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GTA San Andreas Cars

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GTA V Cars

GTA V BF Ramp Buggy


Author: Automan
Date: 13.01.2017
Downloads: 55450 | Statistics
Filesize: 4.807 MB

Rating:
9.50 based on 38 votes

-DLC Import-Export.
-Add. Bandito for replaced.
-With tool/tutorial add vehicles information.
-1 extra Spoiler, no version 2. Hydraulic installed.
-Damaged parts: Nothing for this model.
-Light LOD. Flat Shadow. Adapted Collision. All data strings.
-IVF211+ASI12 version.
-SA-Mobile version; without environment reflections. No testing.
-SA-MP/MTA no testing. Tested in ENB30+CLEO43.
-Open source, files unlocked: only credits required for use it.

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62 comments found
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LudovicoDev
"Vic"
Vic
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13.01.2017, 23:55

The last pic...Busted :')sarcastic_handdashlol


LokizGood
"Vic"
Vic
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14.01.2017, 05:38

So There A Lot People Make This Car For GTA Sa,So I Thinking Nah Let Wait Automan,When I Check Gtainside Today,Im Like Wot? xDDDDDDDD

10/10 good


Issac
"Vic"
Vic
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14.01.2017, 06:51

Muy buena textura y el modelo esta muy bien detallado
solo que no puede meterse debajo de algunos autos aun asi
10/10 good


Automan
"Vic"
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14.01.2017, 10:10

Next:
245.Pfister Comet Retro Custom [I/E Sport]
and !Normal!, so Penetrator after. smile


Ndukong
"Vic"
Vic
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14.01.2017, 10:12

Does it flip cars like in GTA V?


Automan
"Vic"
Vic
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14.01.2017, 10:38

 Quote: Ndukong

Does it flip cars like in GTA V?

Screen #2. smile


qfm303
"Vic"
Vic
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14.01.2017, 15:55

I'm sorry but can somebody tell me how to add new cars into gta: sa not replace? I tried to use fastman92's vehicle adding tool. However, it does not appear in fastman92's carspawner cleo. I'm pretty sure that I did most of the progress right. By the way Automan's mods are always wonderful! 7777777/10! biggringoodyes


Emanuelcerna
"Vic"
Vic
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14.01.2017, 16:10


What is the difference between the other BF Ramp Buggy


Automan
"Vic"
Vic
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14.01.2017, 16:13

 Quote: qfm303

I'm sorry but can somebody tell me how to add new cars into gta: sa not replace? I tried to use fastman92's vehicle adding tool. However, it does not appear in fastman92's carspawner cleo. I'm pretty sure that I did most of the progress right. By the way Automan's mods are always wonderful! 7777777/10! biggringoodyes

Hi, welcome! smile
You've added the string block:

[range_2]
start = 612
end = 612

(Or another ID vehicle)
in CarSpawner.ini ?...


14.01.2017, 16:28

Nice


qfm303
"Vic"
Vic
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14.01.2017, 16:45

I did it on range_2 3136~3136 on free id txt......


qfm303
"Vic"
Vic
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14.01.2017, 16:49

 Quote: qfm303

I did it on range_2 3136~3136 on free id txt......
 Quote: Automan

 Quote: qfm303

I'm sorry but can somebody tell me how to add new cars into gta: sa not replace? I tried to use fastman92's vehicle adding tool. However, it does not appear in fastman92's carspawner cleo. I'm pretty sure that I did most of the progress right. By the way Automan's mods are always wonderful! 7777777/10! biggringoodyes

Hi, welcome! smile
You've added the string block:

[range_2]
start = 612
end = 612

(Or another ID vehicle)
in CarSpawner.ini ?...
@Automan
I've already done it......
[range_2]
start = 3136
end = 3136
3136 was in free ids.txt.


Tuckyonald
"Vic"
Vic
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14.01.2017, 17:46

straight outta FNF 10/10 biggrin


Automan
"Vic"
Vic
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14.01.2017, 18:19

 Quote: qfm303

 Quote: qfm303

I did it on range_2 3136~3136 on free id txt......
 Quote: Automan

 Quote: qfm303

I'm sorry but can somebody tell me how to add new cars into gta: sa not replace? I tried to use fastman92's vehicle adding tool. However, it does not appear in fastman92's carspawner cleo. I'm pretty sure that I did most of the progress right. By the way Automan's mods are always wonderful! 7777777/10! biggringoodyes

Hi, welcome! smile
You've added the string block:

[range_2]
start = 612
end = 612

(Or another ID vehicle)
in CarSpawner.ini ?...
@Automan
I've already done it......
[range_2]
start = 3136
end = 3136
3136 was in free ids.txt.

