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 Maxo's Vehicle Loader

 Easily load new vehicles into Vice City
 
Ashwin the new boy  
Posted: Sunday, Jul 22 2012, 06:36
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read the first page or Description of Mod at gtag

another thing is > to make your text green above, put a [/color] at the end wink.gif
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Victor_Knight  
Posted: Saturday, Aug 4 2012, 05:42
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Hi, Maxorator. Can you remove the size limit of dff files? (Allow load dff's more than 12,5 mb). And how to add more than one emergency light? Thanks in advance.
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irganc  
Posted: Saturday, Aug 4 2012, 17:06
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Awesome mod!!

How to open this mod in MS Visual Studio?

Can you make the IDE number included for every car so it would be Easier to script the SCM and CS?
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Gaut  
Posted: Tuesday, Aug 7 2012, 21:08
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Hello,

first, thanks for this mod which can add lots of cars to VC and which is really stable. smile.gif

But I've got 2 problems :
- In France, when Vice City was sold, the game was censored (no blood, no rampages, ...). To play with VC full version, we used to use this [lien=http://www.grandtheftauto.fr/downloads/c531/2234,bloodpatch-nocd-version-11.php]patch[/lien], which is v1.1 and no-compatible with the mod. So, I downgraded my VC to v1.0, but the censure is back. cryani.gif So,would it be possible to make the mod compatible with V1.1 ?(or sending me an american v1.0 patch ? inlove.gif

- Second, to make the handling conversion easier, I decided to code an XML Generator. Like this, you'll just have to paste your default, carcol and handling line, and the XML file will be generated. xmas.gif
But, there is a section in XML files I don't really understand how to make, this is the audio section.

For example, the Police car audio section :
CODE
<audio>
 <enginefarsample>271</enginefarsample>
 <enginenearsample>7</enginenearsample>
 <hornsample>1</hornsample>
 <hornfreq>10706</hornfreq>
 <sirensample>27</sirensample>
 <sirenfreq>10511</sirenfreq>
 <doorsounds>1</doorsounds>
</audio>

How do you fill in it ?
What do those numbers correspond ?
Why, for the first line, is it '271' and not another number ? confused.gif

Thanks for your answers. smile.gif


Edit : Why did you convert the default.ide Comprules from hexa to decimal ? Was it so importan ?

This post has been edited by Gaut on Wednesday, Aug 8 2012, 17:04
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SomeGuy86  
Posted: Wednesday, Aug 15 2012, 17:10
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QUOTE (Gaut @ Tuesday, Aug 7 2012, 21:08)
Hello,

first, thanks for this mod which can add lots of cars to VC and which is really stable. smile.gif

But I've got 2 problems :
- In France, when Vice City was sold, the game was censored (no blood, no rampages, ...). To play with VC full version, we used to use this [lien=http://www.grandtheftauto.fr/downloads/c531/2234,bloodpatch-nocd-version-11.php]patch[/lien], which is v1.1 and no-compatible with the mod. So, I downgraded my VC to v1.0, but the censure is back. cryani.gif So,would it be possible to make the mod compatible with V1.1 ?(or sending me an american v1.0 patch ? inlove.gif

- Second, to make the handling conversion easier, I decided to code an XML Generator. Like this, you'll just have to paste your default, carcol and handling line, and the XML file will be generated. xmas.gif
But, there is a section in XML files I don't really understand how to make, this is the audio section.

For example, the Police car audio section :
CODE
<audio>
 <enginefarsample>271</enginefarsample>
 <enginenearsample>7</enginenearsample>
 <hornsample>1</hornsample>
 <hornfreq>10706</hornfreq>
 <sirensample>27</sirensample>
 <sirenfreq>10511</sirenfreq>
 <doorsounds>1</doorsounds>
</audio>

How do you fill in it ?
What do those numbers correspond ?
Why, for the first line, is it '271' and not another number ? confused.gif

Thanks for your answers. smile.gif


Edit : Why did you convert the default.ide Comprules from hexa to decimal ? Was it so importan ?

A data conversion tool? OMG, I've been waiting for this one for a LONG time, this is AWESOME! colgate.gif
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Gaut  
Posted: Thursday, Aug 16 2012, 18:59
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Yes, it could be cool and easy to do.

But, because I don't have detailed informations about all the datas that can be used in the XML files, it's a little harder than I thought. sarcasm.gif
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SomeGuy86  
Posted: Thursday, Aug 16 2012, 19:28
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QUOTE (Gaut @ Thursday, Aug 16 2012, 18:59)
Yes, it could be cool and easy to do.

But, because I don't have detailed informations about all the datas that can be used in the XML files, it's a little harder than I thought.  sarcasm.gif

Hmm... Why don't you send a PM to Max?
As for data, just take one of his sample XML files, analyze all the data & see what you can do smile.gif I know, probably easier said than done, but this would certainly HELP a LOT!

