SnH Firefighter
02-08-2011, 02:38 AM
Thanks to MataanjinOriginal Copy (http://www.gtaforums.com/index.php?showtopic=420911&st=0) For this info
i'll explain about adding a new car in GTA IV
files you need from IV:
CODE
carcol.dat
cargrp.dat
default.dat
gta.dat
images.txt
others file:
CODE
a new car file(wft + wtd)
openIV
in this tutorial i'll be using test.wft & test.wtd as new car file and it replace turismo.
if your new vehicle didn't have handling or carcol, you can use the one it replace, but rename the name to your car name(test)
all words that's bold can be change to any name you like(don't use space)
while editing always follow the format of the file( space, CAPITAL LETTERS, and everything) don't make a blank new line or
delete a new line(it'll crash sometime).
don't change a vehicle that's in your parking(saved car) or you will get smpa60 error.
to add more than 24 vehicle you need patch 1.0.0.4(max 28).
1. edit default.dat, gta.dat and images.txt
default.dat -> add "HANDLING common:/data/newhandling.dat"
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
HANDLING common:/data/newhandling.dat
HTML http:
gta.dat -> add "IDE common:/data/newveh.ide","IDE common:/data/newveh1.ide" and so forth as needed.
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/newveh.ide
IDE common:/data/newveh1.ide
images.txt -> add "platformimg:/models/cdimages/newveh 1"
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/east/queens_w2 0
platformimg:/data/maps/east/queens_w 0
platformimg:/data/maps/east/queens_e 0
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/newveh 1
#map xref
#map instance
2. create a new img file using open iv, name it newveh.img
3. add new car files(wtd & wft) to newveh.img(if car name have been used in vehicles.img, you need to rename your new car)
4. edit carcol.dat -> add a new line, either in car3 section or car4 section.
CODE
washington, 0,0,12, 4,4,12, 6,6,12, 10,10,12, 21,21,12, 23,23,12, 25,25,12, 33,33,35, 37,37,32, 49,49,63, 52,52,56, 54,54,55, 65,65,63, 67,67,118, 70,70,65, 98,98,90, 16,16,76, 9,9,91, 15,15,93, 19,19,93, 13,13,80,
yankee, 15,112,1, 26,78,1,
test, 0,0,1, 35,35,127, 1,1,3, 17,17,34, 21,21,21, 31,31,33, 38,38,30, 52,52,50, 69,69,63, 72,72,63, 81,81,63, 89,89,89, 95,95,90,
5. create newhandling.dat and newveh.ide.
newhandling.dat(if you make mistakes when you spawn it, it looks correct but when you touch it, it fall to the ground)
CODE
TEST 1500.0 7.0 85 0.0 -0.06 -0.18 0.0 5 0.34 1.0 225.0 0.34 0.65 0.7 35.0 1.50 1.50 13.5 0.12 0.48 2.0 1.3 1.3 0.12 -0.13 0.0 0.5 1.0 0.3 3.4 7 0.0 110000 440010 1 1
newveh.ide(if you make mistakes your game will crash on loading[error SMPA60])
CODE
cars
test, test, car, TEST, COMET, VEH@LOW, NULL, 1, 999, 0.2621, 0.2621, 0, 5, 1.0, 0, noboot+sports
end
txdp
vehshare_truck, vehshare
end
6. edit cargrp.dat(so ped will use new vehicle)-> add test after each turismo
CODE
oracle, fortune, uranus, vigero, primo, admiral, df8, fxt, feroci, e109, pinnacle, habanero, sentinel, schafter, rebla, supergt, pcj, perennial, landstalker, faggio, comet, test, coquette, bus, # POPCYCLE_GROUP_MIDTOWN
7. place in common\data
carcol.dat
cargrp.dat
default.dat
gta.dat
images.txt
newveh.ide
newhandling.dat
8. place in pc\models\cdimages
newveh.img
i'm not good at explain i guess. if you didn't understand just ask here
and maybe someone can explain more better
known bugs:
depend on how many vehicle you add, there is a bug(minigame, carwash and maybe other place are screwed)(fixed)
if you find any bug just post it, so i can update this tut.(maybe someone can solve it)
basic edited and added file
http://www.mediafire.com/?5jz2qnymylo
credit: good_NTS(open iv), espedito(bug fix),
for EFLC, thakns to deagle21
http://www.gtaforums.com/index.php?showtop...st&p=1059894747
translated to france by berunours
http://www.gtaforums.fr/index.php?showtopic=10326
translated to Italy by Fabio206
http://forum.gta-expert.com/index.php?showtopic=34434
translated to Germany by Mr.Bolleck
http://gta-worldmods.t-n-network.de/forum/...?threadid=10841
sorry for my english
This post has been edited by mataanjin on Apr 26 2010, 05:27 <---Original Owner time and date stamp.
