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Importing a custom IV map object

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GTARandom
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#1

Posted 11 March 2011 - 04:24 PM

GTA IV Object Import Tutorial


Video




Step-by-step textual explanation

1. WDR
1. Import a model from a GTA game to base scales on (San Andreas or IV recommended) - I use sweet.dff from SA.
2. Scale it until it fits the correct size!
3. Center the pivot to the object (Select Pivot icon -> Affect Pivot Only -> Center to Object).
Also make sure to reset its scales and rotation (found at bottom of the menu).
4. Convert it to Editable Poly and texture it with a minimum of 2 UVMaps (textures).
5. Center the object to 0!
6. Run Shadow's Script and Export WDR! - It is recommended to have your object under 2000 polys.
2.a) WBN - Static Collision
1. Clear all object mapping (Tools icon -> More -> UVW Remove).
2. In Modifier menu add these mofifiers : Vertex Weld - set to 0,1 if it's not and Tesselate - Center to Box if your object mesh doesn't have more 4 vertices!
3. Convert it to Editable Poly again!
4. Open GIMS Suite menu and enable Map helper to help you place your collision in GTA IV world.
NOTE: Because WBN are coordinated collisions you will be forced to have the col and WPL placement of WDR at same coordinate or Collision will be in the incorrect spot.
5. Create 2 dummies and center them to 0 throughout all axes and set hierarchy in the Schematic View like in the picture below:
user posted image
6. Set Collision to BVH type in GIMS or leave it as it is!
7. Export as OBN!
2.b) WBD- Dynamic collision
1. Do everything as you would do with WBN just in the object name set it the same as filename and WDR name! Also important to center it to 0 in Max Scene!
2. Export OBD!
3.a) WTD-OpenIV
1. When you make an archive for your new map you can choose to create a WTD by going to New->Windows Texture Dictionary (WTD) and edit the file using OpenIV's interface. Most common image types work (ie. png , jpg etc.)
3.b) WTD-G-Texture
1. This way to create a new WTD is more complex and less comfortable than making it with OpenIV, but because some people can't get OpenIV to work G-Texture is their alternative.
Open G-Texture!
2. Press New , and name your WTD and save it somewhere!
3. Get your textures in DDS (DirectDraw Surface) if you havent already (use Photoshop with Nvidia Plugin or iMage!) and make them in DXT1 if it is not an alpha or a opacity based texture.
4.Add textures and save the changed!
4. WPL and IDE
1. Back in 3ds Max make 3 dummies and center them!
2. In schematic mode set their names and hierarchy like this:
user posted image
3. Prepare your object in GIMS /Map Object Set WPL and IDE , also make sure to enter the WTD name , note to make the WTD which you created in G-Texture/Open-IV with same name.
4. Export IDE!
5. Go back to Schematic mode and just rename "dev_ide" to "dev_wpl"!
6. Export WPL!
7. Close 3ds Max!
5. IMG creation and setup for gta.dat and images.txt
1. Run OpenIV and press Create>New IMG archive!
2. Make your new folder inside GTA IV's pc/data/maps and put wpl ide and img made inside it!
3. Import WDR(s) and WTD(s) if made with G-Texture in it.
4. Press New->OpenFormats->Collision bound->select your OBN/OBD!
5. If you made WTD with G-Texture , skip this step! If not press New-> WTD file!
6. Rebuild and save the archive!
7. Go to common/data and open gta.dat!
In it add the path line to your wpl /identified as IPL in gta.dat) and ide!
Example IDE:
CODE
# map files
   IDE platform:/DATA/MAPS/BOXEXAMPLE/BOXEXAMPLE.IDE

Example IPL:
CODE
# map files
   IPL platform:/DATA/MAPS/BOXEXAMPLE/BOXEXAMPLE.IPL

8. Exit and save gta.dat , than open up images.txt!
In it add line for img path!
Example IMG:
CODE
platformimg:/data/maps/boxexample/boxexample 0

9. Save images.txt and enjoy new model ingame! smile.gif


Changes (GIMS 1.42 and onwards):

•WBN main dummy has been renamed from "dev_openbounds" to " dev_col ". So if you are using the newer versions of GIMS make sure to call it "dev_col" instead of old "dev_openbounds" - quotation marks aren't meant to be included in the name.

