Tutorials

 Reply to this postStart new topic

[TUT] Making your own .IMG file and make it usuable

Spider-Vice
post Aug 18 2009, 05:27 PM
Post #1


In motus...

Group Icon

Posts: 361
From: Portugal
Joined: 28-May 09



So you're a modeller and you want to have your own .img file instead of searching in that confusion of gta3.img? Then this is for you.

Start downloading An IMG editor like Spark or IMG Tool. Fire the editor you chose up and click File, New and set the location to
CODE
C:\Program Files(or wherever you have SA installed)\Rockstar Games\GTA San Andreas(or whatever folder you have it in)\models


Put your files inside and rebuild it or Save it with Spark IMG just like you do with cars on this tutorial. Good, now for the editing part. Navigate to your GTA San Andreas folder, open the data folder and open gta.dat with Wordpad, Notepad++ or any other editor you have but NOT MS Word!!!!
Where it says
CODE
IMG DATA\PATHS\CARREC.IMG
IMG DATA\SCRIPT\SCRIPT.IMG
IMG MODELS\CUTSCENE.IMG

Add your IMG file below by:
CODE
IMG MODELS\(yourimgname).img


This it it. Now when you're putting it with Map Editor or manually, just insert coordinates and model name and texture name and the game will automatically get the files from the .img!

Hope you liked this huge post by me. tongue.gif (I don't usually write such big posts).
Go to the top of the page
 
+Quote Post
Deji
post Aug 22 2009, 06:13 PM
Post #2


Coding like a Rockstar!

Group Icon

Posts: 1,468
From: ???
Joined: 28-May 09



Doesn't look like a big post tongue.gif

Well done anyway... I never knew this was possible and it will certainly help me. smile.gif


--------------------
Go to the top of the page
 
+Quote Post
Spider-Vice
post Aug 22 2009, 07:09 PM
Post #3


In motus...

Group Icon

Posts: 361
From: Portugal
Joined: 28-May 09



thanks biggrin.gif
Go to the top of the page
 
+Quote Post
Huckleberry Pie
post Dec 21 2009, 01:14 AM
Post #4


Ameteur Member

Posts: 49
Joined: 5-August 09



It is indeed useful in my mod, since you don't have to mess with the main image archive, and you can distribute it with just some modified map data files and an archive with all your assets, with no potentially harmful changes to GTA3.IMG.
Go to the top of the page
 
+Quote Post
Spider-Vice
post Dec 21 2009, 06:03 PM
Post #5


In motus...

Group Icon

Posts: 361
From: Portugal
Joined: 28-May 09



Well, there is a limit of 4 but two already start to be buggy as SA doesn't handle too much so look out.
Go to the top of the page
 
+Quote Post
Trickstar
post Feb 28 2010, 05:39 AM
Post #6


Newbie In Training

Posts: 17
From: Cedar Rapids, IA, USA
Joined: 30-January 10



This trick has been known for a long time. It is what v2 users do to add car mods. This is already what we are doing for SAS.


--------------------

Y'all Want Me?
Go to the top of the page
 
+Quote Post
Deji
post Mar 1 2010, 09:22 PM
Post #7


Coding like a Rockstar!

Group Icon

Posts: 1,468
From: ???
Joined: 28-May 09



Well I never knew about it. This tutorial should help me test a few CLEO tricks I've been trying too tongue.gif I'd probably end up corrupting the gta3.img.


--------------------
Go to the top of the page
 
+Quote Post
Trickstar
post Mar 6 2010, 01:31 AM
Post #8


Newbie In Training

Posts: 17
From: Cedar Rapids, IA, USA
Joined: 30-January 10



I'm guessing you want to use the code to open the gta3.IMG, get to the file you want, either edit the model or name, then use the gta.dat to add the new models. Yea, wont work. gta3.IMG is too big of a file for any of the opcodes to handle.


--------------------

Y'all Want Me?
Go to the top of the page
 
+Quote Post
Deji
post Mar 6 2010, 02:32 AM
Post #9


Coding like a Rockstar!

Group Icon

Posts: 1,468
From: ???
Joined: 28-May 09



No, not to do that xD - I've been able to add and read to/from huge files, though... Which is how I first learnt how to use the CLEO file operations.

Did you consider CLEO 4's new file feature?


--------------------
Go to the top of the page
 
+Quote Post
Trickstar
post Mar 6 2010, 08:24 AM
Post #10


Newbie In Training

Posts: 17
From: Cedar Rapids, IA, USA
Joined: 30-January 10



Of course, and I am already implementing it. Being as we somehow currupted SAS's code and have to restart the beginning of the mod, we are now using CLEO 4 to make it less apt to happen again. We saved most of the missions, but externals and main script were ruined.


--------------------

Y'all Want Me?
Go to the top of the page
 
+Quote Post
Spider-Vice
post Oct 23 2013, 03:44 PM
Post #11


In motus...

Group Icon

Posts: 361
From: Portugal
Joined: 28-May 09



Why would it need a new version? It still works. And looking back, damn, things have changed since 2009.
Go to the top of the page
 
+Quote Post
Deji
post Oct 23 2013, 07:17 PM
Post #12


Coding like a Rockstar!

Group Icon

Posts: 1,468
From: ???
Joined: 28-May 09



QUOTE (Spider-Vice @ Oct 23 2013, 04:44 PM) *
Why would it need a new version? It still works. And looking back, damn, things have changed since 2009.

Note a pattern in users registering, making 2 vague but slightly related posts and never returning again... ever since I added extra protection against spam bots. Now they're seemingly replaced vague-comment bots (or possibly a specialised team of vague-post ninja's.. I really don't know) which can't be explained and don't seem to be very aggressive... but be wary ninja.gif


--------------------
Go to the top of the page
 
+Quote Post
Spider-Vice
post Nov 20 2013, 12:40 AM
Post #13


In motus...

Group Icon

Posts: 361
From: Portugal
Joined: 28-May 09



QUOTE (Deji @ Oct 23 2013, 07:17 PM) *
Note a pattern in users registering, making 2 vague but slightly related posts and never returning again... ever since I added extra protection against spam bots. Now they're seemingly replaced vague-comment bots (or possibly a specialised team of vague-post ninja's.. I really don't know) which can't be explained and don't seem to be very aggressive... but be wary ninja.gif

They're getting smarter. ninja.gif
Go to the top of the page
 
+Quote Post
Reply to this postStart new topic

2 User(s) are reading this topic (2 Guests and 0 Anonymous Users)
0 Members: