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 Importing models into SA

 [Modding | SA+3DS Max]
 
wauzie  
Posted: Sunday, Nov 20 2005, 13:00
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Hello, i made a tutorial about putting models into sa.

Needs:
-Kams newest scripts Kams scripts My collection of kams scripts, including Col_io_2b
-TXD workshop
-IMG 2.0

Lets get started.

First off all you need a model to put in sa. Create one. Make sure you attached everything.
I made a simpel box:

user posted image

Now press the hammer in 3ds max and choose kams DFF script.

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Open exporter menu en take my settings. Hit Export DFF.

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Save your model:

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Now we're gonna make a colission file. Choose Max script -> Run script.

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Choose col_io_2b.

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Make sure your rotation/coördinates is/are set to 0,0,0 and convert your model to editable Mesh.

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Open the surface Parameters and choose: Set surface + Create boundings. In the little box you have to typ the colname. Then save.

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Save your colfile (Give it the same name as your gonna give your IDE, take test for exampel).

user posted image

This post has been edited by wauzie on Wednesday, Nov 23 2005, 20:16
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wauzie  
Posted: Sunday, Nov 20 2005, 13:01
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Now open TXD workshop and create a new txd, choose a 16 bit image.

user posted image

Press import en select your texture. Copy the name of the texture and import it.

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Press properties and past the name of the Texture. Choose compress to compress your image.

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Make sure your GTA is set to GTA SA. Now save.

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Now it's time to make a IPL + IDE. Open GTA.dat in your GTA data directory (with notepad). Copy a IDE lign like i did (i put this model in a mod GTA...because i don't have a clean one atm...but you have to do the same). I gave the names test\test.ide so there has to be a test directory with the file test.ide included...we're gonna create that later.

user posted image

Do the same with your IPL lign.

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Head over to the Data\maps directory and create the map test.

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Now a IPL + IDE from another map, witch one is not important.

user posted image

Past these files in your test directory and rename them.

user posted image

Open the IDE file with notepad and delete the selected ligns (all long one) but keep one lign to use.

user posted image
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wauzie  
Posted: Sunday, Nov 20 2005, 13:01
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The first number is the ID, every single model has got one...make sure your id isn't used yet. I take 9700, but maybe it is too low at a normal gta....when your game crashes or the wrong model appears change the ID (make it higher).
The second word is the name of the DFF.
The third word is the name of the TXD.
300 is the draw distance.

user posted image

Now open the IPL and delete everything except the first lign.
9700 is the ID.
The second word is the dff.
The 3 blue numbers are the X/Y/Z coördinates.
The orange numbers are the rotation numbers.

user posted image

Now open the gta3.img in your gta sa Models map (i took gti.img because i'm working in a mod).
Press command -> Add.
Now add the files....one at the time!
And don't forget to rename the colfile to your IDE when you havn't done it yet.

user posted image

After adding files you have to rebuild archive.

user posted image

Ingame biggrin.gif:

user posted image
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GT.Killer  
Posted: Sunday, Nov 20 2005, 14:54
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Great tutorial but could you make tut.. for UV Mapping models for SanAn with 3d studio max?
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wauzie  
Posted: Sunday, Nov 20 2005, 15:25
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I'll think i make one.....but i'm busy atm, gti and mi.
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gman24  
Posted: Sunday, Nov 20 2005, 22:53
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Hey, thanks this was a great tutorial and i've been looking everywhere for something like this. I just have one question/problem. I got the model into the game and everything works and it doesnt crash, but when i drive to the location where the model is suppose to be it doesnt show up. Although i tried to drive over the area and i run into an invisible building. So i know the collision is working, but why isnt the buidling showing up. If you could help with that it would be wonderful. Thanks! colgate.gif

~update: ok, i finally found the building, but it isnt in the right location and there isnt any kind of collision to it, in fact if you try to drive up to it i fall through the ground. help?why?

