IMG

 
IMG
IMG   IMG
  Welcome to GTAForums! Be sure to check out the Grand Theft Auto V Forum.

You are not registered! (If you are, click here to login) Registering is fast, free and easy and allows you to instantly reply to any topic on GTAForums.
Why wait? Click here to register your own unique username and become part of the ever-growing community!


( Log In | Register | Revalidate Validation E-mail )
Quick Log-In:
  IMG
       
>
Forum Rules Attention:

This is for the discussion and releasing of tutorials for modifying GTA. Anything that isn't a tutorial 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)


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

 Importing a custom IV map object

 All bout importing objects to IV
 
GTARandom  
Posted: Friday, Mar 11 2011, 16:24
Quote Post


GTA player since 2001
Group Icon
Group: Members
Joined: Jun 15, 2009

cw.gif

Member Award




GTA IV Object Import Tutorial


Video




Step-by-step textual explanation

1. WDR
1. Import a model from a GTA game to base scales on (San Andreas or IV recommended) - I use sweet.dff from SA.
2. Scale it until it fits the correct size!
3. Center the pivot to the object (Select Pivot icon -> Affect Pivot Only -> Center to Object).
Also make sure to reset its scales and rotation (found at bottom of the menu).
4. Convert it to Editable Poly and texture it with a minimum of 2 UVMaps (textures).
5. Center the object to 0!
6. Run Shadow's Script and Export WDR! - It is recommended to have your object under 2000 polys.
2.a) WBN - Static Collision
1. Clear all object mapping (Tools icon -> More -> UVW Remove).
2. In Modifier menu add these mofifiers : Vertex Weld - set to 0,1 if it's not and Tesselate - Center to Box if your object mesh doesn't have more 4 vertices!
3. Convert it to Editable Poly again!
4. Open GIMS Suite menu and enable Map helper to help you place your collision in GTA IV world.
NOTE: Because WBN are coordinated collisions you will be forced to have the col and WPL placement of WDR at same coordinate or Collision will be in the incorrect spot.
5. Create 2 dummies and center them to 0 throughout all axes and set hierarchy in the Schematic View like in the picture below:
user posted image
6. Set Collision to BVH type in GIMS or leave it as it is!
7. Export as OBN!
2.b) WBD- Dynamic collision
1. Do everything as you would do with WBN just in the object name set it the same as filename and WDR name! Also important to center it to 0 in Max Scene!
2. Export OBD!
3.a) WTD-OpenIV
1. When you make an archive for your new map you can choose to create a WTD by going to New->Windows Texture Dictionary (WTD) and edit the file using OpenIV's interface. Most common image types work (ie. png , jpg etc.)
3.b) WTD-G-Texture
1. This way to create a new WTD is more complex and less comfortable than making it with OpenIV, but because some people can't get OpenIV to work G-Texture is their alternative.
Open G-Texture!
2. Press New , and name your WTD and save it somewhere!
3. Get your textures in DDS (DirectDraw Surface) if you havent already (use Photoshop with Nvidia Plugin or iMage!) and make them in DXT1 if it is not an alpha or a opacity based texture.
4.Add textures and save the changed!
4. WPL and IDE
1. Back in 3ds Max make 3 dummies and center them!
2. In schematic mode set their names and hierarchy like this:
user posted image
3. Prepare your object in GIMS /Map Object Set WPL and IDE , also make sure to enter the WTD name , note to make the WTD which you created in G-Texture/Open-IV with same name.
4. Export IDE!
5. Go back to Schematic mode and just rename "dev_ide" to "dev_wpl"!
6. Export WPL!
7. Close 3ds Max!
5. IMG creation and setup for gta.dat and images.txt
1. Run OpenIV and press Create>New IMG archive!
2. Make your new folder inside GTA IV's pc/data/maps and put wpl ide and img made inside it!
3. Import WDR(s) and WTD(s) if made with G-Texture in it.
4. Press New->OpenFormats->Collision bound->select your OBN/OBD!
5. If you made WTD with G-Texture , skip this step! If not press New-> WTD file!
6. Rebuild and save the archive!
7. Go to common/data and open gta.dat!
In it add the path line to your wpl /identified as IPL in gta.dat) and ide!
Example IDE:
CODE
# map files
   IDE platform:/DATA/MAPS/BOXEXAMPLE/BOXEXAMPLE.IDE

Example IPL:
CODE
# map files
   IPL platform:/DATA/MAPS/BOXEXAMPLE/BOXEXAMPLE.IPL

8. Exit and save gta.dat , than open up images.txt!
In it add line for img path!
Example IMG:
CODE
platformimg:/data/maps/boxexample/boxexample 0

9. Save images.txt and enjoy new model ingame! smile.gif


Changes (GIMS 1.42 and onwards):

•WBN main dummy has been renamed from "dev_openbounds" to "dev_col". So if you are using the newer versions of GIMS make sure to call it "dev_col" instead of old "dev_openbounds" - quotation marks aren't meant to be included in the name.

