Glenster's Some of Vice City Starter Saves
featuring Klarnetist's 1957 Chevrolet Bel Air
and Alper Saracoglu's Administrative Console
Now with the original '57 details and colors for the Chevy
One of the original '57 Chevy details Klarnetist added before I got to it is
one that many may miss unless they check it out with a sniper rifle scope or
zoom in with the Camera: the Chevy bow tie logo is in the middle of each hubcap.
I like "Vice City," so I usually don't want parts of it already done for me.
But since there are certain abilities and weapons I nearly always have Tommy get
before entering the Ocean View apartment building, and replaying the game can
make it monotonous to have him get those things, I had him get them for a start-
er save game for v.1.
Unfortunately, several weapons are replaced early in the main missions: the
.357 is replaced in "Back Alley Brawl," the M4 in "Guardian Angels," and the
Minigun in "Phnom Penh '86." So I included a second save game that has the same
things plus the main missions through "Guardian Angels" then just missions for
Diaz (no Assassination or Avery Carrington missions) up to and including "Phnom
Penh '86," after which I had Tommy go on another ammo run.
I recommend using the first save game just for the same main missions up to
"Phnom Penh '86" then using the second one for everything else you base subse-
quent saves on. You might consider the second one a belated starter save.
I added a 90% save game, GTAVCsf3.b, because I wanted to change the colors of
the saved vehicles a little more. All that's left to do on it for 100% comple-
tion are the Unique Jumps for Starfish Island, Prawn Island, and the west is-
Otherwise, I like to change the handling of the Sentinel ("The Driver"), RC
Bandit, and the Angel (to make it like the Angels of Tommy's three competitors
in "Alloy Wheels of Steel") in data > handling.cfg, so I included a modded copy
of that file with those changes. I explain how you can make those changes, or a
few other such handy changes, yourself at the end of this ReadMe. I added a
copy of the original handling.cfg for those people who forget to make a copy of
it before they make those changes.
A grateful thanks to Russian modder Klarnetist for giving me the permission to
distribute his "Vice City" Chevrolets and include his 1957 Chevrolet Bel Air two
door hard top conversion of the Viewpoint DataLabs '57 Chevy with this package.
See the "1957ChevroletBelAir" folder for Klarnetist's 1957 Chevrolet Bel Air
two door hard top mod, which replaces the Oceanic, related files I modded and
the original versions, and installation instructions.
I'm also proud to thank Berlin modder Alper Saracoglu for giving me the per-
mission to distribute his Administrative Consoles and Control Centers.
Request for help:
Thanks to OnePiece for the advice about using Zmodeler, but I'm inexperienced
with it. I could use someone's help to change the .dff file to reduce the glare
(specular lighting?) of the exterior, make the colors for the engine and exhaust
pipes more realistic, and to move the dummy for the driver's position so their
hands are closer to the steering wheel.
- It's too bright--the side that faces a nearby light source looks bleached
out. For example, the side facing the light source in the Hyman Condo at night
- I'd like the pale blue of the engine/exhaust pipes changed to silver/light
the yellow of the engine changed to medium gray,
and the black of the engine changed to dark gray.
- The dummy for the position of the driver should be moved a bit toward the
driver's door so their hands are at the steering wheel.
- The steering wheel/steering wheel post colors should be able to be deter-
mined by a color in the .txd file.
- There should be thin horizontal pinstripes of chrome on the off-white sec-
tion (that features the Bel Air logo) of each tail fin.
PS: I came up with a '57 dash trim plate of metal with little square black
dots on it for the tekstura part of the .txd file, but the game takes a bit of
it and expands it in a blurry way, so I couldn't use it and settled for plain
silver grey. I had a similar problem with the way the game renders my depiction
of the seats. Let me know if anyone can fix it. I've enclosed a 1957ChevyDash-
Trim.bmp file, 5 x regular size (because I'd work on the tekstura file at that
size then would reduce it back to regular size), of that section of the tekstura
part of the .txd file.
RanxeroX' guess about the blurriness: "It's probably happening due to the way
the textures are being mapped onto the model. From what you're saying, it
sounds like the textures are UV-mapped using tiling to fill the area. To fix
it, it would require loading the model into a 3d editor and changing the mapping
to another type and possibly having to create a new texture bitmap that has the
full detail that you're after. This sort of thing opens up another can (or
more!) of worms though...cuz you'd have to import the original, make changes,
export the model and then, if you want to release it as part of your mod, get
permission from the original creator."
(GTW note: thanks again to Klarnetist for giving me persmission to distribute
his Chevy mods, and he liked the changes I've come up with so far. But he's
taken his work files and VC off his computer and isn't modding for it anymore.)
Update Feb.2, 2012: I raised the Hermes to be more like a stock 1949 Mercury
(I know it's supposed to be a lead sled, but in Vice City that means the under-
side hits curbs, etc., if it goes fast) and improved the handling for it for the
handling file in the "ModdedAndChevyHandling" folder. I added colors for it to
the carcols.dat file in the "1957Colors" folder. I changed the wheel size a bit
in the default.ide file in the "1957ChevroletBelAir" folder.
Update Jan.5, 2012: I added my "Legible Blimp" mod. I perked up the handling
of the Hermes a bit for the handling file in the "ModdedAndChevyHandling" fold-
er and made the wheels for it a bit bigger for the default.ide file in the
"1957ChevroletBelAir" folder. I moved the Chevy emblem to position it a bit
better on the grill of the '57 Chevy mod.
Update Dec.12, 2011: I changed Tommy's initial Armor to 169 and made a few
changes to the EP vehicles stored in garages. (I chose the colors for EP
Oceanics and Sentinels with the Administrative Console. I recommend using the
'57 Chevy mod for the Oceanic, the carcols.dat file in my "1957Colors" folder,
and picking your favorite '57 colors for the EP Chevys with a Pay 'n' Spray.)
Update Dec.2, 2011: I improved the ReadMe files, installation instructions,
Update Nov.28, 2011: I improved the accuracy of Coronado Yellow and made Onyx
Black a bit lighter.
Update Nov.11, 2011: I changed most of the details and interior colors of the
.txd file of the '57 Chevy to the authentic original '57 Chevy examples, added
the rest of the '57 Chevy exterior colors to the carcols.dat file in the
"1957Colors" folder and improved the accuracy of the exterior colors I had be-
fore, added a folder of screenshots that show the Chevy in all those colors, and
I added a few details to some of the instructions here and there.
(I read on a '57 Chevy site message board that Canada not only had some colors
not used in the USA but had different hues for a few of the same-name colors.
My guess is that explains the difference in colors shown, even by paint com-
panies, for Tropical Turquoise, Canyon Coral, and Colonial Cream.)
Update 4/10/2011: I added a carcols.dat file which lets you use some of the
1957 colors for the 1957 Chevrolet Bel Air, some different colors for the
Sentinel, and added school bus yellow for the Bus.
Update 12/14/2010: I added Alpert Saracoglu's Administrative Console.
Update 9/28/2010: I modded the Chevy of the two files I modded on 9/26 to have
a red dash, ceiling, etc.
Update 9/26/2010: I added two optional oceanic.txd files after I modded
Klarnetist's 1957 Chevrolet two door hard top to give it the red and red-speckled
black seats of a '57 Chevy. One has 1957 Pennsylvania license plates and the
other has 1986 Dade county (the county Miami is in) Florida license plates.