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GTA Modification Forums
Manhunt's Carcer City in SanAndreas
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jaky2008  |
Posted: Wednesday, Mar 21 2012, 19:56
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Mack Pimp

Group: Members
Joined: May 13, 2009


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Team members: Mod leader/founder: jaky2008 Map converters: frank.s, jaky2008. Tripleas Jackhepburn
Programs used: Autodesk 3D Studio Max TXDWorkshop G-TXD G-IMG IMGTool Steve-M's .Coll Editor 2
Scripts used: Deniska's SA Tools KAM'S GTA Scripts .BSP import 3
Images:



*This post will be updated in time*UPDATE: I thought i'd update this page to tell everyone of a better mod that is much further and developed than this one, it is for GTA IV: http://www.gtaforums.com/index.php?act=ST&f=55&t=510457 This post has been edited by jaky2008 on Saturday, May 19 2012, 09:23
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Frank.s  |
Posted: Wednesday, Mar 21 2012, 20:40
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IV Scripter, Modeler.

Group: Members
Joined: Apr 15, 2008



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Great work.  Here's some levels i converted including NVC: Original:What tools are you using, 3D Ripper DX + 3dsmax? If i have some spare modding time i'll help with fixing up the models you've put in-game and improve them to fit in. 'Noticed you've been unable to convert the vertex coloring, but like i said, i can help with that once i've finished doing my job on Perils of LCSA Ped + Car paths are piss-easy so i can do those, and/or teach you how to make 'em yourself (google Deniskas SA Path Tool). Adding "day vertex coloring" and "night vertex coloring" (done properly) will make it have the exact same look as it did in manhunt, combined with some timecyc editing. To make a thumbnail, create a copy of the picture but make it thumb sized then upload it and post it as a picture, next crtl+x the [img] code and paste it into a http tag and ctrl+v it as the http links name and write the full size pic's url as the the links destination. Not sure if i explained that in any form of understandable language lol. To make it easier, here is an example of your first picture made into a thumbnail: I'll edit this post to remove the picture once you've put the thumbnail in your original post or something. This post has been edited by Frank.s on Friday, Mar 23 2012, 11:47
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jaky2008  |
Posted: Wednesday, Mar 21 2012, 21:00
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Mack Pimp

Group: Members
Joined: May 13, 2009


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I actually tried 3dRipperDX and it was bad because it only captures a small area of the map, I actually used a BSP import script I found on the internet by searching criminal russia's (they made scripts to import .BSP) development team and Manhunt on Google, eventually finding a .rar with loads of scripts on, one just happened to be .BSP import 3!
I also have no clue what vertex colouring is! (Unitl you mentioned it anyway) And i'd appreciate you're help yes, thanks as I again know nothing about creating paths either! I'll get to work on the other map files tomorrow as right now im going to give myself a break, I mean I guess I could attempt the paths myself but I think I will need help with the timecycle and these vertex colours you speak of.
Thanks for showing interest in this mod.
This post has been edited by jaky2008 on Friday, Mar 23 2012, 16:38
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Frank.s  |
Posted: Wednesday, Mar 21 2012, 21:29
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IV Scripter, Modeler.

