Grand Theft Auto 3 / Grand Theft Auto Vice City
This tutorial provides an free alternative to 3dsmax for users looking to pre-light their map modifications through the use of blender. The application can be downloaded from blender.org, you will also need the python script developed by Hollower to allow import/export of .dff files, website. For more information and the latest updates on the .dff import/export script for blender please visit Hollower's topic here.
|QUOTE (Hollower's Post)|
| Known Limits/Bugs|
Please note, this is not a detailed tutorial of blender or the many options available, this is merely a simple guide for basic pre-lighting. For a more detailed insight into the blender application and it's tools visit their website. The guide implies that you're capable of finding menu items in the interface, though no knowledge of blender is necessary.
[1.0] Open blender
[2.0] Loading the .dff Script
[2.1] Text Editor --> Open --> Select Script --> Run Python Script.
[3.0] Importing .dff File
[3.1] On import enable the MSPLIT button and click export.
[3.2] Check textures are visible and correctly mapped in both the shaded and textured view.
[3.3] Remove the default cube from the center of the grid.
[4.0] Pre-Lighting Model
[4.1] Right mouse click on the small lamp icon and press F5.
[4.2] Left mouse click on the light button located at the bottom of the interface.
[4.3] From the drop-down list enable SUN.
[4.4] Switch the view to shaded mode
[4.5] Select the light and press R.
[4.6] Rotate the light (sun) to your preferred position.
[5.0] Vertex Colors
[5.1] Switch the view to wireframe mode.
[5.2] Select the model and press F9 for editing.
[5.3] In the mesh box select the buttons which reads Make to set the vertex colors, found next to the vertcol buttons.
[5.4] Select the light and delete.
[6.0] Export .dff File
[6.1] Select the model(s).
[6.2] From the top menu select export object.
[6.3] Test the exported .dff file in-game.