Fixed it!The shader was originally set to ped_alpha because of the hair transparency (as the tutorial said). I changed it to an alphaless shader.So it had shadows and was fully opaque but it started to shine like wet sh*t.I don't know how the Rage Team managed it, but their Tommy model doesn't shine that much.So I took their material config and assigned to my model. The material was multimaterial that consists of two GTA IV material, each had a shader option.So I assigned one pedalpha shader to the hair and a normal ped shader to the rest of the head(which is not possible according to this tutorial).I wrote these because everybody's asking for help, but if they manage themselves then they just say yeeeeeeeeeeeaaaaaaaaaaahhhhhhhh! I fixed it! Yuppi yay! Nobody gives a sh*t, we just want to know how did you solve the problem
This post has been edited by fidox on Thursday, Feb 16 2012, 12:05
1.Did you import the texture to head_diff_000_a_whi.wtd? 2.Maybe you missed this one: Now go to the Editable Mesh modifier, when the dialog appears click yes again, turn on the Polygon Selection mode and scroll down to the "Surface Properties" tab, select the whole mesh (Ctrl+A) and in Set ID write "1" then hit enter. P.S.:The bump and the specular map won't be saved to the wdr file unless you select the "include" option instead of dictionary.
Thanks for the reply buddy i have been tinkering for the last 24 hours to no end. So i have set the material id to 1, whenever i import niko's head it says there are no textures, i thought thebase texture file was kept in the model file and only the diffuse was kept somewhere else...? I also used the include function as opposed to the dictionary item. I apologize for my noobness, im a zbrush user and only just started using max for gta4, otherwise im a maya user, and a very basic one at that.
Oh I see.It happened to me as well.I don't know why but while exporting, max (or the script) deleted my texture files.The solution was that I put the texture files in the folder (head_000_r/texinclude) which the script created and made them read-only.You can store the diffuse map(base texture) bump and spec. map in the model file but the game loads the diffuse map from the wtd file anyway. Edit: I started to mod GTAIV like a month ago so no problemo I'm a noob too
This post has been edited by fidox on Friday, Mar 2 2012, 01:18
THanks fidox i will try that later on tonight! ps any idea about the eyes? When i removed nikos head there was nothing but the bones, do i need to make eyes? Do i need to close the holes in my model is is that not necessary?
The original head model includes the eyes too.So yes, you need to make the eyes.You could use Niko's eyes as well but it would be a pain in the ass(putting Niko's eyes' textures to yours and then reUVmaping it...).As long as the holes doesn't appear ingame it's not a problem.
Thanks for all the help guys, your the best!!!! I got my model working without rigging the face, also got my textures working, i had to use the gims editor and not the 3dsmax one..im not sure why but its working and as they say if it aint broke dont fix it! Im posting some shots of my working head! Im waiting for the next tut so i can get the eyes working! I also need to remove the hair because my model is supposed to be bald
ps anyone know why my zbrush texture looks so crap ingame, im using a 4096 tex that retains most of its clarity even in photoshop? Im posting a zbrush shot to show you guys, i dont think my bump map is working? Any ideas?
I just recently learned that alot of models for other games dont use bones for facial animations at all, but rather blendshapes, and I also see blendshapes files for gta4 for cutscene peds..... is there another way to do face animations in gta4??? I heard that blendshapes can do a much wider range of facial expressions....