[Gmax]Converting cars to SA
Posted 16 April 2007 - 02:45 PM Edited by plunk89, 20 September 2007 - 05:30 PM.
I want to indroduce this tutorial which is a good one... (I think )
I use Gmax which is a free programme and I want to show it for you. It is simple and the "young brother" of 3DSMax. (because it hasn't got as many features) I converted GTA3 Mafia Sentinel to San Andreas by the help of these tools:
-Kam's Gmax script
You can download the DOC version of the tutorial HERE.
There are some packed stuff for the tutorial which you can download HERE. In this pack I put a Readme file where I defined everything which is the zip.
“How to convert cars to San Andreas with Gmax”
These are the tools required:
Gmax1.2 - Official site: http://www.turbosquid.com/
KAM’s Gmax script
To make it easier to download I packed everything but gmax’s setup file. Also there is a
Readme file how and where to extract the files...
You can download the ZIP HERE
The Gmax setup from THIS site.
(If any of these links doesn’t work Google is your friend!!)
(A small problem during the tutorial- NOTE at the end of this message!)
!!!THESE PROGRAMS ARE FREE, BUT THE GMAX WILL NEED A CODE WICH IS GENERATED MONTHLY ON THE
GIVEN SITE. I UPLOADED MINE BUT IT WORKS ONLY FOR 30 DAYS, SO TO SOLVE THIS YOU CAN REGISTER
FREE ON THE SITE AND GET A CODE OR JUST PM ME ON THE GTAFORUMS.COM!!!
!!!!GMAX REGISTRATION CODE HERE!!!!
It isn’t so hard but it takes some time to do it.
Start the IMGtool and open the gta3.img file located in the models folder and choose a car.
(I used the Mafia Sentinel from GTA3) Export its DFF and TXD file in a prepared folder.
Now open TXDworkshop and select “Open txd” and select your file. Click “Export” and “Export
all textures to tga images”. Here select the folder where you want to do all the work. (I
suggest a separate folder from the dff and txd files...)
Start Gmax (and enter the serial number if u haven’t done it yet).
And click the Tools menu which is marked with a small hammer like
And click DFF I/O and a new menu will pop up. There click the “import dff” button and select
Now it’ll import you car into Gmax. The model is a bit far so we have to “Zoom extends all”
with this button in the right down
corner: I suggest a saving
here to that folder where you exported the TGA files! Everything is fine but the textures
aren’t shown in the model and there are some differences in the GTA3 and SA cars’ hierarchy
and the script changes the name of some meshes. All we have to do is to correct these
problems… I suggest frequent saving here!!!
First we make the textures visible by the help of the Material Navigator which is located on
the top right corner of Gmax marked with this icon:
And a new window will pop up. There you should check the “Applied” radio button and many
small spheres would be shown which shows the material applied on this sphere.
There are small blue dots before the spheres which means that the material isn’t visible.
Click double on the first “sphere” and the “material editor” will pop up.
There you should click to the first sub-material. The material editor will switch to this
sub-material. There you should click this
button: Now the texture will
show on that part which has this material. We have to do this with all the sub-materials
until all the blue-white box is pressed. We can easily shift to the next sub material by
If you finished with this Material switch back to the material navigator and you will se
that the blue dot now red. Click to the next material and do this operation until all the
sub-materials have red dots…
The end of this process should look similar to this:
Now we have to remove the unnecessary dummies and rename that parts. If you worked with a
different car I show you a default SA hierarchy:
You can edit the names by pressing H and tick “Display sub tree” and select all objects
which contains “_hi” in their name and press Select.
Now in the viewport where the model is click with right mouse button and click “Hide
NOTE: If you have characters something like wingdings in this menu you can correct it by
going to the “Customize” menu and select “Customize User Interface”. There select Quads and
click advanced options.
A new window will pop up there switch the font styles from Arial Bold to Arial. That should
do the trick…
If you have done the hiding of the unselected objects you can see only that parts which have
_hi tag in their name. Click on one of them and correct its name in here by deleting the _hi
Do this with all these objects EXCEPT the “wing_rf_ok” and “wing_lf_ok” meshes because the
SA doesn’t use these. Later we will Attach it to the chassis!
If you finished this boring work you can delete the wing_rf_dam and wing_lf_dam because SA
doesn’t use these too. Now we’ll Attach the fenders to the chassis. Click on the chassis and
select Modify menu marked with this icon:
Here you can see many options. Find the Attach List button and click on it. In the new
window select wing_lf_ok and wing_rf_ok.
