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How to convert Add-on cars to Replace without losing tuning parts?



  • Hey everybody, it's me again, with some new problems and questions :D

    So,I converted an add-on vehicle to replace elegy2(except the .meta files)by changing some names,but I got some problems.The driver is badly positioned now.Also,I renamed and replaced the tuning parts as well,to be able to use them(And deleted the excess files from RH8,including interior.ytd and some tuning parts)But now,It looks weird when I change them.How can I fix them?What do you people recommend alternatively?

    Thanks.



  • @gamerpro023 First of all you need to change meta files (: drivers position is wrote in 'vehicles.meta', then you should change aswell 'handling.meta' for best driving experience and avoid possible problems as flipping car in cornering. Next meta/ymt files to change are 'carcols' and 'carvariations'.

    Carvariations say in which colors is the vehicle spawning, what license plates it is using, what lights options it is using and which tuning parts it is using. Here we go thru your second question.

    Carcols have wrote details about tuning parts. There are info like which 'tuning_part_model_name' is attaching on what part of vehicle (names can be specific for each model depending on authors choice, bumper can't be named aswell for example as extra). And what part's of vehicle it will turn off, then what other tuning parts models are linked to it (for example mirrors can be do this way, tuning part is left tuned mirror but it have linked right mirror so game use them both together all the time).

    So easiest way to make tuning parts work is this:
    Let's say we have 'CarA' as addon car which we use to replace vanilla car named 'CarB'. 'CarB' have some tuning parts and they should be named as 'CarB_mods.rpf'. This archive have some amount of models - tuning parts models named this way - CarB_bumf, CarB_spoiler_1, CarB_chassis etc. Our addon car have aswell tuning cars and they can be named anyhow depend on author but let's say its named 'CarA_tuning.rpf'.

    Rename it to the 'CarB_mods.rpf' and replace 'CarB_mods.rpf' in all locations where you find it using search tool in OpenIV. Now you have replaced tuning parts and would be able use them ingame, but in this step it would look weird and can randomly fly near car or even crash a game.

    Now go to he carcols file - if 'CarB.yft' is located in x64e.rpf you are looking for 2 files named 'carcols.ymt', if 'CarB.yft' is located in any dlcpack (for example mpasault) then you are looking for 1 or 2 files named 'carcols.meta' located in any location which include 'mpassault', some dlc packs have 1 location = 1 carcols file, some of them have 2. (this same rule with meta/ymt is used for carvariations files)

    Open carcols file and search for 'CarB'. You will find anything like this '<kitName>NUMBER_CarB_modkit</kitName>' and it continues somehow like this:

    <kitName>NUMBER_CarB_modkit</kitName>
    <id value="NUMBER" />
    <kitType>MKT_SPECIAL</kitType>
    <visibleMods>
    <Item>
    <modelName>CarB_bumf</modelName>
    <modShopLabel>MNU_BUMF10</modShopLabel>
    <linkedModels />
    <turnOffBones>
    <Item>bumper_f</Item>
    </turnOffBones>
    <type>VMT_BUMPER_F</type>
    <bone>bumper_f</bone>
    <collisionBone>chassis</collisionBone>
    <cameraPos>VMCP_DEFAULT</cameraPos>
    <audioApply value="1.000000" />
    <weight value="20" />
    <turnOffExtra value="false" />
    <disableBonnetCamera value="false" />
    <allowBonnetSlide value="true" />
    </Item>....

    Then you have <linkMods> lines, <statMods> lines, <slotNames> lines, <liveryNames> lines and at the end is '</Item>' following by '<Item>' and another vehicle = <kitName>NUMBER_CarX_modkit</kitName>. Now you know where is start and end of one vehicle lines. Important for us is '<visibleMods>' part, but I recomend replace all the lines coz even statmods like too low suspension can cause problems ingame.

    So open carcols from your addon CarA and copy all lines from '<visibleMods>' till the end of vehicles lines (not end of the carcols file! coz there could be more info than just tuning parts of one vehicle, for example lights settings). That mean you replaced all lines of one vehicle except 3 lines at the start which are:

    <kitName>NUMBER_CarB_modkit</kitName>
    <id value="NUMBER"/>
    <kitType>MKT_VEHICLETYPE</kitType>

    Thanks to this you used old rpf - 'CarB_mods.rpf' but rewrite information about tuning parts and their location on new model. If you did all right you should be able to use tuning parts without any issues. Adding tuning parts to the vehicle which don't actually use any tuning parts is whole other level and I don't recommend to try to do it :grin:

    Hope it would be understandable for you and it would help you to fix your problems :pray_tone3:

    And about deleting files from ytd of addon, don't do it. You don't need to and have no reason to do that, theyare there from any reason, even if it's useless files, you never know.



  • @ArmaniAdnr Okay,Thanks for your explanation.I will try it and write what I experienced.
    Btw,I tried to use Reyser's add on replacer dlc pack mod(Which lets you create a dlcpack for not to lose fps and not to replace vanilla files)but It was like nightmare to me,At first the cars worked but making the tuning parts working is the thing that I ve been struggling on till morning now and It was so hard for me(Im not very good at modding,maybe that's why)So,
    I installed EMF now and will try with that,I know I still need to change carvariations.The mods I m gonna be testing will be GT-R by Yca y97 Ford GT by Aige and Lambo Countach by dover05.All of them are add-on s,But I want to see them,instead of some vanilla cars(I wont say they are shit because they aren't,I was in love lore friendly mods but now I want more real-life vehicles in my game)Btw,a bit of out of context but I guess that Corona shit also infected MY GTA5-MODS ACCOUNT,IT CHANGED INTO 2 DIFFERENT ACCOUNTS THIS DAY! and I dunno what's happening If somebody s hacking me,don't do it my PC don't got any nude pics or bank accounts,pure game and google chrome tabs filled with quality vids.