Nope, you must follow the sequence of free ID, the next 611 onwards, otherwise the 'holes' do not work well the system... smile


EnRo
"Vic"
Vic
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14.01.2017, 18:39

1440p/2.7K/60FPS, Post Effects, Speed and Crash Test:
https://www.youtube.com/watch?v=dqbEYWm4nCA

Anyone can use the video link on other sites : )
CHECK MY CHANNEL : )
NOW I HAVE +24 100 MOVIES : )


qfm303
"Vic"
Vic
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15.01.2017, 05:40

@AutomanThanks! I'll try!


qfm303
"Vic"
Vic
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15.01.2017, 05:41

@Automan
 Quote: Automan

 Quote: qfm303

 Quote: qfm303

I did it on range_2 3136~3136 on free id txt......
 Quote: Automan

 Quote: qfm303

I'm sorry but can somebody tell me how to add new cars into gta: sa not replace? I tried to use fastman92's vehicle adding tool. However, it does not appear in fastman92's carspawner cleo. I'm pretty sure that I did most of the progress right. By the way Automan's mods are always wonderful! 7777777/10! biggringoodyes

Hi, welcome! smile
You've added the string block:

[range_2]
start = 612
end = 612

(Or another ID vehicle)
in CarSpawner.ini ?...
@Automan
I've already done it......
[range_2]
start = 3136
end = 3136
3136 was in free ids.txt.

Nope, you must follow the sequence of free ID, the next 611 onwards, otherwise the 'holes' do not work well the system... smile
Thanks! I'll try!


M2K6 Artworks
"Vic"
Vic
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15.01.2017, 05:41

@Emanuelcerna
Automan version is Low Quality // Low Poly
My version is High Quality // High Poly
My Buggy Ramp : http://www.gtainside.com/en/sanandreas/cars/99615-gta-v-bf-buggy-ramp-dlc-import-export


qfm303
"Vic"
Vic
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15.01.2017, 08:42

 Quote: Automan

 Quote: qfm303

 Quote: qfm303

I did it on range_2 3136~3136 on free id txt......
 Quote: Automan

 Quote: qfm303

I'm sorry but can somebody tell me how to add new cars into gta: sa not replace? I tried to use fastman92's vehicle adding tool. However, it does not appear in fastman92's carspawner cleo. I'm pretty sure that I did most of the progress right. By the way Automan's mods are always wonderful! 7777777/10! biggringoodyes

Hi, welcome! smile
You've added the string block:

[range_2]
start = 612
end = 612

(Or another ID vehicle)
in CarSpawner.ini ?...
@Automan
I've already done it......
[range_2]
start = 3136
end = 3136
3136 was in free ids.txt.

Nope, you must follow the sequence of free ID, the next 611 onwards, otherwise the 'holes' do not work well the system... smile
Ok, I tried. However, there's no vehicle in fastman92's carspawner...... Replacing is just fine, as always. But no new id. I used your Prototipe id 612.


Automan
"Vic"
Vic
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15.01.2017, 10:12

 Quote: qfm303

 Quote: Automan

 Quote: qfm303

 Quote: qfm303

I did it on range_2 3136~3136 on free id txt......
 Quote: Automan

 Quote: qfm303

I'm sorry but can somebody tell me how to add new cars into gta: sa not replace? I tried to use fastman92's vehicle adding tool. However, it does not appear in fastman92's carspawner cleo. I'm pretty sure that I did most of the progress right. By the way Automan's mods are always wonderful! 7777777/10! biggringoodyes

Hi, welcome! smile
You've added the string block:

[range_2]
start = 612
end = 612

(Or another ID vehicle)
in CarSpawner.ini ?...
@Automan
I've already done it......
[range_2]
start = 3136
end = 3136
3136 was in free ids.txt.

Nope, you must follow the sequence of free ID, the next 611 onwards, otherwise the 'holes' do not work well the system... smile
Ok, I tried. However, there's no vehicle in fastman92's carspawner...... Replacing is just fine, as always. But no new id. I used your Prototipe id 612.

I need some your files:
vehicles.ide
handling.cfg
CarSpawner.ini
fastman92limitAdjuster_GTASA.ini
Free IDs.txt

 Quote: Muhammad Gibran

@Emanuelcerna
Automan version is Low Quality // Low Poly
My version is High Quality // High Poly
My Buggy Ramp : http://www.gtainside.com/en/sanandreas/cars/99615-gta-v-bf-buggy-ramp-dlc-import-export

Low poly yes, low quality no! scare


M2K6 Artworks
"Vic"
Vic
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15.01.2017, 15:17

@AutomanReally Sorry My Bro, i think it was same. Cause many modder says in descrption, his mod has HQ Exterior and Interior, and i see it has High Poly too, so i think that things it was same. Sorry Im just noob sorry


M2K6 Artworks
"Vic"
Vic
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15.01.2017, 15:27

@Emanuelcerna
Automan version is Low Poly
My version is High Poly

*Edit


Automan
"Vic"
Vic
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15.01.2017, 18:58

 Quote: Muhammad Gibran

@AutomanReally Sorry My Bro, i think it was same. Cause many modder says in descrption, his mod has HQ Exterior and Interior, and i see it has High Poly too, so i think that things it was same. Sorry Im just noob sorry

No problem my friend! biggrin


qfm303
"Vic"
Vic
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15.01.2017, 19:00

 Quote: Automan

 Quote: qfm303

 Quote: Automan

 Quote: qfm303

 Quote: qfm303

I did it on range_2 3136~3136 on free id txt......
 Quote: Automan

 Quote: qfm303

I'm sorry but can somebody tell me how to add new cars into gta: sa not replace? I tried to use fastman92's vehicle adding tool. However, it does not appear in fastman92's carspawner cleo. I'm pretty sure that I did most of the progress right. By the way Automan's mods are always wonderful! 7777777/10! biggringoodyes

Hi, welcome! smile
You've added the string block:

[range_2]
start = 612
end = 612

(Or another ID vehicle)
in CarSpawner.ini ?...
@Automan
I've already done it......
[range_2]
start = 3136
end = 3136
3136 was in free ids.txt.