•IDE and WPL don't require naming of "dev_ide" and "dev_wpl" , instead name it " dev_map "!

New updated tutorial coming soon!

iZinith
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#2

Posted 06 April 2011 - 04:02 PM

Nice Tut! Will try it out soon tounge.gif

hristobg
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#3

Posted 08 April 2011 - 10:14 AM

Thank you for the tutorial. I have ~200 objects, for which I want to use one archive of textures (wtd). Can I select them all and set up the WPL and IDE at one time? It's annoying to select every object and press SET for IDE and WPL..

Kalvin'
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#4

Posted 08 April 2011 - 10:00 PM

I couldn't do any of this, as this uses old tools, and the one i use are the new ones (because the old ones are unavailable) everything in this tut is impossible for me, it all starts on the map viewer bit, i'm sorry. But this is useless to me.

hristobg
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#5

Posted 09 April 2011 - 08:09 AM

If you use GIMS 1,42, you should rename the dummys to:

- For IDE and WPL - just 'dev_map'.
- For COL (WBN) - 'dev_col'

The hiearachy must be like that:

for map:

[-] dev_map
|-- [-] IDE and WPL name
-----|-- [-] map
----------|-- [-] objs
---------------|-- model1
---------------|-- model2
---------------|-- model3
---------------|-- etc..

for col:

[-] dev_col
|-- [-] wbn filename
-----|-- [-] unnamed
----------|-- 0
----------|-- 1
----------|-- 2
----------|-- 3..

smile.gif

kevv
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#6

Posted 11 April 2011 - 10:08 AM

QUOTE (hristobg @ Apr 9 2011, 08:09)
If you use GIMS 1,42, you should rename the dummys to:

- For IDE and WPL - just 'dev_map'.
- For COL (WBN) - 'dev_col'

The hiearachy must be like that:

for map:

[-] dev_map
|-- [-] IDE and WPL name
-----|-- [-] map
----------|-- [-] objs
---------------|-- model1
---------------|-- model2
---------------|-- model3
---------------|-- etc..

for col:

[-] dev_col
|-- [-] wbn filename
-----|-- [-] unnamed
----------|-- 0
----------|-- 1
----------|-- 2
----------|-- 3..

smile.gif

is it possible to make a little video to show how to make dummy hierarchy for v 1.42 ????
pls thx to all

GTARandom
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#7

Posted 11 April 2011 - 09:59 PM Edited by GTARandom, 11 April 2011 - 10:26 PM.

Tutorial footer updated with latest collision, IDE and WPL (Map) names! I will try to update as new changes become known to me in future releases.

StunterDan
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#8

Posted 08 May 2011 - 04:43 AM

Yey finaly did it got my first SanAndreas object in IV everything working but col isnt but
Thanks great tut!

nanito13
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#9

Posted 01 June 2011 - 01:12 PM

help when i export it says :

=====Scene check=====
ERROR::Empty "dev_col" dummy! No files exported. huh??

lazlow555
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#10

Posted 11 June 2011 - 12:53 PM

QUOTE (nanito13 @ Wednesday, Jun 1 2011, 13:12)
help when i export it says :

=====Scene check=====
ERROR::Empty "dev_col" dummy! No files exported. huh??

your hierarchy is wrong

nanito13
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#11

Posted 18 June 2011 - 03:28 PM

hey can you make a video of the latest version please smile.gif

PanosD
  • PanosD

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#12

Posted 05 September 2011 - 06:49 PM

a whole f*cking process for a damn single model.....

nanito13
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#13

Posted 09 September 2011 - 11:23 AM

when will the new tutorial come out smile.gif ?

nanito13
  • nanito13

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#14

Posted 12 September 2011 - 01:11 PM

uhhh hello ?

