Russian version (link)IntroductionIn GTA III/VC/SA there are game
zones that display on the screen the text of the zone we enter. And in GTA IV,
street names have been added, which are also displayed on the screen.
In this article we will understand how to add
areas that will display
custom street names on the screen.
The information that is needed to display the streets is in the
car paths (paths.img, .nod files) and gxt/fxt.
Which files will be edited- pc\data\cdimages\paths.img
- common\text\.gxt
OR FXT\.fxt when using Fastman92 Limit Adjuster
What you'll need- Text editor. It is recommended to use Notepad++ or another multifunctional editor for convenience and speed of actions
- OpenIV
-
JOAAT Tool - Resolver & Hasher website- 3ds Max, on which GIMS IV max script is supported
- GIMS IV for 3ds Max (for adding paths)
Adding street namesFirst you need to add street names to your game text files. There are two ways to do this. The first way will work for global mods with a separate game map.
1. In case of GXT: Export the desired
.gxt file to oxt format using OpenIV (
CTRL + S). Work with the
MAIN table.
2. In case of FXT: If you are using Fastman92 Limit Adjuster, you can create the required
.fxt file in the FXT folder.
In this article, we will use the following string:
SN_BUILDER = Builder St
Now open 3ds Max and the text editor. Assume you already have a scene in 3ds Max where you have added the car paths.
1. In 3ds Max, select the desired
path object (Line) on the scene, then open its properties (RMB ->
Object Properties), and go to the
User Defined tab
2. Copy all the content in the window, then paste that content into a text editor
3. Copy the name of your GXT/FXT string. In this example, it is
SN_BUILDER4. Open
JOAAT Tool - Resolver & Hasher website. Make sure that
LowerCase Input and
Output signed int are enabled. Now paste your string name into the
Input field there, then click
CONVERT INPUT and copy the resulting value from the
Output field. In this example it is
-14700494795. Return to the text editor. The text from step 2 will have several "interp" parameters. All of its values are likely to be zero - interp:0
You need to replace all interp values with the value from the site. In this example it will look like this
interp:-1470049479And so that you don't have to search for every value, you can replace all the lines "interp:0" with "interp:-1470049479" using Notepad++.
6. Copy the resulting text, go back to 3ds Max and paste this text into the window from the User Defined tab
You are done. After exporting the paths, the game will display the street name where the paths are located. Now you need to follow these steps for each path object (Line).
Tip: If you have already "added a street" to one of the paths, and you need to add
the same street to other paths with the same parameters, do the following to make things quicker:
1. In 3ds Max, select the path object (Line) with the already added street
2. Open GIMS IV, go to the tab
NOD paths editor, click
Get3. Just below you will see the
Nodes window. Select one of the nodes and click on the
Get button to the right of this window
(Even lower down will be the
Node properties window. In this window will be the
Interpolation window. Despite the appearance, this window is responsible for the street names)
4. Now customize the paths as you want (but without touching Interpolation), then at the top click
Mass mode, and set the desired path objects to these parameters.