|
 |
|
|
|
|
|
Attention:
This is for the discussion and releasing of tutorials for modifying GTA. Anything that isn't a tutorial will be deleted without notification.
- Please read the Official Modification Forum Rules & Procedure BEFORE posting!
- Data topics: The following topics contain information for formatting and writing tutorials.
- Requests are to be made in the pinned topic.
- New topics to this forum are subject to moderation, and will not appear immediately. Pending approval by a moderator, if a topic is deemed unsuitable it will be deleted without notification.
|
GTAGarage.com free mod hosting from GTANet, simply login with your GTAForums account details
GTAModding.com GTANet's modding wiki
GTA Modding Chatroom provided by irc.gtanet.com (Don't have an IRC client? Click here)
|
Adding Weapon to GTA IV Without Bugs not replacing of course!
 |
|
 |
| |
Nima_1i  |
|
ni.va

Group: Members
Joined: Jun 16, 2009


|
Hi Everyone In this Tutorial I want to add a weapon that replaces M4 originally (Like I said I'm not replacing). The files are named "w_test.wdr & w_test.wft". Well... Here are tools you need: 1. Open IV (not Spark IV coz you can’t create a new image with that) 2. Notepad...!!Files you are going to edit: in common\data\1.default.dat
2.gta.dat
3.images.txtFiles you are going to create: in common\data1.newdef.ide (performs the rule of default.ide for newly added weapons) 2.epweaponinfo.xml (performs the rule of weaponinfo.xml for newly added weapons) in pc\models\cdimages3.newwep.img (model source of newly added weapons) The file names you create are not important. You can choose whatever you want. When You Are Ready, Follow these steps 1. Editing:1.1. default.dat:Add this line to default.dat before"HTML http:" line | CODE | | WEAPONINFO common:/data/epweaponinfo.xml |
Your default.dat should be like this: | CODE | # # Object types # IDE common:/data/default.ide IDE common:/data/vehicles.ide IDE common:/data/peds.ide
ANIMGRP common:/data/animgrp.dat HANDLING common:/data/handling.dat VEHICLEEXTRAS common:/data/VehicleExtras.dat PLAYER platform:/models/cdimages/playerped.rpf PEDGRP common:/data/pedgrp.dat CARGRP common:/data/cargrp.dat RADIO common:/data/radiohud.dat RADIOLOGOS independent:/textures/radio_hud.itd WEAPONINFO common:/data/weaponinfo.xml THROWNWEAPONINFO common:/data/thrownweaponinfo.xml PEDPERSONALITY common:/data/pedpersonality.dat MELEEANIMS common:/data/meleeanims.dat ACTIONTABLE common:/data/action_table.csv EXPLOSIONFX common:/data/effects/explosionFx.dat VEHOFF common:/data/vehOff.csv FMENUFILE common:/data/frontend_menus.xml LBDATAFILE common:/data/leaderboards_data.xml LBICONSFILE independent:/textures/Leaderboards.itd WEAPONINFO common:/data/epweaponinfo.xml <------- HTML http:
| 1.2. gta.dat:Put this line at the end of gta.dat : | CODE | | IDE common:/data/newdef.ide |
Your gta.dat should be like this: | CODE | # # Load IDEs first, then the models and after that the IPLs #
#IMG ASSETS.IMG IMGLIST common:/data/images.txt
# # Water # WATER common:/DATA/WATER.DAT common:/DATA/WATERLOW.DAT
. . . . . . . # # Lod Cullers # IPL platform:/DATA/MAPS/GENERIC/lodcull_j.IPL IPL platform:/DATA/MAPS/GENERIC/lodcull_m.IPL IPL platform:/DATA/MAPS/GENERIC/lodcull_e.IPL IDE common:/data/newdef.ide <------------
| 1.3. images.txtAdd this line to image.txt before "#map xref" Line: | CODE | | platformimg:/models/cdimages/newwep 1 |
Your images.txt should be like this: | CODE | # NOTE: The names and paths in this file are CASESENSITIVE on PS3 so don't f*ck 'em up.
#this has been ordered to reflect the order on the disk
commonimg:/data/cdimages/navgen_script commonimg:/data/cdimages/script_network 1 platformimg:/anim/cutsprops 1 platformimg:/anim/cuts 1 platformimg:/data/maps/interiors/Int_Props/props_ss 1 platformimg:/data/maps/interiors/Int_Props/props_ab 1 platformimg:/data/maps/interiors/Int_Props/props_km 1 platformimg:/data/maps/interiors/Int_Props/props_mp 1 platformimg:/data/maps/interiors/Int_Props/props_ld 1 platformimg:/data/maps/interiors/Int_Props/props_ah 1 platformimg:/data/maps/interiors/Mission/level_2 1 platformimg:/data/maps/interiors/Mission/level_5 1 . . . . . . . . platformimg:/data/maps/east/bronx_e 0 platformimg:/data/maps/east/bronx_e2 0 platformimg:/data/maps/east/bronx_w 0 platformimg:/data/maps/east/bronx_w2 0 platformimg:/models/cdimages/newwep 1 <-----------
