Info Spoiler I will update this thread as much as I can and will contribute to the community as much as I can too. If any of these tutorials have helped you then give me a little something in return and click that button at the bottom right of the thread, much appreciated. Requests Spoiler If you wish to request me to put a tutorial up then follow this key and submit a post.RequestThe tutorial is for :Why I need it :Other Comments:If you want to submit a tutorial created by you or anyone else then use the key below.Submit a tutorial The tutorial is for : Why I need it : Other Comments: Spoiler Quote Would you like god mode on Original Grand Theft Auto IV? If so, download the pre-configured file below or follow the quick and easy tutorial on how to create your own. NOTICE: Spoiler Pre-Modded God Mode Download & Instructions 1. Open up a clean common.rpf in Open IV (Please run Open IV as an administrator to prevent write errors upon rebuilding) 2. Replace default.ide with one provided below 3. Rebuild 4. Replace common.rpf within your ISO using Xbox Backup Creator [Click here to view the link] Tutorial You can edit and choose which weapons you don't want to die from - Don't forget that you won't be able to use them either. I personally recommend not being able to die from ALL powerful weapons and only having "weaker" weapons available to use and die from.... 1. [Click here to view the link] this unmodded default.ide file (...password: se7ensins) 2. Open the default.ide using Notepad 3. Focus on text surrounded by the Red Box (see picture below) 4. In order to get God Mode, all you have to do is ADD a # (hash) before the weapon name within the second column as shown above. If you don't want god mode on a certain weapon, just REMOVE the # (hash) Example God Mode: #w_m4 - This now means that you are unable to use or die from the M4 Carbine Example Non-God Mode: w_m4 - This means that you are able to die and use the M4 Carbine 5. Once you have edited the data, save the file and replace within common.rpf - Don't forget, it is default.ide, not default.dat so be sure you replace the right one. Bypasser: DANNY DARTH TK Spoiler ______________________________________________________________ This is a simple : follow the step by step instructions to be well on your way to 'Texture Modding'. Remember to always make a backup of any file you wish to modify because if you for some reason via this tutorial, miss a step or do something wrong therefore causing freeze games and black-screens then you have a clean file to go back to if neccessary. Be sure to follow this guide carefully and precisely to succeed in creating a texture modification for Grand Theft Auto IV : EFLC which includes The Ballad of Gay Tony and The Lost and the Damned. ________________________________________________________________ Requirements Spoiler Adobe Photoshop CS3, CS4 or CS5 Photoshop Plugin - DDS Open IV - If you do not have the PC version then download the .exe file I will put at the bottom of the topic and direct Open IV to it's specific location. XTD Viewer - 64Bit User of Windows 7 - If your XTD Viewer doesn't allow you to open up the XTD file's then download the 64Bit file which will be loacted at the bottom of the topic. _________________________________________________________________ Step Number One Create a shortcut for Open IV on your Desktop. Create a folder on your desktop next to the Open IV shortcut under the name of Texture Modding. Inside the Texture Modding folder, create two subfolders : Xbox360 & DLC. Create a shortcut for XTD Viewer on your Desktop Locate your clean Xbox360.rpf and copy and past.e it into your sub-folder Xbox360 in the Texture Modding folder located on your desktop. Locate your clean DLC.rpf and copy and paste it into your sub-folder DLC in the Texture Modding folder located on your desktop. ___________________________________________________________________ Step Number Two Open up Open IV as Administrator or with Administrative rights. Once it has opened up go to file then open and locate your DLC.rpf file. When the DLC has opened up, go to Xbox360 then Textures and extract the file which you wish to modify - I am going to use the Loadingscreens.xtd as an example. Right click over your desired file and go down to Extract then extract the file to the sub-folder under the name of DLC in the Texture Modding folder you created previously. Now go to file then close file and wait for the file to close. Go to file then open again and locate your Xbox360.rpf file then wait till it open's up. Once it has opened go to Textures and locate the desired file which you wish to edit i.e the Loadingscreens.xtd in my case. Right click over the desired file and click extract and extract it to the sub-folder Xbox360 located in the Texture Modding folder you created previously. _____________________________________________________________________ Step Number Three Now go to your shortcut on your desktop for XTD Viewer and open it up and wait for it to do so.(You do not need to run as Administrator but your account need's to have some Administrative rights) Go to the XTD tab located in the program and click open, now locate the desired file which you wish to edit i.e the Loadingscreens.xtd in the DLC sub-folder and wait for it to load up. Click extract all and locate the DLC sub-folder and click ok. Now go to open again and locate the Loadingscreens.xtd in the Xbox360 sub-folder, wait for it to load up. Once it has done so go to extract all and locate the sub-folder Xbox360 and click ok. Do not close down XTD Viewer as you will need it for info later on in the process! ______________________________________________________________________ Step Number Four Download the DDS plugin for Adobe Photoshop and put it in this location C:\Program Files (x86)\Adobe\Adobe Photoshop CS3\Plug-Ins\File Formats Once you pasted it into that location or moved it you can close down the window, you now need to open up Adobe Photoshop and wait for it to open. Once it has opened, go to file then open then navigate to the Texture Modding folder on your desktop and go into the DLC sub-folder and pick one of the DDS file's you wish to edit i.e 1_1 and click open. Now go to the Layer's section at the bottom right of Adobe Photoshop and right click on the layer background and click layer from background and name it default. Do whatever you like to the image's and make as many layers as you desire. Once you have completed editing the file, go back to the default layer at the bottom of the layer's section, right click on it and click flatten image at the bottom of the list after you have right clicked on the layer. _______________________________________________________________________ Step Number FIve Once you have flattened the image, go to file then save and wait till a new window pop's up to do with NVIDIA and it should have a EYE as a logo. At the Top left of the window it should have : DXT1 No alpha DXT1 1bit alpha and so on.... Now go back to XTD Viewer and re-open the file which you are editing from the DLC sub-folder, remember the name of the file you are editing i.e 1_1 and scroll down till you find it - Where it says DXT then a number - that's the DXT format which you have to save the DDS file which you are editing in Adobe Photoshop. Go back to photoshop and save it as the correct DXT format which it says in XTD Viewer then exit Photoshop or leave it open if you wish to edit more files. ________________________________________________________________________ Step Number Six Now go back to XTD Viewer and re-locate the file you just edited in Adobe Photoshop and click on it, right click over the selected file and click inject. Now locate the file you just edited in the sub-folder and inject it back in. When you have done the injection - one or two windows should pop up saying 'Texture is bigger' then it's followed by 'Texture injected' or something similar and if you do not recieve the first window then the texture is the same size so it's equally fine. Do this for all the files you have edited in Adobe Photoshop then once finished exit XTD Viewer and go back to Open IV. _________________________________________________________________________ Step Number Seven Once your back to Open IV go to file then open and re-locate your DLC.rpf file. Once it has opened go to Xbox360 then Textures and locate the file you extracted previously to edit the DDS files in i.e Loadingscreens.xtd and right click it and click replace, now locate your file which you injected the DDS files back into previously i.e the Loadingscreens.xtd and replace it with the Edited/Modified XTD file. Go to file then rebuild and wait for the file to rebuild. ___________________________________________________________________________ Step Number Eight Now repeat this process for the Xbox360.rpf - Have a re-read and get to know it all then you should be fine. Your now done - If you needed any files that were in the requirements which are at the top of the thread then download them below Images will be uploaded as soon as possible __________________________________________________________________________ [Click here to view the link] _________________________________________________________________________ [Click here to view the link] Spoiler Requirements _______________________________ Open IV Common.rpf for GTA IV or EFLC Notepad or a word operation program _______________________________ Step Number One Create a shortcut on your desktopfor Open IV Make a folder under the name of Water IV or Water EFLC depending on what you you are modifying Locate your common.rpf that you wish to edit and move it to the Water IV or Water EFLC folder on your desktop Right click on Open IV that is located on your desktop as a shortcut and go to Run as Administrator and when a small window come's up with a User Account Control option to select yes or no, select Yes. Once Open IV has opened up, go to file then open and locate your Common.rpf file, once located click open. ________________________________ Step Number Two Once the Common.rpf has opened up, go to data and scroll down till you find water.dat (It should be near the bottom of the file's list). Once you have located the water.dat, right click on it and go to extract and extract it to the folder you created previously, Water IV or Water EFLC. Now minimize Open IV and open up the water.dat file which you just extracted with notepad, word or any other word processing programs, ideally notepad. _________________________________ Step Number Three for NO water Now if you want to have NO water then delete everything in the file which you opened in notepad then hit file then save and close down notepad. _________________________________ Step Number Four for Higher Level Water If you want your water to be raised and be higher i.e flood's then you will need to enlarge the digits by a scale factor of 9. This means you times the number you wish to change inside the file by 9 which is the scale factor. Once done go to file then save and close down notepad. _________________________________ Step Number Five Now once you have finished editing you will need to maximize Open IV from when you minimized it earlier, go to the water.dat again and right click on it, go to replace and locate your water.dat which you just edited and double click on it. Go to file then rebuild and wait for it to finish and then inject back into your ISO. Spoiler Requirements _____________________________________ Open IV Common.rpf Notepad or word operating program A handling line or experience in the handling area _____________________________________ Step Number One Create a Open IV