This is for the discussion and releasing of tutorials for modifying GTA. Anything that isn't a tutorial will be deleted without notification.
Please read the Official Modification Forum Rules & Procedure BEFORE posting!
The following topics contain information for formatting and writing tutorials:
Requests are to be made in the pinned topic.
New topics to this forum are subject to moderation, and will not appear immediately. Pending approval by a moderator, if a topic is deemed unsuitable it will be deleted without notification.
Convert Cars From SA TO IV
Posted 14 October 2012 - 10:49 AM
Tutorial: Convert to GTASA GTAIV[SIZE=7]
An image editing program (paint.net, Paint Shop Pro, Photoshop, etc.)
Nvidia. Dds filter
Nvidia normal map filter
> MODCAR get (IMPORTANT IN ANY CASE, the permission of the / AUTHORS SEEK)
Benutzest Carmod <In this tutorial GWM. Gta-worldmods
First, the desired car download and endpacken. TXD Workshop and start via "Open TXD" the. Txd
select and store all related textures with TXD Workshop as. tga
This includes the textures of the vehicle.txd
C: \ Program Files (x86) \ Rockstar Games \ GTA San Andreas \ models \ generic
Here is a short overview of the Zmodeler
2.Import the textures
Opens eueren ZModeler
Go to> Options> Settings> Services> Textures
And then on "Add" button
And select the path where are the textures (the. Tga's) you have just unpacked
Then click "Apply" and "OK"
3.Importieren of CarMods
Click on Import File (see legend) selects your Carmod and respects the area in the Lower
Preferable Textures TGA stands. Then import this should then be ausschauen [Fig 1]
In the Lower box should now "appear No error"
But if just check what could be the problem (if any are missing textures)
If you import a Carmod "NOT" it may well be possible that there is lured
Then simply ask the author whether he still Unlock it has available.
Sometimes it also happens that the total Carmod "deformed" in Zmodeler
Loading this could be because it was exported with 3d's Max.
You may buy 3d's Max or ask someone of it and export it as a. Obj leave.
So everything clears from the "Scene Browser" which is no longer needed ('s Dummy, Damage Model, As
Collisions etc. soda) at the end only the actual model is left.
Should look something like this [Fig 2]
Third Distribution of material
Important Link KotChopShop
I myself have simplified this a little while and I invite my preliminary ever want to change model in
the Zmodeler (in the material have been [ect specular highlight.] the "right" Extensions)
In this case, the "ugly" Ingot
Thus, I had already pre-material
If it is not so easy Duplicates manages the required material and Bennent to it.
(Important in any case is the meaning behind the name of textures]
[vehshare light semi-immersive, etc.]
As I said, now is necessary to replace the existing material
To check the "important link" Use
Really replace many each texture with the originals
But many textures (eg black, red, white, underbody, Chrome, etc.)
Are available on the vehicle_generic_detail2.wtd
This saves on the. Wtd file a few. Kb
Allocation of the new materials
In the Commands bar> Select Go> All
Then activates the bottom of the Zmodeler the Select Mode button should now be highlighted in Colour
And then go to polygon mode (see legend)
The whole should now so ausschauen (Vievpoint: User)
Then goes back into the Commandsbar
Select> [By matreial] now select the material from which you want to replace
Verfahrt and so long until you have all the material reassigned
You can reassign as follows
Right-clicking in Vievpoint
Properties ...> Mesh> Polygon> Materials
And then the new material in the list auswälen
(thinking of the vehicle_generic_detail2.wtd)
It is also important to her that the Respect Parts demensprechend the required UV Channels
get (Chrome, tires, undercarriage, engine, etc.)
(What material needs as many UV Channels)
red = 2, blue = 1,
Paint1-texture uv1 uv2 dirt, spec uv1 (silver alloy spec)
Paint2-texture uv1 dirt, uv1, spec uv1
Paint3-texture texture uv1 uv2, dirt uv1, spec uv1 (paintjobs)
GENERIC uv1 texture, bump uv1, spec uv1
LIGHTS (vehglass) - uv1 texture, dirt uv2, spec uv1, reflect auto sphere
VEHGLASS-texture uv1 uv2 dirt, spec uv1, reflect auto sphere
LIGHT SEMI SIVE texture uv1 uv2 dirt, spec uv1, reflect auto sphere
INTERIOR-uv1 texture, bump uv1, spec uv1
Interior2-uv1 texture, spec uv1
SHUTS-texture uv1, uv2 dirt, bump uv1, uv1 spec-or-uv1 texture, bump uv1, spec uv1
TIRE texture uv1 dirt, uv1, uv1 bump, spec uv1
BADGES-uv1 texture, bump uv1, spec uv1, reflect auto sphere
MESH texture uv1 uv2 dirt, bump uv1, spec uv1
CHROME texture uv1 dirt, uv1, spec uv1
RUBBER-texture uv1 dirt, uv1, spec uv1
All you have to to Vertex mode
Right-click again in Viepoint
Properties ...> vertices> Format> UV channel (there should be selected 2)
Also ensures that is taken out at the Diffuse Color hook
This can model after passing the (in-game) is black.
