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Converting Vice City vehicle.col to San Andreas

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CantThinkOfOne2013
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#1

Posted 30 August 2013 - 01:32 PM Edited by CantThinkOfOne2013, 03 September 2013 - 09:24 AM.

So i'm converting two ship mods from Vice City that belong in San Andreas, i've converted the .dff and txd fine and the ships will spawn without crashes when using an original .col file from San Andreas, can someone please tell me how to convert the .col file from Vice City to San Anadreas, I attemp to convert using 3D Max and Col Editor and the game crashes. I export the .col file using the Col 3 format and change the materials to match original San Andreas .col. The game crashes when I attempt to spawn the boat.

CantThinkOfOne2013
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#2

Posted 03 September 2013 - 09:21 AM

Can someone please just pretend that this is a car mod so they can tell me how to convert the .col

separationspecialist
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#3

Posted 07 September 2013 - 06:50 AM

Am also looking for the same solution.


CantThinkOfOne2013
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#4

Posted 08 September 2013 - 06:22 AM Edited by CantThinkOfOne2013, 08 September 2013 - 09:57 AM.

Am also looking for the same solution.

 

Finally a response, people disregard this thread due to the fact it is about a boat mod and not a car mod, what are you trying to convert?


JohnPro
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#5

Posted 02 November 2013 - 08:24 PM Edited by JohnPro, 03 November 2013 - 08:52 AM.

I am editing this post because I was wrong, just got on my computer now and you need to convert the materials as well. Not just import then export.

 

By the way did you try Material conversion within col editor? I dont have VC thats why cant help you with that function, it might actually work and save you a whole lot of time.

 

Another thing to realize is you cant make col models too big. If this ship is gigantic then it may corrupt the col.

 

anyway how I would do it - probably the long way but sure to work.

 

Import your vice city col file using col IO in kams max scripts.

 

  • Go to - "Collision IO"
  •  
  • Click "Open Collision File"
  •  
  • If you choose DFF it will automatically load the model in your viewport.
  •  
  • If you choose COL then your file will then be listed in the white box - click it
  •  
  • Then click "Load"
  •  
  • Your VC COL Model will now appear in the viewports.
  •  
  • Now do the same to Import the original COL from GTA San Andreas
  •  
  • Delete the bounding box and bounding spheres if VC has any (never modded VC)
  •  
  • Select a sphere from the GTA San Andreas col > Go to material editor > click an empty material slot > click eye dropper tool > click the sphere. This will take the materials from the GTA SA sphere.
  •  
  • Click the spheres if any on the vice city ship col and apply the GTA SA material to it.
  •  
  • Do the same for the Collision mesh.
  •  
  • Do the same for any shadow mesh.
  •  
  • Make sure the vice city spheres names are "default" (not sure if make difference)
  •  
  • Make sure collision mesh name is cm_*vehiclename* (example: CM_androm for andromeda)
  •  
  • Make sure your Shadow mesh is also named correctly (Not certain about the names making a difference but I always follow this strict naming to ensure everything goes right)
  •  
  • Now Select all spheres and col models in the viewport (you can delete the original san andreas ones)
  •  
  • In the field above export button enter *vehiclename*_col example andromeda airplane is called androm so we enter androm_col
  •  
  • Next click Collision mesh button under export and click the collision mesh of ship
  •  
  • Leave shadow mesh empty if it doesnt have one. If it does do the same as above.
  •  
  • Now export it and use coll editor to replace origial col of dff with your new one.

I always modify original cols and import 3d models then apply the col materials to it. I have never tried modding vice city. :)


CantThinkOfOne2013
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#6

Posted 03 November 2013 - 08:16 AM

Hi guys, this is very easy I never used vice city cols but this works for any 3D model :-) okay I will teach you using 3ds max only.

Import your vice city col file using col IO in kams max scripts.

Make sure spheres names are "default"

Make sure collision mesh name is cm_*vehiclename*

Export your col file using col IO.

In the field above export enter col_*vehiclename* example andromeda airplane is called androm so we enter col_androm

Next click CM mesh button under export and click the collision mesh of ship this is usually flat planes

Leave shadow mesh if it doesnt have one. If it does do the same.

Now export it and use coll editor to replace origiaL col of dff with your new one.