shortcut on your desktop Create a folder under the name of Handling IV Locate your common.rpf and put it in your Handling IV folder ______________________________________ Step Number Two Right click on the Open IV shortcut and click Run as Administrator and click yes when the window pop's up Go to file then open and locate your common.rpf then click open. When it open's up go to data then scroll down to handling.dat then right click it and click extract and extract it to the Handling IV folder you made previously _______________________________________ Step Number Three Open up the handling.dat in notepad or any other word operating program and wait for it to open up Now go down to the car which you desire to change the handling on and do the following. Gather the handling line you wish to add onto the car Highlight the whole of the line then right click and copy Now highlight the whole of the numeric line on the handling.dat file Right click the line in the handling.dat and paste over it Now save but do the following Right click the handling.dat file itself and click properties. Check the file size it should be Size: 41,386KB If it's 41,390KB - I will show you how to decrease it. Ok so every 1KB = 1 letter, 1 symbol, 1 icon, 1 numeric character. We need to delete 4KB so thats 4 letters. At the top of the handling file it should have the Author of the modifications name so delete 4 letters off it or the Author of the original handling file Bill something, delete his name BILL and then hit file and save. To increase just at the top of the handling.dat add how ever many letters etc you need with the key I showed above. Once you have got it to 41,386KB hit file then save and go back to Open IV with your common.rpf still open if not do this again. File then Open and locate your common.rpf, now once it has opened go to data and handling.dat Right click on the handling.dat file and click replace, now locate the handling.dat file you have edited/modified and hit open. Now go to file then rebuild and click yes and wait for it to finish, inject it back into your ISO and wal-lah. Spoiler Requirements____________________________________Open IVCommon.rpfNotepad or a word operating program____________________________________Step Number One Create a shortcut for Open IV on your desktop. Create a folder under the name of Hud Colours Locate your common.rpf and move it to the Hud Colours folder _____________________________________Step Number Two Right click on your Open IV and click Run as Administrator Once Open IV has opened go to file then open and locate your common.rpf which you put in the Hud Colours folder on your desktop Now go to data and locate the Hud.dat file ______________________________________Step Number Three Right Click on the Hud.dat file and click extract, now extract to the Hud Colours folder on your desktop Now open up your Hud.dat in notepad or another similar type of word operating program Once it has loaded up you will see on the left-hand side there is number's for each line like below: 00010002000300040005 This goes on and on till the end Now look at line 0011 which is HD and look at 0100-0101 which is CRT. Remember these for the next step. __________________________________________Step Number FourRemember this :"When you change something in the HD section, you have to do exactly the same in the CRT section or it will not work and nothing will change which may cause corruption Now where it has the Colour/Color of the Hud you will need to change to whatever you want, check the Hudcolor.dat for the colours available. This is what the colour should look like HUD_COLOUR_RED or HUD_COLOUR_BLUE. All you need to change is the Colour on the end i.e RED or BLUE and that's it. DO NOT FORGET THAT WHATEVER YOU DECIDE TO CHANGE IN THE HD, YOU WILL HAVE TO CHANGE IN THE CRT'S AND THE OTHER WAY ROUND, THIS IS VERY IMPORTANT.____________________________________________Step Number Five When you have finished editing/modifying the Hud.dat file, go to file then save and close down the file. Go back to Open IV and re-locate your hud.dat file and then right click on it and go to replace, now locate the hud.dat file you modified and double click on it. Now go to file then rebuild and wait for it to finish, when it has finished just inject the common back into the ISO and wal-lah Spoiler Requirements______________________________________________Microsoft Excel 2003 or higherCo-ordinates to port over from the PCPlacement Editor V2.2Notepad or a similar word operation program______________________________________________Step Number One Get your coordinates and open up a new blank excel document, then minimize it. Open up your coordinates in notepad or a similar word operating program and right click and select all and copy , then re-open excel and click on Cell 1A and then paste your co-ordinates itno their and you will have something that looks like this. ____________________________________________ Step Number Two Now Put the numbers 1 to 4 going down the celI's next to your co-ordinates and it should eventually look like below but on-going until the end of your last co-ordinates ____________________________________________ Step Number Three Now Highlight Colum A and B and go to sort and filter then custom sort and sort by Column B. You will now have something looking like the image below. _________________________________________________ Step Number Four Now you will have to manually sort the co-ordinates and when you are finished you will end up with something like the image shown below. _______________________________________________ Step Number Five Right, now to get rid of the x,y,z letter figures just click on find and replace and click replace & then in the find box put x= then click replace all and do the same for the y and the z. Now this is what way the car is going to be directed at, I will supply some information on this at the bottom of this tutorial. So all you do now is put the 3 numbers that I supply or you find into D,E,F like the image shown below does. __________________________________- Step Number Six The next number is what car you want to spawn there, I will supply a list of cars at the bottom of this tutorial also. So just put what cars you want and then you should have something alike the image shown below. _________________________________ Step Number Seven In H,I,J,K cells, the number or integer "-1" goes into all of them like the image shown below does. _________________________________ Step Number Eight In cell L, the numbers 1633 goes into it and the following on below like the image shown below M and N, the number 0 goes in like the image shown below. ______________________________________ Step Number Nine Now that you have done that you will have to save it but yuo have to save it in a specific way. You can call the file name what ever you like but were it says save as type you have to save it as CSV(comma delimited). ________________________________________ Step Number Ten So Now you have done the above you will want to open up spark iv/open iv and open the image file that you want and extract the stream that you want to put your cars in. Ones you have done that you will want to open up placement editor 2.2 and select the stream you have just extracted using spark/open iv and then you will have this and you will see the little tab at the top saying streams click that and all the stream info will come up like the image shown below. ______________________________________ Step Number Eleven Now that you have that go file export the document to desktop and open it using notepad and then slide right to the bottom and you will have all the streams there. Count how many cars you have delete the same amount of them lines and then paste the info you did earlier in to there and then save it. Go back to placement editor and import and then check that the car placements are all there then save Now put your modified stream file back into your img files and then your good to go. Car Hashes Spoiler 729783779=slamvan 1147287684=caddy 562680400=apc 1123216662=superd 1638119866=superd2 1337041428=serrano 1051281622serrano2 -304802106=buffalo -591610296=f620 -114627507=limo2 1912215274=police3 908697398=policew -1973172295=police4 1264341792=admiral 1560980623=airtug 1171614426=ambulance -1041692462=banshee 2053223216=benson 850991848=biff -344943009=blista 1075851868=bobcat -1987130134=boxville -682211828=buccaneer -1346687836=burrito -907477130=burrito2 -713569950=bus 1884962369=cabby 2006918058=cavalcade -67282078=chavos -2030171296=cognoscenti 1063483177=comet 108773431=coquette 162883121=df8 -1130810103=dilettante 723973206=dukes -1971955454=e109 -685276541=emperor -1883002148=emperor2 -276900515=esperanto -2119578145=faction 1127131465=fbi -1097828879=feltzer 974744810=feroci 1026055242=feroci2 1938952078=firetruk 1353720154flatbed 627033353=fortune 1491375716=forklift 2016857647=futo 675415136=fxt 884422927=habanero -341892653=hakumai 486987393=huntley 418536135=infernus -1289722222=ingot 886934177=intruder 1269098716=landstalker -37030056=lokus -2124201592=manana 1304597482=marbella -1260881538=merit -310465116=minivan 525509695=moonbeam 583100975=mrtasty 904750859=mule 148777611=noose 1911513875=nstockade 1348744438=oracle 569305213=packer -808457413=patriot -2077743597=perennial -1590284256=perennial2 1830407356=peyote -2137348917=phantom 131140572=pinnacle 1376298265=pmp600 2046537925=police -1627000575=police2 -350085182=polpatriot -119658072=pony -1883869285=premier -1962071130=pres -1150599089=primo -1900572838=pstockade 1390084576=rancher 83136452=rebla -845979911=ripley 627094268=romero -1932515764=rom -227741703=ruiner -449022887=sabre 1264386590=sabre2 -1685021548=sabregt -322343873=schafter 1349725314=sentinel 1344573448=solair -810318068=speedo 1923400478=stalion 1677715180=steed 1747439474=stockade 1723137093=stratum -1961627517=stretch 970598228=sultan -295689028=sultanrs 1821991593=supergt -956048545=taxi 1208856469=taxi2 -1323100960=towtruck 1917016601=trash -1896659641=turismo 1534326199=uranus -82583712=vigero -1758379524=vigero2 -583281407=vincent -498054846=virgo 2006667053=voodoo 1777363799=washington 1937616578=willard -1099960214=yankee -34623805=policeb 301427732=hexer 55628203=faggio2 -891462355=bati2 -140902153=vader 1672195559=akuma 1265391242=hakuchou -1670998136=double -1830458836=bobber -1842748181=faggio 584879743=hellfury 1203311498=nrg900 -909201658=pcj 788045382=sanchez -570033273=zombieb 788747387=buzzard 837858166=annihilator -1660661558=maverick 353883353=polmav 2027357303=tourmav -339587598=swift 1044954915=skylift 944930284=smuggler -1731432653=floater -1205801634=blade 1033245328=dinghy 861409633=jetmax -1043459709=marquis -488123221=predator 1759673526=reefer 400514754=squalo 1064455782=tuga 290013743=tropic -960289747=cablecar 800869680=subway_lo -1953988645=subway_hi Thanks to Jsmallwood for the above in this spoiler Credits DONTxMESSxABOUT LOKI For Most Of The Info produced in here. CO-ORDINATES FOR DIRECTIONS 3.922,4.8018,4.0 0,-5.2131,3.2, 180.0,-5.2131,4.0 -180.0,-5.2131,3.2 0.0,6.2,3.2 sorry for the dodgy map its the only way i could get black to show. Its colour cordinated with the map if you look hope these help every one Spoiler How to Install and Use Trainer 6.3 on GTA 4 PC No files need to be bypassed on the pc versions of either game as they are not patched. The best trainer out as of now would be the trainer 6.3, it has over 350,000 downloads and I can easily see why. Download it [Click here to view the link]. What is a trainer? A trainer is a compile of modification's shown through in a list format. It allows you to spawn