ivanh
02-21-2011, 08:58 AM
Adding New Weapons to GTA IV
Hello gta policemods,
i am going to explain how to add a weapon to gta iv
The tutorial is made by Nima_1i over at gtaforums. (http://www.gtaforums...howtopic=442961 (http://www.gtaforums.com/index.php?showtopic=442961))
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".
Needed tools:
1. OpenIV
2. Notepad
Files to edit:
Default.dat gta.dat images.txt
Files YOU are going to create:
newdef.ide epweaponinfo.xml newwep.img
Creating Phase
Add before "HTML http" line. Add this in the default.dat:
WEAPONINFO common:/data/epweaponinfo.xml
This is how it should turn out:
#
# 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:
Part 2
In the end of gta.dat add:
IDE common:/data/newdef.ide
How it should look now:
#
# 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
Part 3
Add this line to images.txt:
platformimg:/models/cdimages/newwep 1
This how it should look:
# 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
Part 4
Edit newdef.ide
type this in:
weap
################################################## #############################
w_test, w_test, gun@ak47, 1, 50, 0 <----------
end
################################################## #############################
amat
################################################## #############################
w_test, 0, CM_WEAPONS_M4 <---------------
end
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
Part 5
Edit epweaponsinfo.xml
If the weapon says its a replacement for the M4 copy the M4 lines. If the author of the weapon has their own weaponsinfo.xml find it.
This is how it should look now
<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.
Part 6
Use OpenIV to make a new img file called newwep.img. Add the files w_test.wft & w_test.wtd
Add the files here:
Common\data
default.dat, gta.dat and images.txt, newdef.ide and epweaponinfo.xml.
pc\models\cdimages
newwep.img
To use your weapon you need a trainer!!
Bugs:
The gun has no sound!!
Other credits:
Mataanjin
r.schuindt
sjaak (for the trainer)
Hello gta policemods,
i am going to explain how to add a weapon to gta iv
The tutorial is made by Nima_1i over at gtaforums. (http://www.gtaforums...howtopic=442961 (http://www.gtaforums.com/index.php?showtopic=442961))
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".
Needed tools:
1. OpenIV
2. Notepad
Files to edit:
Default.dat gta.dat images.txt
Files YOU are going to create:
newdef.ide epweaponinfo.xml newwep.img
Creating Phase
Add before "HTML http" line. Add this in the default.dat:
WEAPONINFO common:/data/epweaponinfo.xml
This is how it should turn out:
#
# 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:
Part 2
In the end of gta.dat add:
IDE common:/data/newdef.ide
How it should look now:
#
# 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
Part 3
Add this line to images.txt:
platformimg:/models/cdimages/newwep 1
This how it should look:
# 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
Part 4
Edit newdef.ide
type this in:
weap
################################################## #############################
w_test, w_test, gun@ak47, 1, 50, 0 <----------
end
################################################## #############################
amat
################################################## #############################
w_test, 0, CM_WEAPONS_M4 <---------------
end
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
Part 5
Edit epweaponsinfo.xml
If the weapon says its a replacement for the M4 copy the M4 lines. If the author of the weapon has their own weaponsinfo.xml find it.
This is how it should look now
<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.
Part 6
Use OpenIV to make a new img file called newwep.img. Add the files w_test.wft & w_test.wtd
Add the files here:
Common\data
default.dat, gta.dat and images.txt, newdef.ide and epweaponinfo.xml.
pc\models\cdimages
newwep.img
To use your weapon you need a trainer!!
Bugs:
The gun has no sound!!
Other credits:
Mataanjin
r.schuindt
sjaak (for the trainer)