#map xref
#map instance
| 2. Creating files:2.1. newdef.ideOpen Notepad & type these lines on it: | CODE | weap ###############################################################################
w_test, w_test, gun@ak47, 1, 50, 0 <----------
end
############################################################################### amat ###############################################################################
w_test, 0, CM_WEAPONS_M4 <---------------
end
|
Save the file & name it newdef.ide Note that you must copy the lines from the weapon that, according to what your mod author said, your weapon is replaced with, in default.ide 2.2. epweaponinfo.xml:Open Notepad Again & copy the lines of weaponinfo.xml on it according to your weapon. For example if your weapon author stated that it is a replacement for "M4", You should copy the M4 lines. Or if the author had provided a weaponinfo.xml look for the lines in it. so your file should be like this: | CODE | <weaponinfo version="1"> <----------------------
<weapon type="EPISODIC_1"> <--------- <data slot="RIFLE" firetype="INSTANT_HIT" damagetype="BULLET" group="RIFLE_ASSAULT" targetrange="65.0" weaponrange="70.0" clipsize="30" ammomax="600" timebetweenshots="133"> <damage base="30" networkplayermod="2.5" networkpedmod="1.25"/> <physics force="75.0"/> <reload time="2066" fasttime="1166" crouchtime="2066"/>
<aiming accuracy="0.5"> <offset x="0.14" y="1.0" z="0.55"/> <crouchedoffset x="0.08" y="1.0" z="0.12"/> <reticule standing="0.6" ducked="0.5" scale="0.3"/> </aiming>
<pickup regentime="600000" ammoonstreet="80"/>
<controller> <rumble duration="90" intensity="0.1"/> </controller>
<flags> <flag>GUN</flag> <flag>CAN_AIM</flag> <flag>CAN_FREE_AIM</flag> <flag>ANIM_RELOAD</flag> <flag>ANIM_CROUCH_FIRE</flag> <flag>2HANDED</flag> </flags> </data>
<assets model="w_test"> <------------ <anim group="gun@ak47"> <rates firerate="1.2" blindfirerate="1.2"/> </anim>
<effects> <muzzle fx="muz_machine"/> <shell fx="weap_ejected_rifle"/> </effects> </assets> </weapon>
</weaponinfo> <---------------
|
Note that as I highlighted above you should add "<weaponinfo version="1">" at first, " </weaponinfo>" at the end, "EPISODIC_#" (#=1,2,3,...,24) as weapon type & "w_test" (the model file name) as assets model. Save the file & name it epweaponinfo.xml 2.3. newwep.imgRun Open IV & create a new img file named newwep.img & put the model & texture file in it (w_test.wft & w_test.wtd) 3.Put the created files to locations I stated at first. 4. Spawning weapons For spawning the weapons you will need a trainer. I suggest you The simple Native Trainer: http://www.gtaforums.com/index.php?showtopic=392973&st=0The weapons you add have no sound. But this trainer has an option to add sound to your newly added weapons (I am not sure if other trainers have this option or not) Note that as sjaak said, you can only use in game weapon sounds. Edit: According to what Jakemeow said, if you add e.g. a shotgun, the cops will use it to catch you. so you can obtain your newly added weapons from cops. 5. Enjoying!!!!Notes: 1. I haven’t tested if epweaponinfo.xml & newwep.img is actually needed or we can use the original ones. 2. I only added two weapons so far & had no problem. Not sure of the Maximum number or whether it is connected with adding cars or not.(Jakemeow has added 4 with no problem) 3. I figured this out myself but you are free to post it wherever you want with credits. 4. I am not a native English speaker. Hope this is understandable. Have Good Time With Your Newly Added Weapons...!!!  Credits to - mataanjin for the adding ide idea by his useful topic (& Others who helped him)
http://www.gtaforums.com/index.php?showtopic=420911&hl= - r.schuindt for teaching me which files are affected by his topic
- sjaak327 for the great simple native trainer to provide weapon sounds (the link above in spawning section)
- all admins & moderators of GTAFORUMS for such a great & famous forum
- Jakemeow for his tips.
EDIT: more credits. This post has been edited by Nima_1i on Saturday, Jul 7 2012, 08:41
|
|
|
|
|
 |
|
 |
 |
|
 |
| |
r.schuindt  |
Posted: Wednesday, Mar 31 2010, 20:28
|
Hustler

