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From sketchup to game!

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GT.Killer
  • GT.Killer

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#1

Posted 06 February 2006 - 10:21 PM Edited by GT.Killer, 29 November 2007 - 11:25 AM.

Many guys have asked about how to put their model in-game.
Thats why I decided to make VERY easy tutorial for those who want to make objects in sketchup and put them in San Andreas..
ps. this is my own way to do it! Also there are "nomination" mistake that I made in this tutorial so it didnt work first but when i fixed all the model, texture and collision names to same, it worked.. (just use your very own model names and it will be fine..)
it tooked 5h 30mins to take all these 106 pictures mercie_blink.gif and.. 3h to write & edit this message..
=============================

First Start Sketchup. Then make a model with It.
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Now select File --> Export --> 3D Model
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Click Options..
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And make sure that these "settings" are the same with your and the picture..
Then Export your model as ".3ds" file.
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Now open 3D Studio Max and import your model in it!
Select it and press "Open" button to import it!
First it will pop this windows to you: ( just press OK )
user posted image
Click "NO"
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Now you have succesfully imported your object in 3DS!
++++++++++
If you want to check how many polygons there are in your object you can check it like this.
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++++++++++
Now give a name for it! ( This name must be the same in every thing like. texture, colission, uvmap ect.)
user posted image
Ok, now its time to scale your object so it looks good in-game! (best way to scale your object in the size you want is to first import orginal car or model from the game)
user posted image
I use Bashee so i have to import it with Kam's script.
user posted image
Click "Import".
Then select the orginal .dff file of the object you want use for scaling..
user posted image
Like you can see here.. SketchUp makes very big models and thats why you can barely see the car!
You have to select the "Scale Tool" form the tool box.
To scale your object, you have to "drag" the object with the mouse and it will go smaller or bigger.
now i scaled this box to be "good looking with the car"
Now, we dont need the car model eny more so we can delete it by first selecting everything with mouse, then pressing Ctrl key down and clicking our object. Then press delete..
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Then, select your object and Export it from 3DS.
(select, Export..)
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Replace the old one!
It will ask about the UV Maps, but because we havent UV Mapped our model yet, this isnt important..
------------------------------------------
UV MAPPING / Texturing
------------------------------------------
I use this little program called "Lith Unwarp" to UV Map my objects..
(Thanks for some finnish guy who made great tutorial about using this program!)
Download the program Here
-----------
1. Start LithUnwarp program!
Then go File --> Model --> Open...
Open your model file!
The whole idea first is to "scale" your object's uv map "inside" of that dark gray box in the middle!
now, select Zoom too..
You can Zoom with it by draging the blue background..
Zoom out, so you can see the white UV Map lines..
Take "Select tool" from the tool box.
Then Select every white line that you can see! you can also drag them from place to place with your mouse!
Lines are too big so they have to be scaled down to fit in the "dark gray box"
First you can scale them with Arbitary scaleing tool.. Click " 0.5x " button few times..
When you think its small enough you can close the Arbitary Scaleing tool and select Zoom tool to view it closer!
Still it doesnt fit in the box but you can now move it there!
To get it fit in, you can use Free Scaleing tool!
Scale the object by "draging the little corner boxes"
Now it seems to fit there perfectly!
Its time to get rid of that "messy line pile" and have something understandably there..
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Here we are using "Box mapping" style.. it can be done with many other style too!
Its time to save the UV Map picture / texture!
Use the same name as you did use for the model!
It will ask image dimensions.. 512 and 1024 are good..
Then, just open that UV map (.bmp) file in some image editor and edit it with the way you like..
If you want to see your object before saveing it, do this:
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Then open the preview window..
and here you have, UV Mapped object! ( black areas are something i left there for purpose)
When you are done with UV mapping, remember to save your model!
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------------------------------------------------------
Back to the 3D Studio Max!
------------------------------------------------------

Import your UV Mapped object in 3DS..
Importing model...
Opening model file!
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Ok, Now we need to make colissions for the model so you can walk on to it!
Firts we have to open Kam's Colissions Script!