Group: Members
Joined: Apr 15, 2008



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| QUOTE | | Oh now I get you, so do you think I should make the first page look a little bit more fancy? Like list the tools I used and give it a better layout and even a logo? |
Yeah, improving the presentation and planning of the mod will make it much better imho. One and a half hours later: Edit: Small update, day vertex colors and night vertex colors get imported correctly. What dff export script are you using? Also, what settings buttons are pressed when you export your dffs? Both of those could be reasons why vertex coloring is not appearing in SA.
When i imported the TrainYard, it appears to be the right size, how large are your imported meshes in 3dsmax? Twenty minutes later:Edit2: I've imported and rotated the TrainYard scene1.bsp and exported every single object to SA: The vertex coloring worked perfect, i think yours didn't export vertex colors because you used kams scripts: that doesn't support NVC (night vertex colors) and didn't have the VCOL button set (day vertex colors).
Also, why are you using mapeditor? I just used 3dsmax + deniskas dff scripts to export every object in batch at once and xmens col scripts to export every collision in batch (with good .col brightness set) and deniskas ide script to make the ide file with one click and kams ipl exporter to export the ipl in one click. Exporting all 87 objects took 20 minutes, from importing the .bsp in 3dsmax to playing the finished exported level in SA.
You can see the difference vertex coloring makes, it's got much more depth and looks more realistic. Here i turned the in-game brightness (the one in the pause menu) down to zero as a shortcut instead of editing the timecyc for now.
 Do you want me to send you the .dff+.txd+.max+.col+ide+ipl+img files for my exported version of the TrainYard, or are you going to export it your self? The next day:Converted the TrainYards scene2.bsp into SA too, it was just a little bit of extra graffiti. It seems that in a manhunt level (or at least on the TrainYard level), the scene1.bsp is used for streaming the map and the scene2.bsp contains map parts that never get un-rendered. I'm guessing that because the scene1 had seperate objects so it appears like it's designed so objects in the distance get un-rendered. The scene2.bsp on the other hand, only contains one object which is larger than the traditional size for a map objects and that would cause it to dissappear so that means that the scene2 must be always rendered without getting un-rendered (if thats a word, idk) Later: I've converted the "Weasel" level, most of it converted fine (with the exeption of some missing alphas):

However other places are bugged:

I might re-import the bsp and see if it works a 2nd time around, however i can't be arsed to re-do it right now. This post has been edited by Frank.s on Thursday, Mar 22 2012, 13:34
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Frank.s  |
Posted: Thursday, Mar 22 2012, 18:43
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IV Scripter, Modeler.

Group: Members
Joined: Apr 15, 2008



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Out of interest, how long does it take you to convert a whole level using that method? Here's how to do the method i use: First you need the col and dff exporter that can export all the .dffs at once and all the .cols at once. Deniska script pack has the batch dff + col exporter. 1) Import the scene1 and scene2 bsp into 3dsmax and select every object then rotate it 90 degrees so it's correctly rotated. 2) In 3dsmax, move all the selected objects to wherever they need to be. (basically anywhere above 0.0 sea level) 3) Once the objects are moved to the needed coordinates, while all objects are still selected, click "affect pivot only" then "center to object" and then click "transform" which resets the rotation of the pivot then click "affect pivot only" again to finish using that tool. 4)Reset the xform then right click the grey background of the perspective viewport and click "convert to editable mesh". 5)Now you need to make all the objects have better names than "object01/02/etc," so first make sure every objects is still selected and then click "tools">"rename objects..." and a window should appear. 6) Still writing the rest, tell me if you have any problems with completing steps 1-5.
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Frank.s  |
Posted: Thursday, Mar 22 2012, 19:16
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IV Scripter, Modeler.

Group: Members
Joined: Apr 15, 2008



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The .zip archive is uploaded, it's in the map folder. 1) Import the scene1 and scene2 bsp into 3dsmax and select every object then rotate it 90 degrees so it's correctly rotated. 2) In 3dsmax, move all the selected objects to wherever they need to be. (basically anywhere above 0.0 sea level) 3) Once the objects are moved to the needed coordinates, while all objects are still selected, click "affect pivot only" then "center to object" and then click "transform" which resets the rotation of the pivot then click "affect pivot only" again to finish using that tool. 4)Reset the xform then right click the grey background of the perspective viewport and click "convert to editable mesh". 5)Now you need to make all the objects have better names than "object01/02/etc," so first make sure every objects is still selected and then click "tools">"rename objects..." and a window should appear.  6) Copy the pictures settings: Set the "base name" to the name of the manhunt level or something, then make sure the "numbered" box is ticked and set base number AND step to 1 then hit the Rename button once. This makes every object renamed like TrainYard01 TrainYard02 TrainYard03 TrainYard04 TrainYard05 7) still writing This post has been edited by Frank.s on Thursday, Mar 22 2012, 19:42
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