Group: Members
Joined: Jul 7, 2007


|
you are precipitating posting this tutorial ...
version 2.0 of my mod is already available in time, that my version 2.0 has no bug!
and that his scheme does not support mult-player ...
after the release of EFLC I'll post a version 3.0 with support for online matches ...
after all, thanks for your patience in trying to resolve some bugs from version 1.0 ... YOU SHOULD AT LEAST HAVE ME COMMUNICATION, ABOUT THIS TOPIC!
EDIT: you did not give credits to sjaak327 unresolved the problem with me, to add the sounds, the additional weapons ... this command line is the Sjaak327, no other trainer has that option exclusive SIMPLE NATIVE TRAINER!
This post has been edited by r.schuindt on Wednesday, Mar 31 2010, 20:41
|
|
|
|
|
 |
|
 |
 |
|
 |
| |
r.schuindt  |
|
Hustler

Group: Members
Joined: Jul 7, 2007


|
| QUOTE (OutOfTimer @ May 8 2010, 21:08) | | QUOTE (MadcapSmoky22 @ May 8 2010, 17:25) | | Because, without Schuindt this would be never made, genius. |
I have read r.schuindt's thread and it's not worth s*hit to me. What I needed was a clear list of all file linkage in vanilla so I could make new weapons work properly. I came to this thread and got what I wanted. Then I read r.schuindt's spam and wasn't happy about it. I couldn't care less who made this tutorial possible. You know why? Because it's just a f*ucking tutorial. Nobody cares how you obtain information. Facts are free.
And for f*uck's sake, you and r.schuindt should learn English because my eyes hurt from reading your posts. | I wonder why the arrogance ... you should know before having this tutorial, I had already done one! http://www.gtaforums.com/index.php?showtop...8&hl=r.schuindtis more mature, not understated the ability of Moders here in the forum ... about learning English: voce sabe portugues? hahaha... logico que não deve saber, intão para de encher o meu saco precioso, e toma conta da sua vida!!! idiot...
|
|
|
|
|
 |
|
 |
 |
|
 |
| |
MadcapSmoky22  |
|
Li'l G Loc

Group: BUSTED!
Joined: Nov 9, 2009


|
| QUOTE (r.schuindt @ May 14 2010, 15:22) | | QUOTE (OutOfTimer @ May 8 2010, 21:08) | | QUOTE (MadcapSmoky22 @ May 8 2010, 17:25) | | Because, without Schuindt this would be never made, genius. |
I have read r.schuindt's thread and it's not worth s*hit to me. What I needed was a clear list of all file linkage in vanilla so I could make new weapons work properly. I came to this thread and got what I wanted. Then I read r.schuindt's spam and wasn't happy about it. I couldn't care less who made this tutorial possible. You know why? Because it's just a f*ucking tutorial. Nobody cares how you obtain information. Facts are free.
And for f*uck's sake, you and r.schuindt should learn English because my eyes hurt from reading your posts. |
I wonder why the arrogance ... you should know before having this tutorial, I had already done one!
http://www.gtaforums.com/index.php?showtop...8&hl=r.schuindt
is more mature, not understated the ability of Moders here in the forum ...
about learning English: voce sabe portugues? hahaha... logico que não deve saber, intão para de encher o meu saco precioso, e toma conta da sua vida!!!
idiot... | Polish: A chuj mu w dupę  Portugal: (not sure if it's right lol) Foda-se  German: Bumsem Ihm  Japanese: 性交神  English: f*ck him  Schuindt, let's stop wasting our time on this stupid haters that can't accept anyone's job.
|
|
|
|
|
 |
|
 |
 |
|
 |
| |
r.schuindt  |
|
Hustler