•IDE and WPL don't require naming of "dev_ide" and "dev_wpl" , instead name it "dev_map"!

New updated tutorial coming soon!
PMMSNXbox Live
  Top
 

 
iZinith  
Posted: Wednesday, Apr 6 2011, 16:02
Quote Post


Square Civilian
Group Icon
Group: Members
Joined: Jun 19, 2009

XXXXX



Nice Tut! Will try it out soon tounge.gif
PM
  Top
 

 
hristobg  
Posted: Friday, Apr 8 2011, 10:14
Quote Post


IV Map Modder, Scholarship Edition Project Leader
Group Icon
Group: Members
Joined: Aug 1, 2009

bu.gif

XXXXX



Thank you for the tutorial. I have ~200 objects, for which I want to use one archive of textures (wtd). Can I select them all and set up the WPL and IDE at one time? It's annoying to select every object and press SET for IDE and WPL..
Users WebsitePMMSN
  Top
 

 
Secretagents1  
Posted: Friday, Apr 8 2011, 22:00
Quote Post


The Jim Detector
Group Icon
Group: Members
Joined: Jul 20, 2009

uk.gif

XXXXX



I couldn't do any of this, as this uses old tools, and the one i use are the new ones (because the old ones are unavailable) everything in this tut is impossible for me, it all starts on the map viewer bit, i'm sorry. But this is useless to me.
Users WebsitePMMSNYahooICQXbox Live
  Top
 

 
hristobg  
Posted: Saturday, Apr 9 2011, 08:09
Quote Post


IV Map Modder, Scholarship Edition Project Leader
Group Icon
Group: Members
Joined: Aug 1, 2009

bu.gif

XXXXX



If you use GIMS 1,42, you should rename the dummys to:

- For IDE and WPL - just 'dev_map'.
- For COL (WBN) - 'dev_col'

The hiearachy must be like that:

for map:

[-] dev_map
|-- [-] IDE and WPL name
-----|-- [-] map
----------|-- [-] objs
---------------|-- model1
---------------|-- model2
---------------|-- model3
---------------|-- etc..

for col:

[-] dev_col
|-- [-] wbn filename
-----|-- [-] unnamed
----------|-- 0
----------|-- 1
----------|-- 2
----------|-- 3..

smile.gif
Users WebsitePMMSN
  Top
 

 
kevv  
Posted: Monday, Apr 11 2011, 10:08
Quote Post


Player Hater
Group Icon
Group: Members
Joined: Mar 12, 2011

XXXXX



QUOTE (hristobg @ Apr 9 2011, 08:09)
If you use GIMS 1,42, you should rename the dummys to:

- For IDE and WPL - just 'dev_map'.
- For COL (WBN) - 'dev_col'

The hiearachy must be like that:

for map:

[-] dev_map
|-- [-] IDE and WPL name
-----|-- [-] map
----------|-- [-] objs
---------------|-- model1
---------------|-- model2
---------------|-- model3
---------------|-- etc..

for col:

[-] dev_col
|-- [-] wbn filename
-----|-- [-] unnamed
----------|-- 0
----------|-- 1
----------|-- 2
----------|-- 3..

smile.gif

is it possible to make a little video to show how to make dummy hierarchy for v 1.42 ????
pls thx to all
PM
  Top
 

 
GTARandom  
Posted: Monday, Apr 11 2011, 21:59
Quote Post


GTA player since 2001
Group Icon
Group: Members
Joined: Jun 15, 2009

cw.gif

Member Award




Tutorial footer updated with latest collision, IDE and WPL (Map) names! I will try to update as new changes become known to me in future releases.

