--------------------------------------------------------------- | VV VV CCCCCC PPPPPP CCCCCC | | VV VV CCC CC PP PP CCC CC | | VV VV CCC PP PP CCC | | VV VV CC PPPPPP CC | | VV VV CC PP CC | | VV VV CC PP CC | | VV VV CCC PP CCC | | VVVVVV CCC CC PP CCC CC | | VVVV CCCCCCC PP CCCCCCC | | | | MODDING FAQ V1.2 | --------------------------------------------------------------- | Copyright © 2005 Blue Zircon | ================================================================= TABLE OF CONTENTS: I. Introduction II. Defining Vice City's Files/Tips III. Modeling/Texturing/Skins IV. Mapping V. Editing Data Files VI. Audio Editing VII. Miscellaneous VIII. Contributions/Submissions IX. Credits & Thanks X. Legal =-=-=-=--=-=-=-=-=-==-=-=-=-=-=-=-= I. Introduction =-=-=-=--=-=-=-=-=-==-=-=-=-=-=-=-= This FAQ should have all of the compiled information and sources you need to get started on modding. If you haven't modded a GTA game before, you'll find it quite challenging and fun. However, modding isn't so easily done - this is why I've created a FAQ for any of you who are curious. Be forwarned that it takes some time to learn how to mod correctly, so don't get frustrated. Blue Zircon Version History: v1.0 - Finished and uploaded to Neoseeeker. v1.1 - Corrected a few minor errors. v1.2 - Final copy. =-=-=-=--=-=-=-=-=-==-=-=-=-=-=-=-= II. Defining Vice City's Files/Tips =-=-=-=--=-=-=-=-=-==-=-=-=-=-=-=-= Here I will explain the basics of modding and the "definitions" of the files included in the game. First off, I'll list the long set of tools you'll most likely need: (Note: I will not provide any links here; search for these tools yourself!) 1. ASCII Text Editors: (for editing the data files) Notepad (***) WordPad (***) Microsoft Word (**) UltraEdit (**) 2. Image Archive Editors: (for adding/editing/removing entries in the image archive) IMG Tool (*) 3. Modelers: (for editng/creating DFFs) ZModeler (*) 3D Studio Max (**) 4. Texture Editors/Creators/Viewers: (for editing/creating or viewing textures) ViceTXD (*) TXD Builder (*) TXD Viewer (*) TXD Workshop (*) Mapping: (for editing maps) Moo Mapper (*) 5. Audio Editors (modding the audio archive) GTA 3/VC Audio Editor (*) This program is designed for GTA3, but can also be used for Vice City. 6. Miscellaneous BW's VC Mission Builder (for editing mission scripts) (*) Steve-M's Editors (many useful programs) (*) Vice City Audio Decoder (converts to ADF, MP3, and back) (*) CyQ's GXT Editor (edits in-game text) (*) GTA Mod Installer (installs mods for you by reading specific script files) (*) (*) These program(s) are free. (**) These program(s) aren't free or are shareware. (***) These program(s) should already be installed on your computer if you have Windows 98 or over. Now I will define the files Vice City uses and how it uses them: Model/Texture Files: (/data, /skins) ------------------------------------ *.dff (model) - The 3D structures for everything in the game. *.txd (texture) - Covers the model with bitmaps, and gives the structure a basic look. *.dir - File entries for all of the models/textures inside the archive. *.img - Archive containing all models/textures used in-game. /skins - File directory which user can edit the "player.txd" texture and have it selected in the Player Setup Menu. It can be played in-game afterwards (but not in cut scenes). Map Files: (/data, /data/maps) ------------------------------ *.col - Contains collision data for models/textures. *.ide - Contains object types, properties, and 2D effects. *.ipl - Contains the coordinates for each object. Audio Files: (/Audio, /mp3) --------------------------- sfx.raw - Archive containing all of the in-game sound effects. sfx.sdt - Contains audio structure and where the data begins, ends, and loops. /Audio - File directory containing in-game cut scene speach, small clips of music, and anything else too large to fit in the audio archive. CD #2 - CD containing radio stations and other large audio files. Required to play the game. /MP3 File directory which user can add custom MP3s so that they can be played on the "MP3 Player" radio station in-game. Animation Files: (/anim) ------------------------ (Note - there are currently no methods or programs to edit the animation files with.) cuts.img/.dir - Archive containing cutscene animations. ped.ifp - Contains animation data for players and other peds. Data Files: (/data, /TEXT) -------------------------- carcols.dat - Contains all of the data for car colors. default.ide - Contains model identification numbers and their properties. fistfite.dat - Contains fist fight moves and their data. *.gxt - Contains all in-game text; formatted in five different languages. handling.cfg - Contains vehicle statstics, such as the speed, acceleration, braking, etc. main.scm - Script file which contains all of the data for missions and other important things. object.dat - Contains collision damage effects data. particle.cfg - Contains particle configuration data. ped.dat - Contains all ped types. pedstats.dat - Contains each ped's indvidual statistics. pedgrp.dat - Contains the list of ped groups for each zone. surface.dat - Contains the vehicle handling effects on special surfaces (sand, wet, etc.). timecyc.dat - Contains weather settings. water.dat/WATERPRO.DAT - Contains water level settings. weapon.dat - Contains weapon statstics, such as firing rate, reload, damage, etc. Other/Unknown: -------------- (If you have any explanations to these files or directories, please notify me.) gta-vc.exe - Executes the game. Mss32.dll - DLL extension used to execute the game. /mss - ? animviewer.dat (/data) - ? Cullzone.dat (/data) - ? Cullzoneempty.dat (/data) - ? debug.sc/main.sc (/data) - Debug Script. info.zon/map.zon/navig.zon (/data) - Contains zone data. occlu.ipl (/data) - ? train2.dat (/data) - ? train.dat (/data) - ? flight2.dat (/data/paths) - ? flight3.dat (/data/paths) - ? flight.dat (/data/paths) - ? spath0.dat (/data/paths) - ? A few tips that should come in handy: 1. Remember to always make backups of everything you modify - re-installation takes a long time in this game. 2. In GTA: Vice City, all files are marked "read-only" after installation. In order to mod anything, you must remove that attribute from them all. Simply right click on a file, go to Properties, uncheck Read-only, and click Apply. If you're running Windows 2K/XP, you can go to the directory behind GTA: Vice City's (originally C:\Program Files\Rockstar Games\), uncheck Read-only on the folder, and click OK when it asks if you want to remove that attribute from all subfolders. There's also a program named CROA which can remove the Read-only attribute just as easily if you're on Windows 98. 