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Attention:
This is for the discussion and releasing of tutorials for modifying GTA. Anything that isn't a tutorial will be deleted without notification.
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[TUT|IV|3DSMax]3DS Max to IV Custom models in IV from Max!
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Limiter  |
Posted: Saturday, Aug 13 2011, 10:31
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GTA Modder

Group: Members
Joined: Dec 3, 2010


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Sorry I did not see that the last question was several days ago, but I don't want anyone to waste unnecessary time on Shadow's tools because they won't get updated anymore.  | QUOTE (Tez2k7 @ Sunday, Jun19 2011, 12:40) |
Hey guys I'm trying to do a few custom objects but having a problem on the first step, really.
When I try and export WDR I get an error message saying; runtime error: dotNet runtime exception: Invalid directory on URL.
Any help would be much appreciated.
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Shadows tools are buggy and old. Also this latest version contains a broken .wdr exporter. Shadow have left the GTA IV modding world and will not make an update to this plugin. A way to bypass this is to use GIMS to export .odr and by using openFormats of OpenIV, convert to .wdr. Easiest way and fast.  | QUOTE (GTA3 @ Sunday, Jul 31 2011, 19:08) |
I have a question, how can i add textures in 3ds max ?
| Assuming you have mapped your object, you assign the texture to the appropriate slot of a material. (ie inside material editor, select a material, and if your texture is diffuse, select the diffuse slot and apply that texture in it.)
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Blaster_nl  |
Posted: Thursday, Dec 27 2012, 06:41
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GTAV

Group: Members
Joined: Oct 16, 2005



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| QUOTE (mtrcurse @ Thursday, Dec 27 2012, 06:02) | How to import *.wft file type to 3DMax ?
PS:I never understand why does that interesting developers acting like they dont know anything about that Damn EFLC durig in their developing process Hello umm Hey Developers, There are a thing exist Named EFLC which is some version of the GTA IV dont forget | Import *.WFT into Z modeler, export as a common 3d format such as .3ds. Then import that in 3ds max.
EFLC is the same game as IV, everything that works in IV, works on EFLC. Not really needed to mention it seperately.
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