objects, cars, pedestrians, bodyguards, plus more. It also includes many script mods which can all be used online or offline. There is even an option to teleport yourself! Trainers are also use to make map mods or spawn others map mods that you can download. Can the trainer be used on xbox? No, this was specifically made for the pc version. The files are coded differently in the pc version of GTA4 then xbox. Therefore, this could not be transferred. We can't even do script mods on xbox and this is purely what this whole trainer is. What are .ini and .asi files? You will see many of these files within the trainer and while modding the game. Most likely if you see a .asi file there will be a .ini file with it. An asi file is script and cannot be viewed in notepad. A ini file is different depending on where you see it. In the case of the trainer it gives instruction to each mod on the trainer. For example, there is a teleport option within the trainer. When you click to teleport to a place it reads the ini file for coordinates. A ini file can be viewed and changed in notepad. Now it's time to install. These are the main files that you should get when installing the trainer to your pc: Scripthook.dll Scripthook.dll - OLD PATCHES Trainer.asi trainer.ini Trainertbogt.asi trainertbogt.ini Trainertlad.asi trainertlad.ini Which Scripthook? The scripthook depends on your patch. Almost everybody should have the newest patch because when you start the game for the first time it will ask for an update. That update will be patch 18.104.22.168 How do I tell if I have the newest patch? Orginal GTA 4 = Patch 22.214.171.124 EFLC = 126.96.36.199 If your screen looks like this then you have the patch. If you did not have the newest patch it would not say anything about the Social Club, ect. Download the newest patches [Click here to view the link]. Now you know you need the first Scripthook.dll Now it's time to put everything needed into your directory folder for the game. The directory is the right after you click on the EFLC folder or GrandTheftAutoIV folder. One file that is not included with the trainer is a ASI loader which is a dsound.dll and sometimes named differently. You need an asi loader in your director for the trainer to work. This is where most people had problems. Which asi loader is right for you? Most people have trouble finding one that works for them. Everybody's computer acts differently toward them. I have shared one that works for me but have not worked for others. Known asi loaders: Asi Loader: http://www.gtaforums.com/index.php?showtopic=380830 Xliveless: http://www.gtaforums.com/index.php?showtopic=388658 Yaasil: http://www.gtaforums.com/index.php?showtopic=394806][Click here to view the link] For me the Yassil works but not for everybody. Don't be afraid that the Xliveless is not named Dsound.dll, it works the same way. Files needed in directory for game: (copied from readme file) All below also need the Asi Loader! GTAIV Patch 6 + Patch 7 only: trainer.asi, trainer.ini, scripthook.dll into the GTAIV main directory (c:\program files\rockstar games\grand theft auto IV on X86 windows versions, or c:\program files (x86)\rockstar games\grand theft auto IV on X64 windows). GTAIV version lower then patch 6: trainer.asi, trainer.ini, scripthook.dll - OLD Patches into the GTAIV main directory (c:\program files\rockstar games\grand theft auto IV on X86 windows versions, or c:\program files (x86)\rockstar games\grand theft auto IV on X64 windows). Rename Scripthook.dll – OLD Patches to scripthook.dll. GTAIV + TLAD as DLC: trainer.asi, trainer.ini, trainertlad.asi, trainertlad.ini, scripthook.dll into the GTAIV main directory (c:\program files\rockstar games\grand theft auto IV on X86 windows versions, or c:\program files (x86)\rockstar games\grand theft auto IV on X64 windows). GTAIV + TBOGT as DLC: trainer.asi, trainer.ini, trainertbogt.asi, trainertbogt.ini, scripthook.dll into the GTAIV main directory (c:\program files\rockstar games\grand theft auto IV on X86 windows versions, or c:\program files (x86)\rockstar games\grand theft auto IV on X64 windows). GTAIV + TLAD + TBOGT as DLC: trainer.asi, trainer.ini, trainertlad.asi, trainertlad.ini, trainertbogt.asi, trainertbogt.ini, scripthook.dll into the GTAIV main directory (c:\program files\rockstar games\grand theft auto IV on X86 windows versions, or c:\program files (x86)\rockstar games\grand theft auto IV on X64 windows). EFLC only: trainertlad.asi, trainertlad.ini, trainertbogt.asi, trainertbogt.ini, scripthook.dll in the EFLC main directory (c:\program files\rockstar games\EFLC on X86 windows versions, or c:\program files (x86)\rockstar games\EFLC on X64 windows). GTAIV and EFLC: trainer.asi, trainer.ini, scripthook.dll into the GTAIV main directory (c:\program files\rockstar games\grand theft auto IV on X86 windows versions, or c:\program files (x86)\rockstar games\grand theft auto IV on X64 windows). AND trainertlad.asi, trainertlad.ini, trainertbogt.asi, trainertbogt.ini, scripthook.dll in the EFLC main directory (c:\program files\rockstar games\EFLC on X86 windows versions, or c:\program files (x86)\rockstar games\EFLC on X64 windows). Of course if IV is lower than patch 6, use the scripthook.dll – OLD Patches and rename to scripthook.dll Once everything in your directory is in you are good to go. Press f3 to activate the trainer and f4 to hide it. Then use the number key's on the right side of your keyboard to scroll through the list. 8 and 2 = up and down 4 and 6 = left and right 5 = Enter Creating map mods on the pc version There are many map mods that are already made for you from many people. I would recommend going to GTA4-mods.com to get them. Then go to the "Misc" section. I got the map mod file, now what? After downloading a map mod it should come in a objects.ini file, it could also be objects2-9.ini depending on who you download it from. All you have to do now is paste the objects.ini file into your game directory. The location was stated above. Will other people see the objects I spawn in multiplayer? The answer is yes. It is not like xbox. In xbox your objects are apart of a map file and basically engraved in your own map file. These are not so therefore other people can see them. They must be under 88 objects though for people to see them to work fully in multiplayer. If you plan to just spawn objects then you can just keep spawning them and others will always see them. How do I spawn my object.ini file? In your trainer you want to scroll down to the objects spawning title. It looks like this: Once you click on that, on the right column near the bottom you will see a button called: "Load Objects from Objects.ini" Click this and they will spawn. If your file is named something else like objects5.ini you need to click the last option on the right column at the bottom. It says... "More Objects Menu" Then you can look around and you will see it gives you much more options. How do I edit the steepness, rotation, and more? Steepness- you must hold the / button on your keyboard above the 8 button on your keyboard. Rotation- use 7 and 9 Left, right, forward, back- use 4, 8, 6, and 2 I finished building how do I save? Under the load objects.ini there is always an option to save the objects.ini. Once you save it should show up in your directory. It will look like this: Load all objects from objects.ini Save all spawned objects to objects.ini I save and nothing is showing up in my directory? This happens to me a lot so what I would do is download someone else objects.ini file and then delete everything in it. Then put that file in your directory before you start building. If you have any more questions on objects spawning just leave a post and I can help you. How to put in real cars You can download modded cars [Click here to view the link]. These are very simple to add in. First you must open up your vehicles.img. Location: pc > models > cdimages The weapon.img is located in the same spot. Now open up that image file in either OpenIV or SparkIV. All you have to do now is replace the files given. You can rename them if you would like. I replaced the car, and now its flipping on all turns? This is common. You need to edit the z-value in the handling line. I would put it at -1.2. Original: 1600.0 5.0 85 0.0 0.0 0.16 0.0 5 0.14 1.0 125.0 0.15 0.64 0.3 35.0 1.15 0.85 16.0 0.15 0.48 1.2 0.9 0.9 0.15 -0.21 0.0 0.5 1.0 1.0 0.8 1.5 0.0 18000 440000 0 0 New: 1600.0 5.0 85 0.0 0.0 -1.2 0.0 5 0.14 1.0 125.0 0.15 0.64 0.3 35.0 1.15 0.85 16.0 0.15 0.48 1.2 0.9 0.9 0.15 -0.21 0.0 0.5 1.0 1.0 0.8 1.5 0.0 18000 440000 0 0 As you can see I changed the sixth number from 0.16 to -1.2 This will make the flipping go away. To change the weapon model and texture you would do exactly the same. If you want anything added to this tutorial please let me know. The rest is basically just the same as modding xbox. Enjoy! Created by: LCBradley3k Spoiler How to Edit Skid Marks and Footprints With the new xtd viewer out, there are many more cool mods out there to edit. Awhile back I did some mods on the pc version and I figured I would show everybody how to do them on xbox. Programs needed: OpenIV (exporting & importing) Xtd Viewer (exporting & importing) Photoshop with a dds plugin (download given below) OpenIV not working? This is a common question on se7ensins that can easily be fixed. Your OpenIV must have the gta.exe in its directory. I recommend downloading Catherings Modding tools here. It will give you OpenIV plus a lot more. Xtd Viewer not working? This is mostly because you have a 64-bit computer. It was pointed out by Cathering that you need an xcompress64 instead of a xcompress32. Download xcompress64 [Click here to view the link]. Make sure to rename the xcompress64 to xcompress32 for it to work! The files that we will be looking at are: -Pedfx.dat -Vehiclesfx.dat -fxprojtex.xtd Locations [Pedfx.dat and Vehiclesfx.dat] Common/data/effects [fxproject.xtd] It is located inside the xbox360.rpf. Open it in OpenIV or SparkIV. Then go to the textures folder and it will be in there. fxproject.xtd This file consist of many simple images as skidmarks, footprints, ect. This is how the snow mod was created for pc to represent tire tracks. I recommend using the same materials.dat here. It works well and the skidmarks lasts forever. They do not use skidmark_hard though. You can edit any of them as it is up to you. The snow mod used the materials.dat to do the editing so you may also use that. You can just use that as a base to edit because you will have everlasting skid marks. Download the pc snow mod's materials.dat for everlasting skidmarks. [Click here to view the link] Extract The first step is to extract all of these files because we are going to be editing them. You can use OpenIV to extract all of them. Put them all into a folder to stay organized. The Xtd Viewer will be used to export certain .dds files from the fxprojtex.xtd file. I will explain that later on in the tutoral. First lets take a look at the vehiclesfx.dat. Here is an example line from it. VEHFX_INFO_START VOID 9999.9 - - 1 1 0 0100.0 0.01 0 0.0 9999.9 9999.9 - 9999.9 9999.9 - 0 CONCRETE 2.7 skidmark_hard flat_normal_8x8 1 1 0 0100.0 0.01 0 0.0 2.2 15.0 wheel_friction_hard 9999.9 9999.9 - 0 STONE 2.7 skidmark_hard flat_normal_8x8 1 1 0 0100.0 0.01 0 0.0 2.2 15.0 wheel_friction_hard 9999.9 9999.9 - 0 PAVING_SLABS 2.7 skidmark_hard flat_normal_8x8 1 1 0 0100.0 0.01 0 0.0 2.2 15.0 wheel_friction_hard 9999.9 9999.9 - 0 Right away you can see the words skidmark_hard and wheel_friction_hard. These names are referring to images that are within the fxprojtex.xtd file. These are the photo's that we will be editing. As of now to skids