dat file, where the RGB values differ.
Note that this is only what i think these files should do (I have not tested if this really works). As i mentioned, i can't get modified files to run.
realtime, not prerendered Group: Members
Joined: Oct 30, 2005
Nah, weaponinfo.xml is the right file, I edited some stuff to get a flamethower. Actually it shoots molotov cocktails... but well
I have to try out some of the flags and the damage types in this file, everything is looking pretty interesting. Soon we could start writting all down in the wiki, heh? I like how this GTA is turning out, like everything is more open for edit...
The main protagonist. Group: Members
Joined: Oct 3, 2005
Hah! Napalm forever
On a side note, isn't there a way to force the leftover DODO to spawn in the game? I remember one of the Rockstar devs stated that they've been working on the game since November of 2004, and that there was an other map, which has been dumped later on because R.A.G.E.
So basicly they COULD have made a new version of the dodo, before starting to work on Liberty City, weren't they? I mean, they said that they didn't put driveable planes in the game, because of the size of the city... but they had an other place before, not LC, which was bigger in size, but had less details in it.
But I guess Pinky already tried it out
Edit: I wonder what does the "OLD_PHYSICS" flag mean in the handling file. Is it related to the previous physics system, used by vehicles? Like an ability to use the same physics, what were apparent in San Andreas? Or is it just something related to the vehicle's condition?
Edit #2: Wait a minute.. JV, does that actually throw molotoc cocktails, or just render fire in front of the weapon? Sorry for the questions, but I can't really try it myself yet, because the game lags extremely on my PC
This post has been edited by MasterK on Tuesday, Dec 9 2008, 20:53
Why did I move here? I guess it was to bounce. Group: Members
Joined: Nov 29, 2005
QUOTE (MasterK @ Dec 9 2008, 15:45)
Hah! Napalm forever
On a side note, isn't there a way to force the leftover DODO to spawn in the game? I remember one of the Rockstar devs stated that they've been working on the game since November of 2004, and that there was an other map, which has been dumped later on because R.A.G.E.
It wasn't dumped because of RAGE, it was dumped because they wanted to work on a small detailed area rather than working on a big and dull area.
I've been messing with the 'peds.ide' file trying to have cops show up as different people but whenever I do it that cop just disappears from the game completely.
Ok, I've messed with the 'pedtype' line and made actual cops just regular peds. In the game they would run away from me and the ones in the car still wouldn't do anything.
I've edited a random pedestrian (M_O_suited) and turned him into a cop. They show up as cops on the screen and will shoot at you when you have a wanted level, except they don't don't come after you from nowhere, you have to find them.
Alright, I edited 'peds.ide' 'pedpersonality.dat' and 'pedgrp.dat'. I was able to have my new cops (a once regular ped) as a cop, driving around in their cars and all, except the game will crash shortly after starting up. I think it's because of the 'pedgrp.dat' edit, but I'll test to find out.
It seemed to be the 'pedgrp.dat'. Once I replaced the modified pedgrp file with the original one the game didn't crash, and made it how I first tried it, where it did work... except I still had the trouble of finding the ped type that I made into a cop.
This post has been edited by eagle016 on Tuesday, Dec 9 2008, 23:15
Nah, weaponinfo.xml is the right file, I edited some stuff to get a flamethower. Actually it shoots molotov cocktails... but well
I have to try out some of the flags and the damage types in this file, everything is looking pretty interesting. Soon we could start writting all down in the wiki, heh? I like how this GTA is turning out, like everything is more open for edit...
the things for the fires are in explosionfx.dat or something... I made my SMG shoot rockets and those rockers are modified to explode quite epic with a lot of fire.
0.764526 = Height adjustment for camera position up and down.
Angles = not sure not tested yet. Tho the 3 segment of numbers will probably act in direction to POS
FOV = Field of view as in how far u can turn left to right with camera movements i think.
It is possible now to have a fixed camera that follows the car totally as ppl wanted instead of using the mouse to view around when cornering and avoiding slow follow on camera methods. Just alter the bumper cam so its behind the car and above slightly to your desired preference.
I don't think anyone has pointed this out yet. If you change the damagetype on UNARMED to 'BULLET' and add the <physics force= ""/> line (with the amount within the parentheses) it'll give Niko super strength when hitting objects/cars. For some reason it didn't work when I'd punch/push people.
Would you mind posting your modified text for a couple of the cars you've tested so far? If possible I'd just like to get an idea of how drastic the changes should be without too much trial and error reloading the game.
I wish I could contribute something new, but I'm a bit late to the party, been working on my mods without keeping up with the net.
Edit - I've only tryed modding this one line so far, i.e testing what i can do with that cars bonnet cam. Been interesting but because of the dreadful long loading process its a nightmare to actually test small changes quickly.
1 User(s) are reading this topic (1 Guests and 0 Anonymous Users)