| Post 1 | New | Posted November 12th, 2007 |
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| Laserfoxx Part-Time Forum Foxx ![]()
| Hi all, Sorry if the topic has been covered before (and I assume it's likely) - I wanted to get a little info and advice regarding GTA2 Gang cars. I've tried replacing the gang cars (well, only one so far - the Loonies) - but I get bad remap problems in-game, as if I've assigned the wrong palette. I figured this was down to the logo on the roof, which is a seperate object (Code Object 289 or something, I have it written down) and that might affect how the Gang cars will look when playing, but altering the Code Object logo and matching the palette to my new modded car doesn't seem to make any difference. I'm using an existing game palette, and haven't imported my own, as I thought that might just cause problems. I looked at kReYz's replacement for the Russian Bullwark (GTA2 Ferrari F40) which has a replacement logo as well, and in his ReadMe he says to replace a Gang-specific palette with a custom one to make sure the car works in game - in his case, Palette 197 on Bil.sty. I was wondering if anyone had any tips about modifying/replacing Gang cars, or if someone somewhere has a list of any Gang-specific palettes for cars in-game that would be 'safe' to change? Any help, advice and info would be greatly appreciated! :-) -Foxxy ------------------ Gentle When Stroked - Fierce When Provoked |
| Post 2 | New | Posted November 14th, 2007 |
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| Delfi Programmer ![]()
| The gang cars use a very specific hard coded palettes, my sty editor actually lets you import palettes to any palette index so you could do that. the gang cars that have roof logos are also hard coded to those car ids, you can however with scripting tell them to use another car which won't screw up remaps. also check out remaps in sty editor just incase they aren't set wrongly. ------------------ mathpudding.com |
| Post 3 | New | Posted November 15th, 2007 |
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| Laserfoxx Part-Time Forum Foxx ![]()
| I've been messing around with the gang cars over the last few days, and I noticed that the remaps are scripted in the .mis files after lots of head-scratching. If you import a palette using StyTool, does it overwrite an existing one or add a completely new one (without all the seperate 'import palette' stuff in STYEd)? I figured that unless I use the exact same palette the original gang cars use for a replacement car, any mods I make will end up looking like a bad remap due to the hard coding/scripting that specifies what colour a gang car should be. One major problem is that level 1 and 2's mission files still aren't available to the public (to my knowledge) - only level 3 was released in .mis format by Rockstar. I was hoping to replace all the cars in the game, but this is more than a substantial problem to overcome! I did manage to change the Loonies gang car by making a new car from scratch using Palette 31, which is that beige one most cars in-game use. It's not ideal but it does what I was aiming for, it just involves a little more car design than I was planning Thanks for the tips Delfi! I have your StyTool editor now and I'll give it a go when I add more cars later on. -Foxxy ------------------ Gentle When Stroked - Fierce When Provoked |
| Post 4 | New | Posted November 21st, 2007 |
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| Delfi Programmer ![]()
| there are really a lot of options to do with palette in my sty editor when you import sprites, one of them also imports the palette only to a palette number you choose but doesn't change the car's paletet to it. Yes, only level 3 mission scripts were released, however sektor did have some luck hex editing the compiled script code, he might know if it is possible to edit the palette constants without the original script. ------------------ mathpudding.com |