This post has been edited by GTARandom on Monday, Apr 11 2011, 22:26
PMMSNXbox Live
  Top
 

 
StunterDan  
Posted: Sunday, May 8 2011, 04:43
Quote Post


.
Group Icon
Group: Members
Joined: Jan 11, 2011

XXXXX



Yey finaly did it got my first SanAndreas object in IV everything working but col isnt but
Thanks great tut!
PM
  Top
 

 
nanito13  
Posted: Wednesday, Jun 1 2011, 13:12
Quote Post


Square Civilian
Group Icon
Group: Members
Joined: Apr 8, 2010

XXXXX



help when i export it says :

=====Scene check=====
ERROR::Empty "dev_col" dummy! No files exported. huh??
PM
  Top
 

 
lazlow555  
Posted: Saturday, Jun 11 2011, 12:53
Quote Post


Player Hater
Group Icon
Group: Members
Joined: Sep 22, 2010

un.gif

XXXXX



QUOTE (nanito13 @ Wednesday, Jun 1 2011, 13:12)
help when i export it says :

=====Scene check=====
ERROR::Empty "dev_col" dummy! No files exported. huh??

your hierarchy is wrong
PM
  Top
 

 
nanito13  
Posted: Saturday, Jun 18 2011, 15:28
Quote Post


Square Civilian
Group Icon
Group: Members
Joined: Apr 8, 2010

XXXXX



hey can you make a video of the latest version please smile.gif
PM
  Top
 

 
PanosD  
Posted: Monday, Sep 5 2011, 18:49
Quote Post


Player Hater
Group Icon
Group: Members
Joined: Aug 25, 2011

gc.gif

XXXXX



a whole f*cking process for a damn single model.....
PM
  Top
 

 
nanito13  
Posted: Friday, Sep 9 2011, 11:23
Quote Post


Square Civilian
Group Icon
Group: Members
Joined: Apr 8, 2010

XXXXX



when will the new tutorial come out smile.gif ?
PM
  Top
 

 
nanito13  
Posted: Monday, Sep 12 2011, 13:11
Quote Post


Square Civilian
Group Icon
Group: Members
Joined: Apr 8, 2010

XXXXX



uhhh hello ?
PM
  Top
 

 
Blaster_nl  
Posted: Monday, Sep 12 2011, 13:51
Quote Post


GTAV
Group Icon
Group: Members
Joined: Oct 16, 2005

nl.gif

Member Award




QUOTE (PanosD @ Monday, Sep 5 2011, 20:49)
a whole f*cking process for a damn single model.....

You can also do 100 objects at once, doesn't really slow down the process. It can all be mass processed with gims and openiv.

@nanito13, I will talk to Random, maybe we will write a new tutorial together, what is what you want to know?
Users WebsitePMMSNXbox LivePlayStation Network
  Top
 

 
anthony312  
Posted: Saturday, Sep 17 2011, 08:52
Quote Post


Player Hater
Group Icon
Group: Members
Joined: Sep 17, 2011

XXXXX



In this travail, the RemoteObject component's instruction belongings is set to Coldfusion and the publication concept is set to the full modified itemise of the ColdFusion factor.

In oppositeness, when excavation with LiveCycle Collection Services ES or BlazeDS, you limit a fully eligible separate found in the author possession of a remoting maintenance direction in a configuration line, which by neglect is the remoting-config.xml enter. You specialize the gens of the destination in the RemoteObject component's direction property. The goal people also must get a no-args constructor. You can optionally configure a goal this way when employed with ColdFusion instead of by using the publication property on the RemoteObject component.
PM
  Top
 

 
GTARandom  
Posted: Saturday, Oct 1 2011, 10:55
Quote Post


GTA player since 2001
Group Icon
Group: Members
Joined: Jun 15, 2009

cw.gif

Member Award




I updated the tutorial for this. It is already up and posted , just need mods/admins to approve
PMMSNXbox Live
  Top
 

 
Limiter  
Posted: Monday, Oct 3 2011, 07:22
Quote Post


GTA Modder
Group Icon
Group: Members
Joined: Dec 3, 2010

cd.gif

XXXXX



Great to hear, but now I crave for more. smile.gif

I want to know how to do stuff like SLOD and MLO properly. Those are the only two that I have trouble on.

Or maybe how to export swimming pool water. Sorry, getting ahead of myself already.

Anyhow, thank you for this update. Also thank you for helping me come this far in map modding.
PM
  Top
 

 
ratalucas  
Posted: Sunday, Nov 6 2011, 14:35
Quote Post


Player Hater
Group Icon
Group: Members
Joined: Aug 14, 2011

XXXXX



convercion explain, as is done when more than one object

http://www.megaupload.com/?d=Z6M4ERAX
PM
  Top
 

 
SaharVi  
Posted: Saturday, Nov 12 2011, 15:15
Quote Post


Player Hater
Group Icon
Group: Members
Joined: Nov 6, 2011

XXXXX



Thank you!
But where is the video?

PM
  Top
 

 

0 User(s) are reading this topic (0 Guests and 0 Anonymous Users)

0 Members:

Pages: (2) [1] 2 

Topic Options Reply to this topicStart new topicStart Poll
Search topic for posted by (exact match)



 
IMG IMG