marks are realistic. Here is a photo of what it looks like now: As you can see it is very plain. Well we are about to change that. The Next step is to extract the Skidmark_Hard.dds file. Open photoshop with your dds plugin Look here for the post created by Leon with the .dds plugin Or download [Click here to view the link]. Once you are read open up photoshop. Then open up your dds file. If you are good with photoshop this will not be a challenge. If you are not I recommend going to the Graphics Section of se7ensins. It may take awhile to start learning but it is worth it in the long run. Trust me. When your Skidmark_hard is open is will look like this: If you didn't already notice it is the same image as the one above. Now this is where like to get unrealistic. First you must decide what color you want your skid marks to be. You can go on google and type in any colors. You can take whatever image of a color you want. If you take an image with a lot of detail it will not work. The image will keep repeating itself at a very small size. If you want your skid marks to be a rainbow make sure it is horizontal. It also depends on which skidmark picture you are editing. If it is vertical then make it vertical. If it is horizontal then make it horizontal. You can use paint or photoshop to rotate it 90 degrees. Example: Change this: To this: Dont forgert to resize. Overall I would just make sure the image or color has a continuous flow to it. Now all thats left to do it replace the original picture of the skidmark. Just erase your old image using the eraser tool on photoshop. Then you can just paste your image right over them. Make sure they are the same size. The Skidmark_hard.dds is 128 by 64 pixels. You can view this inside the Xtd viewer. It will say right next to the name. When your done just import back in using the xtd viewer and there you go! Like what you see in the video? Download will be up later. Important In order for it to always show up you must do this: Set all the vehicles to have skidmark_hard. Next up Pedfx.dat Now that you know how to edit the skid marks this should not be a problem. It is exactly the same but the .dds files being edited are different. This file can be a lot more complicated to edit because there are so many different dds files to edit depending on the conditions. Overall the file is pretty much self-explanatory. Example code in Pedfx.dat: MUD_SOFT footprints_01 footprints_01_normal footprints_01 footprints_01_normal 1 2 0 1 0100.0 0.01 1 0.1 0.24 0.24 footprints_03 footprints_01_normal footprints_03 footprints_01_normal 0100.0 0.01 1 0.15 0.24 0.24 0.8 ped_foot_mud_soft 0.3 ped_foot_mud_soft DIRT_DRY footprints_01 footprints_01_normal footprints_01 footprints_01_normal 1 2 0 1 0100.0 0.01 1 0.08 0.24 0.24 footprints_03 footprints_01_normal footprints_03 footprints_01_normal 0100.0 0.01 1 0.1 0.24 0.24 0.8 ped_foot_dirt_dry 0.3 ped_foot_dirt_dry Read the top part of the file to see what everything means: ######################################### # NORMAL FOOTPRINT -------------------------------------------------------------------------------------------------------------------------------------------------------------------------> BLOOD FOOTPRINT ----------------------------------------------------------------------------------------------------------------------------------------------------------> EFFECTS ------------------------------------------------------------> # MALE DIFFUSE MAP MALE NORMAL MAP FEMALE DIFFUSE MAP FEMALE NORMAL MAP TEXTURE INFO SPECULAR PARALLAX SIZE MALE DIFFUSE MAP MALE NORMAL MAP FEMALE DIFFUSE MAP FEMALE NORMAL MAP SPECULAR PARALLAX SIZE FEMALE FOOT_FX WET_THRESH WET_FOOT_FX # ROW COL IDM IDF FALLOFF INT STEEP SCALE MIN MAX FALLOFF INT STEEP SCALE MIN MAX SIZE ####################################################################### This is why I said it is pretty self-explanatory because you are basically just matching names with what they mean. The image of a foot print can be challenging to make. That is why I said it is better if you have some experience with photoshop. You can also look on google of pictures of footprints and use them. Then you can render them in photoshop. Rendering is basically cutting out a certain part of an image. You can look at this tutorial below to see how to render. Going to the graphics sections of se7ensins should be helpful too. How to Render an Object (Video no created by me) Example: WET_FOOT_FX = footprints_03 Therefore, if you wanted to change the footprints when it is wet you would edit any of these files. Examples: footprints_01_normal footprints_03 There are many more just make sure if you edit footprints_01_normal it looks like this in the end: WET_FOOT_FX = footprints_01_normal Everything has to match. If you want everything to be the same no matter what the conditions are just edit one of the dds files in photoshop. Then rename each line with that information. Example: MUD_SOFT footprints_01 footprints_01 footprints_01 footprints_01 1 2 0 1 0100.0 0.01 1 0.1 0.24 0.24 footprints_01 footprints_01 footprints_03 footprints_01 0100.0 0.01 1 0.15 0.24 0.24 0.8 footprints_01 0.3 footprints_01 If you look closely you can see I changed everyone one to footprints_01 because that is the image that I edited. This is basically all you have to do. You can refer back to the vehiclefx.dat to learn how to do the photoshop part of editing. Extra Information The fxprojtex also contains some other information. Along with all the .xtd files within the xbox360.rpf>textures. There is even a way to change what the water looks like using the water.xtd. You can explore all of these different files. Just use the xtd viewer to view them. Some cool files within the xbox360.rpf/textures computer.xtd (mouse) fxrain.xtd(raindrops) loadingscreens_360.xtd(self-explanatory) radio_hud's.xtd (symbols for radio stations) blips.xtd(single player- carwash, burgershot, ect. symbols) darts.xtd(names on dartboard, you can put your own name) skydome.xtd(moon and stars) water.xtd(picture of water) Enjoy! Look for this in V1.0 Stealth! Created by: LCBradley3k Spoiler Grand Theft Auto IV Timecyc.dat Modifications of the Timecyc.dat all ready made. VisualIV Gives you more of a realistic setting with better reflections. Made for pc. [Click here to view the link] Modded Water Colors by XVI DELBOY http://www.se7ensins...d-water-colour/ Stunning Graphics IV- [Click here to view the link] To save people time I created two of my own. -Noon Time all day [Click here to view the link] Video Spoiler -Night Time all day [Click here to view the link] Video Spoiler You can also go to enbdev.com (ENB) which is known for it's great reflections on pc. The download consist of many files but you can just take the timecyc.dat. Location: dlc>xbox360>data>timecyc.dat This file can also be found in the common. Look at the Hudcolor.dat for color lines. Overview The timecyc.dat consists of weather types and times. The weather types include... -Extra Sunny -Sunny -Sunny_Windy -Cloudy -Rain -Drizzle -Foggy -Lightning Within Each of these weather types is the time of day. Midnight, 5am, 6am, 7am, 9am, midday, 6pm, 7pm, 8pm, 9pm, 10pm Most of the numbers you will see represent colors. Look at the hudcolor.dat to find all the color lines. Each time has a code with a lot of information. Here is the Code for Sunny at Midday: 121 199 191 240 237 209 255 223 194 0 0 44 51 150 255 255 255 255 255 255 255 1.00 1.00 1500.00 147.10 119 120 120 105 105 105 0 0 0 239 0.23 0.00 0.61 0.00 109 120 122 0 0 0 0.76 1.00 0.80 1.00 1.00 1.18 15.94 127.65 1.47 255.43 0.10 77 10.25 4.00 4.00 8.00 1.50 9 0.458 0.682 0.820 0.910 0.949 0.969 1.000 1.000 0.894 0.698 0.361 0.310 0.310 1.000 1.950 0.361 1.000 0.000 0.561 0.514 0.471 0.396 1.434 0.285 0.132 0.680 1.000 6.272 0.548 0.510 1.000 0.373 0.400 0.124 0.890 1.265 0.890 0.890 0.890 0.140 0.941 0.820 0.706 1.000 8.000 0.000 0.685 0.000 24.000 25.000 26.000 0.000 0.000 0.980 1.000 0.000 0.000 1000.000 0.000 0.000 -0.000 0.000 1.500 0.800 1.000 1.000 1.000 0.725 2.00 1.000 1.000 Here is the Code for Sunny at Midnight: 141 163 182 144 148 180 59 206 255 0 0 0 13 13 13 0 0 0 0 0 0 1.00 1.00 1500.00 50.00 35 9 10 26 30 36 0 42 59 150 2.40 0.63 0.70 0.00 128 128 128 0 0 0 0.65 1.00 0.77 0.62 1.00 1.20 15.00 348.75 19.88 256.00 0.00 0 2.00 3.92 3.93 3.05 0.00 0 0.643 0.220 0.220 0.220 1.000 0.561 0.059 0.000 0.000 0.000 0.361 0.310 0.310 1.000 11.205 0.000 1.000 0.000 0.310 0.306 0.306 0.368 0.998 1.070 0.132 0.680 0.757 8.000 0.667 1.700 1.000 0.088 1.513 0.124 0.890 1.265 0.259 0.259 0.259 0.140 0.953 0.761 0.761 0.164 8.000 0.359 0.174 0.256 0.000 0.000 0.000 0.000 4.000 0.980 1.000 0.000 0.000 1000.000 0.000 0.000 0.000 0.000 3.825 0.800 1.000 1.000 1.000 0.900 2.00 1.000 1.000 You can easily see a change within most if the numbers. So what do all of these numbers mean? Well most of them are grouped together in a series of topics. Here is a list of the most common explained. Amb0 Ambient Color 0 stands for how much glow should be on the ground (I have it on 1.0, any value under 1.0 makes the shadows under the car look bright (it disappears when you go into a shadowed area) Amb1 Ambient Color1 is more for the shadows of vertical like buildings Dir controls the amount of Direct Light on Peds and Cars DOF at the end of some of the sections will see a DOP, this stands for Depth of Feild. It has not been looked into by me but I now VisualIV worked really hard to edit some of that information. Depth FX (Depthfxnear & Depthfxfar): Near visible effects only for reflection, fire bloom and rain drops(when crashed on the ground only), very influence on the performance and you can lower it's not so useful Depthfxfar is exactly the same but it is just from more of a distance. Intensity Bloom The whole bloom, influence on the performance, mostly with effects like a sun tint, reflection, lamps lights, explosions and some others. Increasing would increase all of the information above but it has not been tested. 0=no bloom, bloom blurriness = BP Threshold 0=most blurry, 1=not blurry. FogSt Has not really been looked into but seems to be the fog distance from camera. Luminosity (lumMin & lumMax) I've found out that if I turn the min value to 1 from 20, it'll turn the night into some kind of a day. The lights looks insanely nice, but the whole world is very bright. FarClp This is the draw distance. In simple terms it is basically how far you can see. It is originally set at 1500 and you can keep increasing it to about 4000. This could affect you game play though. 