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Write model's name there! and expand "Surface paraments" menu..
Click "Set Surface" and then "Create Boundings" buttons!
Then Save the colission file..
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Now, we have to delete the colission stuff around the model..
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done..
Now select the model and change the name of it! (remember to use the same name in everything!)
Now its finally time to Export your model as .DFF file!
Open Kam's DFF script again!
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Expand "Export menu" and click "Select COL3/COLL" button to select the colission file that model is going to use..
Open The colission file that you just made!
Then, Click "Export DFF" and write file name, then press "Save".
Exporting..
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Packing Textures!
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Open Txd Workshop.
Go File ---> New
Go File ---> New
Then make new 32BPP file.
Then Click "Import"
Open / Import UV Map (.bmp) file..
Set Texture for San Andreas.
Click "Properties".
Firts write the old name, Click "Compressed" button and last.. OK

Then save your txd file!
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-----------------------------------------------------
Now, you have all needed files.
All Files.
-----------------------------------------------------
Open gta3.img file with IMGTool..
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Add your .DFF , .TXD and .COL Files in!
ADD 1.
ADD 2.
Like this:
All added.
------------------------------------------------------
Its time to open Map Editor.

Click "New File" from IDE menu.
Write name for your IDE file (doesnt have to be the same name that your model has)
Click "New Item".
ID Number should be more than 19000... Find your model by writing it name and texture name in the fields.. Also "LOD" value should be around 300 depending how big your model is.. Then click OK.
Item Defination
Open IPL menu and click "New file"
Then save your IPL file as well..
Click Button "New" to edit & add your model in it!
Scroll down and find your model & IDE files.. Select Model and click OK!
Now You have to move the model where you want.. click Scene menu open to render cities and other stuff! ( its easyer to place your object when you can see the other places!)
Select part's of a cities or other places and click render to make them visible!
It seems to be that my model is Far away of the city.. so i have to move it there..
When you have placed it where ever you want, click OK!
Go File ---> "Save Install"
click Yes...
Then close the map editor and click Yes! when it asks something about saveing!

Thank you for reading my tutorial! I hope it helped someone.. tounge2.gif

Links:
Map Editor - Download here.
3DS Scripts:
DFF Script: Download here.
Colission Script: Download here.
Colission Editor 2 - Download here.
Txd Workshop 4.0 - Download here.
ImgTool 2.0 - Download here.
LithUnwarp 1.3 - Download here.

PlatinumSerb
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#2

Posted 09 February 2006 - 11:40 PM

Wow, great tut! Seems a bit messy but VERY detailed. smile.gif

The-end
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#3

Posted 10 February 2006 - 08:00 AM

Holy crap awsome tutorial this is going to help me ALOT!!!!! thanks so much dude you deserve karma for this tounge.gif

GT.Killer
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#4

Posted 10 February 2006 - 03:03 PM

all images didnt appear first so i had to write every link again tounge2.gif
and that made the tutorial kind of messy to read and understand..
but i hope you all can get something from it..

The-end
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#5

Posted 10 February 2006 - 03:41 PM

QUOTE (GT.Killer @ Feb 10 2006, 15:03)
all images didnt appear first so i had to write every link again tounge2.gif
and that made the tutorial kind of messy to read and understand..
but i hope you all can get something from it..

Yeah there's a 10 pic limit confused.gif Maybe you should upload to a small geosities site if ytou want it to look better that way you can set up a page and all pics would appear tounge.gif

Y_Less
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#6

Posted 10 February 2006 - 05:23 PM

Nice work. Hint: if you are making a tutorial it is generally acceptable to post it across multiple posts so all your pics show up (though in your case that would probably be about 10 posts).

PlatinumSerb
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#7

Posted 14 February 2006 - 04:53 AM

You should also only use the img feature on "important images". Nobody needs to know what the Sketchup icon looks like on their desktop. tounge.gif


GT.Killer
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#8

Posted 14 February 2006 - 01:38 PM

QUOTE
You should also only use the img feature on "important images".

Yep you are right! but:
QUOTE
3h to write & edit this message..

I had to rewrite allmost whole message and clock was like ~ 0.00 (here)... sleepy.gif

Black-hawk
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#9

Posted 12 March 2006 - 12:17 PM

You. Freaking. Rock.

MChanna03
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#10

Posted 13 March 2006 - 01:14 AM

Thank you a lot!!! for writing this tutorial man... you've been a big help biggrin.gif

MChanna03
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#11

Posted 16 March 2006 - 09:41 AM

While usin the TXD workshop... when I tried saving my .txd, a window pops up and it say's "TprogressBar property out of range" ?????????? helppppp

GT.Killer
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#12

Posted 16 March 2006 - 03:32 PM

ya, i had that too with the old version.. (or was it newest?)

