Importing models into SA
Posted 20 November 2005 - 01:00 PM Edited by wauzie, 23 November 2005 - 08:16 PM.
-Kams newest scripts Kams scripts My collection of kams scripts, including Col_io_2b
Lets get started.
First off all you need a model to put in sa. Create one. Make sure you attached everything.
I made a simpel box:
Now press the hammer in 3ds max and choose kams DFF script.
Open exporter menu en take my settings. Hit Export DFF.
Save your model:
Now we're gonna make a colission file. Choose Max script -> Run script.
Make sure your rotation/co÷rdinates is/are set to 0,0,0 and convert your model to editable Mesh.
Open the surface Parameters and choose: Set surface + Create boundings. In the little box you have to typ the colname. Then save.
Save your colfile (Give it the same name as your gonna give your IDE, take test for exampel).
Posted 20 November 2005 - 01:01 PM
Press import en select your texture. Copy the name of the texture and import it.
Press properties and past the name of the Texture. Choose compress to compress your image.
Make sure your GTA is set to GTA SA. Now save.
Now it's time to make a IPL + IDE. Open GTA.dat in your GTA data directory (with notepad). Copy a IDE lign like i did (i put this model in a mod GTA...because i don't have a clean one atm...but you have to do the same). I gave the names test\test.ide so there has to be a test directory with the file test.ide included...we're gonna create that later.
Do the same with your IPL lign.
Head over to the Data\maps directory and create the map test.
Now a IPL + IDE from another map, witch one is not important.
Past these files in your test directory and rename them.
Open the IDE file with notepad and delete the selected ligns (all long one) but keep one lign to use.
Posted 20 November 2005 - 01:01 PM
The second word is the name of the DFF.
The third word is the name of the TXD.
300 is the draw distance.
Now open the IPL and delete everything except the first lign.
9700 is the ID.
The second word is the dff.
The 3 blue numbers are the X/Y/Z co÷rdinates.
The orange numbers are the rotation numbers.
Now open the gta3.img in your gta sa Models map (i took gti.img because i'm working in a mod).
Press command -> Add.
Now add the files....one at the time!
And don't forget to rename the colfile to your IDE when you havn't done it yet.
After adding files you have to rebuild archive.
- Menaced likes this
Posted 20 November 2005 - 02:54 PM
Posted 20 November 2005 - 03:25 PM
Posted 20 November 2005 - 10:53 PM Edited by gman24, 21 November 2005 - 05:40 AM.
~update: ok, i finally found the building, but it isnt in the right location and there isnt any kind of collision to it, in fact if you try to drive up to it i fall through the ground. help?why?
Posted 21 November 2005 - 12:03 PM
Posted 21 November 2005 - 01:32 PM
but why MMC is selected?
For making Cols I use Steve M's Coll Maker
Posted 21 November 2005 - 01:36 PM
Posted 21 November 2005 - 01:58 PM
But the scale not
Posted 21 November 2005 - 02:34 PM Edited by wauzie, 22 November 2005 - 06:57 AM.
The model can be invisible because:
*Your TXD can be corrupt, all have to be compressed (DXT1, unless alpha compression...that's DXT3)
*Your GTA in your txd has to be set on SA. To be sure you do it good...open your TXD, set your gta to vc and save. Than set it back to sa and save again.
*Your model also can be invisible because you used an old version off kams scripts. I add a *.rar to my first post .
Posted 21 November 2005 - 06:11 PM
In materials, before exporting, disable Locks Functions and set Glossines Value to 0
Posted 22 November 2005 - 01:54 AM
Posted 23 November 2005 - 09:28 AM Edited by Luke, 18 December 2005 - 04:12 PM.
Large meaningless image removed
Posted 23 November 2005 - 08:13 PM
Posted 24 November 2005 - 09:24 AM
Posted 24 November 2005 - 12:11 PM
|QUOTE (Kie @ Nov 23 2005, 09:28)|
| ok ive got some problems here, well its to do with 3ds max. in the kams scripts the one ive got (the link you provided) it doesent have col_io_2b i get like GTA_COL_IO.mse and there is no surface perameteres in there so im confused and this maked me wat to die |
you need to add a suface material to your col and the surface parameters are in the material editor
also if its for sa you need to set "brightness/part:" to -1
Posted 24 November 2005 - 03:23 PM
Posted 26 November 2005 - 01:22 PM
Posted 26 November 2005 - 06:07 PM
Posted 03 December 2005 - 03:54 AM
Posted 04 December 2005 - 10:23 AM
i made few objects for sanan but game crashes if i add more that 2 custom objects.[they all are working in game but not in same time.]
i can use:
X and Y and it works
but if i add one more (Z or C) it crashes.
i have tried to rebuild gta3.img and export those objects from
3d max againg..
everything seems to be right but they(or game) just dont work.
Posted 04 December 2005 - 02:46 PM
Posted 04 December 2005 - 03:00 PM
but now i got one more object working but textures dont show up?
Posted 04 December 2005 - 09:21 PM Edited by cR, 04 December 2005 - 09:24 PM.
Posted 05 December 2005 - 05:54 AM
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