3. There is a limit of unused models/textures inside the image archive. This varies from computer to computer, but be careful not to have too many in at any one time or your game will freeze upon startup. 4. There is also a limit of dynamic (3), individual (100-20), and static objects (100-140). When you're mapping, don't put too many in or your game will freeze upon startup. There is Steve M's VC Limit Adjuster to take these restrictions out, however. 5. To make your own custom skins for the "player.txd" texture, go to the /skins directory and take a look at the texture guide. After you're done, save it as a .bmp and drop it into the /skins folder. 6. To play your own custom music, drop an MP3 in the /mp3 directory and start up the game. It should be playing on the "MP3 Player" radio station. If you're running low on hard drive space, you can also create small shortcuts to the MP3s inside the /mp3 folder. 7. There are currently no methods or programs to create new or edit the animations. =-=-=-=--=-=-=-=-=-==-=-=-=-=-=-=-= III. Modeling/Texturing/Skins =-=-=-=--=-=-=-=-=-==-=-=-=-=-=-=-= Note: you can get your models/textures from the image archive (models/gta3.img) using any tool that I listed above, such as IMG Tool. Modeling -------- ZModeler: Before opening ZModeler, ensure that you have v1.07b or above, since this is the version that already includes the Vice City DFF Filter (required to open VC model files) and some other misc. goodies. If not, download it from zmodeler.com. There is also the option of downloading the VC DFF filter separately if you already have an earlier version of the software installed. Either way, you need this filter in order to open Vice City's .dff files. After that's done, open ZModeler. Click "File," then "Import." From the "Files of type" drop-down menu, click "Grand Theft Auto (*.dff, *.col)," and select the DFF file you want open. (Note: if the model doesn't appear, the .dff file locked.) Now, it should be opened. 3ds Max: (Note: 3D Studio Max is not free. It costs money, and a lot of it. Visit discreet.com for more information.) There are currently no GTA: Vice City filters to use with 3ds Max, so you'll need to create a model inside the program, and export it as a .3ds file. Then, using ZModeler, import the finished .3ds file, and export it as a .dff to use with Vice City. I am not going to explain how to model with these programs here, since it's very complicated, so find some tutorials yourself using a search engine. Textures -------- - Editing - ViceTXD: Click File >> Open, point towards your /models/ folder, and open gta3.img. The rest is quite simple. Scroll down the "Dictionary" column and find the name of the object you want to modify, then, after it's selected, look under the "Texture" column and extract (Command >> Export >> Texture (*.bmp)) one of the bitmaps from the texture. (Although I'm not sure which one this is as it varies from object to object, just extract one and edit until you see some results in-game. Do some trial and error.) IMG Tool: Simply open the image archive, select a texture, right click and select "Extract," then locate the folder you want to put the .txd in. Afterwards, you must open the .txd with ViceTXD, select a bitmap, and then extract it. The only reason you may want to use IMG Tool rather than ViceTXD is due to the fact that it's easier to locate the .txd. The Tools >> Sort >> Name function in IMG Tool will organize all of the files in the image archive by alphabetical order rather than by their offset. ViceTXD does not have this feature. TXD Workshop: Just open a .txd, and the rest is pretty much self-explanatory. You can import new textures or export the current texture(s) by clicking the two buttons at the top of the program. Also, the "Properties" button can be used to rename or name the selected texture. There are some more advanced features under the "Image" tab, too. - Creating - First, you'll need to make bitmaps you want to go with the associated model before you begin to compile them all into a .txd. Make sure that they're at least 8 bit. ViceTXD and TXD Workshop CAN be used to create new .txds, but I would highly recommend to use TXD Builder for this job. The other two tools are generally aimed at editing .txds, anyway. TXD Builder: Gather all of your created bitmaps, and place them in a single folder or location where you can easily recall where they all are, such as your desktop. alpha settings, click the "Change" button. You can also delete unwanted bitmaps by highlighting them and pressing the "Delete" button. When you're done, press the "Build TXD" button at the bottom to create the .txd. After the new .txd is created, import it into the archive using IMG Tool or ViceTXD. Skins ----- From the "Tips" portion of the section above: 5. To make your own custom skins for the "player.txd" texture, go to the /skins directory and take a look at the texture guide. After you're done, save it as a .bmp and drop it into the /skins folder. =-=-=-=--=-=-=-=-=-==-=-=-=-=-=-=-= IV. Mapping =-=-=-=--=-=-=-=-=-==-=-=-=-=-=-=-= It's very hard to manually map, so MooMapper is your best choice. Since this program uses a lot of memory, you'll need a good processor speed and a reasonable amount of RAM for it to function correctly. Under the "Game Mode" column, select "Grand Theft Auto: Vice City," and under the "Level Of Detail" column, select "All Models + Textures (Very Slow)" (you wouldn't want to select any other Level Of Detail mode, take my word for it - it isn't that slow, anyway). Click the "Launch MooMapper!" button. Here are the keys for navigation: Double Click - Select object Right Click/Mouse (Hold) - Rotate camera Left Click/Mouse (Hold - Move camera Left Click/Mouse + Ctrl/Keyboard (Hold) - With object selected, move it around Right Click/Mouse + Ctrl + Shift/Keyboard (Hold) - With object selected, move it up or down Axis/Mouse - Zoom In/Out After the program has loaded, look at the right panel and click on the check box "Background Map" to enable it. This will help you navigate around maps with the camera easier. Under the "Visible Files:" column on the right panel, select a map that