MChanna03
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#13

Posted 16 March 2006 - 11:19 PM Edited by MChanna03, 16 March 2006 - 11:43 PM.

Can you please tell me what version you used????, I have version 4.0b and it doesn't work

+ got it workin...

Ryan_
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#14

Posted 20 March 2006 - 07:03 PM

Unfortunatly, SketchUp has a horrible habit of placing (invisable walls) in the file u export. Difficult to detect aswell....... That is until u hit it.
There has got to be a good way to resolve this issue, but nothing seems to work perfectly.

Streamer
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#15

Posted 20 March 2006 - 10:36 PM

Very good tutorial, a tad cluttered but that's hardly an issue. Well done. icon14.gif

Bernard Jazz
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#16

Posted 21 March 2006 - 01:48 PM

user posted image

That's the only problem i've come up against (and still stuck with confused.gif ). Great tutorial though, it's helped alot.

GT.Killer
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#17

Posted 21 March 2006 - 01:55 PM

nervous.gif Thats sad, because i really cant help with that..

Bernard Jazz
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#18

Posted 21 March 2006 - 02:08 PM

It's no problem really, the models work fine ingame but i just ask someone else to make the txd.

Grant_has_a_dream
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#19

Posted 25 March 2006 - 08:37 AM

QUOTE (Mealing @ Mar 21 2006, 13:48)
user posted image

That's the only problem i've come up against (and still stuck with confused.gif ). Great tutorial though, it's helped alot.

TXD Workshop has a nasty habit of doing that. You better to open each image, then save it over the old one, then make the .txd, it usually solves the problem.

On topic, no matter what i try SA just crashes on the loading screen, any ideas what's wrong folks?

GT.Killer
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#20

Posted 25 March 2006 - 09:40 AM

Well you should try to make colissions for your model with Steve-m's Collision Editor 2!
because kams col script just makes a colission box around the model..
(F.Example house, you cant get in.. ect)

Allso, the model must not be too big and have too many polygons (around 500 is best)..

And you should try UV Mapping the model with 3D Max's Material Editor, because its the best tool for UV Mapping around here..

ps. Rebuilding img archive might help too!

Grant_has_a_dream
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#21

Posted 25 March 2006 - 11:29 AM

I tryed making the collision in colmaker then turn it into a col3 with coleditor2. Still crashed the game, and i did rebuild the IMG i am not stupid tounge.gif

GT.Killer
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#22

Posted 25 March 2006 - 02:09 PM

works for me and many other.. so i cant help with it.. confused.gif

[NX] Joao.pt
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#23

Posted 25 March 2006 - 03:22 PM

what id are you using? because i noticed in the gt killer pics the id is 20000 and if you use it the game will crash

namnet
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#24

Posted 09 April 2006 - 04:07 PM

Very nice job, but i dont got Kam's script, can you please send it to me at [email protected] ??? i would be so happy

GT.Killer
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#25

Posted 10 April 2006 - 09:26 PM

There are links for them in the first post..

QUOTE

3DS Scripts:
DFF Script: Download here.
Colission Script: Download here.


ps. i think i should really update this tutorial because there are many easier ways..

namnet
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#26

Posted 11 April 2006 - 10:49 AM

Hi again...


When I try to run the script, it says:

user posted image

namnet
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#27

Posted 11 April 2006 - 10:59 AM

Hi again...


When I try to run the script, it says:

user posted image

GT.Killer
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#28

Posted 11 April 2006 - 12:01 PM Edited by GT.Killer, 11 April 2006 - 12:07 PM.

heh.. well i cant help with runtime errors.. whatsthat.gif
Meaby you should try to use "search" and find newer scripts..

R.F.
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#29

Posted 13 April 2006 - 10:56 AM

I followed every step of your tutorial, i made a map i put it in the game when i tryed to load the game it crashed! What shoud i do?? What did i do wrong?

GT.Killer
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#30

Posted 13 April 2006 - 02:26 PM

QUOTE
What did i do wrong?

Well, i cant answer to that question directly..

QUOTE
What shoud i do?

You should check that you are using the exacly same name in every part of this tutorial.. and allso you should make colission file with steve-ms Collision editor 2, but first i suggest you to export that same model without collisions.. and if it works, you know where the problem is.. (i have problems with collisions very often my self..)




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