I have SA V2 but used the downgrader from slayers sig and installed a mod exetly how it was told in the readme (it's an mod from JVT) halfway the loading screen i get an error message but i don't know what it says because the GTA screen is over it does anyone knows how to fix this
SA Modding Guide Community help needed
#21
Posted 19 October 2006 - 06:50 PM
I have SA V2 but used the downgrader from slayers sig and installed a mod exetly how it was told in the readme (it's an mod from JVT) halfway the loading screen i get an error message but i don't know what it says because the GTA screen is over it does anyone knows how to fix this
#23
Posted 10 November 2006 - 10:15 PM
Well I did, I didn't know of this, but I figured out myself that if I change a vehicle in one mission it will be much easier to do (I know sounds like a cheat, but I was really stuck). Enough of this, I wanted to say that all the savegames was function properly, I didn't noticed any glitches or bugs.
EDIT: Now I noticed that if I ADD some lines to script then it really becames unuseable by previous savegames(I can play but I wont see any difference
So isn't there any way to add new stuff, but still be able to use with previous savegames???
This post has been edited by vincister: 11 November 2006 - 09:37 PM
#24
Posted 22 November 2006 - 11:45 AM
vincister, on Nov 10 2006, 10:15 PM, said:
Well I did, I didn't know of this, but I figured out myself that if I change a vehicle in one mission it will be much easier to do (I know sounds like a cheat, but I was really stuck). Enough of this, I wanted to say that all the savegames was function properly, I didn't noticed any glitches or bugs.
EDIT: Now I noticed that if I ADD some lines to script then it really becames unuseable by previous savegames(I can play but I wont see any difference
So isn't there any way to add new stuff, but still be able to use with previous savegames???
Okay, so changing lines won't stop it working, but most main.scm script mods are pretty heavy - eg new missions - which is a lot more than simply changing words.
The idea behind it I suppose is that if you made totally new missions, an original-version savegame would be useless. Perhaps it is even to stop you using savegames from previous games (eg GTAVC)

#25
Posted 04 January 2007 - 01:59 PM
This post has been edited by X GTA X: 04 February 2007 - 10:20 AM



>>> www.LNRacing.com <<< ///NASCAR Racing League
"If everything seems under control, you're just not going fast enough." - Mario Andretti
#26
Posted 29 January 2007 - 05:57 AM
#27
Posted 05 February 2007 - 05:10 PM



>>> www.LNRacing.com <<< ///NASCAR Racing League
"If everything seems under control, you're just not going fast enough." - Mario Andretti
#28
Posted 06 February 2007 - 09:06 AM
#29
Posted 06 February 2007 - 04:38 PM



>>> www.LNRacing.com <<< ///NASCAR Racing League
"If everything seems under control, you're just not going fast enough." - Mario Andretti
#31
Posted 17 February 2007 - 10:28 AM
-peds.ide
-shopping.dat
-loadscs.txd
I then used iso buster (and the ORIGINAL pressed disc) as well as the $ony cd-dvd generator (2.0) and then arranged the files in order according to LBA.(AFTER specifying the disc specs in the volume pane) The settings i used in the generator were : (under Master disc)
Disc Name:SLUS-20496
Producer Name:PLAYSTATION
Copyright Holder:PLAYSTATION
License Area:AMERICA (as per the "SLUS" spec)
Under Volume Identifier
Volume:SAN_ANDREAS
Volume Set:(I leave it blank)
Publisher:PLAYSTATION
Data Preparer:(blank)
Application:PLAYSTATION(greyed out, cannot be changed)
Creation Date:whatever day I open the program.
Ok. Now, I can send a list of LBAS for people, but , for simplicity, system.cnf starts @651, and PAD. is @2171536. Now, I export the .iml file, (I called it gtasa.iml) and then I used Gneis iml2iso, and once that is completed, I open the newly created ISO in ISOBuster, and ISOBuster then tells me that I have unreadable sectors. Under ISO, MODELS folder:gta3_1.img. Under ISO,AUDIO folder:PAD.Under UDF:MODELS Folder:GTA3_1.img, Under the AUDIO Folder:PAD. under SFX:feeto2,genrl02,pain_A02,Script02. Under STREAMS:co.pak
Sorry for the long post, as it is my first, but i have made 13, yes...13! dvd coasters, HOWEVER..I HAVE successfully made 1 fully functional copy of the game, WITHOUT any mods. So..can someone PLEASE tell me what I am doing wrong?
#33
Posted 11 April 2007 - 02:05 PM
X GTA X, on Jan 4 2007, 02:59 PM, said:
X GTA X, on Feb 5 2007, 06:10 PM, said:
Most building mods are simply textures - so you do it a bit like cars. You open gta3.img with IMG Tool, and replace some .txd files (textures) with the ones given to you in the mod (they'll have the same names). If the mod comes with some .dff files, do the same with them. Any big map mods will have to start editing the map files, which should be detailed in the README that comes with the mod.
Trains should be exactly the same as other vehicles (with the engine and carriages separate), but remember that they always live on the tracks, so you can't spawn trains in front of you (using cheats or a trainer) or the game will crash.
Jared, on Jan 29 2007, 06:57 AM, said:

#34
Posted 20 April 2007 - 08:42 PM
I used the Pawfect Films studios spawner and it works(the train just floats there lol <><)
<>< FISH
With manual mods can u change what vehicle they are for by changing the carcols and stuff
e.g carcols bullet 45,46 54,245 to turismo 45,46 54,245
and all the other files (handling, default, dff and txd). Or would the game not recognize?
This post has been edited by Gerard: 28 April 2007 - 04:06 PM



>>> www.LNRacing.com <<< ///NASCAR Racing League
"If everything seems under control, you're just not going fast enough." - Mario Andretti
#35
Posted 26 April 2007 - 11:30 AM
Yeah that is fine to do in most situations - if you download a mod for the Washington, you can just change the word "Washington" to "Admiral" and install it in the Admiral's slot instead. But if you try to copy a car that is very different (eg the Washington into the Coach slot) it won't fit right, because of the collision files (everything will still bump into the Coach, and the shadow will be the length of the coach, even though you can only see the Washington), but if you copy the col files (using a col editor) you can avoid that.
However there are exceptions - planes, boats and bikes are all different to cars, so there would probably be some problems trying to make a car into a boat.
Also, there is a certain number of cars/bikes/planes/boats, so you can't turn the washington into a plane just by copying the handling or anything. Likewise with sirens (flashing lights on emergency vehicles) - this can't be copied from one car to another - it is built in so that only the copcars/ambul/fire/swat/fbi/army vehicles can do that.

#36
Posted 05 May 2007 - 08:53 AM
Timmy Vermicceli, on Oct 1 2006, 09:48 PM, said:
Funny enough, Camera Hack and installing custom cars is a piece of cake, but I don't think I ever had a map editor on my computer.
Where did you download it from?
#38
Posted 08 May 2007 - 11:08 AM
#39
Posted 28 May 2007 - 05:27 AM
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