In fact, the only reason I don't use MVL is because of XMLs, too complicated to convert multiple files. confused.gif Do you think you'd be able to dump data from the game directly into XMLs? After all, that's how Max created his "sample" XML files.
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Gaut  
Posted: Thursday, Aug 16 2012, 20:13
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QUOTE (SomeGuy86 @ Thursday, Aug 16 2012, 19:28)
QUOTE (Gaut @ Thursday, Aug 16 2012, 18:59)
Yes, it could be cool and easy to do.

But, because I don't have detailed informations about all the datas that can be used in the XML files, it's a little harder than I thought.  sarcasm.gif

Hmm... Why don't you send a PM to Max?
As for data, just take one of his sample XML files, analyze all the data & see what you can do smile.gif I know, probably easier said than done, but this would certainly HELP a LOT!

In fact, the only reason I don't use MVL is because of XMLs, too complicated to convert multiple files. confused.gif Do you think you'd be able to dump data from the game directly into XMLs? After all, that's how Max created his "sample" XML files.

My objective is to create XML from scratch, just by copying the data lines as they are written in the game files.

I've analysed every XML, and the more I saw, the more they look ambiguous.
Actually, I'm working on the audio files number correspondance. But, with the frequences which seem to be random, it's harder to find the good ones.

And I haven't yet analyze the Extra section.
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maxorator  
Posted: Monday, Sep 3 2012, 09:18
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Small update.

QUOTE

  • A specific model index can be specified for the vehicles by adding a "xMODELINDEX_" prefix to the 7z file name, such as "x6189_".
  • Starting a new game or loading a save shouldn't cause any problems anymore.
  • Setting "disablelightboxes" to "true" in global XML file will cause them to disappear from all cars.
  • Setting "hasboxes" to "false" in vehicle's lights section will cause the light boxes to disappear from that car.
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ALMOST610  
Posted: Monday, Sep 3 2012, 09:50
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Awesome work, trying it out now.

Edit: It says the Download is not Available.

Edit: Now it's working, thanks Maxo.

This post has been edited by ALMOST610 on Monday, Sep 3 2012, 23:17
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maxorator  
Posted: Monday, Sep 3 2012, 10:07
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QUOTE (ALMOST610 @ Monday, Sep 3 2012, 12:50)
Awesome work, trying it out now.

Edit: It says the Download is not Available.

Try again. GTAGarage is acting fishy.
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SilentPL  
Posted: Monday, Sep 3 2012, 11:15
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My suggestion is to replace one of the unused opcode IDs with a proxy MVL opcode like

CODE
GET_MVL_MODEL_INDEX 'MYCAR' modelIndex


or, defined in more traditional SCM

CODE
XXXX: get_mvl_model 'MYCAR' index to $modelIndex


It could ease spawning these vehicles with SCM. If the model was absent, the opcode would just return -1 or so.
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kikiboy95  
Posted: Monday, Sep 3 2012, 14:45
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Nice updates, gonna test soon
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maxorator  
Posted: Monday, Sep 3 2012, 18:46
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QUOTE (SilentPL @ Monday, Sep 3 2012, 14:15)
My suggestion is to replace one of the unused opcode IDs with a proxy MVL opcode like

CODE
GET_MVL_MODEL_INDEX 'MYCAR' modelIndex


or, defined in more traditional SCM

CODE
XXXX: get_mvl_model 'MYCAR' index to $modelIndex


It could ease spawning these vehicles with SCM. If the model was absent, the opcode would just return -1 or so.

I suppose I could do something like that. However, is it really necessary once it's possible to define specific IDs for vehicles?
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Serhey  
Posted: Tuesday, Sep 4 2012, 11:13
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Please, maxorator, make it work with exe 1.1!!!!
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Victor_Knight  
Posted: Wednesday, Sep 5 2012, 07:16
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QUOTE (Victor_Knight @ Saturday, Aug 4 2012, 05:42)
Hi, Maxorator. Can you remove the size limit of dff files? (Allow load dff's more than 12,5 mb). And how to add more than one emergency light? Thanks in advance.

QUOTE (vehmod_log.txt)

Error in GetFilesInZip: File 'banshee.dff' is larger than 12582912 bytes.

The problem still relevant. monocle.gif
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ALMOST610  
Posted: Wednesday, Sep 5 2012, 11:22
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QUOTE (Victor_Knight @ Wednesday, Sep 5 2012, 18:16)
QUOTE (Victor_Knight @ Saturday, Aug 4 2012, 05:42)
Hi, Maxorator. Can you remove the size limit of dff files? (Allow load dff's more than 12,5 mb). And how to add more than one emergency light? Thanks in advance.