i'll explain about adding a new car in GTA IV
files you need from IV:
CODE
carcol.dat
cargrp.dat
default.dat
gta.dat
images.txt
others file:
CODE
a new car file(wft + wtd)
openIV
in this tutorial i'll be using test.wft & test.wtd as new car file and it replace turismo.
if your new vehicle didn't have handling or carcol, you can use the one it replace, but rename the name to your car name(test)
all words that's bold can be change to any name you like(don't use space)
while editing always follow the format of the file( space, CAPITAL LETTERS, and everything) don't make a blank new line or
delete a new line(it'll crash sometime).
don't change a vehicle that's in your parking(saved car) or you will get smpa60 error.
to add more than 24 vehicle you need patch 1.0.0.4(max 28).
1. edit default.dat, gta.dat and images.txt
default.dat -> add "HANDLING common:/data/newhandling.dat"
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
HANDLING common:/data/newhandling.dat
HTML http:
gta.dat -> add "IDE common:/data/newveh.ide","IDE common:/data/newveh1.ide" and so forth as needed.
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/newveh.ide
IDE common:/data/newveh1.ide
images.txt -> add "platformimg:/models/cdimages/newveh 1"
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/east/queens_w2 0
platformimg:/data/maps/east/queens_w 0
platformimg:/data/maps/east/queens_e 0
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/newveh 1
#map xref
#map instance
2. create a new img file using open iv, name it newveh.img
3. add new car files(wtd & wft) to newveh.img(if car name have been used in vehicles.img, you need to rename your new car)
4. edit carcol.dat -> add a new line, either in car3 section or car4 section.
CODE
washington, 0,0,12, 4,4,12, 6,6,12, 10,10,12, 21,21,12, 23,23,12, 25,25,12, 33,33,35, 37,37,32, 49,49,63, 52,52,56, 54,54,55, 65,65,63, 67,67,118, 70,70,65, 98,98,90, 16,16,76, 9,9,91, 15,15,93, 19,19,93, 13,13,80,
yankee, 15,112,1, 26,78,1,
test, 0,0,1, 35,35,127, 1,1,3, 17,17,34, 21,21,21, 31,31,33, 38,38,30, 52,52,50, 69,69,63, 72,72,63, 81,81,63, 89,89,89, 95,95,90,
5. create newhandling.dat and newveh.ide.
newhandling.dat(if you make mistakes when you spawn it, it looks correct but when you touch it, it fall to the ground)
CODE
TEST 1500.0 7.0 85 0.0 -0.06 -0.18 0.0 5 0.34 1.0 225.0 0.34 0.65 0.7 35.0 1.50 1.50 13.5 0.12 0.48 2.0 1.3 1.3 0.12 -0.13 0.0 0.5 1.0 0.3 3.4 7 0.0 110000 440010 1 1
newveh.ide(if you make mistakes your game will crash on loading[error SMPA60])
CODE
cars
test, test, car, TEST, COMET, VEH@LOW, NULL, 1, 999, 0.2621, 0.2621, 0, 5, 1.0, 0, noboot+sports
end
txdp
vehshare_truck, vehshare
end
6. edit cargrp.dat(so ped will use new vehicle)-> add test after each turismo
CODE
oracle, fortune, uranus, vigero, primo, admiral, df8, fxt, feroci, e109, pinnacle, habanero, sentinel, schafter, rebla, supergt, pcj, perennial, landstalker, faggio, comet, test, coquette, bus, # POPCYCLE_GROUP_MIDTOWN
7. place in common\data
carcol.dat
cargrp.dat
default.dat
gta.dat
images.txt
newveh.ide
newhandling.dat
8. place in pc\models\cdimages
newveh.img
i'm not good at explain i guess. if you didn't understand just ask here
and maybe someone can explain more better
known bugs:
depend on how many vehicle you add, there is a bug(minigame, carwash and maybe other place are screwed)(fixed)
if you find any bug just post it, so i can update this tut.(maybe someone can solve it)
basic edited and added file
http://www.mediafire.com/?5jz2qnymylo
credit: good_NTS(open iv), espedito(bug fix),
for EFLC, thakns to deagle21
http://www.gtaforums.com/index.php?showtop...st&p=1059894747
translated to france by berunours
http://www.gtaforums.fr/index.php?showtopic=10326
translated to Italy by Fabio206
http://forum.gta-expert.com/index.php?showtopic=34434
translated to Germany by Mr.Bolleck
http://gta-worldmods.t-n-network.de/forum/...?threadid=10841
sorry for my english
This post has been edited by mataanjin on Apr 26 2010, 05:27 <---Original Owner time and date stamp.