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TUTORIAL - HOW TO ADD TUNING PARTS All I know about the subject
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Edward_FFS  |
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If life gives you lemons... Add salt and Tequila!

Group: Members
Joined: Jul 16, 2010


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HOW TO ADD UP TO 40 TUNING PARTS?| QUOTE | I'm writing this tutorial as a request from Erwest. This is my first tutorial ever
With this "method" I was able to add 43 new parts so far, works great for me. Seems to work with added cars too, as said by gtafan113 somewhere in this post, never tested it myself. I suggest you make a complete copy of your files before trying this, because I don't want to be responsible to any damage to your game. Ok? Do me that favour... |
Let's get started, shall we? 1st - Rename your .DFF filesLet's say we're trying to add a complete bodykit that was supposed to be equipped on Elegy. You should have | CODE | exh_a_l fbmp_a_l rbmp_a_l spl_a_l_b wg_r_a_l wg_l_a_l |
| QUOTE | You don't know what this letters mean? It's easier than you think: For example the 1ș part:
"exh" -> Exhaust part
"fbmp" -> Front Bumper
"rbmp" -> Rear Bumper
"spl" -> Spoiler
| CODE | | The last letter in every spoiler will be "b" or "r". This is because some spoilers will be applied on the boot (like Elegy, or the the roof (like Flash). Be careful with these ones, check which letter was on the original mod or the game will crash without you knowing why! |
"a" -> Bodykit "a"
| CODE | | There's 2 bodykits, Alien and X-Flow, their ID's are "a" and "b", but I can't tell you for sure wich one it is :/ |
"l" -> Part to be equipped on Elegy. This letters in the end are, let's say, the ID's of the tunable cars originally in the game.
| CODE | This are the car "ID's"
l = Elegy s = Sultan st = Stratum f = Flash j = Jester u = Uranus br = Broadway rem = Remington bl = Blade sv = Savanna slv = Slamvan t = Tornado
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"wg_r" -> Right Side Skirt
"wg_l" -> Left Side Skirt |
To rename your downloaded .DFF files, I suggest you do this: | CODE | exh_a_z fbmp_a_z rbmp_a_z spl_a_z_b wg_r_a_z wg_l_a_z |
Just replace the car ID letter to any other unused letter. It works for me, I already used "z", "x" and "p"  . After this, add the files to gta3.IMG using any IMG Editor you want. Save and close 2nd - CHECK salimit.iniOpen salimit.ini file, there's a couple of things to change here... Find this line Erase the "#" and change the number to something like 200. Like this: Save and close. OPTIONAL STEP (Not really necesary) - CHECK gta.DAT and organize data Open gta.DAT and find this line | CODE | # vehicle upgrade models IDE DATA\MAPS\veh_mods\veh_mods.IDE |
Make it look like this | CODE | # vehicle upgrade models IDE DATA\MAPS\veh_mods\veh_mods.IDE IDE DATA\MAPS\veh_mods\veh_mods_II.IDE |
| QUOTE | NOTE: -> The creation of a 2nd veh_mods.IDE file isn't REALLY necessary, the game works if you just keep adding in the original, also starting from 19600. I prefer this way, it's more organized. Your choice  |
Save and close. To complete this step, go to DATA\MAPS\veh_mods folder and create a new .IDE file and name it veh_mods_II.IDE. In this blank file, you'll add your new tuning parts. Like this | CODE | objs 19600, exh_a_z, "car-txd-file-name", 100, 2097152 19601, fbmp_a_z, "car-txd-file-name", 100, 2101248 19602, rbmp_a_z, "car-txd-file-name", 100, 2101248 19603, rf_a_z, "car-txd-file-name", 100, 2097152 19604, wg_l_a_z, "car-txd-file-name", 100, 2097152 19605, wg_r_a_z, "car-txd-file-name", 100, 2097152 19606, spl_a_z_b, "car-txd-file-name", 100, 2101248 end tobj end path end 2dfx end anim end txdp end |
Save and close. If you've done this step, skip the 3rd step. As you can see, you just added 7 new parts starting from 19600. I'm already in 19643 3rd - CHECK veh_mods.IDEOpen your veh_mods.IDE file. There you'll find this: | CODE | objs 1000, spl_b_mar_m, vehicle, 70, 0 1001, spl_b_bab_m, vehicle, 70, 0 1002, spl_b_bar_m, vehicle, 70, 0 (...) 1191, fbmp_lr_t1, bullet, 100, 4096 1192, rbmp_lr_t1, bullet, 100, 4096 1193, rbmp_lr_t2, bullet, 100, 4096 end tobj end path end 2dfx end anim end txdp end |
Make it look like this: | CODE | objs 1000, spl_b_mar_m, vehicle, 70, 0 1001, spl_b_bab_m, vehicle, 70, 0 1002, spl_b_bar_m, vehicle, 70, 0 (...) 1191, fbmp_lr_t1, bullet, 100, 4096 1192, rbmp_lr_t1, bullet, 100, 4096 1193, rbmp_lr_t2, bullet, 100, 4096 19600, exh_a_z, "car-txd-file-name", 100, 2097152 19601, fbmp_a_z, "car-txd-file-name", 100, 2101248 19602, rbmp_a_z, "car-txd-file-name", 100, 2101248 19603, rf_a_z, "car-txd-file-name", 100, 2097152 19604, wg_l_a_z, "car-txd-file-name", 100, 2097152 19605, wg_r_a_z, "car-txd-file-name", 100, 2097152 19606, spl_a_z_b, "car-txd-file-name", 100, 2101248 end tobj end path end 2dfx end anim end txdp end |
