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IV Texture Overhaul

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Vanni83
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#61

Posted 12 July 2011 - 10:36 AM

i've made a general filelist, like Broker bohan ecc.
and when i open the img i make a complete list of all the wdr files, and wtd only these

Benny_
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#62

Posted 12 July 2011 - 10:44 AM

Sounds good!

I've did it in almost the same manner, but I decided to use folders and filelists.

This is my folderstructure:

CODE
->Alderney (Manhattan)
  ->manhat05
     ->manhat05.xls
  ->manhat06
     ->manhat06.xls
     ->mh06_p_txd
        ->dev
        ->final
        ->orig
  ->manhat...
->Broker (Brooklyn)
  ->...


And the *.xls-files are lists of all models/textures that contains in this archive, where I can color each texture-/model-file in red (untouched), yellow (W.I.P) & green (final).

Vanni83
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#63

Posted 12 July 2011 - 10:48 AM Edited by Vanni83, 12 July 2011 - 01:25 PM.

QUOTE (Benny_ @ Tuesday, Jul 12 2011, 10:44)
Sounds good!

I've did it in almost the same manner, but I decided to use folders and filelists.

This is my folderstructure:

CODE
->Alderney (Manhattan)
  ->manhat05
     ->manhat05.xls
  ->manhat06
     ->manhat06.xls
     ->mh06_p_txd
        ->dev
        ->final
        ->orig
  ->manhat...
->Broker (Brooklyn)
  ->...


And the *.xls-files are lists of all models/textures that contains in this archive, where I can color each texture-/model-file in red (untouched), yellow (W.I.P) & green (final).

YAEH we know the method !!! go on mate !!! see you later, got to go at home now



user posted image
user posted image
user posted image


MasterKontrol
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#64

Posted 12 July 2011 - 01:40 PM

QUOTE (Vanni83 @ Tuesday, Jul 12 2011, 10:48)
QUOTE (Benny_ @ Tuesday, Jul 12 2011, 10:44)
Sounds good!

I've did it in almost the same manner, but I decided to use folders and filelists.

This is my folderstructure:

CODE
->Alderney (Manhattan)
  ->manhat05
     ->manhat05.xls
  ->manhat06
     ->manhat06.xls
     ->mh06_p_txd
        ->dev
        ->final
        ->orig
  ->manhat...
->Broker (Brooklyn)
  ->...


And the *.xls-files are lists of all models/textures that contains in this archive, where I can color each texture-/model-file in red (untouched), yellow (W.I.P) & green (final).

YAEH we know the method !!! go on mate !!! see you later, got to go at home now

user posted image

Vanni you've done it Again!!!! smile.gif brilliant looking bark on those trees mate! icon14.gif icon14.gif icon14.gif

Vanni83
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#65

Posted 12 July 2011 - 01:46 PM

thanks mate , i'll never end to thanks everytime colgate.gif colgate.gif

Benny_
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#66

Posted 12 July 2011 - 02:58 PM

Very HAWWWTTTT... as usual, Vanni wink.gif icon14.gif

Puuhhh... it takes so much time to make it tileable dozingoff.gif

YEAH BABY!!! SCRUB THE FLOOR!!:
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Vanni83
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#67

Posted 12 July 2011 - 03:36 PM

look very nice benny!!!! really!!!!!! good work

Benny_
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#68

Posted 12 July 2011 - 04:52 PM

Thank u smile.gif

Planks:
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Bricks:
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uuserr
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#69

Posted 12 July 2011 - 07:09 PM

gr8 work all monocle.gif

GTA 3
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#70

Posted 12 July 2011 - 08:18 PM

Wow, this Thread makes my Day every Day!!!! icon14.gif biggrin.gif

Benny_
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#71

Posted 13 July 2011 - 07:47 AM

Almost complete retextured...:
user posted image
user posted image

And these small poles... biggrin.gif :
user posted image

Marty McFly
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#72

Posted 13 July 2011 - 08:33 AM

can someone say me which textures below to the empire state building? i wanna retesture it!

Benny_
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#73

Posted 13 July 2011 - 09:16 AM Edited by Benny_, 13 July 2011 - 09:36 AM.

Check manhat09.img... there are some files starting with "esb_"... try 'em smile.gif

If don't know where u can find a special texture:
- Start GTA
- Go to the object u want to retexture
- Press ESC to open the map
- Take a screenshot to remember the location
- Exit/minimize the game
- Open the map located on the bottom of the first post u see here: http://www.gtaforums...=474215&hl=gims
- Find the location u chose ingame, by the help of the screenshot that u took
- There u can find a text on the map (e.g. for the empire state building it is "manhat09_5")
- Now u know in which *.img-file u have to look for it (in that case = manhat09.img)

Thats the way i do this... I don't know if there's a better and easier way...

Baender
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#74

Posted 13 July 2011 - 09:51 AM Edited by Baender, 13 July 2011 - 11:25 AM.

After i read a lot about iCEnhance and playing around with Open IV and Photoshop, I want to overhaul the Interior exspecially Romans Taxi Office, Vlad's Bar and the different player homes etc. I already found Romans Mansion, but i can't find the outdoor part of the house. Can somebody tell me the exact position in Open IV / Spark IV.

I have the same problem with Roman's Office, i already found the interior but not the exterior.