I thought that the DFF file size limit was something hardcoded for a specific reason, also usually files that are so big will crash the game, and also any car model that is over 12MB in size would have way too much detail and no matter what your PC specs would still make the game lag as VC's engine was not designed for anything so detailed.

But if it can be done Maxo, give it a try but I don't see this being necessary.
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Victor_Knight  
Posted: Wednesday, Sep 5 2012, 12:34
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QUOTE (ALMOST610 @ Wednesday, Sep 5 2012, 11:22)
QUOTE (Victor_Knight @ Wednesday, Sep 5 2012, 18:16)
QUOTE (Victor_Knight @ Saturday, Aug 4 2012, 05:42)
Hi, Maxorator. Can you remove the size limit of dff files? (Allow load dff's more than 12,5 mb). And how to add more than one emergency light? Thanks in advance.

I thought that the DFF file size limit was something hardcoded for a specific reason, also usually files that are so big will crash the game, and also any car model that is over 12MB in size would have way too much detail and no matter what your PC specs would still make the game lag as VC's engine was not designed for anything so detailed.

But if it can be done Maxo, give it a try but I don't see this being necessary.

The model works perfect. It's lod0 Forza 4 conversion with hq detailed parts, contains about 364956 triangles.
Here is it. Also installed Vice Cry 1.7 and I have no crashes. So why not remove limit of dff's size?

This post has been edited by Victor_Knight on Wednesday, Sep 5 2012, 12:41
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ALMOST610  
Posted: Wednesday, Sep 5 2012, 13:03
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QUOTE (Victor_Knight @ Wednesday, Sep 5 2012, 23:34)
QUOTE (ALMOST610 @ Wednesday, Sep 5 2012, 11:22)
QUOTE (Victor_Knight @ Wednesday, Sep 5 2012, 18:16)
QUOTE (Victor_Knight @ Saturday, Aug 4 2012, 05:42)
Hi, Maxorator. Can you remove the size limit of dff files? (Allow load dff's more than 12,5 mb). And how to add more than one emergency light? Thanks in advance.

I thought that the DFF file size limit was something hardcoded for a specific reason, also usually files that are so big will crash the game, and also any car model that is over 12MB in size would have way too much detail and no matter what your PC specs would still make the game lag as VC's engine was not designed for anything so detailed.

But if it can be done Maxo, give it a try but I don't see this being necessary.

The model works perfect. It's lod0 Forza 4 conversion with hq detailed parts, contains about 364956 triangles.
Here is it. Also installed Vice Cry 1.7 and I have no crashes. So why not remove limit of dff's size?

Really, Usually with the models (The only big files around that size I have made are for Map Objects) it is not good for them to be that size or detailed, I also remember Maxo warning me about us using MVL in GTA State Of Liberty, in SOL we want to load the III, SA, and other vehicles using MVL and he has suggested that loading that many objects into the memory might be a bit of an overload (Which is also why he limited the amount of vehicles MVL can load) so perhaps that file size limit is just another precaution, but I imagine that anyone using detailed models would have a fair amount of Ram and a decent CPU to handle such things.
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Victor_Knight  
Posted: Wednesday, Sep 5 2012, 13:10
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QUOTE (ALMOST610 @ Wednesday, Sep 5 2012, 13:03)
QUOTE (Victor_Knight @ Wednesday, Sep 5 2012, 23:34)
QUOTE (ALMOST610 @ Wednesday, Sep 5 2012, 11:22)
QUOTE (Victor_Knight @ Wednesday, Sep 5 2012, 18:16)
QUOTE (Victor_Knight @ Saturday, Aug 4 2012, 05:42)
Hi, Maxorator. Can you remove the size limit of dff files? (Allow load dff's more than 12,5 mb). And how to add more than one emergency light? Thanks in advance.

I thought that the DFF file size limit was something hardcoded for a specific reason, also usually files that are so big will crash the game, and also any car model that is over 12MB in size would have way too much detail and no matter what your PC specs would still make the game lag as VC's engine was not designed for anything so detailed.

But if it can be done Maxo, give it a try but I don't see this being necessary.

The model works perfect. It's lod0 Forza 4 conversion with hq detailed parts, contains about 364956 triangles.
Here is it. Also installed Vice Cry 1.7 and I have no crashes. So why not remove limit of dff's size?

Really, Usually with the models (The only big files around that size I have made are for Map Objects) it is not good for them to be that size or detailed, I also remember Maxo warning me about us using MVL in GTA State Of Liberty, in SOL we want to load the III, SA, and other vehicles using MVL and he has suggested that loading that many objects into the memory might be a bit of an overload (Which is also why he limited the amount of vehicles MVL can load) so perhaps that file size limit is just another precaution, but I imagine that anyone using detailed models would have a fair amount of Ram and a decent CPU to handle such things.

In that case it would be good add an option like "sizelimit=1" for example.
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