Nope, you must follow the sequence of free ID, the next 611 onwards, otherwise the 'holes' do not work well the system... smile
Ok, I tried. However, there's no vehicle in fastman92's carspawner...... Replacing is just fine, as always. But no new id. I used your Prototipe id 612.

I need some your files:
vehicles.ide
handling.cfg
CarSpawner.ini
fastman92limitAdjuster_GTASA.ini
Free IDs.txt

 Quote: Muhammad Gibran

@Emanuelcerna
Automan version is Low Quality // Low Poly
My version is High Quality // High Poly
My Buggy Ramp : http://www.gtainside.com/en/sanandreas/cars/99615-gta-v-bf-buggy-ramp-dlc-import-export

Low poly yes, low quality no! scare


vehicle.ide: under 611
611, utiltr1, utiltr1, trailer, UTIL_TR1, UTILTR1, null, ignore, 4, 0, 0, -1, 0.68, 0.68, -1
612, proto, proto, car, PROTO, ZPROTO0, null, executive, 5, 0, 0, -1, 0.81, 0.81, 0

end

handling.cfg: under Roller
ROLLER 1000.0 1354.2 4.0 0.0 0.0 -0.1 70 0.55 0.85 0.5 3 160.0 15.0 30.0 4 E 13.0 0.50 0 30.0 1.0 0.09 0.0 0.28 -0.13 0.5 0.0 0.26 0.50 9000 1100 8804 1 1 0
PROTO 1400.0 2800.0 1.7 0.0 0.0 0.0 75 1.4 1.4 0.5 5 420.0 40.0 10.0 R P 40.0 0.5 1 40.0 1.0 50.0 0.0 0.05 -0.05 0.4 1.0 0.3 0.1 1200000 C0112014 1700007 2 2 1

carspawner.ini:
[range_1]
start = 400
end = 611

[range_2]
start = 612
end = 612

fastman92limitAdjuster_GTASA.ini:
; fastman92limitAdjuster_GTASA.ini

[DYNAMIC LIMITS]
; ColModels (10150)
ColModels = 20150

; VehicleStructs (50)
; Max number of vehicles with different IDs loaded.
#VehicleStructs = 50

; rwObjectInstances (1000)
#rwObjectInstances = 1000

; Matrices (900)
#Matrices = 900

; PtrNode Singles (70000)
#PtrNode Singles = 70000

; PtrNode Doubles (3200)
#PtrNode Doubles = 3200

; EntryInfoNodes (500)
#EntryInfoNodes = 500

; QuadTreeNodes (400)
#QuadTreeNodes = 400

; Collision links (50)
Collision links = 250

; CustomEnvMapPipeMatDataPool (4096)
#CustomEnvMapPipeMatDataPool = 4096

; CustomEnvMapPipeAtmDataPool (1024)
#CustomEnvMapPipeAtmDataPool = 1024

; CustomSpecMapPipeMaterialDataPool (4096)
#CustomSpecMapPipeMaterialDataPool = 4096

; Stunt jumps (256)
#Stunt jumps = 256

[IPL]
; IPL : inst section, buildings (13000)
Buildings = 23000

; IPL: inst section, dummies (2500)
#Dummies = 2500

; IPL : inst entries per file (4096)
Inst entries per file = 8096

; IPL: entity index array (40)
#Entity index array = 40

; IPL: map zones (50)
#Map zones = 50

; IPL: navigation zones (380)
#Navigation zones = 380

; IPL: occl for interiors (40)
#Interior occluders = 40

; IPL: occl for map (1000)
#Occluders = 1000

; IPL: tcyc (32)
#Timecycle modifiers = 32

[IDE LIMITS]

; IDE : objs section type 1 (14000)
IDE Objects Type 1 = 24000

; IDE : objs section type 2 (70)
#IDE Objects Type 2 = 70

; IDE : tobj section (169)
#Timed Objects = 169

; IDE : hier (92)
#Hier Objects = 92

; IDE : cars section (212)
Vehicle Models=300

; IDE : peds section ( 278 )
#Ped Models = 278

# IDE : weap section ( 51 )
#Weapon Models = 51

[MAP LIMITS]
; Apply paths limit patch
#Apply paths limit patch = 1

; Paths map size (6000)
; This option requires new set of files if map size is changed!!!
#Paths map size = 12000

; Radar map size (6000)
; This option requires new set of files if map size is changed!!!
#Radar map size = 12000

; Water map size (6000)
#Water map size = 24000

; Renderware world map size (10000)
Renderware world map size = 24000

; World map size (6000)
World map size = 24000

; World sector size (50)
World sector size = 1000

; World LOD sector size (200)
World LOD sector size = 400

[IMG LIMITS]
; Max number of IMG archives (8)
Max number of IMG archives = 16

[DIRECTORY LIMITS]
; Extra objects directory (550)
#Extra objects directory = 550

; Cutscene directory (512)
#Cutscene directory = 512

[WATER LIMITS]
; Water triangles (6)
#Water triangles = 6

; Water quads (301)
#Water quads = 301

; Water quads and triangles list (701)
#Water quads and triangles list = 701

; Water vertices (1021)
#Water vertices = 1021

[CAR STREAMING]