  • @gamerpro023 I'm using aswell addon DLCs for reaplcing anything but I'm not sure if tuning parts would work this way aswell. Tuning parts I always change in their original locations. To be honest I don't remember why I decided like that but it is very possible that it was coz game had problem with it in addon dlc (coz carcols-carvariations-tuning part are I think all linked to each other to work properly so once tuning parts are in different folder it may not work, but I'm not 100% sure about this)

    about that account, don't worry aboutit just logout and login again. It is happening last few weeks and they still working on fix. It's not your account/pc/browser mistake, problem is here on web.



  • @ArmaniAdnr I plan to change nearly all vehicles in game but according to something I read.After some cars(70 80 cars I guess)game start to show flickering textures and lag,and It is inevitable even If you have heap adjuster,a good gamecoınfig etc. Is it true?Cuz If not,I will probably aswell do fully manual,without emf or any other single dlc making things.How do I find the files more easier btw?I mean there is like 15 20 carcols meta and I don't want to look inside them one by one,like this modding thing not a time consuming thing already.I got some weird experience btw,more like nightmare,there was red enemy vehicle blips on the map but they were showing traffic vehicles and the game was going full nuts,everything was flickering and popping up,It was like the end of the world.

    And thanks for the info btw,I thought I was hacked for some moment,normally I don't care for such things but this was a bit weird.



  • @gamerpro023 even yesterday I was writing about this problem in this post it is still big problem for vehicles which are spawning in traffic :disappointed:

    About finding which carcols.meta use I already wrote you, always have include same dlc name in the location address as .yft file of that vehicle is located at:

    Now go to he carcols file - if 'CarB.yft' is located in x64e.rpf you are looking for 2 files named 'carcols.ymt', if 'CarB.yft' is located in any dlcpack (for example mpasault) then you are looking for 1 or 2 files named 'carcols.meta' located in any location which include 'mpassault', some dlc packs have 1 location = 1 carcols file, some of them have 2. (this same rule with meta/ymt is used for carvariations files)



  • Allright I wont use Emf neither,The nightmare still continues and my game is screwed and that motherfu*king piece of parts are not spawning I've been wasted a day on this useless shit and I wont die without spawning these fukin virtual piece of metals!!



  • @gamerpro023 :grin: keep working on it, you have whole tutorial by me you just have to find out what you did different :grin: I know that feel, I just spend 3 hours by creating Addon folder that is still not working :grin:



  • I swear I spend %2 of my total life time to mod this game,but It's worth so that's why I'm not giving up*.Yeah I will definitely fix that problem,your help won't go for nothing :D

    EDIT:I Fixed it,I think It was a vehicle persistence mod that caused the problem.I saved a countach somewhere with that mod but after I delete it and I guess It screwed my game so after I delete some vehicles from persistence folder(not the mod itself,only the vehicles that are not in the game at the moment)It worked.Anyway here's the link to that painful moments

    Now It't time for replacements



  • So,After soo many attepms and fails,I THOUGHT I solved my problem.When I tried only with countach,It worked and I was so happy.After driving a bit,I went to try with gtr 2017 so Installed it aswell,so there was 2 replaced cars in game now (and DIDNT tried with ford gt,since there is no bullet_mods folder and I don't want to replace ford gt with another car)But after doing the same thing with it,the modifications didn't appear,again.They were like 0 and 0.What s It could be about?If Its the game limit I don't think It will be exceed just with two goddamn cars.Btw I didn't edited the vehicles.meta,when trying these two vehicles because when countach worked,I thought I don't need to edit it.What s the use of it ?



  • @gamerpro023 you had to do anything wrong man, you see you finally manage it on another cars :see_no_evil: it's hard to say when I don't know what did you do etc. I don't know what you mean by that 0, but anyway there is nothing like limit that few cars can have tunings and few not. Only thing can be if you have a lot of mods in your game, you can experience lossing textures, not only buldings but tuning parts aswell. I think you are testing tuning parts by trainer not in LSCustoms right? So don't do this in city, go somewhere where is not much props to spawn for example airport near the lake where is flying school located, if there your tuning parts appear and in city not, tuning is working and you just have too much mods so big files don't load or load slowly (:
    about vehicles.meta I respond to you in other topic where you was asking. It is very important file but have nothing to do with tuning parts.



  • @ArmaniAdnr
    I just saw this comment,yeah I use trainer,and mechanic hates me for not buying parts from him :P :D

    @ArmaniAdnr said in How to convert Add-on cars to Replace without losing tuning parts?:

    Only thing can be if you have a lot of mods in your game, you can experience lossing textures, not only buldings but tuning parts aswell.

    Is it inevitable?Or is there some ways or estimately after how much cars It starts to show up?



  • @gamerpro023 there is not certain number. Just once you have to much textures and polys to load it start dissappearing bulding, roads, tuning parts, some player extra clothes as hats etc. It's what we was speaking about in topic that I linked you before


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