EDIT: OK thanks, the link helps: http://dl.dropbox.co...105/wbn-map.jpg

Darecki
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#75

Posted 13 July 2011 - 11:12 AM

I have a one, maybe unnceccesary question to you guys - you also make bumpmaps/normals for new textures, right?

Benny_
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#76

Posted 13 July 2011 - 11:47 AM Edited by Benny_, 13 July 2011 - 12:23 PM.

@Baender: Sorry, I can't find it... :-/

@Darecki: Yes! And I'm just trying to edit the textures/shader to add new normalmaps... I hope it'll work smile.gif

//Edit: YAY! It works! I exaggerated a bit, but its just a test... look at that kerb... smile.gif
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Baender
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#77

Posted 13 July 2011 - 01:22 PM

@Benny_ Did you add "new" normals, or did you edit existing normals? I can not imagine how a game could detect a normal and knows how to use it.

icelaglace
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#78

Posted 13 July 2011 - 01:25 PM

@Benny.

Very slick mate ! Very good job.
I'm going back to redo textures in a few. I just need to release this stupid 1.25 then done tounge.gif

DuPz0r
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#79

Posted 13 July 2011 - 01:28 PM

Has anyone retextured the leaves on the trees?. They look really green by default.

Benny_
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#80

Posted 13 July 2011 - 01:45 PM

@Baender: Yes, I added new ones and "intergrate" them in the shader, so it works the same as the diffuse map. I'm just testing around. wink.gif

@ice: Thanks man smile.gif !
Steady on cool.gif ... ur doing a great job! Can't wait to see new peds and ICEnhancer 1.2.5... icon14.gif wink.gif

@DuPz0r: If u're using ENB u can change the leafcolor in ur enbconfig.

Before:
user posted image

After (Normalmap added biggrin.gif ):
user posted image

Vanni83
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#81

Posted 13 July 2011 - 01:47 PM

benny: good wooork!|||


birch tree finished (very hard cause polygon mesh sucks)
user posted image

user posted image


@DuPz0r: leaves are all repainted, look : (1920 x 1080 HD)

user posted image


Benny_
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#82

Posted 13 July 2011 - 02:05 PM

U're the King of Trees, vanni colgate.gif absolutely great! inlove.gif


Vanni83
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#83

Posted 13 July 2011 - 03:33 PM

thank you benny, when i'll finish trees, buildings and roads are waiting... i have a loto of concrete and wood texture HD of course biggrin.gif

Benny_
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#84

Posted 13 July 2011 - 04:14 PM

Ohhh, I think buildings will be difficult... I just had thought about it... biggrin.gif

Benny_
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#85

Posted 13 July 2011 - 05:32 PM

Who's interested... I've wrote a How-To... smile.gif

I hope my english is good enough for that... biggrin.gif

QUOTE
HOW-TO CHANGE THE SHADER OF EVERY TEXTURE WITH OPENIV (TO ADD NORMALMAP ETC.)

At first, you need to know the name of the texture you want to change. Than you have to find the *.wdr-file (Modelfile, NOT Texturefile) in OpenIV of that object with the texture you want to edit. RMC on it than “save content/export” and save it anywhere on your harddrive.

Now you have a *.odr-file in the destination folder that we want to edit.

Open it. It looks like this:

user posted image

I want to edit the texture “nj01_kerb2.png”.
So I look for it in that file.

This is the line I found:

user posted image

The first (“gta_default.sps”) is the shader, which is currently used for it.

Change it like this:

user posted image

As you can see, I changed the shader to “gta_normal.sps” (You can use every shader... you find them in your common/shader/.. folder.) to activate normalmapping for this texture.  The first digits behind the filename are the specularFactor (higher = more glossy), the second is the specularColorFactor (I don’t know…), the third is the bumpiness (higher = more bump) and at the end of this line is the filename that we use for the normalmap we want to apply. (You can use any filename)

Save the changes.

Now create a Normalmap and put it in the same folder with the filename you choose in the *.odr-file. (in this case it is nj01_kerb2_n.png)

Go into OpenIV, open the right *.img-archive and select New -> Import openFormats -> Multiple Import. Than select the *.odr-file. All files mentioned in it will be automatically imported.

Thats it!


Baender
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#86

Posted 13 July 2011 - 05:58 PM

Benny, you can read my minds. Exactly what would have been my next question: How do I add normals to textures.

Vanni83
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#87

Posted 13 July 2011 - 06:04 PM

Dear Benny, i never end to thank you, for this tutorial and for your texture wink.gif

3Doomer
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#88

Posted 13 July 2011 - 06:30 PM

QUOTE (Baender @ Wednesday, Jul 13 2011, 20:58)
Benny, you can read my minds. Exactly what would have been my next question: How do I add normals to textures.

Through GIMS - much easier, faster and crash - free biggrin.gif

Benny_
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#89

Posted 13 July 2011 - 06:42 PM Edited by Benny_, 13 July 2011 - 06:49 PM.

@Baender: Now u know... tounge.gif

@Vanni: Thanks as well mate smile.gif

@3Doomer: I don't own Max... :-/ and I had no crash yet... smile.gif

Marty McFly
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#90

Posted 13 July 2011 - 08:09 PM Edited by Marty McFly, 13 July 2011 - 08:25 PM.

i was working on planks and tree textures, too. i wanted to make the trees "light" so that they don't look like a big green dot.]what do you think?

user posted imageuser posted imageuser posted image




can someone say me if the

sl_dustyearth01

in the park_01_mh6.wtd

the ground texture of the sea in the central park is?





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