Was this helpful? Im using my phone and dont have all resources handy.

Thank you, I will give it a try when I get the chance, I hope this works so we finally get some good ship mods for San Andreas.


CantThinkOfOne2013
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#7

Posted 03 November 2013 - 09:46 PM Edited by CantThinkOfOne2013, 04 November 2013 - 03:04 AM.

I am editing this post because I was wrong, just got on my computer now and you need to convert the materials as well. Not just import then export.

 

By the way did you try Material conversion within col editor? I dont have VC thats why cant help you with that function, it might actually work and save you a whole lot of time.

 

Another thing to realize is you cant make col models too big. If this ship is gigantic then it may corrupt the col.

 

anyway how I would do it - probably the long way but sure to work.

 

Import your vice city col file using col IO in kams max scripts.

 

  • Go to - "Collision IO"
  •  
  • Click "Open Collision File"
  •  
  • If you choose DFF it will automatically load the model in your viewport.
  •  
  • If you choose COL then your file will then be listed in the white box - click it
  •  
  • Then click "Load"
  •  
  • Your VC COL Model will now appear in the viewports.
  •  
  • Now do the same to Import the original COL from GTA San Andreas
  •  
  • Delete the bounding box and bounding spheres if VC has any (never modded VC)
  •  
  • Select a sphere from the GTA San Andreas col > Go to material editor > click an empty material slot > click eye dropper tool > click the sphere. This will take the materials from the GTA SA sphere.
  •  
  • Click the spheres if any on the vice city ship col and apply the GTA SA material to it.
  •  
  • Do the same for the Collision mesh.
  •  
  • Do the same for any shadow mesh.
  •  
  • Make sure the vice city spheres names are "default" (not sure if make difference)
  •  
  • Make sure collision mesh name is cm_*vehiclename* (example: CM_androm for andromeda)
  •  
  • Make sure your Shadow mesh is also named correctly (Not certain about the names making a difference but I always follow this strict naming to ensure everything goes right)
  •  
  • Now Select all spheres and col models in the viewport (you can delete the original san andreas ones)
  •  
  • In the field above export button enter *vehiclename*_col example andromeda airplane is called androm so we enter androm_col
  •  
  • Next click Collision mesh button under export and click the collision mesh of ship
  •  
  • Leave shadow mesh empty if it doesnt have one. If it does do the same as above.
  •  
  • Now export it and use coll editor to replace origial col of dff with your new one.

I always modify original cols and import 3d models then apply the col materials to it. I have never tried modding vice city. :)

Problem, when I try to add my .col to the .dff using coll editor, I get a message reading 'stream read error', do you know what this issue is? Attempting to add the .col to the .dff in 3D Max results in a game crash when spawning the boat. Could it be possibly because I don't have a shadow mesh?

Or if possible, could you please convert the boat for me, here is a link to the Vice City download:

http://www.gta-downl...a-jovovich.html


JohnPro
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#8

Posted 04 November 2013 - 04:22 AM

It doesnt need shadow mesh. I also get error with colleditor when attaching, so use 3ds max to attach the col to the dff.

Also when you open col file make sure the spheres are solid color and not in wireframe. If they are in wireframe then those spheres materials are corrupt somehow.

To solve it, delete those corrupt spheres and clone the other spheres to replace the deleted one. Second dont use mirror tool, you must clone each sphere or spheres.

I can make it but try my solution first. You will become more skilled if you do it yourself.

CantThinkOfOne2013
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#9

Posted 04 November 2013 - 07:32 AM Edited by CantThinkOfOne2013, 04 November 2013 - 07:33 AM.

It doesnt need shadow mesh. I also get error with colleditor when attaching, so use 3ds max to attach the col to the dff.

Also when you open col file make sure the spheres are solid color and not in wireframe. If they are in wireframe then those spheres materials are corrupt somehow.

To solve it, delete those corrupt spheres and clone the other spheres to replace the deleted one. Second dont use mirror tool, you must clone each sphere or spheres.

I can make it but try my solution first. You will become more skilled if you do it yourself.

