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Creating Custom car skins/paintjobs

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DexX
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#1

Posted 14 August 2005 - 04:39 AM

How to add paintjobs to cars in San Andreas
Draft 1.0
Images - there are no pictures or images of any sort at the moment, because theres really nothing more complex in this tutorial than editing filenames, and adding/replacing files in the img. Ok, i added a "few".

Concepts: renaming textures in the model before it's exported, making sure the textures in the model matches those in the base txd, and adding new "skins" to the img.
It's assumed that you already have working knowledge of the application your vehicle is being modeled in, as I will not cover any program-specific info here. Also, a general knowledge of gta:sa modding will help immensely, particularly the addition/replacement of txd's, and dff's in the img.

Synopsis: diffuse textures for skinnable body textures of vehicles need to be named "remap<whatever>" in order to work with the "skinning" system in place in the game. The "remap" part of the name, is necessary, as this is what the game uses to identify textures that are "skinnable". Skinnable textures are actually swapped out with other textures, your paintjobs, when the car is "painted". Where <whatever> is, you can put the rest of your car name. I like to name my texture that is to be skinnable using this format; "remap_<carname>_body", so for the Chevy Caprice I made, it would go something like this:

remap_caprice_body

The "remap" part of the texture name is crucial, as this is what the game looks for when it swaps textures, so be sure you don't forget it.
As far as I can tell, there is only one "skinnable" texture allowed per vehicle. You can however use that one texture in multiple materials. This technique is non-application specific, so if you're working with Lightwave, 3dsMax or Zmodeler, the instructions (to follow) are essentially the same.

Once you have named your texture correctly and applied it to the vehicle you are working on, you can export that vehicle to the game. From there you will be adding new txd's to the IMG, so the game actually has "skins" to use on your vehicle.

Here are the instructions so far, for model and txd preparation:
Model Preparation:
1. Load up model to be "skinned". It is assumed that the model is ready at this stage. Ready would mean fully uv-mapped, at least for the "skinnable" texture you are going to give it.
2. Take the texture you are currently using for the body, make a copy of it, and re-name it using the rules outlined above. Again, "remap<whatever>" needs to be its filename, plus the extension (tga, bmp, etc).
Example: remap_caprice_body.tga

To make a copy of a file, simply select the file in windows, and press ctrl-c on your keyboard. this will create a copy your currently selected files.
user posted image

Now press ctrl-v, to paste them into your folder (whatever folder your in). It will add the prefix "Copy of " to your filename.

user posted image

To rename the file, select the copy, and right click on it. Choose "rename" from the pop-up menu that appears when you right click;

user posted image

this will select the text of the filename...

user posted image

and you can rename it, as i show here...

user posted image

Don't change the extension though, which is the last 3 letters of the filename (.tga in my case).

3. In the material editor of your application, find the material you are using for the body of your car, and replace the old texture, with your newly re-named one. If your vehicle was imported, and there are multiple materials for the body, say one for the doors, another for the hood etc, then do this for all of them. Every part you want to change with your paintjob needs to be using the re-named texture.
4. Tha's basically all you need to do to the model. Export the dff, and open or create the base txd for the vehicle.
5. Once you have the txd for this vehicle open, find the texture you were using for the body, and re-name it, to reflect the changes you made on the original file. So again, if the original body texture was caprice_body, and you renamed it to remap_caprice_body, then make the same name change to the appropriate image in the txd. Save the txd when done.
6. Replace the txd and dff for your vehicle in the IMG at this point, go ingame, and make sure everything is tip top. If it's all working out (car loads, with base body texture), then proceed to the next phase, which is making actual "skins"� for the car.

Car Skin creation and addition
Bad news out of the way; each car can have no more than 4 skins, period. It's a hard coded limitation to the game that cannot be changed.

The game will automatically find the skins for your car as long as the txd's that contain the skins for your car, are named correctly. The main txd for your car, should simply match the name i.e. bobcat.dff, and bobcat.txd. The skinnable version of the txd, will have to be renamed bobcat1.txd. you can add up to 4 "skins" per car. Example, the game will not load any bobcat skins past bobcat4.txd. It's a hard coded limitation I'm afraid, and cannot be increased.

Txd (Skin) Preparation:
1. So take the txd for your vehicle, and make a copy of it. The same process as copying the image is used here.
2. Re-name the copy to <carname > 1.txd and open it in txd workshop.
3. Delete all the textures but the body texture.
4. Rename the remaining body texture by removing the "remap"� from the texture name for the skin. Only the base texture needs to be named that way, not the actual skins. Save the txd.
5. In Windows, Make a copy of your body texture, and rename it to match the renamed skin, in your <carname>1.txd
6. Open the renamed body texture, which is going to be your first skin, into any image editing program, and make a noticeable change. Doesn't matter what, just something that will be an obvious change when you "skin"� the car. Change it, save out the image. Close image editing app.
7. Take the newly saved skin texture, and import it into your <carname>1.txd, as the new skin. Save the txd.
8. ADD this txd you just created, to your gta3.img, and be sure to REBUILD THE IMG when you have. Also if you haven't already, be sure to import the updated dff and txd for the regular version of the car as well, since this will require them to work properly.