250.0 Spoiler 500.0 Spoiler 750.0 Spoiler 1500.0 Spoiler 2500.0 Spoiler Sky Top Color of the top of the sky (You really do not see this as much as Sky Bot) It is listed with three numbers which represent the colors. Sky Top 0,0,0, To change just find a color line from the hudcolor.dat and replace for the time for each wheather. Sky Top 229,115,255 Now at Midnight instead of being black it will be pink Sky Bot Color of the bottom of the sky. Make sure you change this to if you are changing the color of the sky. This is the part of the sky that you will see more of. So whatever you do to sky bot I would do to this. It does not have to be the same color though. LowCloudsRGB Changes some of the smaller clouds, this has not been tested to see exactly what it looks like. Also edited like the sky. BottomCloudRBG Changes the colors of the huge clouds that you mostly see. It is edited the same way as the sky. SunCore This is the main part of the sun. It has three numbers so I assume it is edited just as all the others. SunCorona Has the same codes as SunCore so they should be edited the same way. SprBght Sprite brightness How to Change the Water Color WaterRGBA This is a very popular mod. When you look in the timecyc.dat you will find the WaterRGBA section. It is edited also just like the sky. Dont forget it doesn't have to be the same color all day. If you decide to change it up it will be very time consuming. Example: (at noon) *When looking at the file you will see four numbers under the WaterRGBA, it is the three to the left that is the colors. The last number is transparency. Setting it to 0 makes the water totally transparency, while setting it to 255 sets it to the highest nontransparency the game can create. Here are some of the colors from the hudcolor.dat HUD_COLOUR_PURE_WHITE 255 255 255 HUD_COLOUR_WHITE 225 225 225 HUD_COLOUR_BLACK 0 0 0 HUD_COLOUR_GREY 100 100 100 HUD_COLOUR_RED 165 58 66 HUD_COLOUR_REDLIGHT 206 155 155 HUD_COLOUR_REDDARK 109 41 41 HUD_COLOUR_BLUE 81 109 162 HUD_COLOUR_BLUELIGHT 151 201 206 HUD_COLOUR_BLUEDARK 81 109 162 (MISSION FIRENDS TITLE/BLIP ALSO EFFECTS POLICE AREA BLUE) HUD_COLOUR_YELLOW 215 17 110 (MISSION WAYPOINT) HUD_COLOUR_YELLOWLIGHT 215 17 110 (MISSION TITLES MAP/BRIEF) HUD_COLOUR_YELLOWDARK 206 160 22 (KEEP AS A YELLOW) HUD_COLOUR_ORANGE 188 130 74 HUD_COLOUR_ORANGELIGHT 234 184 125 HUD_COLOUR_ORANGEDARK 130 87 39 HUD_COLOUR_GREEN 0 147 69 (KEEP AS A GREEN) HUD_COLOUR_GREENLIGHT 159 201 166 HUD_COLOUR_GREENDARK 64 94 75 HUD_COLOUR_PURPLE 81 109 162 HUD_COLOUR_PURPLELIGHT 213 178 216 HUD_COLOUR_PURPLEDARK 115 65 87 HUD_COLOUR_PINK 229 115 255 HUD_COLOUR_RADAR_HEALTH 225 225 225 HUD_COLOUR_RADAR_ARMOUR 131 66 147 HUD_COLOUR_RADAR_DAMAGE 215 17 110 HUD_COLOUR_NET_PLAYER1 230 110 0 WaterRGBA original = 0,0,239 Pink = 229, 115, 255 (This is just at Midday) To edit the Water at night go to Midnight under sunny and do the same thing. Only this time you can change up the color. WaterRGBA original = 42, 59, 150 Red = 165, 58, 66 (This is just at Midnight) Now the color of your water will change at these two times. Just remember it will only go in affect for the type of weather you edited in. For this example I edited in Sunny so unless I copy and paste this to all weather it will only work when it is sunny. If you look throughout this video made by XVI DELBOY, you will see how the water changes for him throughout the day. (Download above) Please Read: None of this information was gathered directly from one site. It took me a lot of time and research and testing. I looked at a lot of question posts throughout forum websites and tested them myself. Not all files are tested though and there is no guarantee about xbox because they were all tested on pc. There is still much more to be researched but this gives you a lot of opportunities to edit some cool stuff. Created by: LCBradley3k Spoiler How to Change the Walking Stlye of Your Multiplayer Character Sorry not for pedestrians title is being changed The peds.ide contains information about the pedestrians in the game. This includes their model name, walking style, and many groups about which they look. As you know not everybody walks the same way. A lot may seem alike but some are more different then others. Their are many different walking styles within [Click here to view the link] IV. If you want you make walk like a slum or walk like a swat who is always kneeling down. Here is an example line of a pedestrian in the peds.ide ig_Brucie, ig_Brucie_p, CIVMALE, move_gng@generic_c, GESTURES@MALE, GESTURES@M_PHONE, FACIALS@M_LO, visemes@m_lo, 0, move_gng@generic_c, null, 7,0, PED_TYPE_PLAYER, BRUCIE_PVG, VOICE_PLY_CR You will see it says... move_gng@generic_c That is one of the more casual walking styles. A lot of them are similar throughout the game. But there are some other interesting ones that are not just casual. For example some may make you walk faster, others will make you walk slow and "drugged out." You can find all of these walking styles in the animgrp.dat. Location: Common>data>animgrp.dat It can also be found in the DLC. The common would consist of walking styles from the original GTA 4 and the DLC's would give you walking styles that were added for new players. Walking Styles in the animgrp.dat inside the common... MovementGroup(Streaming, move_cop) MovementGroup(Streaming, move_cop_fat) MovementGroup(Streaming, move_m@roman_inj) MovementGroup(Streaming, move_m@bernie MovementGroup(Streaming, move_m@playboy) MovementGroup(Streaming, move_f@bness_a) MovementGroup(Streaming, move_f@bness_ :cool2: MovementGroup(Streaming, move_f@bness_c) MovementGroup(Streaming, move_f@bness_d) MovementGroup(Streaming, move_f@bness_e) MovementGroup(Streaming, move_f@casual) MovementGroup(Streaming, move_f@casual_ :cool2: MovementGroup(Streaming, move_f@casual_c) MovementGroup(Streaming, move_f@sexy) MovementGroup(Resident, move_f@fat) MovementGroup(Streaming, move_f@old_a) MovementGroup(Streaming, move_f@old_ :cool2: MovementGroup(Streaming, move_f@old_c) MovementGroup(Streaming, move_f@old_d) MovementGroup(Streaming, move_f@puffer) MovementGroup(Streaming, move_f@michelle) MovementGroup(Streaming, move_f@multiplyr) MovementGroup(Streaming, move_m@swat) MovementGroup(Streaming, move_m@cs_swat) MovementGroup(Streaming, move_m@bness_a) MovementGroup(Streaming, move_m@bness_ :cool2: MovementGroup(Streaming, move_m@bness_c) MovementGroup(Streaming, move_m@casual) MovementGroup(Streaming, move_m@casual_ :cool2: MovementGroup(Streaming, move_m@casual_c) MovementGroup(Streaming, move_m@bum) MovementGroup(Streaming, move_m@fat) MovementGroup(Streaming, move_m@old_a) MovementGroup(Streaming, move_m@old_ :cool2: MovementGroup(Streaming, move_m@old_c) MovementGroup(Streaming, move_m@tourist) MovementGroup(Streaming, move_m@case) MovementGroup(Streaming, move_m@h_cuffed) MovementGroup(Streaming, move_m@eddie) MovementGroup(Streaming, move_m@multiplyr) MovementGroup(Streaming, move_gng@afro_a) MovementGroup(Streaming, move_gng@afro_ :cool2: MovementGroup(Streaming, move_gng@afro_c) MovementGroup(Streaming, move_gng@generic_a) MovementGroup(Streaming, move_gng@generic_ :cool2: MovementGroup(Streaming, move_gng@generic_c) MovementGroup(Streaming, move_gng@latino_a) MovementGroup(Streaming, move_gng@latino_ :cool2: MovementGroup(Streaming, move_gng@latino_c) MovementGroup(Streaming, move_gng@jam_a) MovementGroup(Streaming, move_gng@jam_ :cool2: MovementGroup(Streaming, move_gng@jam_c) MovementGroup(Streaming, move_gng@jam_c) A lot of these are self-explanatory but a video will be added later on of all the walking styles. I find that the walking stlye of the SWAT is very interesting because you are always kneeling down. But remember you will be walking a bit slower. Now all thats left is to open your peds.ide. You can open this up in notepad along with all of the other .dat files. Go to M_Y_MULTIPLAYER for a male or F_Y_MULTIPLAYER for a female. It should be near the top. Choose a walking style of your choice and add it. Example: Original M_Y_Multiplayer, M_Y_Multiplayer_p, CIVMALE, move_m@multiplyr, GESTURES@MALE, GESTURES@M_PHONE, FACIALS@M_LO, visemes@m_lo, 0, move_m@multiplyr, null, 9,9, PED_TYPE_PLAYER, VOICE_PLY_CR, VOICE_PLY_CR New M_Y_Multiplayer, M_Y_Multiplayer_p, CIVMALE, move_m@swat, GESTURES@MALE, GESTURES@M_PHONE, FACIALS@M_LO, visemes@m_lo, 0, move_m@multiplyr, null, 9,9, PED_TYPE_PLAYER, VOICE_PLY_CR, VOICE_PLY_CR As you can see I changed the move_m@multiplyr to move_m@swat. There are two types of swat so I am not sure which one kneels. You will have to wait for the video. Walking as a girl (created by Duck) Created By: LCBradley3k Spoiler Tips in Excel For Faster Map Porting If you aren't familiar with Excel that much you may find map modding to be very time consuming. Here are some of my tips in excel when map porting. Summary of this tutorial: We will be using formulas and other tips so you do not have to write everything out on your own. Remember: Even though this process will not take in long, make sure to take your time. You do not want to mess up, it will affect you in the long run. The beginning is the same as Loki's tutorial but as you read though you will see how it is quite faster. This tutorial looks quite long although most of it is pictures. Once you get the hang of it it is much faster. Each step needs to be done for this to work so read everything! Programs needed: Cathering's Negative Hash Tool Excel Notepad Placement Editor 2.2 Make sure all of these are open because you will be using them all at once. Except Notepad that is for the first step. Open your objects.ini in Notepad. Press Ctrl-a to highlight all of the information inside the file. Now Copy Open Excel and paste the information In Loki's tutorial you can see he tells you to write the numbers 1-11 continuously. Well that is not needed in this. The Next Step may be confusing for some so read carefully. First in Column B, Row 1 you are going to type an = Do Not Press Enter! Without doing anything else scroll down using your arrow keys on your keyboard until Column A, Row 2 has a dotted moving box around it. (Mine does not because I pressed enter by mistake) Now you can press enter. Now what this does is pretty self-explanatory. It tells Column B, Row 1 to equal Column A, Row 2. We are now going to continue the code throughout and then use that code to paste into each section. It may sound hard now but it will be explained in better detail below. Next is the same thing except we are working with different Columns and Rows. Now we want Column C, Row 1 to equal our y-value. To do this do the same thing as above. Do Not Press Enter! Now scroll using your arrow keys to Column A, Row 3 Notice how it looks before you press enter. You can see how it says =A3, once you press that it will actually make it to what A3 is. To save space I am going to let you do the rest. Follow this format: Column D, Row 1 = Column A, Row 4 Column E, Row 1 = Column A, Row 5 Column F, Row 1 = Column A, Row 6 Column G, Row 1 = Column A, Row 7 Column H, Row 1 = Column A, Row 8 Column I, Row 1 = Column A, Row 9 Column J, Row 1 = Column A, Row 10 Column K, Row 1 = Column A, Row 11 Once you do that it should look like this: Now all you have to do it highlight row 1, Columns B-K and copy. When you are copying it is copying the formula, not the actual numbers. Now copy that in Column B, next to the  Now continue to copy that on Column B going all the way down. Only next to the numbers though. It may take awhile but it is still faster than some of the previous ways. Now you will just have a line of numbers next to , , , ect. It keeps going until you are finished. Your final product should look like this. It will continue all the way down to where the numbers stop. This Step Is The Most Important Or Nothing Will Work! Copy everything using Ctrl-a Open a new excel document. The purpose of this step is to get rid of the formula or else it will affect you in the future. Highlight the whole new document using Ctrl-a Right Click anywhere and select "Paste Special" DO NOT JUST PASTE You will now get a screen that looks like this: You must check "value" instead of "all" This will take off all of the formulas automatically. The next step is to get rid of the space in between. The first step is to take brackets [ ] on the outside of the numbers. To do this go to the "Edit" tab and select find. Then click replace button. It should look like this: You have to do one bracket at a time or else it will not work The first time you do it, it will look like this: You want to replace it with blank because that will delete it. Click "Replace All" Now do the next bracket Once you are done the numbers on all of the brackets should be gone. It should now look like this: Now that we have done that we can finally get rid of the