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Topics - Nick
Pages: [1] 2 3
1
Vehicles / 2011 Ford Crown Victoria "Super Troopers 2"
« on: January 18, 2018, 12:03:07 pm »
2011 Ford Crown Victoria
"Super Troopers 2"
ThatOneIowan



http://www.gtainside.com/en/sanandreas/cars/114550-2011-ford-crown-victoria-super-troopers-2/

Included
- Ford Crown Victoria model
- "Super Troopers 2" Vermont State Police skin
- template
- readme

Credits
- Grimm
- ThatOneIowan
- Reckless
- Bxbugs123
- Ubisoft

Notes
Editing Disclaimer
This modification may have bugs and/or outdated parts as it was made in 2017. This model is unlocked and free to re-release or edit and release as long as credits are provided. Template provided (if any) may not be correct for model. Templates can be found here: http://imgur.com/a/xIEY1. If you have any questions or if the template is not in the gallery please contact me.

Installation
Can be installed via GGMM, IMG Tool 2.0, Alci’s IMG Editor, or another tool designed to edit gta3.img. Occasionally I may accidentally release a modification with two different names for the .dff and .txd. Please contact me and I will let you know the best slot to use as well as correct the download at my earliest convenience.

Handling Information
Vehicles are designed to be used with slots designated in compressed file or in readme. Handling lines are not provided.

Images
Images are not included with the download to reduce file size.

Suggestions
I am always open to suggestions but I may not be interested. I primarily focus on vehicles from the United States or generic mods based on US vehicles. Suggestions, if accepted, will be made in the order received at my leisure. I may or may not contact you regarding the status. https://goo.gl/forms/Duz0tGAp2N3Ez8aE3

Contact
thatoneiowan@gmail.com
http://www.modernlawgame.com/profile?profile=11
http://www.gtainside.com/user/1nickbrick
http://www.thatoneiowan.weebly.com/

2
[FR:SA] Bug Reports / Minor model reload bug
« on: November 29, 2017, 06:03:40 am »
Bug Title: Model reloading
Description: When I reloaded models (specifically, models installed via the server's installer) using Numpad 1 while /afk, they spawned in the non afk world
How can we reproduce the bug?: I had previously had default server mods on (I know, I know...) and went AFK. The server auto-kicked me off the main world and into the afk zone. I had came back and before typing /afk to get back into the real world I reloaded my models. My car spawned in the real world while I stayed in the afk world. Also, I had kept the default vehicle mods button checked and it loaded my custom model.
Screenshots/Video: If needed please ask

3
[FR:SA] Suggestions / Upgrade mod loader
« on: November 22, 2017, 10:20:44 pm »
Suggestion for (MTA, Forum, website): MTA

Suggestion: Upgrade mod loader to allow models to load from subfolders and be able to set priority in case mods have different files in each folder


Why should this be added?: Allow easier sorting of mods

Anything else you'd like to add?: It's basically the asi mod loader

4
Sounds / [TUT] Vince Kaufman's Sound Modding for Dummies
« on: November 22, 2017, 09:44:30 pm »
Originally from GPM, made by VinceKaufman


Ok, this has been way overdue, so i'm going to show you folks how to make and install sound mods for GTA SA.

Things you'll need:

Audacity
Alci's SAAT GUI Frontend

[If you cannot see the screenies, zoom the page in.]  (( Screenshots no longer available ))

Step 1: Gather the sounds you want to use. You can download them from youtube using a converter or whatever. Ensure that the sound is in high quality. Lower quality sounds may not come out too good after doing this whole method. In this example I will be using a Dodge Challenger acceleration sound, and an exhaust video (for the idle).



Step 2: Save your sound clips in a folder. I'm gonna throw it into a new folder where I keep all of my mods. You can throw it anywhere. Create 4 folders, 2 folders for the banks you will replace (in this case, i'm replacing 31 and 32), and 2 test folders (test 1, test 2, etc.) that you will use for the moment to just export and experiment with.

Step 3: Open Audacity. You'll see the interface. Drag and drop the exhaust sound into audacity. You'll see this:


That's fine, you're doing ok so far. Now, click and drag around the area you want to use for your idle. In most cases, the default sound is under 1 second, and audacity will tell you at the bottom of the interface. For this mod that i am replacing, this will be 0.58 seconds (the default time for the idle of bank 31). I've zoomed in a bit to show you guys what i've done.



