Neon Signs displaying "Open" & "Hot Coffee" for Grand Theft Auto San Andreas PC

Two models of two neon signs with animated textures to add to your game and map where you like. Coffee sign has neon flickering text. For use as decoration at business locations in game.


General Instructions to add (not replace) new models to GTA SA PC:

It is recommended and typically necessary to first download and install a limit adjuster to increase the number of models you can add such as-

fastman92 limit adjuster 6.5
https://fastman92.com/
https://gtaforums.com/topic/733982-fastman92-limit-adjuster/

Consult documentation online for specific instructions on the Limit Adjuster.

<!> Remember to first make a back-up copy of any game file you intend to edit. In this case, it will be gta3.IMG

Then

Use an IMG editor like-
Alci's Image IMG Editor
https://www.gtagarage.com/mods/show.php?id=17269
Download, extract and install.

Use editor to open your Rockstar Games\GTA San Andreas\models
gta3.img

Import the DFF and TXD files.

You can also import the COL files directly into the IMG like the DFFs and TXDs. However the game has a limit on COL file entries allowed, so if you wish to add more later or simply keep track of additional collision models, its recommended that you use a COL file editor to either add it to an existing COL file (which you can export from the IMG with the IMG editor) or create a new one to put in new collision models.

Collision File Editor II
https://www.gtagarage.com/mods/show.php?id=1154

Once you have imported your DFFs, TXDs and COL files, save the IMG and rebuild it.

Next, assign your new models ID numbers. You can edit an IDE file in Notepad. Go to

Rockstar Games\GTA San Andreas\data\maps

There you will find a number of folders  that contain IDE files divided into map regions ("LA", "SF", "country", etc) then divided again by name according to smaller regions (south, north, east etc.)

Select the IDE file you wish to edit. Since all IDE files are loaded on game-start, it is not typically relevant which one you select. However you will want to remember which one it is so you can keep track of new additions. Again, always make a back-up copy of any file you intend to edit.

Once you have opened an IDE file in Notepad, you can assign your new models a new ID number. Since it cannot be the same as an existing number, it is easiest to begin new ID numbers in the 19000 range where there are no entries.

Under the last entry under "objs" before you reach "end", you can write your new entries such as :

19000, OPEN_SIGN, OPEN_SIGN, 299, 0
19001, COFFEE_SIGN, COFFEE_SIGN, 299, 0

(new ID number, DFF name, TXD name, draw distance, flag)

After adding the two model IDs to an IDE file with Notepad and saving it, you can map them into your game with Map Editor, assuming you have already imported the model (DFF), texture (TXD) and collision file (COL) into gta3.img, and saved and rebuilt the IMG with your new models included. By then giving it an ID number in the IDE file after, the Item Placement File has a name and address for your model, and the models 'texture' (or map of color projected on the model), as well as the IPLs directions to position it in on the game map as described with XYZ coordinates, and its orientation as expressed with quaternions.

MapEditor
https://www.gtagarage.com/mods/show.php?id=1053
https://www.youtube.com/watch?v=9ib7SmivIUc

There are many tutorials available online for Map Editor. It provides a graphic tool to manipulate and place static models. Essentially, you load your directory after installing it, then render the scene in which you wish to map your new model. After selecting which IPL file (the Item Placement File, also found in the data/maps folders) you wish to save it to in Map Editor, you can search your new model by the ID name you gave it in the IDE. Then you can use the tool to move and orient the model and set some flags.
