Yes You can but its too hard. Here is the mathod
PLEASE REMEMBER TO BACKUP ANY FILES BEFORE CHANGING THEM
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BITTE VOR DEM BEGIN ALLE BETEILIGTEN DATEN SICHERN
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Adding Extra Cars In Vice City v2.0 by DiCanio
At long last, an update which shows you how to get car sounds
and horns working when adding Extra cars to GTA Vice City :o)
BIG THANKS to the following:
LEV from Russia - for his great work in finding the extra ID's
SLANG - for the German translation of v1.0
All GTA Modding sites who hosted the previous version.
To all my fellow GTA Modders everywhere and to everyone
who made suggestions for improvements :O)
This tutorial is based on the great work Strahd, and
others, did for adding extra cars in GTA3! It was a
wonderful discovery and gave many of us a lot of pleasure.
This adaptation is dedicated to Strahd - wherever he is.
Excuse the repeated sentences throughout this tutorial.
I've had a number of complaints from people saying that
they couldn't add Extra cars for one reason or another.
If you follow this tutorial to the letter you WILL be
able to add those Extra cars. Tens of thousands of
people have done so!
At the last count over 70,000 people have downloaded
v1.0 and the number of complaints is really quite
small in comparison. As I've said many times - if at
first you don't succeed, try, try and try again.
Once you get the hang of it you'll realise just how
easy it really is to add those Extra cars :O)
Programs you will need:
IMG Tool v1.3
ViceGXT v1.2
or
GTA Texter v0.95
A good Hex Editor like Hex Workshop
You can get GTA Texter here:
http://gta.ferodesign.de
Get Hex Workshop here:
http://www.bpsoft.com
Unlike GTA3 it appears you can only add THREE extra cars to
Vice City. There are quite a number of 'free' ID's available
but the game crashes when trying to add more than three. This
is a great pity but we have to live with it until someone
finds a way round it, probably involving a hack for the
GTA_VC.exe file.
So far, we can't add extra motorcycles either ;o(
I've tried ALL sorts of methods to get extra motorcycles but
had to give up on it for now. I'm forever hopeful all the
same and will keep trying :o))
The instructions are basically the same for v2.0 as they were
for v1.0, with only one major difference. It's the changes in
ID's that hold the key to getting car engine sounds working.
If you added Extra vehicles using v1.0 of this tutorial then
you'll be well versed in the procedure.
There are screenshots included to show you all the important
steps of this tutorial.
INSTRUCTIONS FOR ADDING EXTRA CARS:
1.
The three car ID's we are going to use for adding Extra
vehicles are 237, 238 and 239.
If you open your Default.ide file and look near the
bottom you will see that these numbers are already taken:
wheels
237, wheel_rim, generic, 2, 20, 70, 0
238, wheel_offroad, generic, 2, 20, 70, 0
239, wheel_truck, generic, 2, 20, 70, 0
Change these entries to the following:
wheels
325, wheel_rim, generic, 2, 20, 70, 0
327, wheel_offroad, generic, 2, 20, 70, 0
433, wheel_truck, generic, 2, 20, 70, 0
2.
You will now have to use the Find function in your text editor
to search for ALL existing wheel ID's that have 237, 238
and 239. You need to change them to their new ID numbers.
For example the Infernus line in the original Default.ide is:
141, infernus, infernus, car, INFERNUS, INFERNS, null, executive, 7, 6, 0, 237, 0.74
You have to change this to:
141, infernus, infernus, car, INFERNUS, INFERNS, null, executive, 7, 6, 0, 325, 0.74
If you use your Find & Replace function and go through your
Default.ide entry by entry (don't use the Global Replace
function) you should be safe enough. Just change ALL lines
that have Wheel ID's 237, 238 and 239 to their new
numbers - see below:
237 is now 325
238 is now 327
239 is now 433
The rest of the tutorial is basically the same as the
previous one so the hard part is now over ;o)
Just double check you changed all those entries
correctly and remember to keep a back-up copy of your
Default.ide just in case.
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A good free Text Editor is EditPad Lite.