The game will auto-detect if your car has a skin or not, you don't need to edit any other external files. Go to a mod garage and test it out!!

Limitations:
-You can use carcols (different colors for the car body) on the main body, but you cannot use them on the skin. Its one or the other, there is no carcols-compatible skinning system. ONce the car has a skin, it's coloring will be derived from the "skin" texture.
-Same for the car "dirt". Either your car can get dirty, or you can make it skinnable, but there is no way to make the car use both at the same time.
-4 custom skins per vehicle is it. No more.

Suggestions? If you found this helpful, excellent. If not, please state specifically why, and I'll see what I can do to improve it.
If you had trouble, let me know what step you got up to, and I'll try to help if I can.

Edit: Draft 1, 8/13/2005

Unyielder
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#2

Posted 15 August 2005 - 01:19 AM

Great tutorial, Iv always been wanting to try this, Im more into the paintjobs/skins then any other aspect of SA modding,your time spent writing it is well appreciated.

dertyjerzian
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#3

Posted 21 August 2005 - 01:20 PM

Surfed over from your sig, nice tut. Dude, your theme is so pretty tounge.gif is that a standard, out of the box theme for windows??? It's like... refined.

SeaNorris.
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#4

Posted 23 September 2005 - 11:04 PM Edited by SeaNorris, 23 September 2005 - 11:11 PM.

Sorry to bump this tounge.gif tounge.gif

Edit: So if its called idaho868bit128.bmp I would re-name it remap_idaho868bit128.bmp?

dertyjerzian
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#5

Posted 24 September 2005 - 05:47 AM

Actually, a discrepency is that in windows ctrl-c is a copy function, but does nothing. To get that "copy of" file there, you need to select it, hold CTRL, and drag and drop (same folder or not, doesnt really matter). wink.gif

DexX
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#6

Posted 26 September 2005 - 06:12 AM

ctrl-c works just fine. to get the "copy of", your destination folder has to be the same as the source folder, when you paste the file (which i didnt mention). holding ctrl does the same thing though.

QUOTE
So if its called idaho868bit128.bmp I would re-name it remap_idaho868bit128.bmp?

the underscore, i dont think is necessary, and that filename is a bit long, but yea that should work.

Bonsaijodelfisch
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#7

Posted 16 January 2006 - 11:02 PM

scuse me for bumping the old topic, but is is possible, that the zr350 is not skinnable? (maybe gta can't make the difference in zr3501.txd)
if its possible please explain it to me, because i've nearly finished a car that uses the flap-lights of the zr350 and would be really cool with paintjobs (its a corvette 1968).

thanks Bonsai...

kiwidesign
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#8

Posted 11 August 2006 - 07:03 PM

great tutorial Dexx... so there is no way to do this without modifying the dff file? confused.gif

DexX
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#9

Posted 10 September 2006 - 10:22 PM

QUOTE (kiwidesign @ Aug 11 2006, 14:03)
great tutorial Dexx... so there is no way to do this without modifying the dff file? confused.gif

no. since the texture names in the materials of the vehicle have to be correct, the data in the model needs to be modified.

-/TNT\-
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#10

Posted 11 September 2006 - 10:38 AM Edited by -/TNT\-, 11 September 2006 - 12:03 PM.

Is there a way to change the limit of icon14.gif jobs .... errrr.... paintjobs?

jarjar
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#11

Posted 11 September 2006 - 11:02 AM

Not a bad little tutorial you got there DexX, nice work icon14.gif .

jarjar rates topic good wink.gif .

DexX
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#12

Posted 11 September 2006 - 04:16 PM

QUOTE (-/TNT\- @ Sep 11 2006, 05:38)
Is there a way to change the limit of icon14.gif jobs .... errrr.... paintjobs?

you could hack the exe, which isn't a half-bad idea actually. But short of that, no.

-/TNT\-
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#13

Posted 11 September 2006 - 06:45 PM Edited by -/TNT\-, 23 February 2007 - 02:35 PM.

Who could do that?

Is there any possibility it will overload the game? Probably not I assume as it loads the textures from the img, but still is there any chance?

Thanks

-/TNT\-

Stugly
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#14

Posted 18 December 2007 - 01:53 AM

How do you add paint jobs to cars that get their body texture from vehicles.txd? confused.gif I am trying to make a camouflaged Mesa.

xxx200sx
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#15

Posted 01 January 2008 - 12:12 AM Edited by xxx200sx, 01 January 2008 - 12:31 AM.

how do I know if the "new skin", example a picture, is on the door, if the original paintjob is little detailed?

mrjemes
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#16

Posted 12 September 2008 - 10:38 PM

how can i download the software ?

uokka
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#17

Posted 02 September 2011 - 06:02 PM Edited by uokka, 14 October 2011 - 09:18 PM.

