HELP - How to replace a building with custom model
Posted 06 January 2013 - 05:29 PM
I have SparkIV, OpenIV, Shadow-Plugins, GIMS IV, Shadow-Mapper (doesnt work), 3DS Max, and just about every other tool that I've seen here that could help me obtain this.
However, when I try to edit an embedded texture that is already in the game, when I load the game usually I get an "Invalid Resource Detected" error, or the game just crashes during loading.
I do NOT have internet at my house, so checking this forum will only be once or twice a day. It's very hard to find a tutorial on how to obtain this, but as the "Viva New York" mod has shown...editing embeded textures is possible, and the "WTC" mod has shown...importing buildings IS possible.
Im a Mr. Mom, who stays at home all day...and has a LOT of free time with 15+yrs of modeling experience. My goal is to learn how to fluidly import/export, then I plan to completely wipe out every aspect of the map...and create my own city (the one I live in).
So, any help would be appreciated...TYVM, just lemme know what to download, and what to do. (and yes, I've installed the liveless.dll
Posted 07 January 2013 - 05:46 PM
Again, Please help....Im obsessing over this, and plan on doing some HUGE modifications once I learn the basics of import, export custom models, and changes into GTA4.
Posted 09 January 2013 - 05:01 PM
Help, I'm sooooo close. Just need to import embedded textures and NOT crash in game.
Posted 10 January 2013 - 02:12 AM
Any info on my current glitches would be appreciated.
NO ADD-ON MODS (besides textures as of right now)
ISSUE: Model exports 3ds max 12 with NO embedded textures so it shows up WHITE in OpenIV. When the model loads in game (when im close enough for the LOD obj to switch to my model) the game will crash (GTA HAS STOPPED WORKING).
Posted 11 January 2013 - 05:00 PM
Posted 11 January 2013 - 07:44 PM
However, im still having MAJOR issues with game crashes whenever I attempt to view the model in-game.
I have the model in 3ds Max....and the heirarchy is:
-->cntstu01_dc9_high (actual object)
I don't understand what is going on. What all do I need to setup besides just the mesh, and dummies?? How do I export correctly? Am I missing something here????
Edited by Androthia, 11 January 2013 - 07:46 PM.
Posted 11 January 2013 - 08:26 PM
The McD has been changed to "cntstu01_dc9" now....
Posted 12 January 2013 - 01:25 AM
What im asking isnt rocket science.....What needs to be edited and modified within GIMS IV, Hierarchy, Materials in order to be exported as a .wdr file to be imported via OpenIV to be used in-game?
Everyone is talking about importing textures, cars, and people....which is great, but how about other things that matter...like....the area the people walk in, and drive in. C'mon.
Posted 12 January 2013 - 06:03 AM
So, all you should really need for what you're trying to do at the moment is GIMS IV, OpenIV and Max.
I noticed that in your hierarchy screenshot, you have a dummy named McD linked to dev_model, which is linked to a mesh (?), which is linked to a bunch of lights and two other models. Dev_model should be followed directly by a dummy with the name of your object (cntstu01_dc9), which should be followed by your mesh and associated coronas. I've attached an image of a similar setup to yours, with the addition of a few extra objects so you can see how they look. The idea is that dev_model is the start of the model structure, whereas dev_map is for map placement and metadata, and dev_col is for collision models. The second layer is what encapsulates and defines the name of your ODR / WDR, and any further layers are object-specific.
(As you can see, along with other objects, dterrain0.odr will be exported, which contains a mesh and a light).
Once you have your model structured, you'll want to export an OpenFormats ODR. This will allow you to have OpenIV compile your object to RAGE's proprietary WDR drawable model format. To export an ODR, navigate to the top of the GIMS interface and pull down the OpenFormats tab. Select ODR and allow the script to build your object. You'll then be able to replace the original model by opening the model's respective archive, enabling 'edit mode' and selecting 'Import OpenFormats' from the 'New' menu item.
You may need to rebuild the archive if the difference in your old and new files exceed the block size of the archive (so, rebuild anyway to test that).
