What you will need:
1-Gta IV duh!
5-This script for 3ds max , put it in Scripts/startup it fixes texture problems ingame (Script by 3Doomer)
After you have all of these you can proceed
-First make sure all the textures you want to apply to the model are powers of 2 ex. 512x512 256x512 etc..
-you can make your model with sketchup then import it back to 3ds max if you prefer sketchup
-This doesnt teach you how to model or texture with 3ds max, this just teaches you how to import your model to gta4 and make it gta4 readable
1-Open 3ds max and make a model , center it to 0,0,0
2-Right click and convert to editable mesh
3-Maxscript / Maxscript listener and type the following code: splitsmgrps $
then enter , then it will say ok.
4-Apply your textures then go to view / Show Materials in viewport as/ Realistic materials with maps
then you will see the textures that you applied
5-Name your model and after the name put _high for example mine is cube_high
6-Create 2 new dummies dev_model and your name of the model without _high (ex. mine is cube)
7-Open the schematic viewer and link them like that:
8-Open gims and export ODR (make sure you have a folder for all the files)
9-Open Schamatic view and delete dev_model and remove the _high from your model name so there will be 1 model that is cube and 1 dummy that is cube green by blue
10-Create 3 new dummies , dev_map , base , objs and link them like that:
11-Open map helper and move the model where you want it to be ignore the dummies you can just place them wherever you want
12-select the model and open gims go to IDE instance tab type on wtd texture directory your model name _texture mine is cube_texture and set the draw distance to 2000 or whatever you want then click on set
13-Go to wpl properties and click on set in the instance tab
14-Export Ide and Wpl
15-Open schamatic viewer and delete all the dummies (which is green) and keep the model (which is blue)
16-Create 2 new dummies , dev_col and col_yourmodelname which mine is col_cube and link them like that:
17-Open the material editor and remove the textures that you applied before , just click on each circle , then where it says map # click on it and choose default then uncheck the box down
18-Choose the first circle and click on Material / Get material and choose gta4 material , extend the collision and choose the type and material you want then drag and drop the first circle to your model then it will be untextured
20-Open OpenIv and create a new image and call it your model name which mine is cube , (images version 3)
21-Click on new / import/ multi import and import the col_ and the oder file
22-Click on new and make a new wtd texture and name it as the same name that you put in 3ds max mine is cube_texture open it and import your textures , it support .dds , .bmp .jpg etc...
23-Exit and make a new folder which mine is cube and put the image you made and the wpl and ide and put that folder in pc\data\maps
24-Finally open gta.dat and images.txt in common\data with notepad and add your lines
in images .txt add the line:
open gta.dat and add the 2 lines:
#map files ide and wpl platform under the last line of them:
save them and exit !
play your new map ^^
i hope you like this tutorial ^^
Edited by nanito13, 15 September 2011 - 01:45 PM.