Step 3: Export your sound using File -> Export Selection as wav, and save it as "sound_002" in your "test 1" folder. Now that your idle is done, click the "x" on the sound sample and drag your acceleration sample into audacity.

Step 4: Do the same thing you did for the idle, except now you will do this for the first sound (high idle/first gear) in your test 1 folder, and sounds 1-3 (acceleration, top gear, and deceleration) for your second test folder. Export them as wav files. Click the "x" on that sound sample.

Step 5: Now that your test files are all prepared, it's time to get into the nitty gritty and important part of sound modding: making things compatible for SA and ensuring it doesn't interfere with other sounds ingame. Drag and drop "sound_001" into audacity. Click the down arrow that is next to the waveform and click "split stereo track." (If your sound sample has 1 waveform, you can skip this stereo split) Set both channels to mono using the same drop down menu on both channels.



Step 6: select all channels and click project -> quick mix. It'll mix into one channel, which is the first checkmark to sa compatibility.

Step 7: In that same drag-down menu (where you split the channels and mixed it together, select (and this is important) the bit depth to 16-bit, and depending on the default frequency (most sounds are 18000hz, except for the bus @ 16000hz), set it to that. The 18000hz option can be selected by selecting "other." Also ensure that the project rate at the bottom is set to the same frequency as your sound.

Step 8: If you play back your sound, it sounds slow. Why? We need to speed it back up to normal. To do this, select the entire sample again, and select Effect -> Change speed. Depending on your frequency, set it to these settings. You may have to increase it even more if the sound sample is greater than 44100hz:

18000hz = 145.00
16000hz = 175.00

When you are done, play it back and use your ears. If it sounds close to the original, export as a wav, but this time, you'll export into the following:

test 1 = first bank
test 2 = second bank



Step 9: Once all your sounds are exported, run the Alci's SAAT. If this is your first time opening this SAAT GUI, you may hear an error sound. Minimize all windows, and check. You may see a dialogue pop-up. Click ok, and send it to the "audio" folder in your GTA SA main directory. Another one will pop-up. Again, minimize windows, click ok, but send this to your gta sa main directory. The SAAT GUI opens. Double click the GENRL text, and let it export.

Once it is done, you'll see a bunch of banks.



Step 10a: Go to your sound mod folder, copy and paste the bank folders into your newly formed GENRL folder (located in the "audio" folder in your gta sa directory), then hit the plus icon in the bank you just replaced in the SAAT GUI to ensure it is replaced. Click the save icon, let it rebuild, and test it ingame.

OR

Step 10b: In the SAAT, click the plus icon in the banks you wish to replace, and replace the sounds individually using the replace icon in SAAT (3rd button). Once they are all replaced, click the save icon and test ingame.

This should clear up some questions with sound modding and will avoid the command prompts, no hard drive folders, etc., etc.

5
Vehicles / [TUT] How To Make Handling Lines (by Reckless)
« on: November 22, 2017, 09:38:53 pm »
Posting this tutorial here, originally made by Reckless on GTAPoliceMods.

What the hell is this?

This is my guide on how to Change/make your own handling lines

The Guide

when you want to change handling lines, in the beggening of the handling.cfg, you will see this:

Code: [Select]
(A) vehicle identifier [14 characters max]

; (B) fMass [1.0 to 50000.0]

; (C) fTurnMass //was////Dimensions.x [0.0 > x > 20.0]

; (D) fDragMult //was////Dimensions.y [0.0 > x > 20.0]

; (E) (not used) //was////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.fEngineInertia [0.0 to 50.0]

; (Q) TransmissionData.nDriveType [F/R/4]

; (R) TransmissionData.nEngineType [P/D/E]

; (S) fBrakeDeceleration [0.1 to 10.0]

; (T) fBrakeBias [0.0 > x > 1.0]

; (U) bABS [0/1]

; (V) fSteeringLock [10.0 to 40.0]

;

; (a) fSuspensionForceLevel not [L/M/H]

; (b) fSuspensionDampingLevel not [L/M/H]

; (c) fSuspensionHighSpdComDamp often zero - 200.0 or more for bouncy vehicles

; (d) suspension upper limit

; (e) suspension lower limit

; (f) suspension bias between front and rear

; (g) suspension anti-dive multiplier

;

; (aa) fSeatOffsetDistance // ped seat position offset towards centre of car

; (ab) fCollisionDamageMultiplier [0.2 to 5.0]