you want to edit (such as the Downtown area - DATA\MAPS\ downtown\downtown.ipl) and move there, using the background map as your guide, and the keys for navigation. Once the camera's moved to that portion of the map, you can begin making new instances of objects and editing existing objects' positions. Editing Existing Objects' Positions ----------------------------------- Simply double click on an object once a map is in view (or find it under one in the "Item Placement" tab in the first column of the left panel), hold the left mouse button, and hold Ctrl in combination with the mouse button to move it around, or Left Mouse Button + Shift + Ctrl to move it up or down. To undo any changes in the object's new position, click the "Undo" button in the Item Editor Dialog. Creating New Instances of Existing Objects ------------------------------------------ This is a bit harder. In the "Item Placement" tab in the first column of the left panel, select a map that's currently open and you're editing, then switch to the "Object Defination" tab and select another map you wish to copy an object over to. Select the desired object, and click "Instance" under the second column of the left panel. It should appear somewhere near the camera's current position. After that's done, you can move it anywhere you want using the methods I described above. Note: you can also duplicate an object by selecting it in the "Item Placement" tab (under a map that's already open) and clicking the "Duplicate" button. The object will be created over the existing object, and you can move it wherever you want. When you're done, click File >> Save Modified Files, and close the program. MooMapper must be closed before Vice City can be ran! Also, take note of the limit of dynamic and static objects. These are generally the more "special" items, such as road blocks and street lamps, that are interactive. These kind of objects are useful, so I recommend to take the restrictions out with Steve M.'s VC Limit Adjuster. =-=-=-=--=-=-=-=-=-==-=-=-=-=-=-=-= V. Editing Data Files =-=-=-=--=-=-=-=-=-==-=-=-=-=-=-=-= Most of the files described in this section will be edited in the /data folder. For the regular configuration and data files, you'll only need a simple ASCII text editor, but some require a special program to decode them with. I'll list all of the data files in alphabetical order: carcols.dat ----------- Read the programmer's comments at the top of the file: ============================================================================== # Generated By MultiEdit V1.3 On 14/09/2002 22:46:02 # [http://icey.gouranga.com] # # This file contains all the info about the car colours. There are two # sections, col which contains the colour table and car which contains # the possible indices into the colour table for each car. # # The end column of the col section is the radio chat version of the car # colour. # # Press START on controller to reload this file while the game is running. # # # # # # 1-10 service colours # 11-20 reds # 21-30 oranges # 31-40 yellows # 41-50 greens # 51-60 blues # 61-70 purples # 71-80 greys # # 1-10 dark-light # # #street, 9,73 col 5,5,5 # 0 black black 245,245,245 # 1 white white 42,119,161 # 2 police car blue blue 132,4,16 # 3 cherry red red 38,55,57 # 4 midnight blue dark blue 134,68,110 # 5 temple curtain purple purple 255,182,16 # 6 taxi yellow yellow 76,117,183 # 7 striking blue bright blue 189,190,198 # 8 light blue grey light blue grey 94,112,114 # 9 hoods light 49,0,0 # 10 red1 dark 90,33,36 # 11 red2 dark 132,4,16 # 12 red3 dark red 99,50,46 # 13 red4 red 181,20,0 # 14 red5 red 138,58,66 # 15 red6 red 100,13,26 # 16 red7 red 139,60,68 # 17 red8 red 158,47,43 # 18 red9 red 163,58,47 # 19 red10 light 210,86,51 # 20 orange1 dark 146,86,53 # 21 orange2 dark 184,124,38 # 22 orange3 dark 211,87,51 # 23 orange4 dark 226,90,89 # 24 orange5 orange 119,42,37 # 25 orange6 orange 225,119,67 # 26 orange7 orange 196,70,54 # 27 orange8 orange 225,120,68 # 28 orange9 orange 195,89,56 # 29 orange10 light 70,72,64 # 30 yellow1 dark 116,119,97 # 31 yellow2 dark 117,119,99 # 32 yellow3 dark 145,138,61 # 33 yellow4 yellow 148,140,102 # 34 yellow5 yellow 255,156,16 # 35 yellow6 yellow 216,165,52 # 36 yellow7 yellow 201,189,125 # 37 yellow8 yellow 201,197,145 # 38 yellow9 yellow 212,200,78 # 39 yellow10 light 26,51,46 # 40 green1 dark 36,47,43 # 41 green2 dark 29,55,63 # 42 green3 dark 60,74,59 # 43 green4 green 45,80,55 # 44 green5 green 82,105,82 # 45 green6 green 45,104,62 # 46 green7 green 124,162,130 # 47 green8 green 76,82,78 # 48 green9 green 86,119,91 # 49 green10 light 16,20,80 # 50 blue1 dark 72,94,132 # 51 blue2 dark 28,39,69 # 52 blue3 dark 28,55,111 # 53 blue4 blue 43,72,120 # 54 blue5 blue 71,92,131 # 55 blue6 blue 68,124,146 # 56 blue7 blue 61,103,171 # 57 blue8 blue 75,125,130 # 58 blue9 blue 128,176,183 # 59 blue10 light 61,35,51 # 60 purple1 dark 28,41,72 # 61 purple2/blue dark 52,57,65 # 62 purple3 dark 64,69,76 # 63 purple4 purple 74,45,43 # 64 purple5 purple 86,62,51 # 65 purple6 purple 65,70,76 # 66 purple7/grey purple 103,39,49 # 67 purple8 purple 131,90,117 # 68 purple9 purple 134,133,135 # 69 purple10 light 23,23,23 # 70 grey1 dark 46,46,46 # 71 grey2 dark 69,69,69 # 72 grey3 dark 92,92,92 # 73 grey4 silver 115,115,115 # 74 grey5 silver 138,138,138 # 75 grey6 silver 161,161,161 # 76 grey7 silver 184,184,184 # 77 grey8 silver 207,207,207 # 78 grey9 silver 222,223,231 # 79 grey10 light 170,175,170 # 80 light1 light 106,115,107 # 81 light2 light 170,175,170 # 82 light3 light 187,190,181 # 83 light4 light 224,223,214 # 84 light5 light 106,111,112 # 85 light6 light 96,99,95 # 86 light7 light 106,115,107 # 87 light8 light 170,175,170 # 88 light9 light 187,190,181 # 89 light10 light 33,41,43 # 90 dark1 dark 52,56,66 # 91 dark2 dark 65,70,72 # 92 dark3 dark 78,89,96 # 93 dark4 dark 65,69,76 # 94 dark5 dark ============================================================================== Example - modding the Deluxo's color... deluxo, 1,1, 3,3, 6,6, 46,46 Notice that the first number in the sequences is the base color, or the most noticable, and the second is the stripe color, or the least noticable. If you have a vehicle like the police car however with two changeable colors, then the base would be the first color of the car and the stripe would be the second. If you get that, I'll move on. Let's say I wanted to give the Deluxo only the colors