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Author Topic: Opening A Whole New Level Of Gta Mods  (Read 206 times)

The Pen is mightier

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Opening A Whole New Level Of Gta Mods
« on: November 10, 2003, 10:37:00 PM »

wow this is sweet. Props to you if it works out.
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heinrich

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Opening A Whole New Level Of Gta Mods
« Reply #1 on: November 10, 2003, 10:44:00 PM »

QUOTE (KaioShin @ Nov 11 2003, 02:11 AM)
I just did a couple quick test before going to bed... For the hell of it I dropped the GTA3 xbe into my Vice City directory and ran it... Of course it crashed but not before dumping a file called "GTA.CAP.FINAL.temp" into that directory... this got me thinking...

This doesnt make sense to me...
The game is designed to run from DVD, and DVD only, why would it create a file and try to write it to what should be a DVD-ROM disc?
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The Pen is mightier

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Opening A Whole New Level Of Gta Mods
« Reply #2 on: November 10, 2003, 10:52:00 PM »

well normally it wouldn't be running the gta3.xbe in the vice city folder, so it wouldn't be an issue.
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mjar81

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Opening A Whole New Level Of Gta Mods
« Reply #3 on: November 11, 2003, 06:56:00 AM »

this sounds interesting... i can't wait to see where this leads...

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Grimfull

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Opening A Whole New Level Of Gta Mods
« Reply #4 on: November 11, 2003, 12:05:00 PM »

so anyone else do this yet? exactly what stunt park mod did you use and ill try it out (link please)
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Motocrossman

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Opening A Whole New Level Of Gta Mods
« Reply #5 on: November 11, 2003, 01:37:00 PM »

so u mean we can us this mod WF PARK BLOCKS V1.0 ?2nd one on the page
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Chicken Scratch Boy

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Opening A Whole New Level Of Gta Mods
« Reply #6 on: November 11, 2003, 09:17:00 PM »

what's the name of the mod that links gta 3 map to vice city's via a bridge or two, i wanna know if that works  wink.gif
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KaioShin

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Opening A Whole New Level Of Gta Mods
« Reply #7 on: November 11, 2003, 09:49:00 PM »

Realized right after I made that last post that the .dff files use a different format and/or compression. They cannot be imported into Zmodeler for editing like the custom car models I have. The general file size of the original .dff files is much smaller than the custom ones as well.


Well... I'm disappointed. sad.gif
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stratjakt

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Opening A Whole New Level Of Gta Mods
« Reply #8 on: November 12, 2003, 07:56:00 AM »

How cool would it be to have this on the Xbox:
GTA Tournament

Online GTA:VC with up to 96 people..  Just found this site now, I'm going to try it out on the PC version when I get home...

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arez

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Opening A Whole New Level Of Gta Mods
« Reply #9 on: November 12, 2003, 08:16:00 AM »

QUOTE (heinrich @ Nov 11 2003, 08:44 AM)
QUOTE (KaioShin @ Nov 11 2003, 02:11 AM)
I just did a couple quick test before going to bed... For the hell of it I dropped the GTA3 xbe into my Vice City directory and ran it... Of course it crashed but not before dumping a file called "GTA.CAP.FINAL.temp" into that directory... this got me thinking...

This doesnt make sense to me...
The game is designed to run from DVD, and DVD only, why would it create a file and try to write it to what should be a DVD-ROM disc?

i dont get what u mean, isnt he editing from the hddd loader? tongue.gif
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SniperKilla

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Opening A Whole New Level Of Gta Mods
« Reply #10 on: November 12, 2003, 08:26:00 AM »

the img file is encrypted just like the ps2 one, any changes to it that dont folow suit with the encryption scheme and it breaks
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SniperKilla

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Opening A Whole New Level Of Gta Mods
« Reply #11 on: November 12, 2003, 09:11:00 PM »

QUOTE
i will kill this in a second:
- wheels and particle.txd are the only one that i can open - and aren't encoded (but are compressed like vc for pc txd's )
- everything in img files is encoded (similar as was with ps2)
- i could make tool export xbox compatible txd's but i have
absolutely no clue if these txd's would load in gtavc

this is all..
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daviefresh1775

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Opening A Whole New Level Of Gta Mods
« Reply #12 on: November 12, 2003, 09:33:00 PM »

sweet keep me posted plz because all i care about are changing the cars and adding new ones, i dont care as much about doing the other stuff
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daviefresh1775

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Opening A Whole New Level Of Gta Mods
« Reply #13 on: November 13, 2003, 11:58:00 AM »

laugh.gif
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muerte

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Opening A Whole New Level Of Gta Mods
« Reply #14 on: November 13, 2003, 02:41:00 PM »

QUOTE (KaioShin @ Nov 11 2003, 01:11 AM)
I just did a couple quick test before going to bed... For the hell of it I dropped the GTA3 xbe into my Vice City directory and ran it... Of course it crashed but not before dumping a file called "GTA.CAP.FINAL.temp" into that directory... this got me thinking...

I already had a couple map mods installed but not working so I backed up the "GTA_VC.CAP.FINAL" the deleted it from that directory. I then ran Vice City and guess what???

I am probibly the first person ever to play one of the stunt park map add ons on the xbox wink.gif

I installed a few more map modifications and they didnt work... then I realized I didnt delete GTA_VC.CAP.FINAL again... when I did they worked perfectly smile.gif

Not sure what else this will open up but I am eager to see what you guys come up with while I'm sleeping tonight and working tomorrow. Maybe this will open up the editing of other things. (I hope it does) I didnt test anything else yet myself... I dont have time. (I got to be AT WORK in 6hrs but havent showered or slept yet)

I dont have time to test GTA3 (plus I dont have any map mods for it yet) But I'm sure deleting the GTA3.CAP.FINAL file will have the same results.

One thing to note... the pause menu is a bit glitched up. I beleave its because the proper "final" graphics were stored in the CAP.FINAL file.

hey, could you go through the exact steps (ie 1-10 or w/e) to get this working?  also, which map did you use?  i'm very curious to try this.

also, does this work with both gta3 and vc? thanks
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