Really hope you get your models in the game soon! We really need more experienced modellers around here!
EDIT: I usually use GIMS' Hierarchy Manager under the Tools tab of the primary GIMS interface. It really makes setting up dummies for map placement, cols and, of course, models, a breeze. You'll want to use the tools within the OpenFormats group (select the objects to export, write the object's filename [excluding its extension] and hit 'Assign').
Edited by ddoodm, 12 January 2013 - 06:19 AM.
Posted 12 January 2013 - 04:37 PM
Tyvm for the reply, btw....
Posted 13 January 2013 - 12:50 AM
You can update your object's collision mesh at your own will; collision data does not need to be updated in order to make your object function in-game. That being said, whenever you want to export your collisions, set up the same structure as with dev_map and rename the parent dummy to 'dev_col' (remove your lights, of course). GIMS IV can take care of all of that for you with the Hierarchy Manager tools.
Posted 13 January 2013 - 02:59 AM
Posted 13 January 2013 - 06:00 AM
The object's old WPL is instructing RAGE that your object has a LOD and that it should use it, but the game can't find it, so it throws an exception. We should be able to fix that by either rebuilding the entire WPL using GIMS, or by modifying one of your object's instance properties (I think). I'll walk you through the second option as it'll be easier, assuming it actually works, lol. Just in case I'm wrong, make a copy of WPL that contains the positioning information for your object (the relevant map placement file located in PC/Data/Maps). You'll need WPL Manager for this:
Use WPL Manager to open your object's respective WPL. Locate the entry with the name "cntstu01_dc9" and right click it. We'll be modifying what WPL Manager refers to as 'Unknown 03', but it's actually a DWORD that specifies the model's LOD index. So, after right clicking the appropriate entry, hover over 'Unknown' and modify the third member so that it becomes '0', thus instructing RAGE that the object does not contain a LOD. Save your changes under the File menu item.
I don't know much about REPLACING existing objects in-game, so there's a chance that you could have just linked your original cntstu01_dc9_low mesh to the cntstu01_dc9 dummy, but I have a feeling your LOD index would not match that of the existing WPL.
Importing and exporting IDE/WPL pairs within GIMS is fairly straightforward (use the '*' next to the Import>WPL button in the main GIMS IV interface and select use IDE, make changes and re-export), but I can give you more detail on that whenever you need it.
Hope that worked! If not, restore the original WPL and I'll walk you through working with WPLs with GIMS. (It's easier to simply get an entirely new model in-game BTW, haha).
Posted 13 January 2013 - 06:52 PM
Posted 13 January 2013 - 10:00 PM
Ok, textures are good to go, everything is working perfectly! Just cant find one texture.,,,, the neon strips that wrap around the mines square cluckin bell builing.,,,,
Thanks so much for the help. Prepare for a new times square to start off with.,,,,
Edited by Androthia, 14 January 2013 - 12:17 AM.
Posted 14 January 2013 - 10:34 AM
Posted 14 January 2013 - 03:54 PM
Posted 18 January 2013 - 04:06 AM
|QUOTE (Androthia @ Tuesday, Jan 15 2013, 01:54)|
|Ok, found my neon strip, now a new question...I noticed that a couple of the nextures swapped as far as animation. One text that is supposed to animate, is stationary...and the texture that is to be stationary....is animating??? Like, the news ticker isnt moving, but the image on a billboard is now scrolling like the ticker should?!?! Neither texture has an "unk" if that has anything to do with it,.,,,,.|
That's odd. probably something to do with each face group's set I'D. Try swapping each mat's index in the multimat and on the mesh. Really not sure though.
Posted 18 January 2013 - 01:00 PM
Do you know how one would go about creating a custom animated texture? Maybe I could just go about re-animating it that way....Thanks!
Posted 18 January 2013 - 01:52 PM
|QUOTE (Androthia @ Friday, Jan 18 2013, 17:00)|
|Do you know how one would go about creating a custom animated texture?|
You can't create or edit animations in GTA IV yet.
But you can remove animation from object by editing IDE file.
Posted 18 January 2013 - 03:57 PM
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