of yellow and green. I look up and pick a color of green, I want green5, which would be 44 in hex. And for yellow, I want yellow10 which would be 39 in hex. I compile it together. deluxo, 44,44, 39,39 I replace the existing line with this and save. The Deluxo should now now turn green and yellow at regular intervals instead of the default colors. Changing a police car... the base is yellow10 (39) and the stripe is green5 (44). I also want it to turn a solid yellow10 every other time. police, 39,44, 39,39 I'll also give an example on how to add a new entry to the list of possible car colors: red,green,blue # number description1 description2 So, if I wanted to make the new entry a dark green, I would edit this line to... 81,144,40 # 95 green dark ...and add it below the end of the programmer's comments. I can then, in turn, use it as a possible car color for any vehicle I want. default.ide ----------- This is a very important file, and there are many things to edit in it. I'll split this portion of the section into two different parts. Peds (ID - 0-129; special characters 99-109): Here you can edit all of the character's properties in the game, including their model/texture, animation, ped statistic, and even which radio station they prefer. For example: 1, cop, cop, COP, STAT_PSYCHO, fatwoman, 0, null, 1,4 Now the regular cops walking the streets should act like a "psycho," walk, fight, and shoot like a fat woman, and prefer the radio stations Wildstyle and VRock when they're inside a car. Yeah... o_O How I did it: 1, cop, cop, COP, STAT, ANIMATION, 0, null, RADIO STATION 1,RADIO STATION 2 Statistics: Refer to pedstats.dat. Animations: Many, just look at the other peds' animations. Radio Stations: Wildstyle - 0 Flash FM - 1 KChat - 2 Fever 105 - 3 VRock - 4 VCPR - 5 Espantoso - 6 Emotion 98.6 - 7 Wave 103 - 8 Off - 9 Vehicles (ID - 130-239): Here you can affect where a car is spawned, how often it is spawned, who drives it, and its basic statistics. For example: 151, washing, washing, car, WASHING, WASHING, null, executive, 25, 7, 0, 250, 2.5 The Washington car should now spawn everywhere and quite often, have sporty rims, and huge tires. How I did it: 151, washing, washing, car, WASHING, WASHING, null, CLASS (WHERE IT SPAWNS), FREQUENCY (HOW OFTEN IT SPAWNS), 7, 0, RIMS, SIZE OF TIRES Classes: Most are self-explanatory; here are the major ones. normal poorfamily richfamily executive - appears everywhere. ignore - doesn't spawn. Frequency Levels: 0-5 - Rarely spawns. 10-15 - Normal. 20-30 - A lot. 40-100 - Everywhere. 100 is the maximum for this value. Rims: Rim - 237 Offroad - 238 Truck - 239 Sport - 250 Saloon - 251 Light Van - 252 Classic - 253 Alloy - 254 Light Truck - 255 Small Car - 256 Size Of Tires: 0.0-0.3 - Small. 0.7-1.0 - Medium. 1.5-2.0 - Large. 2.5-3.5 - Very large. 3.5 is the maximum for this value. The rest shouldn't be bothered with. fistfite.dat ------------ Read the programmer's comments at the top of the file: ============================================================================== # FistFight moves lists # A: Move Name # B: Start Fire Time # C: End Fire Time # D: Combo follow on time (follow on directly to next move in list) # E: Strike Radius # F: Extend Reach Multiplier # G: Hit Level -> G(Ground) L(Low) M(Mid) H(High) N(None) # H: Animation Name # I: Damage # J: Flags ============================================================================== Example - modding the "Punch" under the frontal attacks section. Punch 8 11 0 0.34 10.0 H FIGHTpunch 20.0 0 The damage and length of the attack should have been extended. How I did it: I increased the variables Extend Reach Multiplier (F) to 10.0 and the damage (I) to 20.0. Quite easy, but I'll explain it better below, in the handling.cfg portion. handling.cfg ------------ This is one the best data files to mod - you can tune your cars in nearly any way imaginable. Learning how to do so takes some practice, however. There are a few tools that help you mod handling.cfg instead of having to sort through all of those letters and numbers. You can grab one at any major GTA mod site. I'll teach you how to manually mod this file, too. Read the programmer's comments at the top of the file (this is very important for handling.cfg): ============================================================================== ; Author: Bill Henderson ; Created 10/12/1999 ; ; > COMMENTS < ; ------------ ; TWEAK AT YOUR OWN RISK ; ; > UNITS < ; --------- ; vehicle identifier 14 characters max ; dimensions in metres ; mass in Kg ; velocity in Km/h ; acceleration/deceleration in ms-2 ; multipliers x1.0 is default ; angles in degrees ; Levels :- (L)ow, (M)edium, (H)igh ; buoyancy = percent submerged (> 100% vehicle sinks) ; engine type :- (P)etrol, (D)iesel, (E)lectric ; engine drive :- (F)ront, (R)ear, (4)-wheel drive ; ; > FIELD DESCRIPTIONS < ; ---------------------- ; (A) vehicle identifier [14 characters max] ; (B) fMass [1.0 to 50000.0] ; (C) Dimensions.x [0.0 > x > 20.0] ; (D) Dimensions.y [0.0 > x > 20.0] ; (E) Dimensions.z, [0.0 > x > 20.0] ; (F) CentreOfMass.x [-10.0 > x > 10.0] ; (G) CentreOfMass.y [-10.0 > x > 10.0] ; (H) CentreOfMass.z [-10.0 > x > 10.0] ; (I) nPercentSubmerged [10 to 120] ; (J) fTractionMultiplier [0.5 to 2.0] ; (K) fTractionLoss [0.0 > x > 1.0] ; (L) fTractionBias [0.0 > x > 1.0] ; (M) TransmissionData.nNumberOfGears [1 to 4] ; (N) TransmissionData.fMaxVelocity [5.0 to 150.0] ; (O) TransmissionData.fEngineAcceleration [0.1 to 10.0] ; (P) TransmissionData.nDriveType [F/R/4] ; (Q) TransmissionData.nEngineType [P/D/E] ; (R) fBrakeDeceleration [0.1 to 10.0] ; (S) fBrakeBias [0.0 > x > 1.0] ; (T) bABS [0/1] ; (U) fSteeringLock [10.0 to 40.0] ; (V) fSuspensionForceLevel not [L/M/H] ; (W) fSuspensionDampingLevel not [L/M/H] ; (X) fSeatOffsetDistance // ped seat position offset ; towards centre of car ; (Y) fCollisionDamageMultiplier [0.2 to 5.0] ; (Z) nMonetaryValue [1 to 100000] ; (aa) suspension upper limit ; (ab) suspension lower limit ; (ac) suspension bias between front and rear ; (ad) suspension anti-dive multiplier ; (ae) flags!!! WARNING - Now written HEX for easier reading of flags ; 1st digit = 1: 1G_BOOST 2: 2G_BOOST ; 4: REV_BONNET 8: HANGING_BOOT ; 2nd digit = 1: NO_DOORS 2: IS_VAN ; 4: IS_BUS 8: IS_LOW ; 3rd digit = 1: DBL_EXHAUST 2: TAILGATE_BOOT ; 4: NOSWING_BOOT 8: NONPLAYER_STABILISER ; 4th digit = 1: NEUTRALHANDLING 2: HAS_NO_ROOF 4: IS_BIG ; 8: HALOGEN_LIGHTS ; 5th digit = 1: IS_BIKE 2: IS_HELI 4: IS_PLANE ; 8: IS_BOAT ; 6th digit = 1: NO_EXHAUST ; 2: REARWHEEL_1ST 4: HANDBRAKE_TYRE 8: SIT_IN_BOAT ; 7th digit = 1: FAT_REARW ; 2: NARROW_FRONTW 4: GOOD_INSAND ; ; (af) front lights (0 = long, 1 = small, 2 = big, 3 = tall) ; (ag) rear lights (0 = long, 1 = small, 2 = big, 3 = tall) ============================================================================== As always, I'll give an example first. Let's say I want to mod the Lanstalker and give it better speed, acceleration, and steering. Original handling line: LANDSTAL 1700.0 2.0 5.0 2.0 0.0 0.0 0.0 85 0.85 0.85 0.51 5 160.0 20.0 4 D 6.2 0.60 0 35.0 1.7 0.08 0.27 0.23 25000 0.25 -0.15 0.5 0.25 C00B 0 1 I count over to N (TransmissionData.fMaxVelocity) - LANDSTAL would be A, the number next to it, 1700.0, is B, 2.0 is C, and after reaching N, which is 160.0 (the max velocity this car can reach), I mod it. Please note that the max speed is based on Kilometers p/h, not Miles p/h. I head over to O (TransmissionData.fEngineAcceleration) to mod the acceleration; it is the number next to the max velocity, 20.0. Over to U, I edit the steering (fSteeringLock), which is 35.0. After editing all of the values, I save the file and exit. Here's what my modded handling line looks like afterwards... LANDSTAL 1700.0 2.0 5.0 2.0 0.0 0.0 0.0 85 0.85 0.85 0.51 5 340.0 70.0 4 D 6.2 0.60 0 50.0 1.7 0.08 0.27 0.23 25000 0.25 -0.15 0.5 0.25 C00B 0 1 The Landstalker should now perform much better than what it did before. main.scm -------- You can't open this with a simple ASCII text editor. This special file requires its own tool to decode and edit with. One I highly recommend is Barton Waterduck's VC Mission Builder. As main.scm is very big and complex, I'm afraid that I won't be able to tell you how to code it here. There is a ReadMe that comes along with the file, so take a look at that instead. If you have any more questions on how to use it, you can ask some of the excellent misssion coders located at gtaforums.com (including Barton himself). object.dat ---------- There isn't very much to edit here, but let's take a look anyway: ============================================================================== ; Title : Object.dat ; Author : Richard Jobling ; Date : 03/02/00 ; ; ; ; ; ; (A) Object Name [256 chars max] ; (B) Mass [kilograms 1 to 50000] ; (C) TurnMass [kg m^3 or some such dimension] ; (D) Air Resistance [scale 0 (total resistance) to 1 (zero resistance)] ; (E) Elasticity [scale 0 (no bounce) to 1 (full bounce)] ; (F) Percent Submerged [percentage 10 to 120] ; (G) Uproot Limit [force magnitude required to uproot] ; (H) Collision Damage Multiplier [0.1 - 5.0 ish] ; ; (I) Collision Damage Effect [uint8 integer 0 - 4] ; 0:none ; 1:change_model ; 2:split_model ; 3:smash_and_damage_trafficlights ; 20:smash_completely ; 21:change_then_smash ; ; 50:smash_cardbox_completely (only for cardbox1 & cardbox4) ; 51:smash_yellow_target_completely(bankjob2's targets) ; 60:smash_woodenbox_completely (only for woodenbox); ; 70:smash_trafficcone_completely (only for trafficcone); ; 80:smash_barpost_completely (only for smashbar); ; ; 91:smash_newstandnew1 (only for newstandnew); ; 92:smash_newstandnew2 (only for newstandnew); ; 93:smash_newstandnew3 (only for newstandnew); ; 94:smash_newstandnew4 (only for newstandnew); ; 95:smash_newstandnew5 (only for newstandnew); ; ; 100:smash_blackbag (only for blackbag) ; 110:smash_vegpalm (only for veg_palmXXX); ; ; 120:burst_beachball (only for beachball); ; 131:smash_beachlounge_wood (only for wood lounges); ; 132:smash_beachlounge_towel (only for towel lounge); ; ; ; ; (J) Special Collision Response Cases [uint8 0 - 4] 0:none(default) 1:lampost 2:smallbox 3:bigbox 4:fencepart ; (K) Camera to avoid this object (0) for no (1) for yes ============================================================================== Basically, you use the same technique to edit it as you did handling.cfg. This will be the way you'll mod most data files. Besides that, this file is not too important, so there's not much to edit here, as I said earlier. particle.cfg ------------ You'll find this file very hard to mod. Take a look at the programmer's comments: ============================================================================== ; Author: Alexander Roger ; Date: 21/12/2000 ; ; Author: Andrzej Madajczyk ; Date: 26/02/2001 ; 14/03/2001 - Alpha (opacity) support added; ; 10/05/2001 - Drag/Friction Decceleration changed to constants; ; 28/08/2001 - Initial Color Variation added; ; ; Note! Last line of the file MUST BE ";the end\n", otherwise you'll get parsing error(s) of the file; ; ;Particle Systems Configuration Data:: Format ; ; ;A: Particle Type Name (max 20 chars) ; ;B/C/D: Render Colouring (r,g,b) (0-255) ; ;CV: Initial Color Variation (for r,g,b only, in %) (0-100); ; (i.e. Color=(100,100,100) and CV=20, then v=random(-20,20), ; real_color=(100+v, 100+v, 100+v)); ; ;B2/C2/D2: Fade Destination Color (r,g,b) (0-255) ; ;FT: Color Fade Time for (B,C,D)->(B2,C2,D2), (0 for none); ; ;E: Default Initial Radius (float) ;F: Expansion Rate (float) ; ; Color "Fade-to-Black" options: ;G: Initial Intensity (0-255) ;H: Fade Time (time between fade steps in frames) ;I: Fade Amount (-255 to 255) can get brighter or dimmer (if -ve, column "G" must be smaller than 255, and if +ve, G must larger than 0) ; ; "Fade Alpha" options: ;GA: Initial Intensity (0-255) ;HA: Fade Time (time between fade steps in frames) ;IA: Fade Amount ; ; "Z Rotation" options: ;GZA: Initial Angle (0-1023) ;HZA: Change Time (time between steps in frames) ;IZA: Angle Change Amount ; ;GZR: Initial Z Radius ;HZR: Change Time (time between steps in frames) ;IZR: Z Radius Change Amount ; ;J: Animation Speed (0=no animation)(time between steps msec) ;K: Start Animation Frame ( 0 -> ) ;L: Final Animation Frame ( H -> ) ; ;M: Rotation Speed (0=None,i-deg/frame) ;N: Gravitational Acceleration (0=none, float) ;O: Drag/Friction Decceleration (int: 0=none, 50=0.50, 80=0.80, 90=0.90, 95=0.95, 96=0.96, 99=0.99) ; ;P: Default Life-Span of Particle (msec) ; ;Q: Position Random Error [position += (+/-)rand(a)] ;R: Velocity Random Error [velocity += (+/-)rand(b)] ;S: Expansion Rate Error [exp_rate += (+)rand(c)] ;T: Rotation Rate Error [rot_speed = (+/-)rand(d)] ;U: Life-Span Error Shape [shape distribution, e=0->all at default, e->Inf thenshape->0] (max=255!!) ;V: Trail Length Multiplier [length *= (float) multiplier] (only used if trail flag active) ; ;WX: Stretch value of texture in X ;WY: Stretch value of texture in Y ;WI: Wind factor for how much influenced by the wind direction ; ;CR:Particle Create Range (in meters: 0=no check); if particles are created enough far away from camera, they are deleted (not added to particle system); ; ; ;Z: Flags! Guide: 1=ZCHECK_FIRST, 2=ZCHECK_STEP, 4=DRAW_OPAQUE, ; 8=SCREEN_TRAIL ; 16=SPEED_TRAIL, 32=RAND_VERT_V, 64=CYCLE_ANIM, 128=DRAW_DARK, ; 256=VERT_TRAIL ; 1024=DRAWTOP2D, 2048=CLIPOUT2D ; 4096=ZCHECK_BUMP, 8192=ZCHECK_BUMP_FIRST ============================================================================== I don't have much advice as this is a file I'm not too familiar with. Until a tool is released to help you mod it, just stay away from it. ped.dat ------- Nothing here, either. I haven't found this file to be very important, so let's move on. pedgrp.dat ---------- This is pretty interesting file to mod if you want to configure what kind of peds spawn in certain areas. Programmer's comments: ============================================================================== # file: pedgrp.dat # description: contains the list of ped groups for each zone. Each ped # group should contain 16 ped type names. Please dont use 'male01' in any of # the pedgroups ============================================================================== I'll use mambolata90's thorough explanation of the pedgrp.dat file (thanks). ------------------------------------------------------------------------------ The first letter is their race W = White, B = Black, H = Hispanic, J = Japanese The second is is M or F, male or female. The third is Y or O, young or old. The last two letters are short for what type of ped they are. ST = Street (normal peds) RI = Rich (rich peds) BE = Beach (people in swimsuits) BU = Business (businesspersons) SH = Shopper (girls with shopping bags) TO = Tourist TR = Tramp (hobos) PI = Pimp (pimps) CR = Criminal (car-jackers) PR = prostitute JG = Jogger SK = Skater CG = Cigarette Girl DK = Docker AP = Airport Worker CW = Construction Worker G1, G2 = Groupie 1, Groupie 2 GO = golfers, the ones that walk around Ocean Beach, not the ones that hang in packs at Leaf Links BB = the guy in the white pants, white hat, red top MD = the young girl in the black dress Now, the pedgrps. I am not sure about all of these but here are the ones I know. There are two versions of each, a day and a night. Shop 5 = Pizza place, Downtown Street 2 - Vice Beach end of Starfish Bridge Street 3 - Around Ken's Office, Ocean View Hospital Street 4 - Around Ocean Beach Ammu-Nation Rich 3 - Around Vercetti Estate Club 1 - Around the Malibu Rich 2 - Down the road from Pole Position Beach 1 = Ocean Beach Beach 2 = Washington Beach Beach 3 = Vice Point Club 2 = Outside Pole Position Business = Downtown BikerArea = Around the Greasy Chopper, Skumole Shack Airport = Roads and tunnels around the airport Default = Places where "Vice City" flashes on the screen (in the bay, mainly) Ghetto1 = Little Haiti Ghetto2 = Little Havana Construction = Around the construction site Docks = Viceport Rich 1 = At the Vice Point end of the Downtown-Prawn Island-Vice Point Bridge Shop 1 = Around GASH in the North Point Mall Street 6 = The borders of Viceport, Little Havana, Escobar Intl. Airport (most of the south of Vice Mainland), and out front of Sunshine Auto's ------------------------------------------------------------------------------ And another tidbit that I wrote; all of the gang values: Gang 1 = Cuban - Little Havana (Cba, Cbb) Gang 2 = Haitian - Little Haiti (Hna, Hnb) Gang 3 = Sharks - Prawn Island (Sga, Sgb) Gang 4 = Diaz Gang - Diaz Mansion (Cla, Clb) Gang 5 = Patrol Invest Group - Starfish & Prawn Islands etc (Gda, Gdb) Gang 6 = Bikers - Downtown (Bka, Bkb) Gang 7 = Vercetti Gang - Starfish Island, 2nd Island (Pga, Pgb) Gang 8 = Street Wannabees - Everywhere (wmycr, bmycr) That should be enough - you should be able to put it all together from there. Remember not to put more than 16 peds one 1 line! pedstats.dat ------------ You can change the way the peds act here. ============================================================================== # A: PedStat type name (Ignored: MUST be in correct order) # # B: Flee distance (float) # C: Heading change rate (float in degrees) # # D: Fear (0-100) 100=Scared of everything # E: Temper (0-100) 100=Bad Tempered # F: Lawfullness (0-100) 100=Boy Scout # G: Sexiness (0-100) # H: Attack strength (float multiplier to attack damages) # I: Defend weakness (float multiplier to received damages) # # J: Stat flags -> 1:PunchOnly, 2:CanKneeHead, 4:CanKick, 8:CanRoundHse, # 16:NoDive, 32:1HitKnockdown, 64:ShoppingBags, 128:GunPanic ============================================================================== Refer to handling.cfg and the programmer's comments above. surface.dat ----------- Not much here, but you can change the way a car's tires react to certain surfaces. I'm not exactly sure on how to mod this one, but I suppose that lower values create less of an effect on the tires, and higher values create even more of an effect on the tires. If this isn't correct and you know how to edit this file properly, please contact me. timecyc.dat ----------- Like particle.cfg, you'll also find this file hard to mod because you'll have to change color, fade, and lighting effects manually. There are no programmer's comments, so I'd wait until there's an appropriate program to help you mod it with. WATERPRO.DAT ------------ The only tool so far to edit this with is Steve M.'s Water Level Editor. weapon.dat ---------- This is also a very nice file to mod; you can change how any weapons in the game fire, reload, their range, speed, etc. ============================================================================== # Weapons data # A: Weapon name # B: Fire type # C: Range # D: Firing Rate # E: Reload # F: Amount of Ammunition # G: Damage # H: Speed # I: Radius # J: Life span # K: Spread # L,M,N: Fire offset vector # P: animation to play # Q: animation to play # R: animation loop start # S: animation loop end # T: point in animation where weapon is fired # U: animation2 loop start # V: animation2 loop end # W: point in animation2 where weapon is fired # X: point in anim where we can breakout of anim/attack and run away # Y: model id # Z: model2 id # a: Flags -> Stored in HEX... so (from