Jestic
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#15

Posted 12 September 2011 - 01:51 PM

QUOTE (PanosD @ Monday, Sep 5 2011, 20:49)
a whole f*cking process for a damn single model.....

You can also do 100 objects at once, doesn't really slow down the process. It can all be mass processed with gims and openiv.

@nanito13, I will talk to Random, maybe we will write a new tutorial together, what is what you want to know?

anthony312
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#16

Posted 17 September 2011 - 08:52 AM

In this travail, the RemoteObject component's instruction belongings is set to Coldfusion and the publication concept is set to the full modified itemise of the ColdFusion factor.

In oppositeness, when excavation with LiveCycle Collection Services ES or BlazeDS, you limit a fully eligible separate found in the author possession of a remoting maintenance direction in a configuration line, which by neglect is the remoting-config.xml enter. You specialize the gens of the destination in the RemoteObject component's direction property. The goal people also must get a no-args constructor. You can optionally configure a goal this way when employed with ColdFusion instead of by using the publication property on the RemoteObject component.

GTARandom
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#17

Posted 01 October 2011 - 10:55 AM

I updated the tutorial for this. It is already up and posted , just need mods/admins to approve

Limiter
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#18

Posted 03 October 2011 - 07:22 AM

Great to hear, but now I crave for more. smile.gif

I want to know how to do stuff like SLOD and MLO properly. Those are the only two that I have trouble on.

Or maybe how to export swimming pool water. Sorry, getting ahead of myself already.

Anyhow, thank you for this update. Also thank you for helping me come this far in map modding.

ratalucas
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#19

Posted 06 November 2011 - 02:35 PM

convercion explain, as is done when more than one object

http://www.megaupload.com/?d=Z6M4ERAX

SaharVi
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#20

Posted 12 November 2011 - 03:15 PM

Thank you!
But where is the video?


JANTSUU
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#21

Posted 20 November 2011 - 12:08 AM

When will the updated tutorial come out?

przem93pl
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#22

Posted 21 February 2012 - 04:39 PM

when I tried to export wdr the error appeared: "--Runtime error: Mesh Color-per-vertex vertex index out of range 16.0" I don't know what going on.

Limiter
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#23

Posted 26 February 2012 - 01:48 AM

How did you export it? With shadow's tools? If so, use GIMS instead. It does this procedure perfectly.

JORGEARNES
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#24

Posted 15 December 2012 - 09:14 PM

VIDEO FROM YOUTUBE DEAD...

nabo45
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#25

Posted 15 January 2014 - 11:55 PM

Do any of you guys know how to make proper dynamic collisions (.wbd)? I've followed every step featured in this tutorial, but somehow the collisions I've do not show up ingame. The models I've made show up, but they have no collision. I have tried this a 1000 times, but I've no idea what I have to do to get it right. I'm following this tut step by step, so logically it should work. But it doesn't. I've also tried emulating the .wbd's from GTA IV, still with no luck, tho. What am I doing wrong?

 

Soooo yeah, is there another tutorial on this subject somewhere? Or can anyone here help me? :)


GTARandom
  • GTARandom

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#26

Posted 17 January 2014 - 12:16 AM

As me and nabo here addressed this issue in a chat privately, WBD collisions will not work if the IDE line for objects this collision type applies to mentions a LOD distance larger than 300! 

 

Rememver to keep it at that number at maximum or below else WBD will have no effect at all


arkmaii
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#27

Posted 4 weeks ago

Sorry @GtaRandom can you please re-upload the video and the images of the tutorial? Or, if you know another video tutorial, can you link it? I just found something like this on @stilldre youtube channel.

 

Thanks :)





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