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How do you use the ALM mod?


Ofc. Vic

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Well, iv'e down loaded the ALM mod by Sam (HI SAM!) and i have no idea how it works. I want it to work with Abraxas Liveries for vanilla cars, and before some bright-head says "raed da godam readmi" i can tell you ive read it trough 3 times, still no idea.

 

/ Officer Vic.

 

EDIT: Fixed some spelling errors.

EDIT2: Waiiit.... It only lists Police1 & 2 not Noose etc, no to fix those?

Edited by Officer Vic

- Victor

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I can't really give you any better advise than to read the readme. Have you peeked inside the ini file? It's not that hard.

The readme says NOTHING. And the .ini i don't understand.  :confused:

The readme just says 

 

 

 
// G17 Media
// Area Livery Mod
// GTAIV
 
// ---------------------------------------------------
// AREA LIVERY MOD README
// - V1 (December 2011)
// - Developed by Sam Thomson
// - © Copyright 2009-2011, G17 Media
// ---------------------------------------------------
 
// ---------------------------------------------------
// INSTALLATION INSTRUCTIONS
// ---------------------------------------------------
// Place the ALM.net.dll and ALM.ini file inside the scripts folder in your main GTAIV/EFLC game directory.
// Open and edit the ALM.ini file in order to set up and customize the mod according to your needs.
 
// ---------------------------------------------------
// CREDITS
// ---------------------------------------------------
// ALM designed, and coded by Sam Thomson (www.lcpdfr.com)
// Special thanks to Nicolai Bavnbek for inspiring this mod.
 
// ---------------------------------------------------
// TERMS
// ---------------------------------------------------
// You are free to distrubute, but not alter, the content of this package in anyway you wish, 
// although please ensure that fair credit is given.

And the .ini 

 

// G17 Media

// Area Livery Mod
// GTAIV
 
// ---------------------------------------------------
// AREA LIVERY MOD CONFIGURATION SETTINGS
// - V1.1 (January 2012)
// - Developed by Sam Thomson
// - © Copyright 2012, G17 Media
// ---------------------------------------------------
 
 
// ---------------------------------------------------
// INSTRUCTIONS FOR LIVERY SETTINGS
// - There are four available liveries for you to choose from,
// - namely livery 0 to livery 3 which correspond to the number
// - of the livery in the texture dictionary (.wtd) of the car,
// - with *sign_1 being livery 0, and *sign_4 being livery 3.
// - To restrict a certain livery to a certain borough of LC,
// - you can use the following values which correspond to
// - different parts of Liberty City.
 
// - ADY (Alderney)
// - BKR (Broker and Dukes)
// - AQN (Algonquin)
// - BHN (Bohan)
// - PRT (Port Tudor)
// - FIA (Francis International Airport)
 
// - EXAMPLE: ADY=0 - Forces cars in Alderney to use livery 1
// - EXAMPLE: ADY=1 - Forces cars in Alderney to use livery 2
// - EXAMPLE: BKR=2 - Forces cars in Broker and Dukes to use livery 3
// - EXAMPLE: BHN=0;3 - Forces cars in Bohan to use livery 1 or livery 4
// - EXAMPLE: AQN=0;1;2;3 - Forces cars in Algonquin to use livery 1, livery 2, livery 3 or livery 4
// - EXAMPLE: FIA=0;1;3 - Forces cars in Francis International Airport to use livery 1, livery 2, or livery 4
 
// - The category names below correspond to the model names of each
// - vehicle which you wish to define livery restrictions for.
// - To add a vehicle to the list, simply create a new section for it
// - below, using the same format as provided with the default vehicles.
 
[sETTINGS]
Threshold = 20.0
 
// This distance, in metres, is the distance from the player at which a vehicle must be further away
// than in order for it to have it's livery changed.  A higher value results in less accuracy, but
// prevents livery switching in blatant view of the player.  A lower value produces the opposite effect.
 