right to left) # 1st digit 1:USE_GRAVITY 2:SLOWS_DOWN 4:DISSIPATES 8:RAND_SPEED # 2nd digit 1:EXPANDS 2:EXPLODES 4:CANAIM 8:CANAIM_WITHARM # 3rd digit 1:1ST_PERSON 2:HEAVY 4:THROW 8:RELOAD_LOOP2START # 4th digit 1:USE_2ND 2:GROUND_2ND 4:FINISH_3RD 8:RELOAD # 5th digit 1:FIGHTMODE 2:CROUCHFIRE 4:COP3_RD 8:GROUND_3RD # 6th digit 1:PARTIALATTACK 2:ANIMDETONATE # # b: Weapon Slot (Group to which this weapon belongs to, different from Fire # type) # ###### NOT USED IN THIS VERSION ############## # a: 1st person version of anim (using orig HGUN & PUMP cause they work better # at mo') # b: 1st person vers of 2nd anim # # FPS anims loaded (ie available): FPS_PUNCH, FPS_BAT, FPS_UZI, FPS_PUMP, # FPS_AK, FPS_M16, FPS_ROCKET ############################################## ============================================================================== I'll give a better explanation with this file than the others. Example... editing the Tec9... Scroll down to Tec9. You see the stats (numbers) next to it, each separated by a space. Tec9 INSTANT_HIT 30.0 250 500 50 20 -1.0 -1.0 -1.0 -1.0 0.45 -0.05 0.11 colt45 11 15 14 11 15 12 99 281 -1 280C0 5 So INSTANT_HIT is B, the firing type. The number next to it (30.0) is C, the range, or the max distance the bullets will reach. And 250 is D=Firing Rate, etc. Increasing the numbers will of course increase the power, and decreasing them will do the opposite. You'll eventually get the idea, it's really easy to work with. I'll give you an example of how to mod it... Tec9 INSTANT_HIT 100.0 600 500 50 250 -1.0 -1.0 -1.0 -1.0 0.45 -0.05 0.11 colt45 11 15 14 11 15 12 99 281 -1 280C0 5 Noticed what I changed? The range (C) to 100.0, the firing rate (D) to 600, and the damage (E) to 250. This should make it a lot more powerful. =-=-=-=--=-=-=-=-=-==-=-=-=-=-=-=-= VI. Audio Editing =-=-=-=--=-=-=-=-=-==-=-=-=-=-=-=-= So far, there is only one tool for editing VC's audio archive - LithJoe's Audio Editor. Start the Audio Editor, click the 'File' drop down menu and select the 'Open' button. Go to your Vice City 'Audio' directory, and click the 'sfx.SDT' file. The editor will automatically begin to load the audio data. Scroll down the list and press the 'Play' button (to the right) to play the selected sound. If you want the program to go down the list of sounds automatically until told to stop, press the 'Cycle' button (also to the right), and click again to have it stopped. If you want to export a sound, click the export button (to the right). If you want to replace a sound clip, select an sfx000** from the list, press the 'Replace' button (on the right) and choose another on your hard drive you want to replace with. Afterwards, the editor will begin rebuilding the archive, which will probably take a few minutes. Here are some troubleshooting tips: If the loading process bar is completely filled but still says it's rebuilding, just exit out of the program and run VC to test your results - the rebuild and replace attempt should have been sucessful anyway. Also, if you're encountering errors with the program while trying to export/replace a sound file or opening the sound archive itself, try looking inside your VC Audio folder and deleting sfx.TMP. That should fix the problem. =-=-=-=--=-=-=-=-=-==-=-=-=-=-=-=-= VII. Miscellaneous =-=-=-=--=-=-=-=-=-==-=-=-=-=-=-=-= --------------------------- Frequently Asked Questions: --------------------------- 1Q: How do I use this tool? 2A: If I don't tell you how to use it inside any of the sections, try taking your questions up with the author of the modding tool. 2Q: I'm can't save or edit any files; I'm getting a 'Read-only' error! 2A: Remember to uncheck all files of the read-only attribute, as described at the end of Section II. 3Q: Whenever I edit a map, some parts of buildings are either hovering in the air or stuck in the middle of the road (like near Downtown and the bridge near Starfish Island). Help? 3A: First of all, this is a very common problem with editing maps. There are two solutions - either to start a new game everytime you edit a map, or to delete some of the files in gta3.img / gta3.dir that are causing these problems: bldngst2meshdam.dff buildblown.dff LODldblown.dff ml_tarbrushdamage.dff (Note: This method works best when you've completed most of the game already.) That should fix most of the more annoying bugs you may encounter after editing a map and playing in-game. Thanks to FlipperK for discovering this. 4Q: I have a contribution to your FAQ and/or question(s) about modding. 4A: Contact me using the PM function on the forums. ----------- Multiplayer ----------- There are many variations of multiplayer mods out there, but I personally found Multi Theft Auto to be the best. Visit http://www.multitheftauto.com for more information. =-=-=-=--=-=-=-=-=-==-=-=-=-=-=-=-= VIII. Contributions/Submissions =-=-=-=--=-=-=-=-=-==-=-=-=-=-=-=-= Ryguy13 ------- Car Modding: This wasn't necessarily something he sent to me in person, but he posted it many times on Neoseeker's VC PC forum, so I decided to put it here. Some of you might find it useful. ============================================================================== First off you'll need the get the IMG tool 1.3 from Spooky which lets you open the gta3.img thats found in Grand Theft Auto Vice City>models folder. You can download this here: IMG 1.3 Tool from Spooky Next you'll need an aplication called "CROA" which Clears Read Only Atributes. This way you can modify Grand Tehft Auto Vice City. You can find this here: CROA Now goto your Grand Theft Auto Vice City folder and right click it. One option should be "Clear Read only attributes", select that. It should say it cleared some thousends things, just push ok. Now its time to start modding. Go find a car you want, but like every other guide I'm going to use the Mustang that I posted on page 7, you can download this at gtar.tk under vehicles as my example. Once you have downloaded the car, be sure to unzip it. You must do this indorder for the IMG 1.3 tool to read it. Once you unzip it should look like this: American.gxt Eleanor Readme sabtur.dff sabtur.txd If it does not look liek this be sure you downloaded the right thing. Goto your IMG 1.3 Tool and click it. Select File>Open. Under that goto to your Grand Theft Auto Vice City Folder (default install path is C: Program Files- Grand Theft Auto Vice City). The find the models folder. There should be gta3 