Quantcast

Jump to content

» «
Photo

[SA] HD Wheels

23 replies to this topic
Jur1zz
  • Jur1zz

    Playa

  • Members
  • Joined: 16 Jul 2009

#1

Posted 27 April 2010 - 04:57 PM Edited by Jur1zz, 29 September 2010 - 12:43 PM.

HD tuning whels for SanAndreas

user posted image

Download: HD_wheels.7z

Updates:

Added:
* Chrome version
* Primary color support
* Secondary color support

Download: v1.01

Compatable with SA:MP and MTA

Narcis_speed6
  • Narcis_speed6

    The Saint

  • The Connection
  • Joined: 28 Feb 2008
  • None

#2

Posted 27 April 2010 - 06:12 PM

good stuff, really like them rolleyes.gif

riquenunes
  • riquenunes

    Soldier

  • Members
  • Joined: 28 Apr 2008
  • Brazil

#3

Posted 27 April 2010 - 09:10 PM

They're good, but some more polies and a higher res texture wouldn't hurt.

CHILLI
  • CHILLI

    Playa

  • Members
  • Joined: 25 Nov 2007

#4

Posted 28 April 2010 - 07:19 AM

nah it wont need higher resolution textures. when I made my jeep (Crawler) I reused the default textures. what I did was cutting out the thread and tyrewall to match up better, wrap it onto just one piece of the wheel and then duplicated it.

more in detail what I did: I had fixed the texture, still original resolution of the pieces, and when texturing I tiled the tyrewall piece double the times as the thread. through some testing I found a part where it didnt matter if you tiled it because there wasnt any seam in the texture. so I didnt have a million groves of the thread but still making it look decent.

to the OP: I say, remove all but one "side" of the tyre, retexture it and duplicate it again to remove the wierd stuff like the top part of the tyrewall (wierd bend). I will look a lot better wink.gif

YellowCheese
  • YellowCheese

    ☺☻☺☻☺

  • Members
  • Joined: 13 Dec 2009

#5

Posted 28 April 2010 - 11:34 AM

Nice wheels. smile.gif

Jur1zz
  • Jur1zz

    Playa

  • Members
  • Joined: 16 Jul 2009

#6

Posted 28 April 2010 - 03:34 PM

I don't make new textures because SAMP use default wheel textures

user posted imageuser posted imageuser posted image

Here it is Download

IVSA_Guy
  • IVSA_Guy

    Street Cat

  • BUSTED!
  • Joined: 12 Apr 2010

#7

Posted 28 April 2010 - 04:29 PM

How about new textures for non SAMP?

The wheels looka better than blocky wheels.

CHILLI
  • CHILLI

    Playa

  • Members
  • Joined: 25 Nov 2007

#8

Posted 28 April 2010 - 05:29 PM Edited by CHILLI, 28 April 2010 - 05:32 PM.

here are some really old wheels I made. they are using original textures. no editing, just a new model that's all
user posted image

EDIT: ow dang mercie_blink.gif just saw the new picture in the first post. that sure looks better. there's just something I want to point out though: the original wheels had most of the time the center piece off centered and the offroad- and Virtual wheels are really off center. but I guess everyone has noticed this by now anyway tounge2.gif

FullMetal
  • FullMetal

    Non-Retard

  • Feroci Racing
  • Joined: 23 Nov 2004
  • None

#9

Posted 28 April 2010 - 05:45 PM

Looks good, it's good to see more mods released for San Andreas that make the game look more appealing. Mods like these tempt me to reinstall these 'old' GTA games again.

Good job, I suggest using the 'wheel' textures from the 'Gostown' modification...

:twitch:
  • :twitch:

    Snitch

  • Members
  • Joined: 01 Sep 2008

#10

Posted 28 April 2010 - 06:29 PM

this is good, thnx (:

Guedes_
  • Guedes_

    lolwut?

  • Members
  • Joined: 25 Mar 2010

#11

Posted 28 April 2010 - 10:47 PM

Woot, these match perfectly the HD convertion mods from OnePiece. Good job.

1TUFSS
  • 1TUFSS

    Full Throttle.

  • Members
  • Joined: 14 Nov 2008

#12

Posted 30 April 2010 - 04:46 AM Edited by 1TUFSS, 30 April 2010 - 04:55 AM.

SA:MP does accept different wheel textures, you simply have to work around its limitations. SA:MP does that by blocking vehicle.txd edits, so...

- For every wheel, create a new texture with the same name as the DFF, i.e. wheel_gn3.dff will need a wheel_gn3.txd.
- Insert all required textures for each wheel into its respective TXD.
- Update data/maps/veh_mods/veh_mods.ide. A list is inside which will look like this:

CODE
1073, wheel_sr6, vehicle, 100, 2097152
1074, wheel_sr3, vehicle, 100, 2097152
1075, wheel_sr2, vehicle, 100, 2097152
1076, wheel_lr4, vehicle, 100, 2097152
1077, wheel_lr1, vehicle, 100, 2097152
1078, wheel_lr3, vehicle, 100, 2097152
1079, wheel_sr1, vehicle, 100, 2097152
1080, wheel_sr5, vehicle, 100, 2097152
1081, wheel_sr4, vehicle, 100, 2097152
1082, wheel_gn1, vehicle, 100, 2097152
1083, wheel_lr2, vehicle, 100, 2097152
1084, wheel_lr5, vehicle, 100, 2097152
1085, wheel_gn2, vehicle, 100, 2097152


Format is ID, model name (DFF), texture name (TXD), other two are irrelevant. All wheels are called wheel_(type)(number).

