Adding custom tuning parts to your FiveM server can significantly enhance the gameplay experience. This guide provides a detailed walkthrough on how to install and implement new tuning options for vehicles in your FiveM environment. This process involves modifying several game files, so creating backups before proceeding is highly recommended.
Understanding File Structures and Naming Conventions
Before diving into the installation process, it’s crucial to understand how FiveM handles vehicle modifications. Tuning parts are typically represented by .DFF files, which contain 3D model data. These files follow a specific naming convention that dictates which part they represent and on which car they can be installed.
A typical file name looks like this: exh_a_lfbmp_a_lrbmp_a_lspl_a_l_bwg_r_a_lwg_l_a_l
. Let’s break it down:
exh
: Exhaust Partfbmp
: Front Bumperrbmp
: Rear Bumperspl
: Spoilerwg_r
: Right Side Skirtwg_l
: Left Side Skirta
: Bodykit ID (“a” or “b” – Alien or X-Flow)l
: Car ID (e.g., “l” for Elegy, “s” for Sultan) A full list of car IDs is crucial for proper installation.
The final letter in spoiler file names (b
or r
) indicates whether the spoiler is attached to the boot or roof.
Step-by-Step Installation Guide
1. Renaming .DFF Files
To avoid conflicts with existing parts, rename your downloaded .DFF files by changing the car ID letter to an unused character (e.g., ‘z’, ‘x’, or ‘p’). For example, exh_a_l
becomes exh_a_z
. This ensures your custom parts don’t overwrite default ones. After renaming, add these files to your gta3.img
using an IMG editor.
2. Modifying salimit.ini
Locate the salimit.ini
file and remove the ‘#’ from the line #CarMods=***
. Change the number to a higher value like 200 to accommodate the new parts: CarMods=200
. This increases the limit of modifiable parts in the game.
3. Creating veh_mods_II.IDE
(Optional but Recommended)
For better organization, create a new file named veh_mods_II.IDE
in the DATAMAPSveh_mods
folder. This file will house the definitions for your custom tuning parts. Add the following structure for each new part, replacing placeholders with correct information:
objs19600, exh_a_z, "car-txd-file-name", 100, 2097152
19601, fbmp_a_z, "car-txd-file-name", 100, 2101248
...
end
The numbers (e.g., 19600, 19601) should be unique and incrementally higher than the highest existing ID in any .IDE
file within the maps
folder. The values at the end of each line (e.g., 100, 2101248) represent the draw distance for each part and should be copied from the corresponding original part for the Elegy.
Alternatively, if you choose not to create a second veh_mods
file, you can add these lines directly to the existing veh_mods.IDE
file, ensuring the ID numbers are unique. You also need to modify the gta.dat
to include IDE DATAMAPSveh_modsveh_mods_II.IDE
4. Updating shopping.DAT
Open shopping.DAT
and add new lines for your custom parts after the existing entries. You can copy lines from similar Elegy parts, changing the car ID letter to match your renamed .DFF files. Ensure you define a price, “respect,” and “sexy” values. Then, add corresponding nametags in the .GXT
file. Finally, add your new parts to the carmod1
section (or other relevant shop sections) to make them appear in TransFender or other desired shops.
5. Configuring carmods.DAT
In carmods.DAT
, add a line linking your new left and right side skirts if you added any: wg_l_a_z, wg_r_a_z
. This prevents visual glitches. Finally, locate the entry for the car you want to modify and add your new parts to the list. Remember to only include the left side skirt (wg_l_a_z
) in this list.
After completing these steps, your custom tuning parts should be available in your FiveM server. Remember to always back up your files before making any modifications! Enjoy customizing your vehicles!