|
 |
|
|
|
|
|
Attention:
This is for the discussion and releasing of tutorials for modifying GTA. Anything that isn't a tutorial will be deleted without notification.
- Please read the Official Modification Forum Rules & Procedure BEFORE posting!
- Data topics: The following topics contain information for formatting and writing tutorials.
- Requests are to be made in the pinned topic.
- New topics to this forum are subject to moderation, and will not appear immediately. Pending approval by a moderator, if a topic is deemed unsuitable it will be deleted without notification.
|
GTAGarage.com free mod hosting from GTANet, simply login with your GTAForums account details
GTAModding.com GTANet's modding wiki
GTA Modding Chatroom provided by irc.gtanet.com (Don't have an IRC client? Click here)
|
Importing models into SA [Modding | SA+3DS Max]
 |
|
 |
| |
wauzie  |
|
GTI + MI

Group: Members
Joined: Mar 12, 2005


|
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:  Now press the hammer in 3ds max and choose kams DFF script.  Open exporter menu en take my settings. Hit Export DFF.  Save your model:  Now we're gonna make a colission file. Choose Max script -> Run script.  Choose col_io_2b.  Make sure your rotation/coördinates is/are set to 0,0,0 and convert your model to editable Mesh.  Open the surface Parameters and choose: Set surface + Create boundings. In the little box you have to typ the colname. Then save.  Save your colfile (Give it the same name as your gonna give your IDE, take test for exampel). This post has been edited by wauzie on Wednesday, Nov 23 2005, 20:16
|
|
|
|
|
 |
|
 |
 |
|
 |
| |
wauzie  |
|
GTI + MI

Group: Members
Joined: Mar 12, 2005


|
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.  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.  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.  After adding files you have to rebuild archive.  Ingame  :
|
|
|
|
|
 |
|
 |
 |
|
 |
| |
wauzie  |
|
GTI + MI

Group: Members
Joined: Mar 12, 2005


|
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  . This post has been edited by wauzie on Tuesday, Nov 22 2005, 06:57
|
|
|
|
|
 |
|
 |
 |
|
 |
| |
1 User(s) are reading this topic (1 Guests and 0 Anonymous Users)
0 Members:
Pages:
(4) [1] 2 3 ... Last »
Track this topic
Receive email notification when a reply has been made to this topic and you are not active on the board.
Subscribe to this forum
Receive email notification when a new topic is posted in this forum and you are not active on the board.
Download / Print this Topic
Download this topic in different formats or view a printer friendly version.
| |
 |
|
 |
|
|
|
|