Aug 18 2009, 05:27 PM Post #1 | |
In motus... 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. (I don't usually write such big posts). |
Aug 22 2009, 06:13 PM Post #2 | |
Coding like a Rockstar! Posts: 1,468 From: ??? Joined: 28-May 09 | Doesn't look like a big post Well done anyway... I never knew this was possible and it will certainly help me. -------------------- | CLEO 4.3.22 | A?i?a?o?3D | UI SDK | Black Market Mod 1.0.1 | GInput 0.3 | Cheat Keyboard | Tactile Cheat Activation | Stream Ini Extender 0.7 | SuperVars | ScrDebug | Vigilante Justice: San Andreas | |
Aug 22 2009, 07:09 PM Post #3 | |
In motus... Posts: 361 From: Portugal Joined: 28-May 09 | thanks |
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. |
Dec 21 2009, 06:03 PM Post #5 | |
In motus... 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. |
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. -------------------- |
Mar 1 2010, 09:22 PM Post #7 | |
Coding like a Rockstar! 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 I'd probably end up corrupting the gta3.img. -------------------- | CLEO 4.3.22 | A?i?a?o?3D | UI SDK | Black Market Mod 1.0.1 | GInput 0.3 | Cheat Keyboard | Tactile Cheat Activation | Stream Ini Extender 0.7 | SuperVars | ScrDebug | Vigilante Justice: San Andreas | |
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. -------------------- |
Mar 6 2010, 02:32 AM Post #9 | |
Coding like a Rockstar! 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? -------------------- | CLEO 4.3.22 | A?i?a?o?3D | UI SDK | Black Market Mod 1.0.1 | GInput 0.3 | Cheat Keyboard | Tactile Cheat Activation | Stream Ini Extender 0.7 | SuperVars | ScrDebug | Vigilante Justice: San Andreas | |
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. -------------------- |
Oct 23 2013, 03:44 PM Post #11 | |
In motus... 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. |
Oct 23 2013, 07:17 PM Post #12 | |
Coding like a Rockstar! Posts: 1,468 From: ??? Joined: 28-May 09 | 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 -------------------- | CLEO 4.3.22 | A?i?a?o?3D | UI SDK | Black Market Mod 1.0.1 | GInput 0.3 | Cheat Keyboard | Tactile Cheat Activation | Stream Ini Extender 0.7 | SuperVars | ScrDebug | Vigilante Justice: San Andreas | |
Nov 20 2013, 12:40 AM Post #13 | |
In motus... Posts: 361 From: Portugal Joined: 28-May 09 | 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 They're getting smarter. |