; Cargrp cars per group (23)
; Max number you can put is 63.
; Do not put more unless this 63 limit will be removed in the next version of limit adjuster.
; Remember to increase a limit of VehicleStructs appropriately!
; Otherwise the game will crash after minutes of playing, because a limit of VehicleStructs will be exceeded.
#Cargrp cars per group = 23

; Streaming : DesiredNumberOfVehiclesLoaded (22)
; This limit must be lower than a number of members per car group.
; Remember to increase a limit of VehicleStructs, it must be higher than desired number of vehicles loaded.
#Streaming_DesiredNumberOfVehiclesLoaded = 22

; Car generators (500)
#Car generators = 500

; Number of process counter passes for car generators (4)
#Number of process counter passes for car generators = 4

; Should CCarGenerator_extended be used?
#Use extended format for car generators = 0

; Accept any ID for car generator?
#Accept any ID for car generator = 0

[STREAMING]
; Memory available, in MB unit (megabytes), default value 50
#Memory available = 50

; Number of requested models above which the game considers loading very busy (5)
#Number of requested models above which the game considers loading very busy = 5

; Minimum number of iterations in LoadAllRequestedModels (10)
#Minimum number of iterations in LoadAllRequestedModels = 10

[RENDERER LIMITS]
; Invisible entity pointers (150)
#Invisible entity pointers = 150

; Visible super LOD pointers (50)
#Visible super LOD pointers = 50

; Visible LOD pointers (1000)
#Visible LOD pointers = 1000

; Visible entity pointers (1000)
#Visible entity pointers = 1000

[VISIBILITY LIMITS]
; Alpha list limit (20)
#Alpha list limit = 20

; Alpha boat atomic list limit (20)
#Alpha boat atomic list limit = 20

; Alpha entity list limit (200)
#Alpha entity list limit = 200

; Alpha underwater entity list limit (100)
#Alpha underwater entity list limit = 100

; Alpha really draw last list limit (50)
#Alpha really draw last list limit = 50

[ID LIMITS]
#Apply ID limit patch = 0

#I want to increase the IPL limit and I know it may cause bugs = 0

; ------- Information:
; ---- Count of files of one type can't be higher than 65535. That means you can have set a 65535 value for DFF/TXD/COL or whatever, but can't set 65536 or anything higher.
; ---- Total number of file IDs virtually unlimited (__int32)

; DFF (20000)
FILE_TYPE_DFF = 30000

; TXD (5000)
FILE_TYPE_TXD = 10000

; COL (255)
FILE_TYPE_COL = 6000

; IPL (256)
FILE_TYPE_IPL = 356

; IFP (180)
FILE_TYPE_IFP = 180

; RRR (475)
#FILE_TYPE_RRR = 475

; SCM (82)
#FILE_TYPE_SCM = 82

; LOADED_START (2)
#FILE_TYPE_LOADED_START = 2

; REQUESTED_START (2)
#FILE_TYPE_REQUESTED_START = 2

; different limits below
; These limits don't require 'ID limit patch' to be enabled.

; Count of killable model IDs (vehicles/peds) (800)
; In game there's an array CDarkel::RegisteredKills and it stores the number of registered kills for model IDs.
; Model IDs that may be killed are vehicles/peds.
; Default value of 800, means that 0-799 is valid ID for ped/vehicle.
;
; In short, this value will affect the max possible ID for ped/vehicle.
#Count of killable model IDs = 800

[HANDLING.CFG LIMITS]
Apply handling.cfg patch = 1

; Number of standard lines (210)
Number of standard lines = 500

; Number of bike lines (13)
Number of bike lines = 100

; Number of flying lines (24)
Number of flying lines = 100

; Number of boat lines (12)
#Number of boat lines = 12

; Number of animation groups (30)
#Number of animation groups = 30

[SCM LIMITS]
; max size in bytes of MAIN segment from main.scm (200000)
#Max size of MAIN segment = 200000

# max mission size from main.scm (69000)
#Max mission size = 69000

; Running scripts (96)
#Running scripts = 96

; Mission cleanup array limit (75)
#Mission cleanup = 75

[OTHER LIMITS]
; Coronas (64)
#Coronas = 64

; Max size of single collision from .col archive (32768)
Collision size = 52768

; Cover points (100)
#Cover points = 100

; Limit for number of object.dat entries.
; 5 first entries of array are reserved for hardcoded purpose.
#Object info entries = 160

; References (3000)
#References = 3000

[SPECIAL]
; Disables 270 kmh plane speed limit.
Disable plane speed limit = 1

; Make helicopters land on water when cars on water cheat enabled
#Make helicopters land on water when cars on water cheat enabled = 1

; Make save of variable size
#Make save of variable size = 0

[ERROR REPORTING]
Enable error reporting = 1

Attempt to load object instance with undefined ID = 1
#Car generator limit exceeded = 0
IMG archive needs rebuilding = 1
Model does not have collision loaded = 1

[DEBUG OUTPUT]
; Enables debug output from sprintf and printf functions.
#Enable debug output = 0

[PLUGIN PATCHES]
; Enables plugin patches.
#Enable plugin patches = 0

[MAIN]
author = fastman92

; Crash expection handler
; You should leave it enabled, or there will be no crash log.
; Please don't disable it unless you have a good reason.
Register global expection handler = 1