You can get it here:
http://www.editpadpro.com
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REMEMBER to check the Screenshots folder
to see what each step looks like
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3.
An example of adding a new EXTRA vehicle:
Choose an existing Vice City car with roughly the same
dimensions as the one you are going to add. As a test I
decided to install Rich's Ford Mustang. The Idaho is
roughly the same size so I chose this. Copy the Idaho
line in the default.ide
131, idaho, idaho, car, IDAHO, IDAHO, null, poorfamily, 10, 7, 0, 256, 0.64
If the car you are adding has it's own custom wheels, and you have
DMagic's Wheel Mod installed, then change the 256 to 249 adjusting
the tyre size to suit. The Model Name for your new Extra car
should have the same amount of letters as the Model Name it's
going to base it's Handling ID on.
I decided to give my Extra car the Model Name MUSTA which has five
letters just like the IDAHO Model Name. You can call your Extra
vehicles whatever you like as long as the Model Name has the same
amount of letters as the Model Name you are basing your Handling on.
The vehicle name which comes after the Class entry, in this case
CAR, is the Handling ID name entry.
At present there is no known way of giving Extra cars their own
handling lines, so they have to share one with an existing model.
If you want to tweak the handling of your Extra cars then you
alter the handling line of the existing cars that your Extra
cars share handling with.
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If you have never heard of DMagic1's Wheel Mod then check it out
here. It comes with full instructions plus there is a tutorial
on the website.
http://dmagic1wheelmod.shows.it
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No matter what car you choose to base your handling line on you
MUST keep that original Handling ID name as your new Extra car
Handling ID name!
See the example below.
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If you check your Default.ide you will see that the vehicle
entries are explained for you. The entries are classed like
this in the Default.IDE - reading from left to right and
from top to bottom. i.e. The first entry is ID Number and
the last is the WheelScale.
ID Number, Model name, Txd name, Type HandlingId
Game name, Anims Class Frq Lvl
Comprules WheelModel ID WheelScale
In the Idaho's case it would be:
ID Number: 131
MODEL NAME: idaho
TXD Name: idaho
Type: car
HANDLING ID: IDAHO
GAME NAME: IDAHO
Animations: null (means NO animation used)
Class: poorfamily
Frequency: 10
Level: 7
Computer Rules: 0
Wheel Model ID: 256
Wheel Scale: 0.64
The MODEL NAME is the name of the DFF file.
The HANDLING ID is the name a particular car has in the
Handling.cfg file.
The GAME NAME is the name which appears on-screen when you
enter a vehicle.
The two most important entries for our purposes are the HANDLING
ID and MODEL NAME.
Your new Extra vehicle must have a MODEL NAME with the same
amount of letters as the one whose Handling ID you are going
to use.
The HANDLING ID name must be the same in your NEW Extra vehicles
Default.IDE entry as the car you are basing your new entry on.
For example, if you were going to add an Extra car using the
GOLFCART handling line you would have to give your new Extra car
a FIVE letter Model Name as it would be named after the Model
Name of the Golfcart - CADDY.
Also, no matter what you decided to call this vehicle it would
have a HANDLING ID entry called - GOLFCART.
Remember, no matter what car you choose to base your handling
line on you MUST keep that original Handling ID name as your new
Extra car Handling ID name as well!
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Another important thing to remember is the Game Name entry MUST
be SEVEN letters or less. If you look through your Default.ide
you will see that NO vehicle has more than seven letters for
it's Game Name entry.
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4.
Once you have your new Extra car entry sorted add it to the end of
the default.ide car entries - after the Vice Cheetah entry which
is 236.
This is how my new line would look:
237, musta, musta, car, IDAHO, MUSTANG, null, poorfamily, 10, 7, 0, 249, 0.74
Note I have changed the original wheel type to the custom wheel
ID 249 and adjusted the wheel size to suit the Mustang. I need
to keep the original Handling ID name - in this case IDAHO. I
have also chosen MUSTANG as the GAME NAME.
The MODEL NAME is Musta, which has the same number of letters
as the Idaho Model Name - so it looks like I'm good-to-go :o)
Save the default.ide file - remembering to make a back-up copy
before changing anything.
