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Pages: (4) 1 [2] 3 4   ( Go to first unread post ) Reply to this topicStart new topicStart Poll

 San Andreas Vehicle Tech Doc (PC only!)

 Model, Wheel & Texture Layout, Mar-10-06
 
namman3  
Posted: Monday, Aug 22 2005, 07:28
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you mean keep only one wheel or delete all of them?
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DexX  
Posted: Monday, Aug 22 2005, 10:10
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ps2 = no. PC only.

keep the right front wheel, and delete all the rest. rename the right front wheel, to "wheel".
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ascendence  
Posted: Monday, Aug 22 2005, 12:44
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How do you implement the upgrade dummies, say for instance, the ug_spoiler and ug_spoiler_dam? I have the dummies in place, named correctly, and their heirarchy parent is boot_dummy. But the game crashes when trying to place a spoiler, so is there a missing setting for the dummies, or something I didn't do?
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namman3  
Posted: Monday, Aug 22 2005, 13:03
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I done like you said but it's not working is that because there is another parent for boot_dummy
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DexX  
Posted: Tuesday, Aug 23 2005, 04:03
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link the "wheel" to the "wheel_rf_dummy", not your boot_dummy notify.gif

@ ascendence - just adding the dummy objects and linking them correctly *should* be enough (was for me when i tried it atleast), there are no other files you need to alter. what gta car are you trying this with anyway?
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namman3  
Posted: Tuesday, Aug 23 2005, 11:14
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I think i said i done that but the car is not showing up in the game
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ascendence  
Posted: Thursday, Aug 25 2005, 03:58
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I'm using a Vice City model I downloaded of KITT from Knight Rider that I converted to SA for personal use. I'm basically trying to learn as much as I can about the way the dummies and models work and go together before starting a scratch project. I've already figured out the material information, so I can get pretty good looking reflections and tones on the vehicles. So now what I'm trying to learn is the dummy placement, and naming for SA. As for my future scratch project, I want to make a '72 Chevy Nova.
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DexX  
Posted: Friday, Aug 26 2005, 05:16
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ok. well if your still having issues with the upgrades, post a screenshot of your hierarchy, fully expanded so i can see whats linked to what.
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ascendence  
Posted: Saturday, Aug 27 2005, 03:15
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Thanks for the help dexx, I got the spoilers working perfectly. You need to append your spoilers section and add 'ug_spoiler_dam01' to it because its a necessary dummy. Without it, the car was crashing for me. But now that it's added, it works fine. So that makes 3 dummies for the spoilers. Again, thanks for the help. biggrin.gif
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DexX  
Posted: Saturday, Aug 27 2005, 04:18
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theres no such part as "'ug_spoiler_dam01". thats what 3dsmax calls ug_spoiler_dam, when you clone it. i don't know if you had the _dam version on before or not, but i suspect that it would be necessary. i've never tried it without.
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ascendence  
Posted: Saturday, Aug 27 2005, 04:56
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I had ug_spoiler and ug_spoiler_dam, and the game would crash. when i added ug_spoiler_dam01 to it, it worked fine in transfender.
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namman3  
Posted: Monday, Aug 29 2005, 16:27
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ok i'm trying to convert yazu hummer H1 to my self
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EGS  
Posted: Tuesday, Aug 30 2005, 08:29
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QUOTE

pretty much. delete the extra wheels from the model, then add the collision file to the dff and your mostly done.


How exactly do you add the collision file.
Is it another object with a certain name?
I'm working with 3ds Max.
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ascendence  
Posted: Wednesday, Aug 31 2005, 01:05
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QUOTE (EGS @ Aug 30 2005, 08:29)
How exactly do you add the collision file.
Is it another object with a certain name?
I'm working with 3ds Max.

Are you using Kam's script? If so, you need to choose the collision file when exporting via Kam's script. The easiest way is to use an existing .dff file from the original cars of San Andreas.
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Dnallov  
Posted: Wednesday, Aug 31 2005, 08:29
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Ok im going to go mad - I changed my manana for a new car and the wheels are wrong (to big) I've not tested it in the game but I've used GTA garage MOD manager to view the car. Ive done what you've told me (go into vehicles.ide and change to number from -1 to 0 and the change the next two number) but nonthing happans. Also I have a wheel stuck in the winscreen of two of my cars! Can you help me with my problems.
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namman3  
Posted: Wednesday, Aug 31 2005, 11:16
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ascendence do you mean if i used a .col file from vc the car will not work?
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123abc  
Posted: Wednesday, Aug 31 2005, 16:17
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I found out something that maybe should be added here.

There seems to be a polly limit on the shadow model. It was with my pantera I found this out, cause all I did was unite the body into one, and made it the shadow. Well, the game would NOT load that car because of the shadow. I put a regular ingame shadow in it's dff, and it worked.

I don't know if it has something to do with the fact that I was using zmod2, but I thought I would share this.
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ascendence  
Posted: Thursday, Sep 1 2005, 14:33
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QUOTE (namman3 @ Aug 31 2005, 11:16)
ascendence do you mean if i used a .col file from vc the car will not work?

From what I've experienced, the .col files from VC won't export correctly into the San Andreas .dff format. The script freezes 3dsmax when using one. So the best way to do it, is use an existing San Andreas .dff car as the collision file, unless you have a valid col3 file that will work for your car and SA.


On the wheel issue, the only way to fix a downloaded car's wheels from being large is to change the vehicle.ide's values. If you're making the car yourself, in 3dsmax, its easy to change. Just select the wheel, reset the X-Form, and Collapse it. Then resize the wheel to the appropriate size. This will allow the car to no longer have oversized wheels, and let you use a -1 default setting in the vehicles.ide so custom added rims in shops show up correctly instead of resized pizza cutters.
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DexX  
Posted: Friday, Sep 2 2005, 02:45
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QUOTE (123abc @ Aug 31 2005, 11:17)
I found out something that maybe should be added here.

There seems to be a polly limit on the shadow model. It was with my pantera I found this out, cause all I did was unite the body into one, and made it the shadow. Well, the game would NOT load that car because of the shadow. I put a regular ingame shadow in it's dff, and it worked..

how many triangles was your shadow mesh before exporting?

Most of them are around 500, depending on the vehicle. the forklift has an 844 triangle shadow mesh, while the premier has one thats 274, so its somewhat variable.
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HokusaiXL  
Posted: Sunday, Sep 4 2005, 20:15
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I was wondering what has been found out about the zr350's popup headlights.

I'm working on a Trueno SR, GTV, anf GT-Apex and would like to get the lights to work on all three but everything that I have tried doesn't work.
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