Free IDs.txt:
Free IDs (generated by Free ID list generator, made by fastman92.tk):

2-6, 8, 42, 65, 74, 86, 119, 149, 208, 265-273, 289, 329, 332, 340, 382-383, 398-399,

612-614, 662-663, 665-668, 699, 793-799, 907-909, 965, 999, 1194-1206, 1326, 1573, 1699, 2883-2884, 3136-3166, 3176-3177, 3179-3186, 3188-3192,

3194-3213, 3215-3220, 3222-3240, 3245, 3247-3248, 3251, 3254, 3266, 3348-3349, 3416, 3429, 3610-3611, 3784, 3870-3871, 3883, 3889, 3974,

4542-4549, 4763-4805, 5085, 5090-5104, 5376-5389, 5683-5702, 6011-6034, 6254, 6258-6279, 6348, 6526-6862, 7393-7414, 7974-7977, 9194-9204, 9268, 9479-9481, 10311-10314,

10745-10749, 11418-11419, 11682-12799, 13564-13589, 13668-13671, 13891-14382, 14529, 14555, 14557, 14644-14649, 14658-14659, 14696-14698, 14729-14734, 14766-14769, 14857, 14884, 14899,

14904-15024, 15065-15999, 16791-16999, 17475-17499, 17975, 17977, 17979-17999, 18037, 18103, 18106-18108, 18110-18111, 18113-18199, 18631-19999

There is it! Thanks!


Emanuelcerna
"Vic"
Vic
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15.01.2017, 22:31

deverian de hacer un video de como intalarlos sin remplasarlos
biggrinbiggrinbiggrinbiggrin


Automan
"Vic"
Vic
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16.01.2017, 11:13

 Quote: Emanuelcerna

deverian de hacer un video de como intalarlos sin remplasarlos
biggrinbiggrinbiggrinbiggrin

Un vídeo para su uso Bloc de notas?... D'Oh! crazy biggrin

@qfm303
activate the string:
#Count of killable model IDs = 800

The string:
ZPROTO0 Proto
has been added in the file:
(...)Rockstar GamesGTA San AndreascleoCLEO_TEXTvehicles.fxt.
?


qfm303
"Vic"
Vic
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16.01.2017, 11:48

 Quote: Automan

 Quote: Emanuelcerna

deverian de hacer un video de como intalarlos sin remplasarlos
biggrinbiggrinbiggrinbiggrin

Un vídeo para su uso Bloc de notas?... D'Oh! crazy biggrin

@qfm303
activate the string:
#Count of killable model IDs = 800

The string:
ZPROTO0 Proto
has been added in the file:
(...)Rockstar GamesGTA San AndreascleoCLEO_TEXTvehicles.fxt.
?
What do you mean to activate #Count of killable model IDs = 800? Like 801? And also I've already added ZPROTO0 Proto in vehicles.fxt.smile


Emanuelcerna
"Vic"
Vic
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16.01.2017, 13:54

@Automan un video de como instalarlo sin reemplazar los autos de gta san seria buena ida para los que no puende hacerlo goodgoodgoodgoodbiggrin


Automan
"Vic"
Vic
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16.01.2017, 16:33

 Quote: qfm303

 Quote: Automan

 Quote: Emanuelcerna

deverian de hacer un video de como intalarlos sin remplasarlos
biggrinbiggrinbiggrinbiggrin

Un vídeo para su uso Bloc de notas?... D'Oh! crazy biggrin

@qfm303
activate the string:
#Count of killable model IDs = 800

The string:
ZPROTO0 Proto
has been added in the file:
(...)Rockstar GamesGTA San AndreascleoCLEO_TEXTvehicles.fxt.
?
What do you mean to activate #Count of killable model IDs = 800? Like 801? And also I've already added ZPROTO0 Proto in vehicles.fxt.smile

Revove '#' for active the string. smile

 Quote: Emanuelcerna

@Automan un video de como instalarlo sin reemplazar los autos de gta san seria buena ida para los que no puende hacerlo goodgoodgoodgoodbiggrin

0) Esta herramienta sólo utilizará los mods de fastman92.
Es decir: Free ID List Generator 4.0, Limit Ajustador 2.6, Loader Vehicle Audio 1.2, Car Spawner 2.1.
Y Cleo 4.3, ASI Loader 1.2.
Incluyendo gta3.img vacío, y todo lo que toma.
Compatibilidad probada con ENB Series 0.076 e IVF 2.1.1.

1) Debe tener GTA-SA 1.0 EE.UU., con gta_sa.exe de 14.383.616 bytes.
Luego instale:

[A] Todo lo que tenemos que cleo, (scripts, texto, y más), lo puso en la carpeta de cleo herramienta.
Luego mueva la carpeta cleo en SA.

[B] Mover el contenido de la carpeta:
to GTA San Andreas-data
A la carpeta 'data' en SA.

[C] Mover el contenido de la carpeta:
to GTA San Andreas
A la carpeta SA. Reemplace si hay que reemplazar.