; (ac) nMonetaryValue [1 to 100000]

All of these variables mean something. ill start off with fmass



fmass/Mass

the mass of a vehicle is how heavy it is in san andreas. some vehicles, are very heavy, like the rhino (tank), while others like bikes, are really light. the bigger the mass is of your vehicle, the harder it is to budge it. that is why you cant ram tanks without blowing up. if you have a 40000 mass patriot, and you ram into the 20000 mass rhino, THEN, you will be able to ram the tank.


fturnmass/Turnmass

the turnmass of a vehicle, im not that sure about what it is, but i know that lighter trnmasses will be a little bit like oversteer, while higher, will be more understeerish. thats about all for turnmass


fDragmult/Drag

the drag of a vehicle is how aerodynamic it is. the lees drag, the more top speed. so if u want a fast car, dont think that more is better you need less for faster, more for slower
___________________

alot of the variables after drag i dont know what they mean, and um the next one i know is :

TransmissionData.nNumberOfGears

I hope youre able to read it says number of gears, so thats what it is. it says u can only have 1-4, but you can have at least 8. if you want a fast car, then make this number higher, but it dont matter much, it just means that u have faster acceleration at high speed than before. if you want a good torque car for sock/hill climbing, make this number lower, 3 or 2. it works well if u have low number when your patriot wieghs 18000, but thats something else....


TransmissionData.fMaxVelocity

I think this is top speed of the car. NOTE: This is not not NOT the speed in MPH. the s0beit speedometer is not fucking correct. infernus can only go 137-138 mph. NOT 240 or whatever they say it is. if you want an accurate speedometer, get Dev-Tool v2.0, or get the cam hack 1.2 which has gauges


TransmissionData.fEngineAcceleration

i dont know what this is but i think its MAYBE how fast the car accelarates, but thats also another variable so im not so sure.


TransmissionData.fEngineInertia

Now this is how to make a good a drag car for you. This changes how much Torque/Acceleration the car has. its needed if, for example you change the mass of your elegy from 1400 to 2800, then you would need to double the engine inertia to handle the mass. dont make this too high, even if your vehicle is 40000 mass. ive tweaked with this myself, i was making a god patriot, i changed mass to 40000, and enirtia to somewhat close by the original ratio, but i drove, and BAM my car jumps up, does a back flip, lands, then keeps bouncing everywhere. i had to reduce mass to 18000 and then back to 6000 .


TransmissionData.nDriveType

This changes what wheels get power from the engine. if you want rear-wheel drive, change this to R, front-wheel is F, and 4-wheel is simply 4. note: front wheel drive is very stable, and more grippy turning, while 4 wheel and rear wheel are more oversteer, good for drift. 4 wheel is very easy to drift, easier than rear wheel if youre begginer.


fBrakeDeceleration

i think this is how fast you brake, and i think less is faster brake, more is slower. i havent tweaked with this yet so im not sure. i think if u make it slower, it will be easier to drift, faster will be more griper drag handling
_____________________

THis is my guide to handling, yes i realise that alot of variables are missing, but those are not ones that i know how to tweak, and most of them i dont advice you to change because stuff like seat offset might crash your game

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

Hope you all found this informative, I learned a lot from it and I hope you will too.

6
Player Reports / DO NOT NUMBER YOUR OWN REPORTS
« on: November 06, 2017, 12:48:31 pm »
DO NOT NUMBER YOUR OWN REPORTS

7
Vehicles / [REL] 2017-08-16 - 7 modifications
« on: August 16, 2017, 06:47:40 pm »
1. Another Generic Police Pack




More screens, information, and download: http://www.gtainside.com/en/sanandreas/cars/108969-another-generic-police-pack/


2. 2011 Chevy Tahoe Unmarked (midnight blue)


More screens, information, and download: http://www.gtainside.com/en/sanandreas/cars/108968-2011-chevy-tahoe-unmarked-midnight-blue/


3. 2011 Chevy Impala (Sanborn)


More screens, information, and download: http://www.gtainside.com/en/sanandreas/cars/108966-2011-chevy-impala-sanborn/


4. 2011 Bravado Bison San Andreas Game Warden


More screens, information, and download: http://www.gtainside.com/en/sanandreas/cars/108965-2011-bravado-bison-san-andreas-game-warden/