Click Attach and in the new menu leave everything alone and click OK.
Now the fender is added to the chassis. Now we have to unhide all the objects by right click
in the viewport and select Unhide all. Now we have to delete some objects. I show you a
picture where all the deleted parts are marked:
We almost finished with the 3D model but we need wheels… Don’t worry you don’t have to make
it because I packed one for you and you only have to do the Merging. With this we can merge
2 different gmax files. Just click on File and select “Merge…” and select the wheel.gmax
file where you unzipped that and in the new window select the “wheel” and click ok. After
this another dialogue box appears because there are two same named materials. I suggest you
clicking on Auto-rename material.
Now the wheel is in the scene but not on the right place and not linked to the
wheel_rf_dummy. First we select the wheel and align it to the dummy by pressing the align
Now press “H” key and select wheel_rf_dummy and click Pick. In the new window do the same as
in this picture:
Now the wheel is in place:
Now we have to link it to the dummy. Select the wheel and press the link
button: Next to the
Undo/Redo button. Press “H” key and select wheel wheel_rf_dummy and click Link and the click
on the “Select object
button”: You can see that
the wheel is under the dummy:
If you have hidden some objects right click in the viewport and select Unhide all. Now we
are ready to EXPORT!!! Go to the gmax/scripts/GTA_Tools/ folder and start GTAMax.exe
A small icon will display on the right corner of the tray.
Now go back to gmax and select all the objects by pressing h key and select all of them…
In the tools menu ( )
click DFF I/O and click THIS BUTTON
under the export part and select my packed sultan.dff file and then click Export. Here set
the name of the car which you want to replace. I replaced “sentinel” because they are
similar. So type sentinel in the saving location and click save.
Now Gmax will for some mins dependant on your computer and then gtamax.exe will create the
dff file. After it finished save your work and exit gmax.
The dff file is OK but we have to convert the txd to the SA’s format. Open TXDWorkshop and
And in the corner which shows GTA3 select SA.
And in the Image menu select Compress All images.
Now the txd file is in the correct SA format. In file menu select save as and type
Now everything is OK we just have to add these files to the SA/models/gta3.img file by the
help of the IMGTool2.
Now open this program and select the gta3.img in the previous folder.
By pressing F2 you can find by name. Type sentinel and it will jump to the sentinel.dff and
rename it by pressing F4 (something like sentinel_old.dff) Now press F3 now it will jump to
the next sentinel file which is its txd. Rename it also! We have to rename these because we
don’t want to loose the original file.
Now click Commands and add. First select the sentinel.dff file and again click add and
select the txd file. The program will add them to the end of its list (if it is sort by
Offset). Now we are ready so close everything and test it in the game!
I hope you like this tutorial! If you want some modification on the model try some Gmax or
3DsMax tutorials. Sorry for my English…
PM me on GtaForums if you have some question.
I had something like a bug during the makin of the tutorial. I couldn’t make visible the
“white64.tga” in the materials and once “white128.tga” because Gmax shut down... So I
suggest frequent saving and leaving these images alone during this process! And this process
not so necessary so the reason why i put in this tutorial is that to make it easier to
modify the model in the future converting....
Please tell me how did you like this tutorial!!
Posted 21 April 2007 - 12:06 AM
Posted 21 April 2007 - 08:47 AM
You can chech it by pressing H key and tick the display subtree. If there is something in the same level as the main dummy correct it by linking... Or just send here the picture of your hierarchy.
Posted 05 May 2007 - 01:30 AM Edited by jp245, 05 May 2007 - 04:33 PM.
Posted 05 May 2007 - 04:46 PM
Posted 05 May 2007 - 10:17 PM Edited by jp245, 05 May 2007 - 10:20 PM.
i need the original gtasa police car files i cant find my backups
Posted 06 May 2007 - 07:48 PM Edited by jp245, 07 May 2007 - 10:13 PM.
how come sometimes when i try to export aftaer it about to make file it says '=' not valid integer
Posted 09 May 2007 - 07:01 PM
|QUOTE (jp245 @ May 6 2007, 19:48)|
|how come sometimes when i try to export aftaer it about to make file it says '=' not valid integer|
I don't know what is that exactly.... I had this problem with my Idaho too. Some part of the car is wrong (don't know why for me it can't let the trunk to be exported) or corrupted or something...
Try exporting some parts (first chassis then windshield then bumpers etc.)
When you get this message you have to remake that part or reimport or remap it...
I hope i helped you....