2) Para los vehículos nuevos, debe usar una identificación gratuita.
Esta es una lista probable:
2-6, 8, 42, 65, 74, 86, 119, 149, 208, 265-273, 289, 329, 332, 340, 382-383, 398-399,
<--->
612-614, 662-663, 665-668, 699, 793-799, 907-909, 965, 999, 1194-1206, 1326, 1573, 1699, 2883-2884, 3136-3166, 3176-3177, 3179- 3186, 3188-3192,
3194-3213, 3215-3220, 3222-3240, 3245, 3247-3248, 3251, 3254, 3266, 3348-3349, 3416, 3429, 3610-3611, 3784, 3870-3871, 3883, 3889, 3974,
4542-4549, 4763-4805, 5085, 5090-5104, 5376-5389, 5683-5702, 6011-6034, 6254, 6258-6279, 6348, 6526-6862, 7393-7414, 7974-7977, 9194-9204, 9268, 9479-9481,
10311-10314,
10745-10749, 11418-11419, 11682-12799, 13564-13589, 13668-13671, 13891-14382, 14529, 14555, 14557, 14644-14649, 14658-14659, 14696-14698, 14729-14734, 14766-14769, 14857, 14884, 14899,
14904-15024, 15065-15999, 16791-16999, 17475-17499, 17975, 17977, 17979-17999, 18037, 18103, 18106-18108, 18110-18111, 18113-18199, 18631-19999

Abra una sesión de juego y escriba 'free'.
Archivo 'Free IDs.txt'se creará con ID libre.
Consejo de seguir el orden, y no utilizar los identificadores por debajo de 400, con el fin de ponerlos siempre en la parte inferior del archivo vheicles.ide.

3) Agregue los archivos *.dff y *.txd del nuevo vehículo en el archivo gta3.img, con IMGTool o Spark o Alci's IMG Editor.
Alternativamente, como renombrarlo en gta3ori.img, crea un nuevo gta3.img,
Y utilizar esto para los mods.
En el archivo gta.dat agregue gta3ori.img así:
#
# Load IDEs first, then the models and after That the IPLs
#
IMG DATAPATHSCARREC.IMG
IMG DATASCRIPTSSCRIPT.IMG
IMG MODELSCUTSCENE.IMG
IMG MODELSGTA3ORI.IMG <<<----- (flecha no, por supuesto ..)

4) Abra el archivo fastman92limitAdjuster.ini, e incremente el número de vehículos, desde:
[IDE LIMITS]
; IDE: objs section type 1 (14000)
#IDE Objects Type 1 = 14000
; IDE: objs type section 2 (70)
#IDE Objects Type 2 = 70
; IDE: tobj section (169)
#Timed Objects = 169
; IDE: hier (92)
#Hier Objects = 100
; IDE: cars section (212)
#Vehicle Models = 212 <<<-----

a:
[IDE LIMITS]
; IDE: objs section type 1 (14000)
#IDE Objects Type 1 = 14000
; IDE: objs type section 2 (70)
#IDE Objects Type 2 = 70
; IDE: tobj section (169)
#Timed Objects = 169
; IDE: hier (92)
#Hier Objects = 100
; IDE: cars section (212) << ----- no hay necesidad de aumentar esta línea
Vehicle Models = 213 <<<-----

Aumente este parámetro para cada vehículo añadido.
Recuerde que la cadena '#' hace un comentario, y luego quítelo!

5) Editar el archivo vehicles.ide. Por ejemplo:
612, massacro, massacro, car, MASSACRO, ZMASSAC, null, executive, 5, 0, 0, -1, 0.80, 0.80, 0

El primer parámetro es el nuevo ID, no utilizado, en nuestro caso 612.
El segundo y el tercero es el nombre de los nuevos archivos de vehículo *.dff y *.txd.
El cuarto es el tipo de vehículo.
El quinto es el nombre que coincide con el ID del archivo handling.cfg, máx 14 caracteres.
El sexto es el nombre que coincide con el ID del archivo de texto *.gxt, máximo 7 caracteres.
El resto son los parámetros del vehículo.

6) Modifique los archivos calcols.dat, cargrp.dat y carmod.dat.
Para carcols agregar la cadena, en el orden alfabético:
Massacro, 1,1, 26,26, 111, 111, 125, 125, 6,6, 3,3, 7,7, 27, 27

Para cargrp, añada el nombre del vehículo en un grupo, por ejemplo:
Buffalo, estirar, taxi, taxista, entrenador, flash, sultan, clubs, massacro <<< -----
# POPCYCLE_GROUP_CLUBBERS

Para cada grupo puede haber hasta 23 vehículos.
Él quería más, abrimos nuestros límites de archivo y cambiamos por:
[CAR STREAMING]
; Cargrp cars to group (23)
; Max number you can put is 63.
; Do not put blackberries 63 Unless this limit will be removed in the next version of limit adjuster.
; Remember to increase a limit of VehicleStructs appropriately!
; Otherwise the game will crash after minutes of playing, Because a limit of VehicleStructs will be exceeded.
#Cargrp Cars per group = 23 <<< -----

a:
[CAR STREAMING]
[CAR STREAMING]
; Cargrp cars to group (23)
; Max number you can put is 63.
; Do not put blackberries 63 Unless this limit will be removed in the next version of limit adjuster.
; Remember to increase a limit of VehicleStructs appropriately!
; Otherwise the game will crash after minutes of playing, Because a limit of VehicleStructs will be exceeded.
Cargrp cars per group = 24 <<< ----- + 1, o lo que queremos.