I also recommend their new material, the new instant maps
click to top left of the viewpoint (see legend)
and accordingly on "UV Mapper"
Will select the folders to the material / parts
(Goes to the polygon mode and select the polygons you want to change or stop the [By Material]
Now go to Vertex mode (it should then be ausschauen (Vievpoint: User)
Then right-click makes the vievpoint
Mapping> Edit UV
Or. paint3 at this job would be the pain!! Otherwise always Dirtmap
How the Zmodeler maps I have found a tutorial
When you're done with the distribution of the materials is done now so it should look something like this!
Now you have to divide only the parts and model behind the bumper
<Side windows separated from the doors and the body -
<Possibly build the interior of the rear lights -
<Back for fenders and bumpers Modeling
Eventually, the model must then be scaled
Rename each part still (after submission of the original model)
Then assign the respective parts and move the pivots and dummies at the right place
Thus DAs model would now, Adapted "
What follows is very important, because in GTA IV there, premade, Scene ""
If you do not pay attention to the correct spelling, it may be that the export in Zmodeler
Hangs Well that's it, Get out at the last save ^ ^
Distribution of extras there Maximum 9 extras
Certain parts (eg Lightbar) which one would constantly have the model, you can rename MISC_ (az).
When naming you always keep to the correct spelling.
If you now have the parts where divided
You need is a second "simpler" model (less poly's)
Either we modeled the new or copied .... _L0 and deletes unimportant parts (Tügriffe, switches, parts of
These should be called .... _L1,
the [COL] can continue to use the existing model, you just have to fit it.
It is also a model .... _L2 what needed because of the model outlined in approximately equal
This was actually already export all around the model.
If it comes to error messages such as.
Looks to whether there is a ... and a ... _L0 _L1 model. And Renames it dan right.
A few more tips
Blink <1> White glass color (white blinker)
To do this select the appropriate glass, go to Vertex mode and select all the poly's
(Note the Select mode must be Enabled)
Go into the CommandsBar
Surface ...> Paint ...> Color
Selects the color and click on entspreschende, Fill Selection''
The more often you there,'' Fill the more intense the yellow
This can also be for example Disks use a certain gleam in the sun produce
Break <2> Side markers can
I have seen many mods where the sidemarker in accidents simply lauchten ^ ^
In order to prevent this easy on the light again a semi-immersive material vehglass material over it translated
And transparent and allow for the use of a texture has a transparent background
(eg badges textures.)
If you in your model, INGAME'' the problem that in a mature Platzer a portion of the rim, with
Bursts "easy to vehicles.dat increase the Reds worth
If the burst tire and the rim just floating in the air, the Reds worth shrink
ingot, ingot, car, INGOT, INGOT, VEH@LOW, VEH@LOW_XX_LO1, 100, 999, 0.2094 0.2094, 0, 2, 1.0,1, ext_sunroof
4 Creating the. Wtd
open your "image editing program''
invites all required textures into your program and stores it as a dds.
possibly a few normal maps to create (discs, seat upholstery, wheels, tires)
thereby creating one game a "3d feeling" of certain textures (eg the Patriot in the rear bumper)
it has now all needed textures you open G-Texture
go to File> New>
Selects the location, assigns the name and Saves
Then Textures> Add>
In the next window again, add'' selects all required. Dds of textures and click on Open and then
"OK," so now you have all the textures in his wtd. Throughout the File> Save, save and finished
Thus one has its wft. And. Wtdvon his carmod
Imports now your carmod'' with SparkIV in your GTA and stertet your game and, addiction or Spawns in you
Handling may need to be adjusted.
A tutorial on how to import, I will add more.
Now you have to refine it only finished until it's release
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users