Author Topic: car mods  (Read 2941 times)

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Offline SKY

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car mods
« on: June 01, 2013, 11:20:44 PM »
Hey, so i recently wanted to add some car mods (visual) for single player/ multiplayer for certain cars but im not sure how to go about it. Im not sure which mod is right and which ones will get me banned. If you know please post down here.
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Offline EnzoMortelli

Re: car mods
« Reply #1 on: June 02, 2013, 01:07:55 PM »
Quote
    Common Sense
First and foremost, common sense should be used at all times on littlewhitey's SA-MP Server.  If you know, believe or even have a suspicion something you are doing is wrong and could get you punished then you should not be doing it - if in doubt, contact a member of the team for more information.

This is the main statement you should keep in mind when modding. We officially do not support any mods, so keep an eye on the possible advantages a mod could give to you in comparison to players who don't have it. You should avoid the following things:

Bouncing/Jumping

If a car model is longer or shorter than the original SA one it replaces, the sa-mp server sync shows an effect that is known as 'bouncing'. Your car will then permanently switch beetween two positions, and show some meters ahead, then again some meters behind your actual position for oher clients.

This happens because the sa-mp sync uses two values to sync the car on the server, the front and the rear.

Example: Your modded car is longer than the original one. The server syncs the front, the rear is some meters beyond the actual rear position of the original car. When then the server syncs the rear, the long rear of your car will be placed at the rear position of the original SA car, causing the front to be placed forward beyond the front position of the original SA car, causing your car to 'bounce' beetween those two positions.

Same goes for the height, so your car may end up stuck in the ground for others.

Lag

Some car mods have many details and use many polygons to render, which might affect your performance. Excessive lagging while having a good ping can ground a lag manipulation suspicion, so make sure the car doesn't lower your fps.

Opcodes

Some mods have special features, tuning parts, etc. that again depend on other mods. If you don't have all the files a car would need to work installed correctly, you may cause runtime exceptions within yur client, known as 'Opcodes'. Those normally show in light blue text in your chatbox and have the potential to crash your game.

If this happens often, you'll have to rejoin often. And if you rejoin to often, you might exceed the anti-bot join limit, and the antibot will ban you. Those bans can only be resolved by management members, so be careful when testing your mods.

Physical Advantages

The handling of a car within the SA physics engine is not only dependent on it's handling.cfg code, but also on the shape of the .dff mesh.
Thus some car mods don't really handle well with the sa engine, so they come with custom handling lines that would compensate those issues. In the new sa-mp versions though, the handling.cfg code and some other .cfg's are not loaded client-sided anymore, but serversided to prevent easy hacking through editing of the files. Thus you should always test any car mod, for once if the tires fit in size, then if it still handles well, if all the tuning parts work without crashing the game, and lastly if the mod handles actually better than the original car, because that would be an unfair advantage that could lead to a ban.

I hope this helps, also don't forget to make backups!

Offline SKY

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Re: car mods
« Reply #2 on: June 02, 2013, 07:56:50 PM »
Thanks, do you know any software that lets me do this? <----- Aint got time for google
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Offline Habdel

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Re: car mods
« Reply #3 on: June 02, 2013, 09:58:10 PM »
Thanks, do you know any software that lets me do this? <----- Aint got time for google

IMGTool

Offline EnzoMortelli

Re: car mods
« Reply #4 on: June 02, 2013, 10:46:01 PM »
Never ever use any of the automated stuff like SAMI or GTA garage Modder, always do the work by yourself.

I'd highly recommend Alci's IMG Editor, you'll be able to find it by yourself pretty fast.
Alci's is easy to use, powerful and fast.

Offline SKY

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Re: car mods
« Reply #5 on: June 03, 2013, 12:01:40 AM »
Never ever use any of the automated stuff like SAMI or GTA garage Modder, always do the work by yourself.

I'd highly recommend Alci's IMG Editor, you'll be able to find it by yourself pretty fast.
Alci's is easy to use, powerful and fast.