I've been trying, trust me, I want to be able to do it myself, anyway, here are pictures of my .col in both Coll Editor and 3DS Max, can you spot the problems?:

untitled.png

untitled2.png

Col Details (copied from Coll Editor):

  • Name: "launch_col" (Col 3)
     
    Created by: Unknown
     
    Modified:   No
     
    Dimensions:
      Length:   27.042
      Width:    109.137
      Height:   46.692
     
    Collision Mesh:
      Vertices: 1904
      Faces:    1203
      Groups:   0
      Spheres:  26
      Boxes:    0
     
    Shadow Mesh:
      Vertices: 0
      Faces:    0

JohnPro
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#10

Posted 05 November 2013 - 04:06 PM Edited by JohnPro, 05 November 2013 - 06:46 PM.

actually looks good in the screenshots. Let me take a closer look. Im going to download the mod. but please send me your files so that I can see what went wrong :)

 

EDIT:

 

Holy sh*t, I just took a look and that col file has 1000+ faces. Thats way too much for GTA SA. Vice city had a limit adjuster, you can try SALA and see if it works. Doubt it though.

 

Anyway to give it a test I tried without deleting anything - as is and game crashed.

 

Tried deleting all vice city spheres "default" - game crashed

 

Tried deleting vice city spheres and cutting mesh in half still crash,

 

Tried using the front bow of the ship which is only 18 faces - ship works.

 

As you can see its not a materials, naming or format problem. Its the giant size of that ship. No wonder we dont have any good ship mods for GTA SA. You can try SALA though I think it only increases col file limits not the face limits of the actual Col file.

 

Sorry, unfortunately GTA SA wont allow so many faces. but then I could be wrong - I have heard of face groups but have no idea what it means. I have never encountered or had the need for such a complex col file in gTA san andreas vehicles. This complex col file would work for maps though.

 

Face Groups

Faces in large col 2/3 meshes (more than 80 faces) are grouped by location, and get a bounding box. This way collision checks can be limited to a special area of interest, to speed them up significantly.

Some statistics: There is an minimum average of 13.8 faces per group, maximum is 50[1]. On average there are 31.75 faces per group.

^ In the grouping algorithm, a face count of > 50 is the criterion to split a group.


CantThinkOfOne2013
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#11

Posted 06 November 2013 - 03:05 AM

actually looks good in the screenshots. Let me take a closer look. Im going to download the mod. but please send me your files so that I can see what went wrong :)

 

EDIT:

 

Holy sh*t, I just took a look and that col file has 1000+ faces. Thats way too much for GTA SA. Vice city had a limit adjuster, you can try SALA and see if it works. Doubt it though.

 

Anyway to give it a test I tried without deleting anything - as is and game crashed.

 

Tried deleting all vice city spheres "default" - game crashed

 

Tried deleting vice city spheres and cutting mesh in half still crash,

 

Tried using the front bow of the ship which is only 18 faces - ship works.

 

As you can see its not a materials, naming or format problem. Its the giant size of that ship. No wonder we dont have any good ship mods for GTA SA. You can try SALA though I think it only increases col file limits not the face limits of the actual Col file.

 

Sorry, unfortunately GTA SA wont allow so many faces. but then I could be wrong - I have heard of face groups but have no idea what it means. I have never encountered or had the need for such a complex col file in gTA san andreas vehicles. This complex col file would work for maps though.

 

Face Groups

Faces in large col 2/3 meshes (more than 80 faces) are grouped by location, and get a bounding box. This way collision checks can be limited to a special area of interest, to speed them up significantly.

Some statistics: There is an minimum average of 13.8 faces per group, maximum is 50[1]. On average there are 31.75 faces per group.

^ In the grouping algorithm, a face count of > 50 is the criterion to split a group.

I will try SALA (although it worked in Vice City without the limit adjuster, failing that, there is a bunch of furniture inside the ship which is solid, I can try removing the faces of the furniture, failing that I will remove collision of things like interior stair rails.


JohnPro
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#12

Posted 06 November 2013 - 04:48 AM Edited by JohnPro, 06 November 2013 - 04:59 AM.

Dude I'm sorry if I'm not giving accurate information but I am quite sure that model has too many faces. Delete some faces or find out what the limit is before you do the work. Maybe the limit is something like 500, if thats the case you just need to delete most faces in the interior and replace them with spheres. His flooring col models is already well optimized but he could still do better, like instead of using a 3 segment plane he could have just used 2. I've added so many spheres to my Halo longsword model and yet the model works fine.

