#8

3rd Oct 2015 at 9:55 PM
Last edited by PapaEmy : 4th Oct 2015 at
3:41 PM.
Quote: Originally posted by Expect No Mercy
Is it possible to replace the cars only in one world?
In the future there are other default cars as in your homeworld.
Would be nice if I can have some 30's style cars in Roaring Heights.
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Yes it's possible, you don't have to replace all the cars in the premade world that you're not playing in your game, with this setup you don't need to set it up in CAW, you can just replace them in edit town, but if you want by default that each new game in every world would start with realistic cars then you'll need to replace them for every world in CAW.
Well you can have 30 or more custom/realistic cars, but not all of them would act like default cars because I think in Base Game it have less than 30 cars available to replace with (including the hidden ones such as cop, taxi, limo etc), because in order for the replacement cars to be used by the game as its default cars, you'll need to keep the original OBJD and OBJK resources,
I've tried them by using the replacement car's OBJD and OBJK resources (that came from the creators) and just renamed its instance with default car's instance resource number, and it didn't show up, the cop never show up no matter how many times I called them, so to make the replacement cars replaced default cars it needs default car's OBJD and OBJK original resources, you just need to navigate the OBJK to read replacement car's VPXY onward instead of its original VPXY.
So if you want 30 or more custom cars replacing default cars in your game , it can be done If you have Fast Lane and other EPs and/or SPs that came with cars in it, just repeat the steps to replace them. I don't remember how many cars are they in total includes the ones that came from EPs and SPs, Let's say they are 30 in total and you have 50 replacement cars then the last 20 replacement cars would just be additional cars just like in mods whether you put them in mods folder or insert them into the game data base.
One thing to watch if the game crashed when loading your saved game or new game, usually it's because you just set the wrong OBJK ResourceKey when modifying the OBJD.
Quote: Originally posted by SEA747
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Also, I couldn't find instructions on how to create custom repaints for custom content cars, so please post them here as well. Thank you.
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I forgot to answer this one, to edit or create custom repaint, you'll need to edit OBJD's MaterialBlocks for each Material, let's say there are 4 materials in your replacement car's OBJD, that means you have 4 cars with 4 different color or style (in buyable catalog), you can edit them by opening OBJD with clicking the Grid, just play with it until you get the basic concept which one are body color, rims, etc, TSR tool also useful for this purpose.
So basically those steps above are the simple steps I can answer here, some custom cars would work by linking them through OBJD - OBJK - VPXY from Deltabuild0 or Fullbuild0 to your cars collection in your mods folder and some are not, some that are not usually because some contents conflicts with each other, you should double check your car replacement's OBJD before exporting its data and then importing them to default cars OBJD (especially in its TGIBlocks), that's why in #4 step above you should compare them side by side, because when custom car stays as stand alone as mod or additional object, it won't affect default cars because it's stand alone, but when you want them to be replacement for your default cars (especially if you moved them into game database like I did), then all links in VPXY such as vehicle ftp FTPT, _RIG, RSLT, carX FTPT needs to be adjusted because some of them are shared between default cars.
When viewing VPXY with Grid, #5 or 0x72EA999DC83FC4F4 is vehicle ftp which is shared between default cars but stand alone for mod, when viewing OBJD some _IMG such as item overlay, RChannelOnly, Rgbobject or RgbaObject _XML, etc are shared but stand alone for mod, and the same also with MODL, MLOD 0000 0001, some _IMGs for custom cars are shared but not shared in default cars (it's vice versa), you don't have to adjust all of these if you don't want to because it's consumes time to do it, it still works though, but it affects game performance or car visual appearance when it runs as default car replacement.
Additional notes: there 2 versions OBJDs for cars, version 16 in Deltabuild0 and version 15 in Fullbuild0, therefore when cloning cars before replacing them I always cloned it from Deltabuild0 from my actual BG folder,
S3OC will scan all its database from Deltabuild0, Fullbuild0, Fullbuild2 and AllThumbnails packages, therefore each car will have all it links its needs to be adjusted. and I usually just deleted the version 15 from Fullbuild0. And for service car replacement such as cop car, taxi, limo etc, it also needs its OBJD to be adjusted so they are hidden from buy mode menu.
So far though I'm not confirming it, I found that all cars replacement that I had moved into game database loads faster compared to when it was still in mod folder, the same also applies with custom hairs, clothing in CAS and any other objects because I also have tried that for replacing other objects, at first I was only doing it to replace cars but since I'm running out of space in RAMDisk because my mods collection are getting bigger, so I just removed objects that I don't used anymore and replaced them with objects from my mods collection, but of course that'll be another topic.
Alright then, all credits go to Peter and Inge Jones for these wonderful tools, and also Fresh Prince for the realistic cars, the only car that missing for replacement car is the Taxi, I need Ford Crown Victoria Cab, New York won't be the same without them :D