| QUOTE | Does it sound stupid? 19600? Well, maybe... But it works, and it has a simple explanation. After a little research in all .IDE files in GTA SA, I found out that every single object has a ID number, and the game has up to 19000 objects!!!! Let's think together: If we continue from 1193, we'll be overwriting objects, instead of adding. So, search in all your .IDE files in maps folder for the highest number, and continue adding from an even higher number. 19600 works for me just great, but if you have map mods, I suggest you look into the .IDE files  |
| QUOTE | NOTE: -> Those numbers in the end of every line (100, 2101248) are'nt useless, as many may think. They ARE important, they're the draw distance value of every part. To make the parts work correctly, you need to copy the values from every Elegy's parts in the original veh_mods.IDE file to the new parts (the Elegy's exhaus draw distance value goes to your added exhaust, etc etc). PLEASE DON'T FORGET THOSE NUMBERS!!! | 4th - CHECK shopping.DATSo far, we managed to add the tuning parts to the game, so they already exist there. Now, let's make'em appear in-game. Open shopping.DAT and find this lines | CODE | (...) wheel_lr5 LRDW5 respect 0 sexy 0 1350 stereo STEREO respect 0 sexy 0 100 hydralics HYDRAU respect 0 sexy 0 1500 |
After this lines you'll add your new tuning parts. Now you have two options: -> Copy the lines from elegy's parts and alter the car ID letter, just like you did when renaming the .DFF files. Like this: | CODE | (...) wheel_lr5 LRDW5 respect 0 sexy 0 1350 stereo STEREO respect 0 sexy 0 100 hydralics HYDRAU respect 0 sexy 0 1500 exh_a_z LGDAE respect 0 sexy 0 790 fbmp_a_z LGDAFF respect 0 sexy 0 990 rbmp_a_z LGDARF respect 0 sexy 0 1000 rf_a_z LGDARV respect 0 sexy 0 190 spl_a_z_b LGDAS respect 0 sexy 0 600 wg_l_a_z LGDASI respect 0 sexy 0 500 |
-> Instead of this, you can make your own lines. Choose the price, the values of "respect" and "sexy", and add nametags on the .GXT file with any editor you want, and write the names you want to appear in-game. Once again, your choice  After this is done, DON'T CLOSE YET. Now that we have the parts on the shopping list, we need to make'em appear in the shops. Keep scrolling down until you find this: | CODE | section carmod1 # Normal Cars type CarMods item bbb_lr_slv1 item bbb_lr_slv2 item bnt_b_sc_l item bnt_b_sc_m item bnt_b_sc_p_l item bnt_b_sc_p_m (...) item wheel_sr6 item hydralics item stereo |
Make it look like this: | CODE | section carmod1 # Normal Cars type CarMods item bbb_lr_slv1 item bbb_lr_slv2 item bnt_b_sc_l item bnt_b_sc_m item bnt_b_sc_p_l item bnt_b_sc_p_m (...) item wheel_sr6 item hydralics item stereo item exh_a_z item rf_a_z item fbmp_a_z item rbmp_a_z item spl_a_z_b item wg_l_a_z |
With this done, the parts will appear in Transfender tuning shops. If you want them to appear in other shops, keep scrolling down and you'll find the other shops' respective lists. Save and close 5th - CHECK carmods.DATNow, let's assign your new parts to your car But before that, one LITTLE, but also HUGE detail. Once you opened the carmods.DAT file, you'll see this: | CODE | link bntl_b_ov, bntr_b_ov bntl_b_sq, bntr_b_sq wg_l_b_ssk, wg_r_b_ssk wg_l_c_j, wg_r_c_j wg_l_a_j, wg_r_a_j wg_l_a_f, wg_r_a_f wg_l_c_f, wg_r_c_f wg_l_a_s, wg_r_a_s wg_l_c_s, wg_r_c_s wg_l_a_u, wg_r_a_u wg_l_c_u, wg_r_c_u wg_l_a_l, wg_r_a_l wg_l_c_l, wg_r_c_l wg_l_a_st, wg_r_a_st wg_l_c_st, wg_r_c_st wg_l_lr_bl1, wg_r_lr_bl1 wg_l_lr_br1, wg_r_lr_br1 wg_l_lr_sv, wg_r_lr_sv wg_l_lr_rem1, wg_r_lr_rem1 wg_l_lr_rem2, wg_r_lr_rem2 wg_l_lr_slv1, wg_r_lr_slv1 wg_l_lr_slv2, wg_r_lr_slv2 wg_l_lr_t1, wg_r_lr_t1 |
Make it look like this: | CODE | link bntl_b_ov, bntr_b_ov bntl_b_sq, bntr_b_sq wg_l_b_ssk, wg_r_b_ssk wg_l_c_j, wg_r_c_j wg_l_a_j, wg_r_a_j wg_l_a_f, wg_r_a_f wg_l_c_f, wg_r_c_f wg_l_a_s, wg_r_a_s wg_l_c_s, wg_r_c_s wg_l_a_u, wg_r_a_u wg_l_c_u, wg_r_c_u wg_l_a_l, wg_r_a_l wg_l_c_l, wg_r_c_l wg_l_a_st, wg_r_a_st wg_l_c_st, wg_r_c_st wg_l_lr_bl1, wg_r_lr_bl1 wg_l_lr_br1, wg_r_lr_br1 wg_l_lr_sv, wg_r_lr_sv wg_l_lr_rem1, wg_r_lr_rem1 wg_l_lr_rem2, wg_r_lr_rem2 wg_l_lr_slv1, wg_r_lr_slv1 wg_l_lr_slv2, wg_r_lr_slv2 wg_l_lr_t1, wg_r_lr_t1 wg_l_a_z, wg_r_a_z |
| QUOTE | Why? Well, whenever you add Side Skirt parts ("wg_r" and "wg_l") make sure you add a line here with their respective references, or else, you'll face bugs like Side Skirts only appearing in one side of the car |
Now, find your car, and just add the parts  . Like this: | CODE | | "carname", nto_b_l, nto_b_s, nto_b_tw, exh_a_z, spl_a_z_b, fbmp_a_z, rbmp_a_z, rf_a_z, wg_l_a_z |
Save and close. | QUOTE | NOTE: -> When assigning Side Skirts to cars, write only the left one  | 6th - ENJOY !!! ____________________________________________________________________________________________________ Having a hard time understanding this tutorial?Check my own modified files: My Modified FilesAnd if this isn't enough, contact me through the forum. ____________________________________________________________________________________________________ And that's how I managed to add so many parts... Thanks to all who read this, please say what you think, and forgive me for any mistake, my english's not perfect This post has been edited by Edward_FFS on Friday, Sep 14 2012, 11:13
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Erwest  |
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Square Civilian