Group: Members
Joined: Jul 7, 2007


|
| QUOTE (OutOfTimer @ May 14 2010, 18:12) | | QUOTE (r.schuindt @ May 14 2010, 15:22) | about learning English: voce sabe portugues? hahaha... logico que não deve saber, intão para de encher o meu saco precioso, e toma conta da sua vida!!! idiot... |
LOL This is an English forum. You are free to go to a Portuguese one. If you decide to stay, however, get used to the thought you can't properly communicate. | I'm not forced to speak in English, however, I communicate here with that my bad English ... and I have reached my goals ... I am only sorry for you ... from now on, all your comments, are ignored by me ... I will not take that to chat on ... just ignore them! hahaha ... bye!
|
|
|
|
|
 |
|
 |
 |
|
 |
| |
Jakemeow  |
|
Player Hater

Group: Members
Joined: Jan 19, 2010

|
|
|
|
|
|
 |
|
 |
 |
|
 |
| |
Jakemeow  |
|
Player Hater

Group: Members
Joined: Jan 19, 2010

|
| QUOTE (Nima_1i @ Friday, Mar 12 2010, 21:42) | Notes: 1. I haven’t tested if epweaponinfo.xml & newwep.img is actually needed or we can use the original ones. 2. I only added two weapons so far & had no problem. Not sure of the Maximum number or whether it is connected with adding cars or not. 3. I figured this out myself but you are free to post it wherever you want with credits. 4. I am not a native English speaker. Hope this is understandable. |
These are the answers: 1. I tried to add weapons into original files (weaponinfo.xml and defauld.ide with weapons.img), well the epweaponinfo.xml and newdef.ide with newweap.img are not neccessary, because the trainer reads them as well. You just need to mark them as EPISODIC_(number) in weaponinfo.xml as the weapon group. Also, if you add e.g. a shotgun, the cops will use it to catch you, like it was for me. Works good, but there is no sound. So in this case, the trainer is only needed to add sound to the guns. 2. I have added 4 weapons, and I had no problems. And no, car adding is not linked to weapon adding. 3. I have examined your tutorial and tried out doing with the original ones, so this makes sense and solves your questions 4. Your English is perfect. There you go This post has been edited by Jakemeow on Monday, Jan 2 2012, 11:35
|
|
|
|
|
 |
|
 |
 |
|
 |
| |
.Olbricht.  |
|
Peon

Group: Members
Joined: Dec 11, 2010


|
| QUOTE (Jakemeow @ Sunday, Jan 1 2012, 17:33) | | QUOTE (Nima_1i @ Friday, Mar 12 2010, 21:42) | Notes: 1. I haven’t tested if epweaponinfo.xml & newwep.img is actually needed or we can use the original ones. 2. I only added two weapons so far & had no problem. Not sure of the Maximum number or whether it is connected with adding cars or not. 3. I figured this out myself but you are free to post it wherever you want with credits. 4. I am not a native English speaker. Hope this is understandable. |
These are the answers: 1. I tried to add weapons into original files (weaponinfo.xml and defauld.ide with weapons.img), well the epweaponinfo.xml and newdef.ide with newweap.img are not neccessary, because the trainer reads them as well. You just need to mark them as EPISODIC_(number) in weaponinfo.xml as the weapon group. Also, if you add e.g. a shotgun, the cops will use it to catch you, like it was for me. Works good, but there is no sound. So in this case, the trainer is only needed to add sound to the guns. 2. I have added 4 weapons, and I had no problems. And no, car adding is not linked to weapon adding. 3. I have examined your tutorial and tried out doing with the original ones, so this makes sense and solves your questions 4. Your English is perfect. There you go | Thanks for the tip. Will definitely try that out.
|
|
|
|
|
 |
|
 |
 |
|
 |
| |
0 User(s) are reading this topic (0 Guests and 0 Anonymous Users)
0 Members:
Pages:
(2) [1] 2
Track this topic
Receive email notification when a reply has been made to this topic and you are not active on the board.
Subscribe to this forum
Receive email notification when a new topic is posted in this forum and you are not active on the board.
Download / Print this Topic
Download this topic in different formats or view a printer friendly version.
| |
 |
|
 |
|
|
|
|