right inside that. So the end path for the gta3.img file is C: Program File- Grand Theft Auto Vice City-Models (saying you installed to the deafult path). Now select the gta3 you see on that page. It should open up this file that starts off as "radar00, radar 01, radar 02, ect." Goto Edit then Find. A new window should pop up. In that type "Sabretur.txd" and it should find it. Right click the sabretur.txd and select rename. rename to "Sabretur-old.txd". This is so that if there is a problem with the car you installed this makes it really easy to un-install it. Then goto to edit then find again and this time type in "sabretur.dff". It should find it. Then right click the sabretur.dff that it found and raname it "sabretur-old.dff". Now you should have the old sabretur.txd and sabretur.dff renamed to sabretur-old.txd and sabretur-old.dff. Now goto to Commands then Add. Find the folder inwhich the Mustang is (should be called mustang_eleanor_b2 but where it is it matters where you unzipped it). Once you found the folder click it and then select the "sabretur.txd" then select "Open". After that go back to the same folder and open the "sabretur.dff". Now goto the very bottom of the IMG tool and you should see both sabretur there. Now goto the File>Exit. Now its time to change the colors, handling, and game stats of the car. First lets open the Eleanor readme thats in the file where you found the two sabreturs. It should say something like this: Here is the install manuel: 1. Texture And Car Use IMG Tool to replace the 2 files: sabretur.dff sabretur.txd 2. Car Handling Add/replace the line here: This, gows to your /Data/handling.cfg SABRETUR 1500.0 2.1 4.5 2.1 0.0 0.2 0.1 70 1.05 0.84 0.52 5 400.0 35.0 R P 6.1 0.52 0 35.0 1.3 0.10 0.3 0.55 95000 0.15 -0.05 0.5 0.40 3009901 1 1 This gows to your /Data/default.ide 206, sabretur, sabretur, car, SABRETUR, SABRETU, null, ignore, 10, 7, 2ff0, 237, 0.7 3. Car Name Replace this file: /TEXT/american.gxt 4. Color Add this color, to the color list: 142,159,179 # 95 silver SilverBlue Then replace the color on the sabretur: sabretur, 95,0 So lets start out with the handling. Goto your Grand Theft Auto Vice City folder and then select data. Under that you should find a file called "handling". Right click this file and select copy. Go back to your main Grand Theft Auto Vice City folder and create a new folder inside there called "Grand Theft Auto backup". Once created open it and then right click and paste the handling inside there. This way you ave a back up for the handling file. Now go back to data and find the hanlding file and select "open with" then "Notepad". Now scroll down until you find a line that starts with "sabretur". Highlight the whoel thing (by dragging your mouse over it) and then go back to your Elenor readme and find the handling line (1500.0 2.1 4.5 2.1 0.0 0.2 0.1 70 1.05 0.84 0.52 5 400.0 35.0 R P 6.1 0.52 0 35.0 1.3 0.10 0.3 0.55 95000 0.15 0.05 0.5 0.40 3009901 1 1) and paste this over the old sabretur line. Net goto File save then close the box. Inside that same data folder should be the default file. Right click this can then copy-paste it into the Grand Theft Auto Back-up just like you did with the handling file. Go back to the data folder and right click the default file and select "open with notepad". Once opened scrool way down until you find the sabretur line and replace it with the line found in the readme (206, sabretur, sabretur, car, SABRETUR, SABRETU, null, ignore, 10, 7, 2ff0, 237, 0.7). Now goto file save then file exit. Now for the last thing. Goto your carcols file and then copy-paste it to your Grand Theft Auto Back-up file the same way you did with the other two files. Go back to data and open the carcols file with notepad. Scroll down until you find the sabretur line and replace it with the one found in the readme (sabretur, 95,0). After this scroll back up and you should see a list of numbers that have colors aftet this. Example: 5,5,5 # 0 black black 245,245,245 # 1 white white 42,119,161 # 2 police car blue blue 132,4,16 # 3 cherry red red 38,55,57 # 4 midnight blue dark blue 134,68,110 # 5 temple curtain purple purple 255,182,16 # 6 taxi yellow yellow 76,117,183 # 7 striking blue bright blue 189,190,198 # 8 light blue grey light blue grey It goes down for a long time. Goto the very bottom which should be number 94 dark. Under this paste the line found in the readme (142,159,179 # 95 silver SilverBlue). So it should look like this: 78,89,96 # 93 dark4 dark 65,69,76 # 94 dark5 dark 142,159,179 # 95 silver SilverBlue Now goto File then save. Thast it! Go and play your game and find this car. It replaces the sabretur which spawns in the Sun shine autos after you buy it and find the first to group of cars for the garage below. I apologize if you have yet to unlock this since you wont be able to see it, but this car uses everything (besides d magic wheel mod). Use the same methode above for any car you want it should work out fine. Note: Some cars need d-majic's wheel mod installed. This thing adds custome wheels to cars that the author put in. You can find this at gtar.tk. It comes with a readme. BE SURE TO FOLLOW THOSE INSTRUCTIONS CAREFULLY. I screwed since I was in too big of a hurry. Just take your time and it should go fine. Have fun. ============================================================================== =-=-=-=--=-=-=-=-=-==-=-=-=-=-=-=-= IX. Credits & Thanks =-=-=-=--=-=-=-=-=-==-=-=-=-=-=-=-= GTA Forums - http://www.gtaforums.com For being the best modding discussion forum out there. Neoseeker - http://www.neoseeker.com For hosting this FAQ. ViceCityMods.De - http://www.vicecitymods.de For hosting my site for over a year. To all of the Neoseeker VC PC forum regulars for supporting me when I was making mods and this FAQ. Kudos. To anybody else I missed, thanks! =-=-=-=--=-=-=-=-=-==-=-=-=-=-=-=-= X. Legal =-=-=-=--=-=-=-=-=-==-=-=-=-=-=-=-= Please don't distribute or sell this FAQ without my permission. As of right now, I only want to see this FAQ hosted on this site: Neoseeker If you want to put it up on your site, ask for my permission first! I'll generally say yes, but if I see it on any other site that didn't contact me before uploading it, you'll be asked to take it down - your host can always be contacted if you fail to comply. Thanks. (Again, if you'd like to contact me, use the PM function on the forums.) Copyright © 2005 Blue Zircon