5.
Next, open your carcols.dat file and add a new entry in
alphabetical order for the Musta - i.e. it will come right
after the Mule entry. Add some colors of your choice. I
just made it all black by adding the following:
musta, 0,0
Save the file.
Here's an extract from the carcols.dat file after the
new line was added:
mrwhoop, 1,16, 1,56, 1,17, 1,53, 1,5, 1,35
mule, 63,63, 67,67, 69,69, 91,91, 3,3, 7,7
musta, 0,0
oceanic, 51,1, 58,8, 60,1, 68,8, 2,1, 13,8, 22,1, 36,8
packer, 74,76, 93,77, 76,78, 15,76, 31,77, 43,78, 48,76
Whatever Extra car you will be adding must be added in
alphabetical order as I have shown above. Be careful not
to add extra spaces in your Carcols entry or to forget
the all important commas. Just base your entry on the
existing ones.
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REMEMBER to check the Screenshots folder
to see what each step looks like
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6.
Now I need to rename the dff & txd files for the Mustang to
musta.dff and musta.txd - whatever your car is going to be
called the Model Name MUST be used for the DFF and TXD names.
Add them to the Vice City GTA3.img file using the IMG Tool.
Remember to Rebuild the Archive.
7.
If you want the name of the new vehicle you are adding to
appear on the screen when you enter it then do the following:
Open the Vice City GXT Editor. You will need to manually add
the line where your GXT file is - like so
C:/Program Files/Rockstar Games/Grand Theft Auto Vice City/TEXT/american.gxt
The word MAIN should be highlighted in the Key tables (left hand side).
Go to the right hand pane - the KEYS section - and choose ADD.
Type MUSTANG into the pop-up box and press OK.
Click on the MUSTANG entry and add your GXT description text in
the box below and click Apply.
This will be the description that will appear when you get in
the car. I added Ford Mustang.
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REMEMBER to check the Screenshots folder
to see what each step looks like
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8.
Now for the tricky bit :o)
Open the Vehicles.col file in the Models/Coll folder with
your Hex editor. Find the entry for the car you are
basing you Handling ID on - in this case IDAHO.
Highlight from the word C in COLL all the way to the last
dot just before the next COLL entry (the Infernus).
Select COPY.
You now have to insert the data you just copied, in
alphabetical order, back into the Vehicles.col file.
In this case we are adding the MUSTA so find the entry
nearest this alphabetically - in this case it's the MULE.
Click just after the last dot in the MULE entry so that
your cursor is blinking right before the letter C in COLL
for the Oceanic entry.
Choose Paste.
The Idaho data will be pasted in alphabetical order right
after the last dot in the MULE entry.
Now all you have to do is type over the IDAHO letters in
the data you just pasted with the new vehicle name - MUSTA.
Save file and exit.
Hex Workshop gives you the option to make a back-up copy of
the Vehicles.col file, which is a good option to have.
You can paste your own COL data if you know how to make
custom COL files. This tutorial doesn't cover this
procedure however.
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REMEMBER to check the Screenshots folder
to see what each step looks like
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9.
Fire up Vice City and look for your car.
Hijack it, and your GXT entry will appear on screen.
Ford Mustang
And there ya go. Engine sounds with a horn that works :o)
You can do this three times to add three EXTRA cars to
your game using ID Numbers 237, 238 and 239. Just be
extra careful when copying and pasting the COL data.
If at first you don't succeed - try, try and try again.
You'll get it in the end as it really isn't that hard :o))
I'm still working on a way to get motorcycles into the
game. I've gotten them to spawn but it's tediously slow
work trying every combination. I'm also still trying to
find a way to add custom handling lines for Extra cars.
Again, I've managed to get them to spawn which is at
least a step in the right direction.
It's a case of one step forward two steps back most of
the time ;o)
Look out for v3.0 of this tutorial........ in about six
months - lol :o)
Included with this Mod are any original files you might
be replacing - just in case you forget to make back-up
copies. Plus the usual goodly collection of screenshots :o)
That's All Folks!
Have Fun!