 

You can add a lot of spheres. use spheres to replace all those faces. 1 sphere can be a col for the cars in the cargo bay, 1 sphere can be a col for a chair and table. The way the original author used all those flat planes seems to be a bad idea. However you have to use planes for the flooring, but that entire ship flooring can be done with a 2 face 3ds max plane. Thats 2 faces compared to his 4-6

 

Another note, just like my halo longsword col file, when I mirrored the left wing spheres to the right wing game crashes and mirrored spheres come out as black wireframes in col editor. So mirroring doesnt seem to work.

 

You have to manually clone each sphere, labour intensive but stupid col files dont have enough information available. Most people dont make vehicles with interiors either. My longsword has an interior but I optimized it well using spheres whenever possible, so my COL mesh file only has about 34 faces.

 

 

EDIT: I've done the research for you -

Thanks to this thread - http://gtaforums.com...polyface-limit/

 

Maximum of 15kb col file, this ship is 34kb... My col that works (only the front half of ship was 14kb)

 

Might be getting somewhere. All the pro's have left gta forums, its up to us noobs to figure most out lol

 

GTA San Andreas supports COl1, 2 and 3. They are saying COL1 has no limit? Would you like to test that?

 

Dont forget that COl3 is the only one that supports shadow mesh. So this ship if COL 1 and 2 works can never have a shadow mesh, unless you use spheres and get the file size down to 15kb.


CantThinkOfOne2013
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#13

Posted 06 November 2013 - 06:12 AM

Dude I'm sorry if I'm not giving accurate information but I am quite sure that model has too many faces. Delete some faces or find out what the limit is before you do the work. Maybe the limit is something like 500, if thats the case you just need to delete most faces in the interior and replace them with spheres. His flooring col models is already well optimized but he could still do better, like instead of using a 3 segment plane he could have just used 2. I've added so many spheres to my Halo longsword model and yet the model works fine.

 

You can add a lot of spheres. use spheres to replace all those faces. 1 sphere can be a col for the cars in the cargo bay, 1 sphere can be a col for a chair and table. The way the original author used all those flat planes seems to be a bad idea. However you have to use planes for the flooring, but that entire ship flooring can be done with a 2 face 3ds max plane. Thats 2 faces compared to his 4-6

 

Another note, just like my halo longsword col file, when I mirrored the left wing spheres to the right wing game crashes and mirrored spheres come out as black wireframes in col editor. So mirroring doesnt seem to work.

 

You have to manually clone each sphere, labour intensive but stupid col files dont have enough information available. Most people dont make vehicles with interiors either. My longsword has an interior but I optimized it well using spheres whenever possible, so my COL mesh file only has about 34 faces.

 

 

EDIT: I've done the research for you -

Thanks to this thread - http://gtaforums.com...polyface-limit/

 

Maximum of 15kb col file, this ship is 34kb... My col that works (only the front half of ship was 14kb)

 

Might be getting somewhere. All the pro's have left gta forums, its up to us noobs to figure most out lol

 

GTA San Andreas supports COl1, 2 and 3. They are saying COL1 has no limit? Would you like to test that?

 

Dont forget that COl3 is the only one that supports shadow mesh. So this ship if COL 1 and 2 works can never have a shadow mesh, unless you use spheres and get the file size down to 15kb.

Seeing as though SALA is crashing my game, I'll give COL1 a try, I always thought that it was only for GTA III/GTA Vice City, failing that, I will remove col from all the furniture in the ship.


CantThinkOfOne2013
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#14

Posted 06 November 2013 - 09:22 AM

 

Dude I'm sorry if I'm not giving accurate information but I am quite sure that model has too many faces. Delete some faces or find out what the limit is before you do the work. Maybe the limit is something like 500, if thats the case you just need to delete most faces in the interior and replace them with spheres. His flooring col models is already well optimized but he could still do better, like instead of using a 3 segment plane he could have just used 2. I've added so many spheres to my Halo longsword model and yet the model works fine.