5. 2011 Bravado Bison San Andreas Railroad


More screens, information, and download: http://www.gtainside.com/en/sanandreas/cars/108964-2011-bravado-bison-san-andreas-railroad/


6. 2010 Declasse Granger San Andreas Storm Chasing Network


More screens, information, and download: http://www.gtainside.com/en/sanandreas/cars/108963-2010-declasse-granger-san-andreas-storm-chasing-network/


7. 2010 Honda Accord Taxi


More screens, information, and download: http://www.gtainside.com/en/sanandreas/cars/108962-2010-honda-accord-taxi/

8
[FR:SA] Mods / 2017/07/16 - No duplicate threads
« on: July 16, 2017, 02:34:03 pm »
Going forward NO duplicate threads should be made for the same thing. This includes

Double posting (accidental or on purpose)
A WIP thread and a REL thread
A thread for the same thing in two sections (ie a skin and car pack)
Any other duplications deemed by staff

Deletions
Accidental double posting (most commonly due to internet issues) happens those will just be deleted no harm no foul
Purposeful double posting will be removed and multiple offenses will earn you a forum ban
WIP and REAL threads: Edit OP with a download link and change from WIP to REL. If still working on it, it should be a WIP/REL thread. Not two different threads.
Other duplications will be explained by forum staff via PM.

The modding subforum will be purged at some point in the next couple of days without warning. So make sure if you want to keep material that is in one thread but not another to copy and paste it

Any questions please ask
Nick

Sent from mobile 

9
Vehicles / [REL] Hazzard County Law Enforcement
« on: July 09, 2017, 10:04:17 pm »
Hazzard County Law Enforcement
ThatOneIowan



http://www.gtainside.com/en/sanandreas/cars/107330-hazzard-county-law-enforcement

Included
- Hazzard County Sheriff's Office, Atlanta Police Department, Georgia State Police
- 1st and 2nd generation Ford Crown Victorias, 3rd generation Chevy Caprice
- Templates
- Readme

Credits
- Grimm
- ThatOneIowan
- Reckless
- RacingFreak
- Driver SF/Ubisoft
- Bxbugs123
- BadReligion
- Rockstar
- Emergency112


Notes
Vehicle lighting
This vehicle uses an updated version of my previously released vehiclelights128(on), which you can get here: http://imgur.com/a/mPLIQ

Editing Disclaimer
This modification may have bugs. This model is unlocked and free to re-release or edit and release as long as credits are provided. Template provided (if any) may not be correct for model. Templates can be found here: http://imgur.com/a/xIEY1. If you have any questions or if the template is not in the gallery please contact me.

Installation
Can be installed via GGMM, IMG Tool 2.0, Alci’s IMG Editor, or another tool designed to edit gta3.img. Occasionally I may accidentally release a modification with two different names for the .dff and .txd. Please contact me and I will let you know the best slot to use as well as correct the download at my earliest convenience.

Handling Information
Vehicles are designed to be used with slots designated in compressed file. Handling lines are not provided.

Images
Images are not included with the download to reduce file size.

Suggestions
I am always open to suggestions but I may not be interested. I primarily focus on vehicles from the United States or generic mods based on US vehicles. Feel free to contact me if you would like to make a suggestion.

Contact
thatoneiowan@gmail.com
http://www.modernlawgame.com/profile?profile=11
http://www.gtainside.com/user/1nickbrick

10
2010 GMC Sierra San Andreas State Police Lifeguard
ThatOneIowan



http://www.gtainside.com/en/sanandreas/cars/107332-2010-gmc-sierra-san-andreas-state-police-lifeguard

Included
- 2010 GMC Sierra
- Lifeguard equipment
- Templates
- Readme

Credits
- Grimm
- ThatOneIowan
- Reckless
- Bxbugs123
- Rockstar
- jgvo97


Notes
Vehicle lighting
This vehicle uses an updated version of my previously released vehiclelights128(on), which you can get here: http://imgur.com/a/mPLIQ

Editing Disclaimer
This modification may have bugs. This model is unlocked and free to re-release or edit and release as long as credits are provided. Template provided (if any) may not be correct for model. Templates can be found here: http://imgur.com/a/xIEY1. If you have any questions or if the template is not in the gallery please contact me.