Thank you for this tutorial DexX!
It made me able to create a nice Iced Effect for the BttF SA Mod (nonofficial).

QUOTE
[...] is is possible, that the zr350 is not skinnable? (maybe gta can't make the difference in zr3501.txd) if its possible please explain it to me [...]

The stock zr350 is not skinnable, but its possible to make it skinnable without using a modeling app but a HEX editor.
I made some paintjobs for the Tirido's 'Crysis' DeLorean model.
Tutorial

John_Luara
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#18

Posted 29 January 2012 - 11:33 AM Edited by John_Luara, 02 February 2012 - 09:34 PM.

Hello members, this is my first post.. rolleyes.gif

I tried to follow the tutorial steps, trying to create a paintjob for Clover (the original).

I followed the steps and managed to create a paintjob, but when I buy it's completely white ... dozingoff.gif

Could anyone help me to create a paintjob for car Clover?
If possible make a tutorial with pics.


---Ahh, can i add 4 paintjobs for Voodoo, and tune up this car in Loco Low. ???
If this is possible, without follow the tutorial, and yes add the paintjobs with other rules, help me dudes!!!

Thx! (sorry for my englishh)

John_Luara
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#19

Posted 29 January 2012 - 01:43 PM Edited by John_Luara, 04 February 2012 - 05:10 PM.

Hello again members, I got it! rolleyes.gif

But only can create paintjobs for cars that have a "Body" in the .TXD, like the KART.
I just make a fast paint job for the Kart only for test...

Take a look:

user posted image
My girfriend was surprised when she looked at the Kart with paintjob.

But now, I want to learn how I can create paintjobs for others cars that don't have a "Body", like Clover and Voodoo.
If anyone know how I can create/put paint jobs for this type of cars...
Tell me please!! nervous.gif

EDIT:
I make 4 paintjobs for kart, if anyone like to down, here is the link:
http://www.gtagarage...ow.php?id=19357

thanks!!
icon14.gif

John_Luara
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#20

Posted 04 February 2012 - 07:37 PM

I'm here again to ask if anyone has any tutorial on how to create paintjobs for cars such as
Clover, Infernus, SuperGT, Bullet, etc.

I cannot create nothing for cars like these,
all creations are white or don't work.

I tried to create a remap,
I tried to hex edit,
I tried several things but never got anywhere.

Please, some divine person can show me a tutorial,
I'm looking for 15 days and find nothing...
I'm so bored with this.. confused.gif

Thanks!

Electrogypsy
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#21

Posted 27 December 2012 - 10:35 PM

So, for the past year or two ive been playing a lot on SAMP rp server's and for a lot of that time ive been editing .txt files to my likeing, but ive hit a problem. Id like to edit the rancher so that it has a desert camo design, but i have no idea how. When you open the Rancher.txt all you see is two Img files, i also cant add any img files. So my question is, how do i go about editing vehicle/rancher so that it has a texture/design id like?

RSocialClubTV
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#22

Posted 04 June 2013 - 04:42 PM

You can request your favorite skins to SrEnthusiasm's Paintjobs of Everything

Jeansowaty
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#23

Posted 18 July 2013 - 03:24 PM

I also want to add a paintjob for a stock Voodoo cryani.gif

siberianfox
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#24

Posted 18 July 2013 - 09:43 PM

Hi. I don't know if you guys are still reading this topic but I have a couple of questions:
1-Can I follow the instructions for txd(skin) preparation without following the model preparation first?
2-
QUOTE
Txd (Skin) Preparation:
1. So take the txd for your vehicle, and make a copy of it. The same process as copying the image is used here.
2. Re-name the copy to <carname > 1.txd and open it in txd workshop.
3. Delete all the textures but the body texture.
4. Rename the remaining body texture by removing the "remap"� from the texture name for the skin. Only the base texture needs to be named that way, not the actual skins. Save the txd.
5. In Windows, Make a copy of your body texture, and rename it to match the renamed skin, in your <carname>1.txd
6. Open the renamed body texture, which is going to be your first skin, into any image editing program, and make a noticeable change. Doesn't matter what, just something that will be an obvious change when you "skin"� the car. Change it, save out the image. Close image editing app.
7. Take the newly saved skin texture, and import it into your <carname>1.txd, as the new skin. Save the txd.
8. ADD this txd you just created, to your gta3.img, and be sure to REBUILD THE IMG when you have. Also if you haven't already, be sure to import the updated dff and txd for the regular version of the car as well, since this will require them to work properly.
  • In step 4, The name of my body skin(photo) is "body" with no "remap" so do I leave it as it is?
  • After step 5, am I going to have two files named <carname>1.txd: one for the original file in step 2 and another for the "remaining body texture" in step 5? If yes to which <carname>1.txd do I import in step 7?
Any help would be appreciated. whatsthat.gif

bullr8031
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#25

Posted 4 weeks ago Edited by bullr8031, 4 weeks ago.

Can someone make video tutorial please cause somo persons (like me) have poor english skills. It'll be great to understand that How to make Custom car skin/paintjob.

Please!





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