spaces. Click on the "Data" tab then click "sort" You will get a small window, make sure "Expand The Selection" is checked. The next window should look like this: Make sure to check "no header row" If it looks like that then you are set to go. Click ok. It should look like this: Mine looks wierd because I only used three objects for the example. Delete all the extra stuff at the bottom once it is sorted. Now all that is left is to continue to follow Loki's tutorial. Extra Tips Tip #1 When putting in a name for an object in Column A you can use the "Find" tool that I told you earlier in the tutorial. Use the replace option again. If you have like seventy of the same object this is a good tip to use. Make sure Column A is selected only, or else this will edit Column F because that also has the hash in it. First figure out the name of the hash using Placement Editor 2.2. Take the hash in the "Replace tool" Paste it into the "Find What:" Paste the name into the "Replace with:" This will replace all of them with the same hash at once with the object name. Within Column A so make sure it is highlighted originally once again. Tip #2 Many times on xbox objects need to be raised for them to be just right. Who wants to have to add 9.25 to every oil tank? Well here is a faster way. Just use the "paste special" option in excel. First just choose a random empty box that is under one of the columns that you are not using. Write the number that you want to add or subtract. Right Click and copy that number. Now highlight the objects that it needs to be added or subtracted to. Right click and click paste special. It should then look like this: Now you can just check whatever box you would like. You have the option to: -add -multiply -subtract -divide Tip #3 - Floating point errors Loki already does a great way of explaining these but some people are still having trouble so maybe some more explaining could help. The floating point error is cause by he placement editor 2.2 not recognizing all of your values. When you try to save you get the floating point error. Make sure you export to a dat before you save. (Optional but easier to see where your mistake is) Once you have the dat file open in notepad open that same xpl in the placement editor that you had open just before. Scroll down until you see all the values of one object repeating. It will look like this: Now my repeating starts at Row 169. How do we know which column is the problem? Look at row 168, the z value is the same as 169. The program automatically started copying row 168's z value because it could not read the one in 169. How to fix this? As Lok already stated you would edit the z-value by + or - .001 Therefore, you have to look in your dat file that you exported earlier. Or you may look at your original dat file. In my case I would change the z-value of row 169 by .001. Example: Old: #169 CJ_BOAT_RAMP, -272.337, -77.498, 355.685, 0.045, 0.417, 0.902, -0.097, 384, -1, Changed: #169 CJ_BOAT_RAMP, -272.337, -77.498, 355.684, 0.045, 0.417, 0.902, -0.097, 384, -1, 1, -1 As you can see I change my z value by just .001 less, you can also increase it by .001 but that is up to you. If you have any questions feel free to ask. If you have anything else to add let me know. If there is anything you disagree with please let me know. Created By: LCBradley3k Spoiler THE FINE ART OF MAP EDITING: object and vehicle PLACEMENT GETTING STARTED: Map editing in GTA4 or EFLC isn't too difficult to do it just takes a lot of planning and testing. Until somebody comes up with or decides to share an easier way of doing this, this will have to work for now. Here are some things you'll need to do these mods: *A pc copy of Grand Theft Auto IV or Episodes From Liberty City (it doesn't really matter which since most map mods are interchangeable) *[Click here to view the link] (This is for doing layout work to generate your object/vehicle placement coordinates) *[Click here to view the link] or [Click here to view the link] (for extracting files and rebuilding RPF & IMG files) *[Click here to view the link] (for editing the XPL files) *[Click here to view the link] (for checking your work, more on that later...) *[Click here to view the link] (for extracting and replacing files off your GTA ISO) *A Jtagged XBOX 360 (optional, but recommended, for testing so you're not blowing through discs) *A dump of the Episodes From Liberty City ISO (optional, but it will save you time from constantly having to copy files from the retail disc) 1) Setting up your static objects with the Simple Native Trainer. With your selected PC version of GTA4 and Simple Native Trainer installed, launch GTA4 and activate the Simple Native Trainer using the hot key (F3). Using the object Spawner layout the map objects (not vehicles, we'll get to that in a bit) you'd like to add. If you aren't feeling creative you can simply download a pre-made object.ini file from one of the many websites hosting them (like [Click here to view the link], just make sure they're from one of the recent versions of the Simple Native Trainer. Older versions of the object.ini files were missing the correct rotation data which results in the objects spawning, but they are all rotated wrong). If you decide to load a pre-made file make sure you make a backup of any object.ini file that may be in your root directory of your GTA4 installation (for example: C:/Program Files/Rockstar Games/GTA4 or C:/Program Files (x86)/Rockstar Games/GTA4 for a 64 bit OS). Under the object spawning menu you'd select "Loadobjects from objects.ini". This will spawn the objects contained in that file. Check to see if everything looks OK, andmake any changes that you want to make, then save the objects to the objects.ini file by selecting the menu item "Save All Spawned objects to objects.ini". If you are creating stuff from scratch you can use some of the preloaded object selections available in the objectspawning menu (like skate ramps, shipping containers, boat ramps, etc.) or you can spawn specific objects using the "spawn object by entering model hash or model name" option. I find that [Click here to view the link] has a good list ofobject names and hashes for your reference. Remember, not all objects are solid, so you'll have to play around a bit until you find objects that work well for you. 2) Setting up your new vehicle spawns with the Simple Native Trainer. I usually wait until the end of my map editing before I add vehicles. What we're going to do now is get coordinates for your spawn points by placing an object where you want to spawn your vehicle. I normally use a small object like CJ_APPLE_1 to mark my spawn points. Simply place your objects to mark your spawns and save them with theobjects.ini file by using the "Save All Spawned objects to objects.ini" menu item. Take note of how many objectspawns you have created. Once that is done you can move on to the next step. 3) Adding your objects to the XPL files. If you don't have a copy of your console version of GTA4 or EFLC dumped to your hard drive then you'll need to use the [Click here to view the link] Backup Creator to copy and extract the XBOX360.RPF file from the root directory of the game disc since you'll need that file to have access to the map XPL files. Once you have the XBOX360.RPF file open it in either SparkIV or OpenIV. Once you have it open navigate to the DATA/MAPS/ directory. In here you'll see a bunch of folders referencing the real life locations in NYC which correspond to the sections of Liberty City. Pick a file to edit from within those directories and extract it to your PC. It doesn't seem to matter which file you use because yourobjects will spawn anywhere on the map regardless which file you use. For example, I use the Happiness Island XPL file, nj_liberty.xpl for all my edits so far. Open the extracted file in the GTA IV Placement Tool 2.2. Also at this time you'll want to open the object.ini file you created in a text editor like Notepad. Once you have your XPL file open you have a couple options with how you go about adding items. The GTA IV Placement Tool 2.2 is a little buggy so there are a few things you'll want to remember when editing: * It's a good idea to export your XPL to a DAT file using the menu item in the GTA IV Placement Tool 2.2. * Only enter in coordinate up to 3 digits past the decimal point. Anymore and the file won't save properly. * Make sure to keep backups for your XPL files because it's easy to accidentally delete lines in them. The first method is to just edit within the GTA IV Placement Tool 2.2. Sometimes the program will error out if you try to save. Usually this is caused by having a number under one of the columns with more than 3 digits past the decimal or a mismatch with the number of lines that are actually in the file versus the number of lines the program shows under "section info" are there. The latter of the two usually occurs when doing vehicle spawns (more on that later). The second method is to export your loaded XPL file as a DAT using the menu item in the GTA IV Placement Tool 2.2. Open the DAT file in a text editor like notepad, make and save your edits, then import your DAT file back into a newly created, blank XPL file in GTA IV Placement Tool 2.2. With either method you'll need to follow the steps below. With your objects.ini file open you'll notice the spawned objects are each listed with their coordinate and rotation values, as well as a model hash number for the object's model name. To add an object, first add a new line to the file using the menu option or the "insert" key. Once you done that you'll enter your model name in the first column. You can refer to the object.ini file for the hash if you don't remember theobject name. You can use the "calculate name from hash" tool to calculate the object name from the hash, just as long as the hash isn't negative. Negative hashes won't work in the tool included in the GTA IV Placement Tool 2.2. Usually I'll try to make note of which objects I use so that I don't run into that problem. Also you can make notes in the object.ini file so you don't forget which hash refers to which object. Don't forget to make a backup of theobjects.ini file if you plan on doing that. The next 3 columns will be the POS X, POS Y, and POS Z coordinates of the object. Copy those from the objects.ini file. They of course are listed under X, Y, and Z in that file. Continue on to do the same with the ROT X, ROT Y, andROT Z values which are listed under QX, QY, and QZ in the objects.ini file. The next column, ROT W needs to be inverted once it is copied from the objects.ini file under the QW value. So if it's 1.61 in the objects.ini file, it needs to be -1.61 in XPL file. Honestly the next few I'm not entirely sure what the values mean but here it goes... Unknown 1 I usually leave at 384. It's worked for me so far. LOD is left at -1 unless you want to specify an LOD (Low object Detail) object to use. Honestly, I think that would be a ton of work to get LODs in place as well as other objects. In case you decide to go through with it this column refers to which line number that the LOD entry is on that corresponds with this object. Unknown 2 is left as a 1 and Unknown 3 as -1. Just repeat until you have entered all of the items in objects.ini file, making sure not to add the objects you used as placeholders for your vehicle spawns. You'll be using those soon. Before you save your file export it as a DAT file just in case you run into any errors. Now save and if everything went well we can move on. 4) Adding vehicles to your Stream XPL files Vehicles get added in a similar way as objects but in a completely different