Installation
Can be installed via GGMM, IMG Tool 2.0, Alci’s IMG Editor, or another tool designed to edit gta3.img. Occasionally I may accidentally release a modification with two different names for the .dff and .txd. Please contact me and I will let you know the best slot to use as well as correct the download at my earliest convenience.

Handling Information
Vehicles are designed to be used with slots designated in compressed file. Handling lines are not provided.

Images
Images are not included with the download to reduce file size.

Suggestions
I am always open to suggestions but I may not be interested. I primarily focus on vehicles from the United States or generic mods based on US vehicles. Feel free to contact me if you would like to make a suggestion.

Contact
thatoneiowan@gmail.com
http://www.modernlawgame.com/profile?profile=11
http://www.gtainside.com/user/1nickbrick

11
Vehicles / [REL] 2010 Ford F150 and PDMS
« on: July 09, 2017, 10:02:58 pm »
2010 Ford F150 and PDMS
ThatOneIowan



http://www.gtainside.com/en/sanandreas/cars/107334-2010-ford-f150-and-pdms

Included
- 2010 Ford F150, San Andreas DOT
- Portable Digital Message Sign trailer
- Template
- Readme

Credits
- Grimm
- ThatOneIowan
- Reckless
- RacingFreak
- Driver SF/Ubisoft
- Bxbugs123
- wja
- Rockstar
- John D. (sketchup)


Notes
Truck
This was optimized for utility therefore only the front two doors work. To "re-enable" the rear doors, attach the rear door objects to the rear door dummies in 3ds Max or zmod.

Trailer
Somewhat ironically, the PDMS does not actually work. It is always-on with the message it currently displays: ROADWORK/2 MILES/AHEAD. This is due to game limitations (lights cannot really be turned on or off on trailers in SA).

Editing Disclaimer
This modification may have bugs. This model is unlocked and free to re-release or edit and release as long as credits are provided. Template provided (if any) may not be correct for model. Templates can be found here: http://imgur.com/a/xIEY1. If you have any questions or if the template is not in the gallery please contact me.

Installation
Can be installed via GGMM, IMG Tool 2.0, Alci’s IMG Editor, or another tool designed to edit gta3.img. Occasionally I may accidentally release a modification with two different names for the .dff and .txd. Please contact me and I will let you know the best slot to use as well as correct the download at my earliest convenience.

Handling Information
Vehicles are designed to be used with slots designated in compressed file. Handling lines are not provided.

Images
Images are not included with the download to reduce file size.

Suggestions
I am always open to suggestions but I may not be interested. I primarily focus on vehicles from the United States or generic mods based on US vehicles. Feel free to contact me if you would like to make a suggestion.

Contact
thatoneiowan@gmail.com
http://www.modernlawgame.com/profile?profile=11
http://www.gtainside.com/user/1nickbrick

12
Archive / NOTICE: Suggestions purged
« on: May 01, 2017, 01:31:04 am »
NOTICE to all,

All suggestions have been purged for two reasons:

- To compile a list in one central location
- To eliminate duplicate suggestions

This means that your topics may have been edited or moved. Topics that have multiple suggestions where one has been duplicated, that specific suggestion has been striked out. Topics that are solely duplicates have been moved to the Archive board.

I was the one who did this so any questions please drop in this thread, any complaints either speak to me or @Blast3r. This topic will be archived after one week.

Thanks for understanding!

13
[FR:SA] Suggestions / /forcerules
« on: April 30, 2017, 05:51:08 am »

Suggestion for (MTA, Forum, website): MTA

Suggestion: /forcerules

Why should this be added?: Force players to read and accept the rules in the event they are breaking one

Anything else you'd like to add?: Not everything needs an automatic kick or ban (personal favorite is freezing players that are stealing civilian cars) but something to the effect of reading/accepting rules would be nice to use for new players.

14
Accepted Suggestions / [Suggestion] Archived board
« on: April 11, 2017, 06:20:11 am »

Suggestion for (MTA, Forum, website): Forum

Suggestion: An archive or trash section for me to move topics to

Why should this be added?: Why not

Anything else you'd like to add?:


15
[FR:SA] Bug Reports / Bugs 3-13-2017
« on: March 14, 2017, 04:40:23 am »
1.   ELS settings revert upon refresh or disconnect.
2.   Mouse needs to be reactivated after /spawn to select a department.
3.   ELS Settings popup shows whenever you change or turn off ELS, forcing certain parts of the HUD to pop up, ruining videos taken with no HUD

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