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* [[Grand Theft Auto: Vice City]] (PC, iOS, Android)
* [[Grand Theft Auto: Vice City]] (PC, iOS, Android)
* [[Grand Theft Auto: San Andreas]] (PC, iOS, Android)
* [[Grand Theft Auto: San Andreas]] (PC, iOS, Android)
* [[Grand Theft Auto IV]] + Expansions (PC, PS3, Xbox 360)
* [[Grand Theft Auto IV]] and expansions (PC, PS3, Xbox 360)
* [[Grand Theft Auto V]] (PC, PS3, PS4, Xbox 360, Xbox One)
* [[Grand Theft Auto V]] (PC, PS3, PS4, Xbox 360, Xbox One)


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Some patches or fixes attempt to restore hidden/removed features in the game, such as the [[Ghost Town]] in GTA III and [[Hot Coffee|scenes for adults]] in GTA San Andreas.
Some patches or fixes attempt to restore hidden/removed features in the game, such as the [[Ghost Town]] in GTA III and [[Hot Coffee|scenes for adults]] in GTA San Andreas.


; Player
; Player / Pedestrians
Changes the [[protagonist]] model in game, add or replace available clothing items, and sometimes also offer new animation or voice data for the player. Creation of modifications of the given type began after release of the [[Grand Theft Auto III|GTA III]], the first GTA game that contained an appreciable protagonist model. Modifications for [[pedestrians]] also often belong to this given category. Examples include:
Basically changes the model of the [[protagonist]] or other NPCs in the game, adds new clothing items, or even adds new sound/animation data. These began after the release of GTA III, which contained an appreciable alternate skin for [[Claude]]. Examples include:
* [[Niko Bellic]] player model (GTA SA)
* ''A Series of Unfortunate Events'' pedestrians models (GTA SA)
* ''A Series of Unfortunate Events'' pedestrians models (GTA SA)


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; Physics
; Physics
Another popular type of mod is fixing the physics. Originally, the physics engine was unrealistic. However, because of CLEO mods, some gamers have been able to change the physics engine by importing the RAGE engine into GTA: San Andreas/Vice City. A popular mod is the "GTA San Andreas Rag-doll" mod. In GTA III, this is much harder to do since limbs come off in the PC version.
Another popular type of mod is fixing the physics. Originally, the physics engine was unrealistic. However, because of CLEO mods, some gamers have been able to change the physics engine by importing the RAGE engine into GTA San Andreas and GTA Vice City. A popular mod is the "GTA San Andreas Rag-doll" mod. In GTA III, this is much harder to do since limbs come off in the PC version.


; Cosmetics
; Cosmetics
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== Creating Modifications ==
== Creating Modifications ==
[[File:GravityGun-GTASA-HalfLife2-modification.jpg|thumb|An example of GTA San Andreas CLEO mod. Shown here is the Gravity Gun from Half Life 2.]]
[[File:GravityGun-GTASA-HalfLife2-modification.jpg|thumb|An example of GTA San Andreas CLEO mod. Shown here is the Gravity Gun from Half Life 2.]]
Some things, like car colors and handling, weapons characteristics, and ped relations, can be changed easily because all the data necessary stay in plain-text files, with basic guidelines for their usage from game developers in file headers. However, creating more advanced modifications (such as entire buildings or cars) are trickier, and usually requires some advance experience in creating models for games. Google [[:wp:SketchUp|SketchUp]] is a good program for creating building models. [[3ds Max]], [[:wp:Lightwave|Lightwave]], and [[ZModeler]] are also used. Textures are less complex, but still tricky. Textures normally should be the same size as their originals, because bigger ones may cause the game to lag depending on FPS, as those appear in higher resolution. Also, some textures may contain an alpha texture.
Some things, like car colors and handling, weapons characteristics, and ped relations, can be changed easily because all the data necessary stay in plain-text files, with basic guidelines for their usage from game developers in file headers. However, creating more advanced modifications (such as entire buildings or cars) is more difficult, and usually requires some advance experience in creating models for games. Google [[:wp:SketchUp|SketchUp]] is a good program for creating building models. [[3ds Max]], [[:wp:Lightwave|Lightwave]], and [[ZModeler]] are also used. Textures are less complex, but still tricky. Textures normally should be the same size as their originals, because bigger ones may cause the game to lag depending on FPS, as those appear in higher resolution. Also, some textures may contain an alpha texture.