file. Stream XPL files contain the spawn data for parked cars and other misc. detail objects like weeds, barriers, etc. The objects in a Stream XPL file do not spawn in online games, so they shouldn’t used for adding objects to the map, unless of course you want some items not to spawn online. The stream files are located in various IMG files under the xbox360/data/maps directory on the game disc. You’ll find a similar directory structure as what was in the xbox360.rpf file. These IMG files contain the textures and object data corresponding to the map files. Also within them are stream XPL files. These files will be named after the file they are contained in. For example within the manhat01.img file you find stream XPLs named manhat01_stream##.xpl. Pick the file you wish to use and open it up in OpenIV or SparkIV. Extract the stream XPL file you plan on using and open it with the GTA IV Placement Tool 2.2. Pick your method of editing as described in step 3, and continue on. If you use the GTA IV Placement Tool 2.2 you will need to select the stream tab to open the parked car data. You’ll notice its setup similar to the object placement portion of the XPL file. Please note, I usually overwrite lines in these files rather than add new ones. In fact I usually clear out a few lines just to be sure that the file size stays the same if not smaller than the original. This is important since you can’t have the IMG file size end up larger than it originally was. The first three columns are the X, Y, Z, coordinates of the vehicle you are spawning. Use the coordinates you got from the objects you saved from the Simple Native Trainer to mark the vehicle spawns. Copy those numbers into the corresponding columns. Unknown4 is still unknown to me. I usually leave this at 0. Unknown5 & Unknown6 have to do with rotation, I think. I need to play around with it some more. I’ve been using -10 and 6. This hasn’t really been a big deal for me since I haven’t been creating vehicle spawns that I needed to face in a specific direction. Unknown7 is the vehicle model name hash. To generate that simply use the “calculate hash from name” tool in the GTA IV Placement Tool 2.2. Enter the vehicle name (which would be the same name used in the handling.dat file)and it will calculate a hash value for you. Be sure to enter the positive value in the Unknown7 column. Here’s where the IV Placement Editor comes in handy. You’ll notice that in the GTA IV Placement Tool 2.2 that that column is all zeros. Unfortunately that program doesn’t quite display the stream section correctly. However you can view it correctly in the IV Placement Editor. But that program is unable to edit XPL files. If you do enter a hash value in the GTA IV Placement Tool 2.2 and save it, it will actually save it to the XPL file but it just won’t show up if you reload the file in the GTA IV Placement Tool 2.2. Also if you’re just looking to swap which car spawns in a specific location on the map you can simply change this value to the desired vehicle model hash and be done with it. Unknown8 – Unknown11 are all left at -1. Unknown12 corresponds to the cargrp the vehicle will be associated with. This is different than how you’d normally think of the cargrps, since these vehicles are not driving around. Associating a helicopter to the Ambulance group, for example won’t, all of the sudden, cause helicopters to spawn at all of the hospitals. I leave mine at 1633 which is the Ambulance group. In fact if you left Unknown7 blank it would spawn an ambulance instead. You can use these groups to spawn random cars at a location. They are used in the parking lots this way for example. But the specificvehicles will take on the properties of the group. Ambulances spawn in multiplayer at the hospitals, and at all times of the day, so associating it with a helicopter will cause it to spawn at all times of the day and should allow it to spawn in multiplayer. Certain cargrps are limited to spawning at certain times of the day. Play around with these values until you find something that works best for you. Unknown13 & Unknown14 are left at zero as well. Once you have made your edits, save your stream XPL file. 5) Building your modded files. Using OpenIV or SparkIV overwrite the files you used in their corresponding RPF or IMG files. The stream file would go back in the IMG file you chose to edit. The editing XPL file with your added objects would, of course go back inside the XBOX360.RPF file. Now you’ll want to make sure that the XBOX360.RPF file doesn’t increase in size. To avoid this I’d recommend freeing up space by deleting some of the webpage data from the in-game computers or overwriting them with smaller webpage files. These can be found under the HTML directory in the XBOX360.rpf file. This unfortunately is untested at the moment, but I believe you should be fine as long as you don’t try to access the in-game computers. EDIT: Overwriting the ingame webfiles and rebuilding the XBOX360.rpf will drop the file size down while letting the game load up as normal. You can chop almost 30MB off the file size using this method. That's way more than you'll need but it's nice to know it can be done. I used aboutus.xhm from the craplist.com folder to overwrite the larger xhm files in other directories. Obviously you probably will crash the game if you use the computer terminals in-game. That's untested but I assume that would be the result. For IMG files, I usually try to delete a couple of the entries in the stream XPLs to free up space for the vehicles I add. You probably won’t miss a couple random parked car spawns anyways. Just make sure the file size is smaller or the same as the original, unedited file. Once you’re files are rebuilt you are ready to test. So copy the IMG and/or XBOX360.rpf files to your JTAG system or import them into your ISO using the [Click here to view the link] Backup Creator. 6) Testing There are a few things you’ll want to consider when testing your files. *Make sure your objects are spawning at the right height. Some may need to have their Z axis values tweaked a bit. For example the object NJ04ladder04 spawns about 2.5 units lower than it should from what you have in the Simple Native Trainer. So you’ll need to add 1.5 to whatever value you get in the Simple Native Trainer when you’re adding that object into the XPL file. I find that if something is off it helps to raise or lower the object by small increments *Make sure you don’t have any major frame rate hits. I found that when I used the MANHAT01.xpl I got lots of slowdown with added objects in the lower Algonquin construction site. When I added those objects to the NJ_LIBERTY.xpl file instead, everything was smooth as silk. You may consider moving your objects from one XPL to another if you experience major slowdown. *Test everything. That means if, for example, you spawn ladders; make sure you can use your ladders. I ran into trouble with an 8 object ladder up the side of a sky scraper. It worked well in the Simple Native trainer but on the console game the player would fall off midway down, to his death. Make sure everything works well since nobody wants to play on a buggy map. *Remember map editing takes time. Don’t rush it. I’m sure there’s stuff I haven’t figured out yet. I know there’s plenty that I haven’t tested yet. If anything it will give you a nudge in the right direction and hopefully we can make corrections and additions as we go along. ADDITIONAL TUTORIALS and HELP TUTORIAL/TOOL: AUTO MAP MOD IMPORT TOOL FOR EXCEL(DOES ABOUT 95% OF THE FORMATTING WORK FOR YOU, AUTOMATICALLY.) Want to import your modded map files even quicker than before. Now you can using my custom made excel file importing your modded object.ini file couldn't be easier. This tool will format your file properly, the only thing you'll need to do is replace any unknown negative object hashes with the object names. LOKI's MAP MOD IMPORTER V3.0 FOR EXCEL [Click here to view the link] Change Log: V3: Now can calculate supported positive and negative hashes Added Support for calculating 161 negative object hashes Hash lists can be added to as more unknown hashes are found V2: Calculates all positive object hashes supported by the Item Placement Tool 2.2 V1: First release You'll notice the object hash and object hash negative tabs at the bottom of the file. You can add any additional hashes you run into that are unsupported here. I'll try to update it as we find object hashes that aren't supported. Thanks to Cathering(Punishment) for the Negative Hash Calculator, and LCBradley3K for his work on the official negative hash thread (all of which were added to the list) Here's a step by step tutorial on using this file: Step 1: [Click here to view the link] (Compatible with all versions of Microsoft Excel and Open Office Calc) Step 2: Open the downloaded XLS file in Excel or an Excel compatible program. Step 3: Open your object.ini file you wish to import in a text editor such as Notepad. Select everything in theobject.ini file(CTRL+A) and copy (CTRL+C). Step 4: In the 2nd tab of the Excel file marked "Paste object.ini Contents Here" select cell A1 (the upper-leftmost cell) and Paste (CTRL+V) Your Excel sheet should look similar to the picture below. Tabs are located at the bottom of the Excel sheet. Refer to the picture below. Step 5: Click on the 1st tab of the Excel file marked "Processed File". You should see your formatted object.ini file like the picture below. Step 6: Select Save-As and save the file as a .CSV file. Feel free to name it whatever you'd like. It will ask you if you want to save only the active sheet in that format and leave out the rest. Select YES. It will then say that the file contains features that are incompatible with the CSV format. Select Yes again. Step 7: From here you can either reload the saved CSV file in Excel or Notepad. You'll then use the Find & Replace function to replace the any left over negative object hash values in column A(highlighted in yellow on the picture below) with the object names. These hash values can be calculated by using the Simple Native Trainers spawn by hash value tool in the object Spawning menu (see what object spawns when you enter the hash in) or by using[Click here to view the link] to convert those negative hashes into positive ones. I'd recommend if you use his tool that you replace the values in the object.ini before loading it in to be converted. It will save you from having to look up the hashes later on. That's it. Note: You do not need to do any of the formatting from the other excel tutorial below. The W Rotation value has already been inverted, values rounded up to 3 decimal points, and extra columns have been already added. TUTORIAL: USING MICROSOFT EXCEL TO QUICKLY IMPORT objects INTO AN XPL FILE Using this method you can import large sets of object into the item placement tool and an xpl in just minutes. You will need the following: *An objects.ini file with your edits created from the simple native trainer *A copy of Microsoft Excel (doesn't matter which version and other similar programs may work) or if you don't have Excel, CALC from [Click here to view the link] will work just the same. *The Item Placement Tool 2.2 *Notepad or other text editor *An extracted XPL that you wish to add objects to. Step 1 Preparing for Excel: Open your objects.ini file, select all (ctrl-a) and copy the entire contents of the file (ctrl-c). Open Excel and start a new blank workbook. Paste your copied content into the first cell (A:1) in the top left corner of the worksheet. You should now have the same contents in this excel file as you did in the objects.ini Step 2 Sorting and Formatting: In column B, type 1 - 11 in each cell below. Once you have the first set of numbers typed, highlight them, select copy, then select the rest of the column down to the last row of your objects.ini data in column A and select paste. What you should get after pasting is each number lining up with the same portion of each object for every object. See the picture below to see what you're trying achieve. Once you have that completed, highlight columns A and B and select sort. Sort by column B. Once you've sorted everything we're going to start arranging the data to a format similar to what's in the xpl files. With each number in column cut and past the data into columns following column B. You'll end up with something like the picture below. Once that's done, you can delete the following columns (refer to the picture above if you're unsure): A,B,D,F,H,I,J,L,N,P,R,T,U,V. Move your column with the model numbers (column D, the one with the "Model=" lines in it) to column A. Now we have everything where it needs to be to move on to the next step. Step 3 Cleaning it up: Now to get rid of the extra date in each cell. To remove the x=, y=, z=, etc. portions of each cell, we'll need to use the find and replace tool. I usually work backwards from qw= to model=. Open the replace tool and enter qw= in the top text box (find what), leave the bottom text box (replace with) blank. Select replace all, and you'll get a confirmation that the changes were made. Do this for each column. Once you are done you should only have numbers in the columns, no text, like below. Replace the hash in column a with it's appropriate item name. You can use the simple native trainer (spawn by hash) or item placement tool's calculate name by hash tool to find it. Use the replace option to replace these quickly. The hash value would go in the top text box, object name in the bottom, then replace all. Do this for every item in that column. You are done when only object names remain in column A. Next highlight columns B through H and select format cells. Under the number tab, select number and make sure the drop down box marked decimal places is set to 3. Next thing to do is to inverse the ROTW column. To do this fill column I with the number -1 for the entire length of your data. Select that column, copy, and paste special on column H. Select Multiply from the menu. Finally we need to add the missing columns. For this you'll fill in the following into the next few columns 384,-1,1,1. See below for how it should look. Finally it's time to save. Select save-as and change the file type to .csv as shown below. Step 4: It's all coming together Open the item placement tool and then open your xpl you plan to add objects to. Once it's open select Export To DAT. This will create a text file which we'll be adding our data to then reimporting into the program. Open your newly created DAT file and CSV file in notepad. Copy the contents of the CSV file and paste them at the bottom of [SECTION0] in the DAT file right before the [ENDSECTION] tag. Now save the changed DAT file. Reopen the Item Placement tool and select CREATE -- XENON PLACEMENT FILE. It will ask you to name it. Choose a name and hit OK. Next select Import from DAT. Select the newly edited DAT file you created and hit OK. You should now have your original XPL file with plus the objects you imported from the objects.ini file. TA DA! TUTORIAL: DEBUGGING FLOATING POINT ERRORS IN THE ITEM PLACEMENT TOOL Getting frustrated with the item placement tool? Running into errors and corrupt files with repeating entries? I can help... It is actually a pretty easy fix. Here's what you'll want to do. Once you have all of your objects entered into the item placement tool, try to save. If you get the floating point error, before you exit the program or close the file, use the export to dat function in the file menu. Open that newly created dat file in notepad or another text editor. Next close the item placement tool then reopen it as well as your xpl file. Scroll down the corrupted xpl file in the item placement tool. You should get to a point where stuff looks like it's repeating. For example: Object 1.0 1.4 1.5 -1 -1.2 0.3 0.5 384 -1 1 -1 Object 2.0 1.4 1.5 -1 -1.2 0.3 0.5 384 -1 1 -1 Object 2.0 1.4 1.5 -1 -1.2 0.3 0.5 384 -1 1 -1 Object 2.0 1.4 1.5 -1 -1.2 0.3 0.5 384 -1 1 -1 Ok, so like in the example above you will want to pin down where it begins repeating. In the example above it would be. The 2nd line, y axis value (highlighted in blue). Because if you notice after the object name and the 1st coordinate (x axis) it starts to repeat the values above it. So what you'll need to do is in that exported dat file you'll want to find that same object line (of course in the dat file it won't be corrupted.) So using the example above let's pretend this 2nd line was the problem line from above. Object 1.0 1.4 1.5 -1 -1.2 0.3 0.5 384 -1 1 -1 Object 2.0 3.009 4.123 5.32 0.001 0 0.3 384 -1 1 -1 You can see that the y axis is not the same as the corrupted file. So to fix this problem all you would need to do is add or subtract 0.001 to the value of the entry that is giving you problems. In this case it would be the 3.009 entry so you'd edit that entry in the dat file to 3.01 or 3.008. Once you've done that, save your dat file and close andreopen the item placement tool. This time select create new xenon placement list (xpl). It will prompt you for a file name enter either the same name of the file you are editing or anything else, just be sure to add the .xpl extension to the file name when selecting it. It will then open a blank file fir you. Now use the import from dat function and re-import the data from your dat file you just edited. Now try to save. If you get an error simply repeat these steps until you've fixed all the problems. If not then awesome. When repeating the step for additional errors it's not necessary to re-export the dat file each time, just keep using the same one, editing out each problem until the file works. I'm not sure why this program doesn't like certain numbers but it doesn't. It's just what we have to do to get around the limitations of it. You shouldn't notice the .001 shift either on your objects. I hope that helps and wasn't too confusing. You should only probably have 1 or 2 errors per file, so it will go quick. ***Special thanks to LiteralExertus for pointing out that the GTA IV Placement Tool 2.2 wasn’t displaying the XPL files correctly in the stream section. That information let me figure out that the cargrp number in unknown12 was not actually the vehicle hash. Also to Punishment for his Negative Hash Value Converter. *** Spoiler Quote Would you like to learn how to create a freeze/helicopter car on GTA IV? If so, follow my simple, twelve step tutorial. Enjoy! What is a helicopter/freeze car? Helicopter Car: It's pretty self explanatory. Your car's attributes will be replaced with that of a helicopter, allowing you to fly. It will obtain the same controls and speed as a helicopter. Freeze Car: A freeze car can be used to eliminate individual/all players from a multilayer game, hence its "freeze" title. As soon as you enter the vehicle, every player's console within that game will crash, requiring manual restart. 1. Open your [Click here to view the link] using Open IV (...Run as administrator and ensure that edit mode is enabled) 2. Extract [Click here to view the link] and [Click here to view the link] to your Desktop (...You can find your IDE files within the "Data" folder) 3. Open both your Gtxd.ide and Vehicles.ide in Notepad 4. Copy and Paste all of your data from Vehicles.ide into Gtxd.ide 5. Close your Vehicles.ide file (...We no longer need to use this file) 6. Go back to Gtxd.ide in Notepad (...We need to focus on this file only - Don't get confused!) 7. Select which Freeze/Helicopter Vehicle's you'd like... (Do NOT select vehicles that spawn on the road, e.g. cars from POPCYCLE_GROUP_NETWORK within cargrp.dat - You'll freeze yourself!) Example Freeze/Helicopter Car: # Model name, Txd name, Type HandlingId Game name, Anims Anims2 Frq MaxNum Wheel Radius DefDirtLevel lodMult # Front Rear Swankness flags # cars have two extra fields wheelmodelId and wheel scale # planes have one extra field model id of low level of detail admiral, admiral, heli, ANNHIL, ADMIRAL, VEH@STD, NULL, 100, 999, 0.2229, 0.2229, 0, 2, 1.0 - Example Non-Freeze/Helicopter Car: # Model name, Txd name, Type HandlingId Game name, Anims Anims2 Frq MaxNum Wheel Radius DefDirtLevel lodMult # Front Rear Swankness flags # cars have two extra fields wheelmodelId and wheel scale # planes have one extra field model id of low level of detail admiral, admiral, car, ADMIRAL, ADMIRAL, VEH@STD, NULL, 100, 999, 0.2229, 0.2229, 0, 2, 1.0 - Explanation: As you can see, I simply changed TWO values to make an ADMIRAL into a FREEZE CAR The first value we change is the TYPE (Change your TYPE to heli - It must be in lower-case!) The second value we change is the Handling ID (Change your Handling ID to ANNHIL - It must be in UPPERCASE!) 8. Make sure you Save your Gtxd.ide when you're done editing 9. Go back to your Common.rpf in Open IV 10. Delete Vehicles.ide from within your "Data" folder (...You must delete vehicles.ide to prevent conflicting data with gtxd.ide) 11. Replace your Gtxd.ide with the one you've recently saved to your Desktop 12. Close or Rebuild your Common.rpf and Replace within your Grand Theft Auto IV ISO Enjoy! NOTICE: Please do NOT flame. You're only making it difficult for yourself and staff. You'll just get infracted and/or suspended so behave and post nicely, or not at all. Spoiler Posted 07 January 2011 - 10:34 PM Quote Want to earn a certain rank or leaderboard position? This in-depth tutorial will explain the most efficient way to do so. What you will need: [Click here to view the link] IV (Disc) The Ballad Of Gay Tony (Downloadable Content) A Friend Please Note: Spoiler Load up TBOGT via GTA IV. (You MUST have the downloadable content version or the glitch will not work) Enter a Ranked Deathmatch in TBOGT. When you're in the lobby, Leave and Return to Regular GTA IV. You must NOT return to dashboard. Load GTA IV by pressingStart > Game > New Game > Grand Theft Auto IV Now that your in single player on GTA IV, make sure you and your friend have the SAME Preferences. I recommend these preferences as not many regular players use them for ranked: Auto-Aim: Disallow Police: On Friendly Fire: On (or) Off. Now you BOTH need to SEARCH for a Ranked Deathmatch at the SAME time You need to be quick as it can only be you and a friend in the lobby. If more people join then it will be harder to boost as they will kill you periodically Before you start the game, you MUST select the following In-Game Preferences (it doesn't matter who is host of the lobby) In-Game Preferences Location: Happiness Island Duration: You can choose how long you want to boost for just be fair on your friend who has to sit there and be killed Weapons: Assault Rifles (or) SMG's Traffic: Parked Pedestrians: Off Blips: All Gamertag Display: On Reticule Health: On Voice Chat: On Respawn Distance: Near Respawn Time: 1 Second Time Of Day: Random Weather: Clear You can now START the game Once the game has started, the person boosting should Collect As Much Ammo As Possible When the person boosting has collected enough, BOTH of you MUST go to the location marked with a Circle on the map below: You must both assemble at the end of the dock. There should either be an assault rifle or SMG spawn there too so you canreplenish your ammo whenever. The person boosting CAN now begin to kill the friend Wait, what's the glitch? (Explanation) Spoiler Enjoy!