Posted 12 May 2007 - 06:47 AM
Posted 13 May 2007 - 01:02 AM
Posted 14 May 2007 - 09:18 AM Edited by plunk89, 14 May 2007 - 09:23 AM.
|QUOTE (w³bster @ May 12 2007, 06:47)|
|I don't understand one thing: Below your usual tools menu you have Kam's GTA Script, but I don't have that, but I do have the map GTA_Tools in my scripts folder.|
For me it worked without a problem. Try "Run script" in the MAXscript menu and select DFF I/O script...
sorry i can't do this grunge stuff with gmax and even 3dsmax... (also the patch1.01 doesn't work 4 me so i think it's useless...)
You can make SA light easily... Just export the vehicle_light texture from vehicles.txd. Detach the lights and name it differently (front left, back right...) With material editor add a new GTA Material and select vehicle_light tga (different maps for the different lights!!!) In the different maps select the different GTAColors correctly(front left light etc...). Attach the lights back to the chassis. Export->TEST.
Interior similar (new map create texture)tc. but you MUSTN'T set the color either primar or secondary just set "none"... (because the interior will have the same color as the chassis, if you'd like to change the color of the interior just set the color Secondary)
Posted 14 May 2007 - 10:43 PM Edited by jp245, 21 May 2007 - 12:32 AM.
i fixed the tool bar thing and how do you put 3d engines into cars man
Posted 21 May 2007 - 07:54 PM
Next week I'll post you that Idaho BETA version...(because i have that not valid integer thing... )
Posted 21 May 2007 - 08:26 PM
Posted 22 May 2007 - 05:40 PM
|QUOTE (jp245 @ May 21 2007, 20:26)|
|can you post pics on how to detach engine and make the interior renders|
Just import my Idaho and you can see that it is simple...
(Detach: select the requested poligons [poligon selection button] and then click Detach button and give it a name...)
Posted 28 May 2007 - 01:38 PM
Posted 28 May 2007 - 02:33 PM Edited by R1fl3m4n, 28 May 2007 - 02:36 PM.
Posted 30 May 2007 - 10:58 AM Edited by R1fl3m4n, 30 May 2007 - 11:46 AM.
i see that all of the lights are using the same color patern like the chassis :| how exactly do i make the detached light to use the new color ? im using 3dmax8
and if im using the old one and i select a new color all of them are using it :|
Posted 10 June 2007 - 01:54 AM
Posted 10 June 2007 - 07:37 PM
|QUOTE (faded_bro4life @ Jun 10 2007, 01:54)|
|when i go to export, it says hierarchy error - more than one hierarchy error were selected|
It is because you didn't select all the parts of the car.
In this picture you can see that all parts are linked to the main dummy. If you want to select 1 hierarchy just tick the "Select subtree" and the "Display subtree" box and click on the main dummy then export. If there is any part that isn't linked to this main dummy link it there! In THIS picture you can see the correct SA hierarchy.
Posted 12 June 2007 - 03:57 PM Edited by jp245, 13 June 2007 - 10:24 PM.
Posted 15 June 2007 - 01:14 PM
Posted 15 June 2007 - 01:35 PM
Posted 26 July 2007 - 12:20 PM Edited by Alluz, 26 July 2007 - 12:31 PM.
Before. Textures are messed up.
Posted 30 July 2007 - 03:20 PM
|QUOTE (Alluz @ Jul 26 2007, 12:20)|
| When I export my vehicle, it goes side down. Why?|
Before. Textures are messed up.
I don't know what is the problem with it. Maybe the objects pivot doesn't aligned to the world's pivot... Or the main dummy (head of the hiearchy) isn't created in the TOP viewport!!
Does it works ingame?
Posted 16 September 2007 - 11:20 PM Edited by OXYMORON29, 16 September 2007 - 11:23 PM.
Posted 20 September 2007 - 05:14 PM
|QUOTE (OXYMORON29 @ Sep 16 2007, 23:20)|
|Will this tutorial work for converting cars from games like NFS, or any game for that matter? I am seeing a lot of cars lately from NFS. Thanks.|
Actually it works but you must do some other operations on your car, like rename parts door_lf (etc.) make a damaged one and retexture them with GTA Material. You will need such tools as Unwrap UVV, Attach-Detach, create dummy and linking. At first you should do the tutorial and then try convertin a VC car to SA. Converting from other games are a bit harder.
P.S.(This forums doesn't support converting cars from other games like NFS)
Posted 29 September 2007 - 11:59 PM
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