Grand Theft Auto: Vice City Modding FAQ v1.2 Final
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: : : : Grand Theft Auto: Vice City Modding FAQ Final

Grand Theft Auto: Vice City Modding FAQ Final

by Blue Zircon   Updated to v1.2 on
This walkthrough was originally written for Grand Theft Auto: Vice City on the PC, but the walkthrough is still applicable to the PS2 version of the game.
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|                       MODDING FAQ V1.2                        |
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|               Copyright ゥ 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 ゥ 2005 Blue Zircon
(0.0543/d/web3)