I used Alicis, i didnt know how to back up other than having another gta file. My file got fucked up trying to get this car :\
Since 2008
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Offline EnzoMortelli

Re: car mods
« Reply #6 on: June 03, 2013, 08:25:27 AM »
Ya, the easiest way to make a backup is to make a copy of gta3.img and rename it to gta3backup.img or w/e

Offline SKY

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Re: car mods
« Reply #7 on: June 03, 2013, 12:59:24 PM »
Ya, the easiest way to make a backup is to make a copy of gta3.img and rename it to gta3backup.img or w/e

okay
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Offline EnzoMortelli

Re: car mods
« Reply #8 on: June 03, 2013, 02:05:06 PM »
Also protip:

I happened to experience that the more often you modify the .img files, the more corrupted the game gets, and the worse it runs.
To avoid that, test all your files in a seperate .img, then put the ones you want together, take a plain original .img and add them all at once.

Offline enkei

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Re: car mods
« Reply #9 on: June 30, 2013, 04:55:31 PM »
Guys,

My hands are empty. After searching Google relentlessly, I have yet to determine why certain vehicle modifications consistently ride too high off the ground in SA-MP. For example, I have replaced our beloved Turismo with a Ferrari F40, Ferrari F50, Pagani Zonda F, Bugatti Veyron, and a Dodge Viper. According to my results, regardless of which vehicle the Turismo is being replaced by, it will always appear to have a 12" suspension lift kit. How did I come to this conclusion? I changed the custom downloaded model files from "Turismo.txd" and "Turismo.dff" to "Tampa.txd" and "Tampa.dff". I replaced them with the Tampa, and the suspension was absolutely perfect. So, unless I replace the Turismo with a god-damn Ford F150 Super-Duty; no deal. Ferrari F40's don't ride a foot off the ground. Below is a hypothesized list of vehicles with this problem.

Turismo
Hotring Racer B
Alpha
Banshee

Some vehicle modifications include a custom line in the Handling.cfg file, which does us no good, as we use a server-side file for anti-hacking. I've heard rumors that suspension height is adjustable in said file, but I'm not exactly positive. From what I understand, <censored> allows the user to utilize their own Handling.cfg file, but there's no way I'd ever resort to that. Clearly it's meant to hack a vehicle's top speed and acceleration - not suspension height. So, is there ANY way to avoid this problem, or are we simply stuck with the plain old R* low-resolution models? I asked this question on the SA-MP forums also, but obviously nobody answered me.

While I'm here, I may as well ask a similar question. Just like the suspension height problem (you know, consistently occurring regardless of what model is used), I have noticed another problem. This problem is currently un-documented anywhere on the internet as well (funny how that works), so I'll be calling it the "Body roll issue". We mostly experience body roll in slower vehicles. However, it can also be experienced in the Buffalo. When making corners and coming to stops, the car's frame or "body" just shakes uncontrollably for a couple seconds. I'm sure you know what I'm talking about. When we replace the Buffalo with, let's say a BMW M3, it doesn't look so great. Only select pieces of the "body" shake in said circumstances. So, the vehicle's trunk and hood remain motionless while the quarter panels and doors shake. In a situation like this, the car legitimately appears to be possessed by Satan, and is, well, really disappointing. Is there ANY way to avoid this problem?

Thanks!!
« Last Edit: June 30, 2013, 05:02:34 PM by enkei »

Offline EnzoMortelli

Re: car mods
« Reply #10 on: June 30, 2013, 06:58:06 PM »
There is really no way in sa-mp online play to come around the Turismo's high suspenion, except finding that one model that actually puts the .cfg lines of Turismo to good use. My suggestion: there are many Turismo updates and HD / HQ / GT / RS versions, that look like the turismo, only better, and handle alike. Though that is exactly no option if you're looking for real cars. Keep testing everything you can find, especially super sports cars, etc., that fit the overall setting of a Turismo.

About the roll - it's a matter of design, there are models which don't roll at all, and ones that do it with the whole body like it was intended. Keep testing!

Offline enkei

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Re: car mods
« Reply #11 on: June 30, 2013, 07:08:13 PM »
Sweet man, will do!

I'd actually much rather prefer to have HQ versions of the standard R* models. Any links on that my friend?

Didn't think such a thing existed..

Offline Fuse

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Re: car mods
« Reply #12 on: June 30, 2013, 10:47:16 PM »
enzo pro modder

Offline EnzoMortelli

Re: car mods
« Reply #13 on: June 30, 2013, 10:54:40 PM »
check your inbox, enkei.