HI! Knowing what files are for what is the key to modding: http://www.ref3.gta.mendelsohn.de/Fil_index.html has info on the different extensions are what they are for. Once you get a feel for what does what, you're ready to ask "what programs do it" Moomapper is the 3d gui where u do the initial layout and world building, but once you start rotating obects, lining them up isn't just a case of eyeing it up - for this you edit the same ipl and ide files in notepad or some other text editor - by the time you get to this it will make sense by itself and start to be a bit easier. ColEdit is a tool to edit the collision files that define what things you hit, and what things you'de just walk/drive through rather that "soming into contact with" - make sense? If not, consider the meaningful name "collision data" - they're basically the same as the dff files, which are the models, but with less detail & exported in a different format. TXD Workshop is the best texture editor - you'll find the others are sadly lacking in features but all look the same as Workshop. Map modding rather then modelling is a good place to start - rather than making something from the ground up, try downloading a nice mod like beachpark which I used, or Cuddaworld or stuntpark, and make new instances of the existing models using Moomapper (once you've got it appearing in-game - a mission in itself for the n00b). You'll find by arranging existing models to suit your own purposes far more rewarding and educational in the short term. I made DRuGDome totally out of the Beachpark addon by Odie, but then used the "greetz" sign near the entry to make the rest of the demolition park. Screenshots: http://nikt.zog.net.au/jump.jpg http://nikt.zog.net.au/jumpnight.jpg "Where's ColEdit and Moomapper?!" I hear you ask - and this leads us to the most important part of modding (and PCs in general imho) -- you need to use Google to answer you wonderings - it has stax of links to places where you can get advice and tools to suit your purposes, and you'll never get by without it. Long term you'll find yourself making new models (dffs & cols) in 3D Studio MAX, and exporting them for tweaking in moomapper - leave this until you fully understand how the files go together when you do your first mod - when you're at that point, this page will be useful - but I strongly recommend u save it until you've modded an existing world or you'll waste a lot of time & brainbitz. http://www.directive17.com/Tutorials/GTA_objects.htm Anyway - hope that helps... and now a braindump of random useful modding links: http://woody03.users.btopenworld.com/stuff.htm Original Vice data dir all zipped for disaster recovery http://gtawip.com/main/modules/mydownloads/viewcat.php?cid=91 One of the many very useful, well arranged file areas at gtawip for modding. http://www.3drocketfuel.com/index.jsp A few handy models in case u dont have any and wanna experiment. http://mods.moddb.com/2309/ Mods that you could use to start with as a base. http://66.91.180.246/Cudda/index.htm Cuddaworld is currently the mod of the moment - learn from it's mistakes - the alignment of the parts is craaap. That's my (*a lot more than) 2c worth. SEND ME YOUR MODS 8) NikT