Para el archivo carmods, agregue la cadena, en orden alfabético:
Massacro, nto_b_s, nto_b_l, nto_b_tw

7) Edite el archivo handling.cfg.
Añadimos en la categoría del vehículo dell'handling.ide, básicamente, la cadena:
MASSACRO 1700,0 3600,0 1,8 0,0 0,2 0,0 85 1,0 1,0 0,5 5 311,0 35,0 15,0 R P 30,0 0,5 1 40,0 1,0 5,0 0,0 0,1 -0,05 0,5 0,5 0,2 0,2 ​​275000 C0002000 400000 2 2 0

Para la bici, el vuelo y el cargador, agregue la secuencia suplementaria.

Abra el archivo de nuevo fastman92limitAdjuster.ini y modifique también:
[HANDLING.CFG LIMITS]
#Apply Handling.cfg patch = 0 <<< -----
# Number of standard lines = 210 <<< -----
# Number of bike lines = 13
# Number of flying lines = 24
# Number of boat lines = 12

a esto:
[HANDLING.CFG LIMITS]
Apply patch handling.cfg = 1 <<< -----
Number of standard lines = 211 <<< -----
# Number of bike lines = 13
# Number of flying lines = 24
# Number of boat lines = 12

Presta atención aquí para eliminar el '#'!

8) Añada ahora el sonido al vehículo.
Dar sonido Massacro de Super GT.
Abra la fecha del archivo / vehicleAudioSettings.cfg.
Intente y copie en la parte inferior de la cadena:
Supergt 0 103 102 1 0,9 1,0 4 1,0 2 8 0 2 0,0

Y renombrar:
Masacro 0 103 102 1 0,9 1,0 4 1,0 2 8 0 2 0,0

9) Ahora añada el nombre del vehículo. No utilizará el *.gxt.
Con NotePad++ abra el archivo cleo/CLEO_TEXT/vehicles.fxt.
añadir:
ZMASSAC massacro

10) Los nuevos vehículos no se obtienen altrettando fácilmente.
Puede utilizar el spawner incluido.
En la prensa del juego '3', y con flechas, horizontal y vertical, elegimos el vehículo.
Con 'space' o 'enter' entre nuestro nuevo vehículo.

Pero hay que añadirlo a la lista de nuestros vehículos carspawner.
Abra el archivo cleo / CarSpawner.ini.
Aquí tenemos la gama estándar de vehículos:
[range_1]
start = 400
end = 611

Si hubiéramos añadido los ID 612, 613, 614 y 662, debemos cambiar:
[range_1]
start = 400
end = 614 <<< -----

[range_2] <<< -----
start = 662 <<< -----
end = 662 <<< -----


qfm303
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16.01.2017, 17:48

@Automan
I'm again sorry but removing # does not change anything...cray
Oh, when I downloaded fastman92's carspawner, there wasn't vehicles.fxt in cleocleo_text. So, I made it with notepad and put it in the folder. Does this matter?


Kr0n0s800
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17.01.2017, 00:46

genial exelente trabajogoodbiggrin


Automan
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17.01.2017, 11:00

 Quote: qfm303

@Automan
I'm again sorry but removing # does not change anything...cray
Oh, when I downloaded fastman92's carspawner, there wasn't vehicles.fxt in cleocleo_text. So, I made it with notepad and put it in the folder. Does this matter?

???
vehicles.fxt is not in carspawner, but in fatsman limit adjuster... In FXT folder.
Move in Cleo/cleo_text


qfm303
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17.01.2017, 13:02

 Quote: Automan

 Quote: qfm303

@Automan
I'm again sorry but removing # does not change anything...cray
Oh, when I downloaded fastman92's carspawner, there wasn't vehicles.fxt in cleocleo_text. So, I made it with notepad and put it in the folder. Does this matter?

???
vehicles.fxt is not in carspawner, but in fatsman limit adjuster... In FXT folder.
Move in Cleo/cleo_text
Well, vehicles.fxt is already in cleocleo_text folder. One thing I'm sure about is that editing carspawner.ini doesn't change anything. I mean if I edit
[range_1]
start = 400
end = 611
to
[range_1]
start = 612
end = 612
is does nothing, if I edit to
[range_1]
start = 400
end = 400
it does nothing. Editing carspawner never changes anything! I think that carspawner.cs or carspawner.ini may be the real problem.smile


Automan
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17.01.2017, 13:27

@qfm303you press 3 key in game?...hunter


qfm303
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17.01.2017, 17:02

 Quote: Automan

@qfm303you press 3 key in game?...hunter
I mean no matter how I edit the
[range_1]
start = 400
end = 611
when I press 3 it only allows me vehicles id 400 ~ 611. I cannot find 612 even though I add id 612 like
[range_1]
start = 400
end = 611

[range_2]
start = 612
end = 612
this.bye


Automan
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17.01.2017, 17:50

 Quote: qfm303

 Quote: Automan

@qfm303you press 3 key in game?...hunter
I mean no matter how I edit the
[range_1]
start = 400
end = 611
when I press 3 it only allows me vehicles id 400 ~ 611. I cannot find 612 even though I add id 612 like
[range_1]
start = 400
end = 611

[range_2]
start = 612
end = 612
this.bye

So, I think you need fastman help... good
http://gtaforums.com/topic/733982-fastman92-limit-adjuster/


qfm303
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17.01.2017, 18:15

 Quote: Automan

 Quote: qfm303

 Quote: Automan

@qfm303you press 3 key in game?...hunter
I mean no matter how I edit the
[range_1]
start = 400
end = 611
when I press 3 it only allows me vehicles id 400 ~ 611. I cannot find 612 even though I add id 612 like
[range_1]
start = 400
end = 611