Group: Members
Joined: Mar 22, 2007

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i've tried but run only the first added part; all steps are minutely executed...i don't understand
LIMITADJUSTER
CarMods=200
VEH_MOD
objs 19600, exh_c_bmw, bmwtrcon, 100, 2097152 19601, exh_a_bmw, bmwtrcon, 100, 2097152 19602, bnt_b_a_bmw, bmwtrcon, 100, 0 19603, bnt_b_c_bmw, bmwtrcon, 100, 0 19604, fbmp_c_bmw, bmwtrcon, 100, 2101248 19605, fbmp_a_bmw, bmwtrcon, 100, 2101248 19606, rbmp_a_bmw, bmwtrcon, 100, 2101248 19607, rbmp_c_bmw, bmwtrcon, 100, 2101248 19608, spl_a_bmw_r, bmwtrcon, 100, 2101248 19609, spl_c_bmw_r, bmwtrcon, 100, 2101248 19610, wg_l_a_bmw, bmwtrcon, 100, 2097152 19611, wg_l_c_bmw, bmwtrcon, 100, 2097152 19612, wg_r_a_bmw, bmwtrcon, 100, 2097152 19613, wg_r_c_bmw, bmwtrcon, 100, 2097152 end tobj end path end 2dfx end anim end txdp end
SHOPPING AT THE TOP AND NORMAL CARS SECTIONS
item exh_c_bmw item exh_a_bmw item bnt_b_a_bmw item bnt_b_c_bmw item fbmp_c_bmw item fbmp_a_bmw item rbmp_a_bmw item rbmp_c_bmw item spl_a_bmw_r item spl_c_bmw_r item wg_l_a_bmw item wg_l_c_bmw item wg_r_a_bmw item wg_r_c_bmw
CARMOD
wg_l_a_bmw, wg_r_a_bmw wg_l_c_bmw, wg_r_c_bmw
bmwtrcon, exh_a_bmw, exh_c_bmw, fbmp_a_bmw, fbmp_c_bmw, nto_b_l, nto_b_s, nto_b_tw, rbmp_a_bmw, rbmp_c_bmw, bnt_b_a_bmw, bnt_b_c_bmw, spl_a_bmw_r, spl_c_bmw_r, wg_l_a_bmw, wg_l_c_bmw
This post has been edited by Erwest on Tuesday, Jul 19 2011, 08:50
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Edward_FFS  |
Posted: Tuesday, Jul 19 2011, 18:03
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If life gives you lemons... Add salt and Tequila!

