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 Adding SA style reflections

 [Texturing | ZModeler 2]
 
Suction Testicle Man  
Posted: Friday, Sep 9 2005, 04:51
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Yeah, well, you know, that's just, like, your opinion, man.
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I decided to write a quick tutorial on it, as nobody seems to be able to find info anywhere else.

Righto, first things first, you need the xvehicleenv128.tga reflection map that comes with SA. It's in the vehicles.txd, or if you're spasticated, you can find it here.

It looks like this:

user posted image

Please don't attempt to texture this to your car, as it is in gif format. As long as you have THIS file loaded into your z3d file, you won't have to add it to the car's txd. San Andreas will simply read it straight out of the vehicles.txd, which is handy.

Now we move onto the second stage. I am going to give this little box thing an SA-style reflection map:

user posted image

It's not a car, but your car will work the same way. First thing you have to do is right-click the box's object on the right, and click 'Properties':

user posted image

A dialogue box will pop up. You want Mesh > Vertices > Format > UV Channels, which you set to 2:

user posted image

Now click OK. Your box/car/whatever can now cater for two UV channels, the first of which will be whatever you have mapped to it, and the second of which will be the SA reflection map.

Next we need to set up the material in the Materials Editor. Press E. Now find the texture that is going to have this second refmap (probably your main body texture) in the drop-down list. Scroll to the very bottom of all the options. You're going to enter a new texture layer, so make sure a row has it's box ticked on the left, and click the 3-dotted button. Click Add at the bottom of the Textures Browser, browse to your copy of the xvehicleenv128.tga, click Open, then click OK.

user posted image

You should have a texture layer like I have above, except the material will probably be something other than Default Material, and you'll have other texture layers (like one for your body map and UV Channel #1). Now for your texture layer, where it says Apply as:, click Edit...

user posted image

As shown above, change the Apply texture as: option to Low-level environment map, and the Use UV mapping: option to Manual UV #2, then click OK. Click OK again to exit the Materials Editor.

You're almost finished now. Select all your objects in object mode (Select > All), and go Surface > Mapping > Edit UV. Tap the space bar to turn selected mode on (should be red at the bottom of the screen), and click in either the left of right viewpoints (depending on which you have enabled - make sure it's one of the side views though). A dialogue box like this should pop up:

user posted image

Choose the Remove mapping option, and make sure only Channel #2 is ticked. Then press OK.

user posted image

Now again click on the side view with the Edit UV tool, and this time leave it on Create/Edit UV. Set it to Edit UV Channel map #2 and Already mapped vertices behaviour to Generate New:

user posted image

Your model should appear in the UV Mapper window like so, after you click the Materials button at the bottom of the UV Mapper window and click your material (you can also click Objects here and select which object you want to edit):

user posted image

<3D


This post has been edited by Suction Testicle Man on Saturday, Nov 29 2008, 17:11
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Suction Testicle Man  
Posted: Friday, Sep 9 2005, 04:52
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Yeah, well, you know, that's just, like, your opinion, man.
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Deselect all the objects outside the UV Mapper using the Select > None tool, and make sure selected mode is off at the bottom. If your model does NOT appear in the UV Mapper click the Material box underneath, and choose your body material, or whatever material you set the 2nd UV Channel texture layer on. This happens when the objects you edited the UV of has multiple materials assigned to it.

My UV Mapper's current positioning has my box right in the brown area, so thus, my box is brown:

user posted image

Simply use the scale and move tools to move the object(s) down to the right place on the UV Mapper.

user posted image

And you're done. Now do that to your cars and stop releasing them with disgusting Auto-sphere maps on their 1st UV Channels, it looks like sh*t.

<3D


This post has been edited by Suction Testicle Man on Saturday, Nov 29 2008, 17:14
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Sylvania  
Posted: Friday, Sep 9 2005, 04:59
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Lego their ego.
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Uhm Thanks much for listening your awesome smile.gif


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Daalyman05  
Posted: Friday, Sep 9 2005, 23:52
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Or you can just edit the texture itself, for a quick and painless change.
I have my as grayscale, pretty cool effect for all autos in the game.

Btw nice tutorial.
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Suction Testicle Man  
Posted: Monday, Sep 12 2005, 03:00
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Yeah, well, you know, that's just, like, your opinion, man.
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QUOTE (Daalyman05 @ Sep 10 2005, 00:52)
Or you can just edit the texture itself, for a quick and painless change.
I have my as grayscale, pretty cool effect for all autos in the game.

Btw nice tutorial.

The tutorial is written for those wishing to add the SA style reflections to their own scratch model, not the original SA cars. wink.gif

Glad you all like it, I hope it's useful.

<3D
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Daalyman05  
Posted: Monday, Sep 12 2005, 03:31
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Yes, yes it was very helpfull. biggrin.gif
Anything that helps is a sure plus.
Thank you. biggrin.gif
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Mark  
Posted: Wednesday, Oct 26 2005, 23:06
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Jesus hates you.
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*BUMP!*

Sorry that was a huge bump, but I just found this and found it f*cking awesome, so I felt like bumping it for others to find a little easier smile.gif bite me smile.gif.
- GTAuron
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.Victom  
Posted: Tuesday, Jun 13 2006, 13:34
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rawr!
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Sorry for the bump, but this is a really good tutorial and people need to use this.


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epoxi  
Posted: Saturday, Jul 8 2006, 22:58
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Your Mother
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Hmm...I haven't got the preset "Low level environment map," what am I doing wrong?

...or what can I use instead?
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jos116  
Posted: Saturday, Jan 27 2007, 22:19
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New account: DaBeast.
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Sorry for this bump.

Hmm,nice tut. But Zmod always seam to f*ck up my models, lol. Thats why i'm asking, is there any ways for doing it in 3DS Max? I'm prepared to try anything. sarcasm.gif If yes, please PM me biggrin.gif .

Thanks in advance,
Jos
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jos116  
Posted: Saturday, Feb 3 2007, 13:28
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Another bump, doh..

Well, i try'd exporting in in 3DS Max and then doin the reflection's in Zmod. But, the texture properties window seam to be different then the tut. Also, the 'aply image as' dropdown list is empty.. What version are you using if i may ask?
user posted image
Meh, i realy want to get a hang of that reflection tounge2.gif .
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GaduS!  
Posted: Saturday, May 12 2007, 13:48
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deleted post

This post has been edited by GaduS! on Sunday, Jun 3 2007, 12:15
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Chong McBong  
Posted: Monday, Oct 27 2008, 22:35
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Muncher of Polygons (and cake)
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BUMP.

thanks STM, very useful, i wish i found this years ago... quite an amusing read as well tounge2.gif
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ThaDoggfather  
Posted: Monday, Nov 3 2008, 09:48
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I like women
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QUOTE (Chong McBong @ Oct 28 2008, 08:35)
BUMP.

thanks STM, very useful, i wish i found this years ago... quite an amusing read as well tounge2.gif

dammit!! i wanted to bump it this year
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laguna  
Posted: Tuesday, Apr 14 2009, 01:46
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Does anyone knows how to do the same using 3ds max??
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