 

You can add a lot of spheres. use spheres to replace all those faces. 1 sphere can be a col for the cars in the cargo bay, 1 sphere can be a col for a chair and table. The way the original author used all those flat planes seems to be a bad idea. However you have to use planes for the flooring, but that entire ship flooring can be done with a 2 face 3ds max plane. Thats 2 faces compared to his 4-6

 

Another note, just like my halo longsword col file, when I mirrored the left wing spheres to the right wing game crashes and mirrored spheres come out as black wireframes in col editor. So mirroring doesnt seem to work.

 

You have to manually clone each sphere, labour intensive but stupid col files dont have enough information available. Most people dont make vehicles with interiors either. My longsword has an interior but I optimized it well using spheres whenever possible, so my COL mesh file only has about 34 faces.

 

 

EDIT: I've done the research for you -

Thanks to this thread - http://gtaforums.com...polyface-limit/

 

Maximum of 15kb col file, this ship is 34kb... My col that works (only the front half of ship was 14kb)

 

Might be getting somewhere. All the pro's have left gta forums, its up to us noobs to figure most out lol

 

GTA San Andreas supports COl1, 2 and 3. They are saying COL1 has no limit? Would you like to test that?

 

Dont forget that COl3 is the only one that supports shadow mesh. So this ship if COL 1 and 2 works can never have a shadow mesh, unless you use spheres and get the file size down to 15kb.

Seeing as though SALA is crashing my game, I'll give COL1 a try, I always thought that it was only for GTA III/GTA Vice City, failing that, I will remove col from all the furniture in the ship.

 

Using COL1 didn't seem to work, I will try removing collision from all interior furniture, that will be a long, tedious and boring, but hopefully it will work, I won't bother replacing them with spheres are that will be a pain, I will just leave them unsolid.


JohnPro
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#15

Posted 06 November 2013 - 12:56 PM Edited by JohnPro, 06 November 2013 - 01:13 PM.

We are unable to export the COL file with the DFF when we select COL1 or Col2. You have to export it as COL 1 or Col 2 then attach to DFF using COl editor. The stream read error is because its bigger than 10kb. If you use 10kb or less COL file it attaches no problem.

 

So this leaves us NO CHOICE but to cut down this ships meshes to make it less than 15kb.

 

I tested it with 14kb  and I succesfully played on the ship :lol: but fell through some floors haha

 

EDIT: I worked out how to use facegroups but it still crashes, reduce file size is the only solution I can offer.


CantThinkOfOne2013
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#16

Posted 07 November 2013 - 03:29 AM

We are unable to export the COL file with the DFF when we select COL1 or Col2. You have to export it as COL 1 or Col 2 then attach to DFF using COl editor. The stream read error is because its bigger than 10kb. If you use 10kb or less COL file it attaches no problem.

 

So this leaves us NO CHOICE but to cut down this ships meshes to make it less than 15kb.

 

I tested it with 14kb  and I succesfully played on the ship :lol: but fell through some floors haha

 

EDIT: I worked out how to use facegroups but it still crashes, reduce file size is the only solution I can offer.

It will be a long process but it should be worth it, hopefully removing collision from the furniture is all it takes, for the time being, I will convert some smaller models (such as this Coke truck: http://www.thegtapla...-cola-truck-vcm) to practice conversions making sure i'm not making other mistakes.


JohnPro
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#17

Posted 07 November 2013 - 09:53 AM Edited by JohnPro, 07 November 2013 - 09:59 AM.

This ships col is using faces for everything. He should have used spheres for the cars, furniture and more.

The tower on the deck of ship is also faces, should definately be 2 spheres.

Same goes for many other parts.


This ships col is using faces for everything. He should have used spheres for the cars, furniture and more.

The tower on the deck of ship is also faces, should definately be 2 spheres.

Same goes for many other parts.

Btw I think SALA has col file size limit

CantThinkOfOne2013
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#18

Posted 07 November 2013 - 09:03 PM

 

This ships col is using faces for everything. He should have used spheres for the cars, furniture and more.

The tower on the deck of ship is also faces, should definately be 2 spheres.

Same goes for many other parts.


This ships col is using faces for everything. He should have used spheres for the cars, furniture and more.

The tower on the deck of ship is also faces, should definately be 2 spheres.

Same goes for many other parts.

Btw I think SALA has col file size limit

 

Sadly SALA crashes my game, leaving my no choice but to remove faces.





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