Group: Members
Joined: Jul 16, 2010


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| QUOTE (adoel488 @ Tuesday, Jul 19 2011, 13:43) | what a wonderful tutorial, edward but btw may i ask you which .ide files i should check? |
Thanks You should check the .IDE files in the data\maps folder... Every .IDE file you find there, will be a part of the list of objects existing in the game. And as many tutorials I saw on the internet before "learning" this by myself, after LOTS of game crashes, those tutorials say to continue from 1193, what they DON'T know, is that they're overwriting objects, causing game crashes... It's not "fatal" to the game installing new parts without checking this first, 19600 is a "safe number" ,let's call it that. It's more like a security measure. And if you have map mods installed, I REALLY suggest you check your .IDE files.
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Edward_FFS  |
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If life gives you lemons... Add salt and Tequila!

Group: Members
Joined: Jul 16, 2010


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fastman92  |
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фастман92 | ف

Group: Members
Joined: Jul 28, 2009


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| QUOTE | Free IDs in standard unmodified GTA San Andreas (generated by Free ID list generator on unmodified GTA SA, made by fastman92.tk):
2-6, 8, 42, 65, 74, 86, 119, 149, 208, 265-273, 289, 329, 332, 340, 382-383, 398-399,
612-614, 662-663, 665-668, 699, 793-799, 907-909, 965, 999, 1194-1206, 1326, 1573, 1699, 2883-2884, 3136-3166, 3176-3177, 3179-3186, 3188-3192,
3194-3213, 3215-3220, 3222-3240, 3245, 3247-3248, 3251, 3254, 3266, 3348-3349, 3416, 3429, 3610-3611, 3784, 3870-3871, 3883, 3889, 3974,
4542-4549, 4763-4805, 5085, 5090-5104, 5376-5389, 5683-5702, 6011-6034, 6254, 6258-6279, 6348, 6526-6862, 7393-7414, 7974-7977, 9194-9204, 9268, 9479-9481, 10311-10314,
10745-10749, 11418-11419, 11682-12799, 13564-13589, 13668-13671, 13891-14382, 14529, 14555, 14557, 14644-14649, 14658-14659, 14696-14698, 14729-14734, 14766-14769, 14857, 14884, 14899,
14904-15024, 15065-15999, 16791-16999, 17475-17499, 17975, 17977, 17979-17999, 18037, 18103, 18106-18108, 18110-18111, 18113-18199, 18631-19999
Try out my other tools or mods for GTA SA: [GTA SA] Remote lock car [GTA SA] Car spawner [GTA SA] Analog clock [GTA SA] Business mod |
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Edward_FFS  |
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If life gives you lemons... Add salt and Tequila!

Group: Members
Joined: Jul 16, 2010


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| QUOTE (Andromeda @ Friday, Aug 5 2011, 16:58) | | Hey guys. Is there a way to add like the car colors 2 like you would see with the Banshee or Bullet because I have a 2 color car mod replacing the buffalo which is a one color one. I want to be able to change the second color. Do I do this through veh_mods file? | To configure car colours, you need to open the file carcols.DATThere you can add, change and assign colours to every car in the game. For example: banshee 0,1, 20,21, 43,50Let's focus here: 0,1 "0"Primary colour: Normaly, changes the car colour "1"Secondary colour: In some cars, this can change the colour of the seats, colour of stripes the car has, etc etc. Depends on the model. Another thing: If you write "0,1" right after the car name, it means the car will show on the streets with that set of colours more often than with the other colours. I believe there are tutorials about configuring carcols.DAT in this forum. Go check it out if this isn't enough Regards
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