This tutorial is the forth continuation from me (X-Seti) on how to create complex objects - Buildings and Land. You'll need to read the first 3 tutorials if you have not already to continue on this section.
Text editing - Notepad ++ -> http://notepad-plus-...oad/v6.5.5.html
Image Conversion tools -> http://www.mwgfx.co.uk/graphix.htm
Gimp or some other Paint editing tool. -> http://www.gimp.org/downloads/
To be able to run the tools below use XP compatibility from right clicking the tool.
System dlls -> http://www.mwgfx.co....ad/mwgfxdll.EXE
ConvIM -> http://www.mwgfx.co....rams/convim.htm
Show -> http://www.mwgfx.co....wnload/show.zip
Other related tutorials on pre-lighting - useful once we have our models ready for exporting to game. -> http://gtaforums.com...el-prelighting/
Advanced Radiosity Lighting. -> http://gtaforums.com...anced-lighting/
I will be posting images with an explanation allowing time for you to complete each step and reply to your posts. I will be taking questions for each step as we go. We will be learning how to make basic models first (eg buildings) then more complex objects as the weeks advance. If you know MAX you can also help me by taking questions.
I released the tutorials in sections:
1. Face Mash editing. Getting to know the basic tools and panels, Poly /Vertex Mash editing. Forming better shapes like roofs.
2. VU mapping and texturing. Applying textures to your objects the right way. &. Creating the Collisions with surface maps and TXDs.
5. How to get objects in game.
6. Making Complex objects and mapping.
8. MAP-IO and aligning objects in game.
I want to make some more land south of Vice City next to the docks and airport.
Loading a map into the game.
To import objects you can use Kams script's shown on the right DFF-IO, Click on [DFF Path] to import the models and select your dff models folder.
Note;:I keep a repository of all the models I have stored in the IMG files in the models/ folder on the Desktop. If I update anything in the game I also have to update the models folder in case I import the map again.
Next we either want to select [VC] or [SA] I want to work with VC. under that is tga,, bmp.. check boxes click on .bmp.
Now we can import the map by clicking on [IPL]
From clicking [IPL] I can browse for the ipl file I want to load into 3DsMax.
Click on Primitives tab on the right and select plane. Give this object around 22 segments in both the length and width segs boxes.
Right clicking on the new plane I select Convert to -> Convert to editable mesh. I will also give Plane01 a name so clicking on Plane01 I will rename it to cow island. I can't think of anything else.
I have not planned the shape of the island at all. however in my mind I do have an image of something of how the island could turn out like. so I guess we are going to wing it a little.
First I level the grid by selecting all the vertices and line this up with the road using the select and move, I click on the snaps toggle and then the snap to vertex toggle I can select, move and delete the vertices I do not want.
I have the shape I am after and I am thinking of the swamp areas around Miami, long grass, trees and crocodiles.
We need to define the sea edges, the height of the island. faces we can texture later.
The best way to do this is select all the vertices on the edges of the island, then drag them down just a little by Z (image above)
3 hours later I end up with this (image below), I still need to shape the land some more but it's beginning to look like an island.
All I'm doing is moving the vertices up, down, left and right to form the land.
If I click on the modifier list and select optimize. We get this..
Before I texture the island I want to make sure that the road edges are lined up with the road shown in blue. I used convert to editable mash, I moved the vertices and switched to faces to join it all up. If I find I come up short on faces I can just make more.
You should know how to make new faces from the earlier tutorials; making boxes and planes.