Types. sr = Street Racer (Wheel Arch Angels wheels), lr = Low Rider (Loco Low Co. wheels), gn = General (Transfender wheels), or = Off Road Wheel.

Number is simply 1-6 for most wheels.

Now, what you need to do is replace ALL instances of 'vehicle' in a wheel line with the same name as the DFF. For example:

CODE
1084, wheel_lr5, vehicle, 100, 2097152


would become

CODE
1084, wheel_lr5, wheel_lr5, 100, 2097152


Once you do that, all you need to do is simply import all the new TXDs into your gta3.img, and there you go.

Hope that helps. wink.gif

@ Chilli: While R* does have a habit of cocking up its models, the off-center effect is actually quite nice, as it emulates the effects of shoddy wheel nuts/axles/wheel alignment as you would see in the real world.

Jur1zz
  • Jur1zz

    Playa

  • Members
  • Joined: 16 Jul 2009

#13

Posted 30 April 2010 - 12:53 PM

QUOTE (1TUFSS @ Apr 30 2010, 06:46)

- For every wheel, create a new texture with the same name as the DFF, i.e. wheel_gn3.dff will need a wheel_gn3.txd.
- Insert all required textures for each wheel into its respective TXD.
- Update data/maps/veh_mods/veh_mods.ide.

I tried it but still default textures in SAMP when I edit veh_mods.ide

Thanks for feedbacks

epoxi
  • epoxi

    Your Mother

  • Andolini Mafia Family
  • Joined: 05 Sep 2003
  • None

#14

Posted 30 April 2010 - 02:33 PM

Verrrry nice. I love them: very appropriate for SA:MP. cookie.gif

I'd adjust the UV mapping on the brake discs though so the holes look more realistic.

1TUFSS
  • 1TUFSS

    Full Throttle.

  • Members
  • Joined: 14 Nov 2008

#15

Posted 01 May 2010 - 06:18 PM

QUOTE (Jur1zz @ Apr 30 2010, 22:23)
QUOTE (1TUFSS @ Apr 30 2010, 06:46)

- For every wheel, create a new texture with the same name as the DFF, i.e. wheel_gn3.dff will need a wheel_gn3.txd.
- Insert all required textures for each wheel into its respective TXD.
- Update data/maps/veh_mods/veh_mods.ide.

I tried it but still default textures in SAMP when I edit veh_mods.ide

Thanks for feedbacks

You'll need to remap each model to use a HD texture you create.

Jur1zz
  • Jur1zz

    Playa

  • Members
  • Joined: 16 Jul 2009

#16

Posted 01 May 2010 - 06:23 PM

QUOTE (1TUFSS @ May 1 2010, 20:18)
QUOTE (Jur1zz @ Apr 30 2010, 22:23)
QUOTE (1TUFSS @ Apr 30 2010, 06:46)

- For every wheel, create a new texture with the same name as the DFF, i.e. wheel_gn3.dff will need a wheel_gn3.txd.
- Insert all required textures for each wheel into its respective TXD.
- Update data/maps/veh_mods/veh_mods.ide.

I tried it but still default textures in SAMP when I edit veh_mods.ide

Thanks for feedbacks

You'll need to remap each model to use a HD texture you create.

Yea I know but SAMP use default "veh_mods.ide" so it cant bee edited

1TUFSS
  • 1TUFSS

    Full Throttle.

  • Members
  • Joined: 14 Nov 2008

#17

Posted 02 May 2010 - 07:32 AM

It doesn't.

SA:MP uses default versions of handling, carmods, shopping, carcols, vehicle.txd, vehicles.ide, default.dat, gta.dat, etc.

Jur1zz
  • Jur1zz

    Playa

  • Members
  • Joined: 16 Jul 2009

#18

Posted 29 September 2010 - 12:43 PM

@ 1TUFSS You was right, it works in SA:MP, but it wont work in MTA. So I leave default textures.

Updates:

Added:
* Chrome version
* Primary color support
* Secondary color support

Download: v1.01

epoxi
  • epoxi

    Your Mother

  • Andolini Mafia Family
  • Joined: 05 Sep 2003
  • None

#19

Posted 29 September 2010 - 02:22 PM

Wow, the wheels look good. But for the body-coloured ones is it possible to add 2nd level UV environment mapping? Because the colour of the wheels is slightly different to the body.

Jur1zz
  • Jur1zz

    Playa

  • Members
  • Joined: 16 Jul 2009

#20

Posted 29 September 2010 - 02:25 PM

QUOTE (epoxi @ Sep 29 2010, 16:22)
Wow, the wheels look good. But for the body-coloured ones is it possible to add 2nd level UV environment mapping? Because the colour of the wheels is slightly different to the body.

I tried it but it didn't worked

Dumbass-Productions
  • Dumbass-Productions

    Homie

  • Members
  • Joined: 17 Oct 2010
  • Austria

#21

Posted 17 October 2010 - 05:38 PM

Nice... I like it. icon14.gif

spartaque12
  • spartaque12

    Punk-ass Bitch

  • Members
  • Joined: 11 Feb 2012

#22

Posted 01 September 2012 - 07:49 AM

n1ce , now make the hd tuning parts biggrin.gif

Woundinforce
  • Woundinforce

    Player Hater

  • Members
  • Joined: 01 Feb 2011

#23

Posted 30 December 2012 - 11:44 PM

Pls helpi got proble when i installed this whels games crash while loading sad.gif ((((((((

CCPD
  • CCPD

    Boss

  • Members
  • Joined: 01 May 2006
  • None

#24

Posted 01 January 2013 - 07:11 PM

Did you rebuilt .img file after you replaced old files with new ones? Did you put other mods with it?




1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users