[range_2]
start = 612
end = 612
this.bye

So, I think you need fastman help... good
http://gtaforums.com/topic/733982-fastman92-limit-adjuster/
Thanks!biggrin


LokizGood
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18.01.2017, 10:08

i Love To See The Rocket Car :DD good


Kr0n0s800
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18.01.2017, 23:20

byecuando estara listo el Ocelot Penetrator??biggrin


Automan
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19.01.2017, 11:26

 Quote: Kr0n0s800

byecuando estara listo el Ocelot Penetrator??biggrin

5-6 días smile


Dani02
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21.01.2017, 17:16

10/10biggrinbiggrin
Next car?


Automan
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21.01.2017, 18:30

 Quote: Dani02

10/10biggrinbiggrin
Next car?

245.Pfister Comet Retro Custom & Normal [I/E Sport]
and after:
244.Ocelot Penetrator [I/E Super] (new)
smile


Automan
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22.01.2017, 17:56

245.Pfister Comet Retro Custom & Normal [I/E Sport]
In Approval of Admin. smile


25.01.2017, 00:27

Amazing job as always Automan. I hope this one is compatible with 2 passengers, the last BF Ramp Buggy I could download only had 1 seat and a few bugs. I'm gonna try this one. 10/10.


25.01.2017, 00:32

@qfm303 I would suggest you to edit cargrp.dat and make the car spawn in industrial places or maybe in a gang like Los Santos Vagos, perhaps that would make it easier for you so the car would spawn frequently. I don't know, I tried that way, it might work for you too.


by Nando
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03.02.2017, 00:55

Muy buen carro good lo puedo hacer solo en dff para gta sa android


samontik25
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19.03.2017, 07:57

man this car is not actually flipping any car smoothly cray


Automan
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19.03.2017, 08:43

 Quote: samontik25

man this car is not actually flipping any car smoothly cray

If gta-sa was equal to gta-v, they were not made gta-v...


samontik25
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19.03.2017, 17:50

@Automan you can check out muhammad gibran's ramp buggy mod . well you can see that with your mod when i slowly etrike a wall the front ramp part i entering inside the wall where as muhammad gibran's mod was not doing it

i did'nt like his mod but i like your mod for making some enb reflections where that person's mod was not giving reflections your mod is correct for reflections.. good crazy


samontik25
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22.03.2017, 05:50

I have made a perfectly working handling line for this mod to work properly in game:

[[ <car name> 45000.0 44000.0 2.5 0.0 0.0 -0.3 80 0.75 0.88 0.55 4 230.0 50.0 4.0 4 P 20.0 0.5 0 37.5 0.9 0.10 5.0 0.25 -0.20 0.35 0.0 0.25 0.002 35000 40112800 00200000 0 0 0 ]]

hope you all like it.. hunter good


Automan
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22.03.2017, 08:09

 Quote: samontik25

I have made a perfectly working handling line for this mod to work properly in game:

[[ <car name> 45000.0 44000.0 2.5 0.0 0.0 -0.3 80 0.75 0.88 0.55 4 230.0 50.0 4.0 4 P 20.0 0.5 0 37.5 0.9 0.10 5.0 0.25 -0.20 0.35 0.0 0.25 0.002 35000 40112800 00200000 0 0 0 ]]

hope you all like it.. hunter good

We can of course do everything to make vehicles.
But we have to respect what they are.
Ramp Buggy can not weigh 45 tons and be 4x4 ... biggrin


samontik25
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22.03.2017, 15:51

@Automan
yeah I know but if that's weight is lower than any other vehicles it will be unsuccessful to flip any car
i have tested more than 10 times
after i succeeded by making in 45 tons


CarlosFX
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07.08.2017, 01:40

crazy


xianqw
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27.04.2018, 18:22

crazy


MR.Rant
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03.07.2018, 02:41

can i convert it to vice city?


Automan
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03.07.2018, 07:26

 Quote: MR.Rant

can i convert it to vice city?

Yes, you can! biggrin


SpencerX
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22.12.2018, 02:35

Great!biggrinbiggrin


GeeStriker
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15.05.2021, 08:55

its not working tho i followed the instructions but didn't work it said it suppose to replace bandito but didnt work it still the same bandito default model

edit:
i want to rate this a hard 5 out of 10
reason is the rampbug is not a existed car. replacing the rampbug to bandito works
and automan please just update your rampbug files to bandito in other words some new people will get confuse and rating this 1 out of 10


Automan
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15.05.2021, 10:18

 Quote: GeeStriker

its not working tho i followed the instructions but didn't work it said it suppose to replace bandito but didnt work it still the same bandito default model

edit:
i want to rate this a hard 5 out of 10
reason is the rampbug is not a existed car. replacing the rampbug to bandito works
and automan please just update your rampbug files to bandito in other words some new people will get confuse and rating this 1 out of 10

 Quote: description

-Add. Bandito for replaced.

Welcome, anyway.


fernandp2020
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20.05.2021, 03:38

goodgoodgoodgood


ghidorah29
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27.08.2022, 16:37

good


AkaPreston40
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20.03.2024, 00:59

good