*** Dover International Speedway for Grand Theft Auto: San Andreas by Super Mrio (aka Hydro_PT) ***


Author: Codemasters (ToCA Race Driver 3)
Conversion and edition: Super Mrio, member of Ascendence.net.
E-mail: hydro_pt@hotmail.com

Copyright (C) 2008 by Super Mrio. You cant convert, use part or edit this model or the mod without my permission (send an e-mail for permission).
You are not allowed to sell or gain money somehow with this, it's FREE!
If you want to host it, go ahead, just don't forget to credit me.

You use this mod at your own risk, Im not responsible for any damages this can make to your game. And remember to ALWAYS backup your files!


*** DESCRIPTION & LOCATION *** 


This map mod is a conversion from the game ToCA Race Driver 3, by Codemasters. I decided to convert Dover International Speedway for the game
because I really liked to race there and I though this would look good in SA. Plus, it would be good for some races, online with a friend (both need the map installed)
or offline by using the script made by ZAZ, which is included here too (read the readme inside the script folder to know how to install and use it).

The map is located between San Fierro and that little village (where is located the Boat School) on the other side of Golden Gate bridge. 
To access it there is a bridge that starts on that little village. 

I've made too a drift track (it's a bit unrealistic, since it's above water) and I decided to had some stuff to it, like a parking lot, some skyscrapers (so you can skydive)
and other stuff you can check. Hope you like it.

If you want to see how the map mod is before using it, go to YouTube and check this video I made:

Dover International Speedway in action - http://www.youtube.com/watch?v=k0vOG4AX_vs


*** INSTALLATION ***


1 - First, open the file gta.dat, located on your DATA folder, with notepad.

1.1 - Scroll down until you see a lot of lines, all starting with IDE DATA\MAPS\...
Add this to the start: IDE DATA\MAPS\speedway.IDE

1.2 - Scroll down again until you see a lot of lines, all starting with IPL DATA\MAPS\...
Add this to the start: IPL DATA\MAPS\speedway.IPL

1.3 - Save.

2 - Now, open your DATA\MAPS folder and copy these two files, the ones you just extracted from the .rar:

-> speedway.IDE
-> speedway.IPL 

3 - Now, open your gta3.img, located in the MODELs folder, with IMG Tools or a similar program.

3.1 - Find the file dynamic.col and delete it (don't forget to make a backup, just in case).

3.2 - After you delete the original, add the one I provide.

3.3 - Then just add the files speedway.txd, straight1.dff, corner1a.dff, corner1b.dff, straight2.dff and corner2.dff.

3.4 - Rebuild archive and when it's done, close the program.

4 - Go test it! (if you did everything correctly, the map is ingame without problems)


*** KNOWN BUGS ***


-> Because the map is an add-on to the game and it's not pre-renderized on the game engine, it's more "dark" than the rest of the original SA map. 
This means that even if you put the brightness to the maximum, sometimes you may not see too well the car or CJ. This is something I can do nothing about,
although I tried to use some brightness settings. Unfortunately, two parts of the track can't use the brighter settings, so they are darker than the others.

-> If the game crash, be sure you did all the steps correctly. If yes, be sure you don't have other map mod, because since the game can't support more than 7 files add-ons, if you have more maps,
it will overload it and crash. And never forget to rebuild archive, an important step.

If you find another problem or bug with the mod, just warn me at www.ascendence.net, in the topic about this (Buildings & Maps Showroom).


*** CREDITS ***


- GRIM, who told me wich program I should use to start modding and what I should mod at first, he gave me the correct "passport" to enter in the modding world, thanks a lot mate! 

- Oscarw_89 for teaching me important steps while making the model and for helping me using real textures.

- Aboodilatif for the telling me about the dynamic.col file, without it it would be impossible place this model ingame. 

- Kotton and Piohh for friendship and support.

- The authors of MapEditor, MTA Map Editor and Kam (for the scripts for 3D Studio Max).

- ZAZ for the great racing script, he's the author of it, so you can race there with the game AI because of him!

- My beta tester and friend 350Z aka Wilson for testing the track.

- All the other persons at Ascendence that I forgot :P.


*** THE END *** (if you want more great quality mods, go check www.ascendence.net, the best GTA modding community)!