|Part 4 - Getting It In Game|
|Well here we are, the final tutorial. This time I'll be showing you how to get your object in game, as per normal we're going to need Zmod, and we're also going to need Moo Mapper a 3D mapper for gta3 and vice city. And you'll need colmaker and Vicetxd|
Download ViceTxd From Here
Download Colmaker from here
Download Moo Mapper from here
By now if you've done parts 1,2 and 3 you should have a building, with inteior and fully textured and scaled to size. And thats were we're starting from.
Before begining make sure, your building and interior are scaled, textured and is in the correct position in zmod.
|Getting It In Game|
|Your building should be in two parts, exteriror and interior. Every object in Vice City, MUST have a colfile. Otherwise it wont work, the game will crash. Each colfile, can only support up to 2000 faces, other wise it will crash. I've only gotten one object, to view the objects number of faces in Zmodeler, right click it in the object list and choose properties.|
|Thats the screen you should get, where its circled is the ammount of faces in your object. I've got 1,409 faces on my object or polys as there called. But exporting to COL from zmodeler will double the number of faces. So you have to get rid of these doubled faces, I'll be telling you how later on in the tutorial when it becomes necessary.|
So here we are, scaled and textured building, now to get it in game.
|First off, once everything is correct in Zmodeler, we'll need to export the dff. So go to file export and make sure the name is something you want it to be, as this will be the name of the dff and colfile as well...|
|"House" is the name of my object, so when I go to File --- Export the filename will be house.dff.|
|I've named it house.dff. You must add the .dff to the end of the filename. When it comes up asking for which version choose Vice City.|
On to the colfile, whilst you can't export directly to a .COL file you have to export it to a directx file .X and then make the col using colmaker.
Go to File --- Export and choose directx .X and name it the same as the dff so in this case it would be house.
|Once you've done that we can now close, Zmodeler. |
Its now onto that double faces that we talked about, If you were to open up your .X file in notepad you'd get something like this.
Thats just the start of it, its too big to post the whole thing. But you can remove anything above the "Frame Main" Now if you searched for "Mesh" it should bring up "Mesh yourobjectnamehere" and "Mesh Normals" you can remove everything below "Mesh Normals" and save. Now this should of overcome the double faces problem.
Now lets fire up colmaker, colmaker is revaltivly easy to use.
|Thats colmakers main screen, if its in another language, the option to change it is under Options. |
Before we go any further, make sure the option mirror X axis is set. Options --- Mirror X Axis
Ok, now that its setup lets load in our X file. File --- Load Text.
|The box should change, and be filled with the X file. give it the same name as the object in the dff. so in my case, house.|
Now press make collision file. We're going to make a folder in the Vice City Maps fodler. Browse to where your Gta Vc Is using colmaker, and open data\maps and create the the folder tut.
Edited by gansta killa, 03 September 2004 - 07:42 PM.