The mission modifications are even harder to produce. First, mission script for a game must be presented in compiled form, which require use of special compiler/decompiler tools for any changes. Second, script language is not officially documented, and worse, each script editor has their own interpretation of it. Finally, many script features depend on hardcoded functions in the game executable, which can lead to unexpected troubles with different usage approaches, game region versions, official patches, and even depends on end-user hardware. These results with mission modifications are usually simple gameplay missions. The most often used mission script editor is ''Mission Builder'' by Barton Waterduck and its derivative, [http://sannybuilder.com/ Sanny Builder]. Recently, however, a tool called Design Your Own Mission (DYOM), specifically for San Andreas, makes making missions less complex, but these are usually simple.
The mission modifications are even harder to produce. First, mission script for a game must be presented in compiled form, which require use of special compiler/decompiler tools for any changes. Second, script language is not officially documented, and worse, each script editor has their own interpretation of it. Finally, many script features depend on hardcoded functions in the game executable, which can lead to unexpected troubles with different usage approaches, game region versions, official patches, and even depends on end-user hardware. These results with mission modifications are usually simple gameplay missions. The most often used mission script editor is ''Mission Builder'' by Barton Waterduck and its derivative, [http://sannybuilder.com/ Sanny Builder]. Recently, however, a tool called Design Your Own Mission (DYOM), specifically for San Andreas, makes making missions less complex, but these are usually simple.
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For Total Conversions, there are even more specific tools needed, like ped & traffic paths editor, [[GXT]] (texts) editor, interface (menu) editor, and so on. It is strongly advised that you do not attempt to do more than you are capable of. Do not expect to be able to recreate your favorite vehicle in a few hours. Many modifications take months.
For Total Conversions, there are even more specific tools needed, like ped & traffic paths editor, [[GXT]] (texts) editor, interface (menu) editor, and so on. It is strongly advised that you do not attempt to do more than you are capable of. Do not expect to be able to recreate your favorite vehicle in a few hours. Many modifications take months.


=== Vice City Mod Manager ===
; Vice City Mod Manager
'''Vice City Mod Manager''' or '''VCMM''', is a tool for modifying objects in [[Grand Theft Auto: Vice City]]. VCMM uses its own file format ''VCM'', and mods can be downloaded in this format from many different websites.
'''Vice City Mod Manager''' (VCMM) is a tool for modifying objects in GTA Vice City. VCMM uses its own file format ''VCM'', and mods can be downloaded in this format from many different websites.


=== San Andreas Mod Manager ===
; San Andreas Mod Manager
There is another mod manager for [[Grand Theft Auto: San Andreas|GTA: San Andreas]]. It does the same thing as the Vice City Mod Manager.
'''San Andreas Mod Manager''' (SAMM) is a mod manager for GTA San Andreas. It does the same thing as Vice City Mod Manager.


== Installing Modifications ==
== Installing Modifications ==
[[File:Modification-GTASA-inprogress.jpg|thumb|A Modification on construction for GTA San Andreas.]]
[[File:Modification-GTASA-inprogress.jpg|thumb|A Modification on construction for GTA San Andreas.]]
Vehicles, player, and weapons modifications are usually constructed on replacement of already present game objects, because there are limits to number of objects of such kind in game engine, often already filled up by developers, and addition of the new model will require a lot of 'precision' editing in many game files. Therefore, a new car, weapon or clothes will replace the existing one and all installation is reduced to work with [[IMG]] archives and little editing of one or two game files in text editor. Always do backup of files touched before any changes occurs.
Vehicle, player, and weapon mods are usually constructed on replacement of already present game objects, because there are limits to number of objects of such kind in game engine, often already filled up by developers, and addition of the new model will require a lot of 'precision' editing in many game files. Therefore, a new vehicle, weapon, or character model will replace the existing one and all installation is reduced to work with [[IMG]] archives and little editing of one or two game files in text editor. Always do backup of files touched before any change occurs.


Installation of larger modifications, such as maps, depends on a method chosen by the developer of mod. Some mods are made as file replacements, mod comes in form of archive which you must unpack to original game`s directory. This simplified installation cost large files to download. Other mods come with special installers (''mod installers''), which automates work with IMG archives and text-files editing. Both methods are usually incompatible with other mods present, so you must install them over special fresh installation of the original game.
Installation of larger modifications, such as maps, depends on a method chosen by the developer of mod. Some mods are made as file replacements, where the mod comes in the form of an archive which you must unpack to the original game's directory. This simplified installation costs large files to download. Other mods come with special installers ("mod installers"), which automate work with IMG archives and text-files editing. Both methods are usually incompatible with other mods present, so you must install them over special fresh installation of the original game.


== Considerations ==
== Considerations ==
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File:Ammu-Nation-GTASA-freeweapons-modification.jpeg|An "All weapons for free at Ammu-Nation" mod, achieved by modifying the [[shopping.dat]] file.
File:Ammu-Nation-GTASA-freeweapons-modification.jpeg|An "All weapons for free at Ammu-Nation" mod, achieved by modifying the [[shopping.dat]] file.
File:Nitro-GTASA-modification.jpeg|A nitro mod in GTA San Andreas.
File:Nitro-GTASA-modification.jpeg|A nitro mod in GTA San Andreas.
File:McLarenP1-GTASA-modification.png|A [[wp:McLaren P1|McLaren P1]] mod, replacing the [[ZR-350]].<br /><small>(Mod by [https://www.youtube.com/user/iVIC675 iVIC675])</small>
File:McLarenP1-GTASA-modification.png|A [[wp:McLaren P1|McLaren P1]] mod, replacing the [[ZR-350]].<br /><small>(Mod by [https://www.youtube.com/user/iVIC675 iVIC675]; original model from ''Need for Speed: Rivals'')</small>
File:Euro-GTASA-modification.jpeg|A Euro mod in GTA San Andreas.
File:Euro-GTASA-modification.jpeg|A Euro mod in GTA San Andreas.
File:Car-GTASA-modification.jpeg
File:Car-GTASA-modification.jpeg
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