Range = 100.0
 
// This distance, in metres, is the size of the radius in which the script will search for the defined 
// vehicles around the player.  A higher value results in more accuracy, but decreases performance.  
// A lower value produces the opposite effect.
 
 
[POLICE]
ADY=0
BKR=2;3
AQN=2;3
BHN=2;3
PRT=0;1
FIA=2;3
 
[POLICE2]
ADY=0
BKR=2;3
AQN=2;3
BHN=2;3
PRT=0;1
FIA=2;3

Still no idea.

- Victor

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Yeah, I know what the file says. And in the ini file, it says exactly how to do it :) There are four available liveries for you to choose from, namely livery 0 to livery 3 which correspond to the number of the livery in the texture dictionary (.wtd) of the car, with *sign_1 being livery 0, and *sign_4 being livery 3. To restrict a certain livery to a certain borough of LC, you can use the following values which correspond to different parts of Liberty City.

  • ADY (Alderney)
  • BKR (Broker and Dukes)
  • AQN (Algonquin)
  • BHN (Bohan)
  • PRT (Port Tudor)
  • FIA (Francis International Airport)

 
EXAMPLE: ADY=0 - Forces cars in Alderney to use livery 1
EXAMPLE: ADY=1 - Forces cars in Alderney to use livery 2
EXAMPLE: BKR=2 - Forces cars in Broker and Dukes to use livery 3
/XAMPLE: BHN=0;3 - Forces cars in Bohan to use livery 1 or livery 4
EXAMPLE: AQN=0;1;2;3 - Forces cars in Algonquin to use livery 1, livery 2, livery 3 or livery 4
EXAMPLE: FIA=0;1;3 - Forces cars in Francis International Airport to use livery 1, livery 2, or livery 4

 

Then you just need to apply it to the model of the car, example:

[POLICE]
ADY=0 (EXAMPLE: ADY=0 - Forces cars in Alderney to use livery 1)
BKR=2;3
AQN=2;3
BHN=2;3
PRT=0;1
FIA=2;3

Edited by ineseri

Invenio, Investigatio, Imperium

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To begin, you need something like OpenIV, then you want to go to lets say police2. Lets say Livery_1 is Broker and Livery_2 is an airport livery, then you want to go to the ini and look at this...

 

[POLICE2]
ADY=0
BKR=2;3
AQN=2;3
BHN=2;3
PRT=0;1
FIA=2;3
 
With this you will change livery_1 (Broker) and coordinate that livery to spawn in broker (BKR), then you want to take livery_2 (Airport) and coordinate that livery to spawn in the airport (FIA). Last, you take the ini and fix it to those coordination with BKR=1 and FIA=2. Do you understand what I am doing? Lets say those were the livery then the setup would look like...
 
[POLICE2]
BKR=0
FIA=1
 
(notice i used 0 and 1 instead of the livery numbers 1 and two. I did this because Sam set it up so that 0=livery 1, 1= livery 2, 2=livery 3, 3=livery 4.)

 

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6th time, here we go! (sigh) Iv'e sorta figured it out, but how do you add the liveries? 

HOW DO I ADD THE MOTHERFRAPPING LIVERIES!?

 

OpenIV or SparkIV. There are step by step instructions on what you need to do already in this thread.

 

Have you ever installed a modded car?

People have too many opinions about things they know nothing about, and the less they know, the more opinions they have.

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I have installed a car before, that is easy, but the liveries i am getting annoyed on. 

 

Did you use Spark IV or Open IV?

People have too many opinions about things they know nothing about, and the less they know, the more opinions they have.

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Open IV. Spark don't work for me.

 

Open Open IV. You'll need to be using a modded car. Most of them come with four liveries.

 

Click on "Edit Mode."

 

Then select your desired vehicle's .wtd file, and select "Edit File."

 

You can then import new liveries and textures, you can probably find videos on it.

 

Find the file that says "police_1, 2, 3, and 4" and hit "replace." You can then add new liveries. Make sure they use the same template as your vehicle.

People have too many opinions about things they know nothing about, and the less they know, the more opinions they have.

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