This post has been edited by gman24 on Monday, Nov 21 2005, 05:40
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confusedbattery  
Posted: Monday, Nov 21 2005, 12:03
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maybe you forgot to put all the transformation settings like position/rotation/scale back to zero before exporting it with max ?
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Supdario  
Posted: Monday, Nov 21 2005, 13:32
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Excellent tutorial...

but why MMC is selected? bored.gif

For making Cols I use Steve M's Coll Maker cool.gif
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gman24  
Posted: Monday, Nov 21 2005, 13:36
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Ok, i checked the position/rotation/scale settings. The only one that isnt zero is my scale, but when i set it to zero the buidling gets so small i dont see it in max. If that isnt the problem could it possibly be the ipl file or ide file. Im wasnt sure if those file were suppose to be put into the img file or not. If you have any further ideas that would be great. colgate.gif
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GT.Killer  
Posted: Monday, Nov 21 2005, 13:58
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lol, dont set scale to 0 (i think) sarcasm.gif
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Supdario  
Posted: Monday, Nov 21 2005, 13:58
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the position and the rotation must be 0
But the scale not smile.gif
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wauzie  
Posted: Monday, Nov 21 2005, 14:34
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Only the rotation and coördinates have to set on 0.
The model can be invisible because:

*Your TXD can be corrupt, all have to be compressed (DXT1, unless alpha compression...that's DXT3)
*Your GTA in your txd has to be set on SA. To be sure you do it good...open your TXD, set your gta to vc and save. Than set it back to sa and save again.
*Your model also can be invisible because you used an old version off kams scripts. I add a *.rar to my first post wink.gif.

This post has been edited by wauzie on Tuesday, Nov 22 2005, 06:57
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Supdario  
Posted: Monday, Nov 21 2005, 18:11
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The problem of the Invisible isn't in the textures bored.gif
In materials, before exporting, disable Locks Functions and set Glossines Value to 0
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gman24  
Posted: Tuesday, Nov 22 2005, 01:54
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Thanks for your ideas. I tried them and i got the model to show up although the collision was at the coor. that i chose and the model was in place of a road in the city. I used id 9700, so im pretty sure my issue is because of the id im using, but i havent been able to find a id that would work. So, yeah if anyone has any other comments let me know. Sorry for my lack of inteligence when creating models for gta. blush.gif
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Kie  
Posted: Wednesday, Nov 23 2005, 09:28
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ok ive got some problems here, well its to do with 3ds max. in the kams scripts the one ive got (the link you provided) it doesent have col_io_2b i get like GTA_COL_IO.mse and there is no surface perameteres in there so im confused and this maked me wat to die die.gif suicidal.gif

Large meaningless image removed

This post has been edited by Luke on Sunday, Dec 18 2005, 16:12
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wauzie  
Posted: Wednesday, Nov 23 2005, 20:13
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Oh, then i will add a link to my first post....with my scripts in it wink.gif.
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Kie  
Posted: Thursday, Nov 24 2005, 09:24
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ok thanx but...................... im still haven some kind of trouble i try to sav the .col but i get this error

user posted image
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Kie  
Posted: Thursday, Nov 24 2005, 09:34
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sry img dident come up i hope this one does
user posted image
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xrk  
Posted: Thursday, Nov 24 2005, 12:11
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QUOTE (Kie @ Nov 23 2005, 09:28)
ok ive got some problems here, well its to do with 3ds max. in the kams scripts  the one ive got (the link you provided) it doesent have col_io_2b i get like GTA_COL_IO.mse and there is no surface perameteres in there so im confused and this maked me wat to die  die.gif  suicidal.gif


you need to add a suface material to your col and the surface parameters are in the material editor

also if its for sa you need to set "brightness/part:" to -1

user posted image
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wauzie  
Posted: Thursday, Nov 24 2005, 15:23
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It could help, but i never had suchs errors confused.gif. Try to reinstall those scripts and be sure your model is converted to editable mesh.
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