Well this topic is mainly for my friend Verlotsky to whom I'm trying to teach some tips for fixing his fixed vehicle mods. And since he works with Zmodler which I know nothing about and I work with 3ds Max which is super easy, I first have to show how to make San Andreas reflections. Since many people don't know how to make San Andreas reflections in 3ds Max, I thought why not make a topic here in public instead of just PMing. This way other people may also find it useful. Any questions: feel free to post.
Kam's Max Scripts
DFF Exporter (3ds Max plugin)
GTA .dff Importer
They all have ReadMe files about how to install them, so hopefully you won't have any problems with that.
Hmm so I don't know where to begin... Let's start from the very basics then I guess...
1) Open Material editor with M. You should see lots of grey balls.
2) Now click on one of them. After that click on the "Standard" button which should open a new window. From that window choose "GTA Material"
San Andreas style reflection line on the body:
1) On the bottom of the GTA Materials you should see 2 buttons. Firstly double click on the "Other default" (1) then after that double click on the "SA Vehicle default"(2). Now choose your preferred color (3) for the material (choose white if you don't want it to be colorable in game). Now you have to choose the texture you want for your model. (4)
Now the most important part: Make sure all the settings are the same as on the following picture:
Ambient 0.5 (Max 0 min 1.0 - the higher the amount the brighter the object will be in-game), Specular 1.0, Diffuse 1.0, Reflection 100, Glossiness 30.0, Spec alpha 255, Spec ref/blend 0.05
Now apply the texture to your vehicle.
This is mostly used for the interior of the car and other parts that should have no reflection.
Like before but now, don't click on "SA Vehicle default", if you already did, then just press "Other default"
Do exactly as you did in the "San Andreas style reflection line on the body" part, but now don't choose color (If you want your chrome to be colorable you can of course).
Pay attention now, some important changes in the settings:
1) By default it gave the "Reflection section" xvehicleenv12 texture, but you have to change it manually to vehicleenvmap128 by clicking on it and locating the texture file on your computer. (It can also be your custom texture with other name)
2) Also set "Ambient" value to 0.2 and Spec/Refl blend to 0.08
Apply to your model.
Getting ready to export:
1) Close material editor if you already haven't. Choose everything on your scene. (Ctrl + A)
2) From the top of your 3ds Max click "MAXScript" > "Run Script..." > and find "GTAnos"
3) Now scroll down until you see the same buttons as on the above image:
First click on the "Auto 2UvwMap"'s "Applica alla selezione" (I think this creates the 2nd UVW map for the line)
Now click on button above it "Riflessi sul secondo Canale UVW".
NOTE: It is very important that you do it in this exact order. From my experience it doesn't work if done the other way around.
4)You may now close Anos script.
NOTE: For some reason it is not possible to export 2nd UVW channel with Kam's script and for this reason we need that exporter plugin by seggaeman.
1) Select all of your scene again (Ctrl + A). For some reason Anos script deselects dummies.
2)On the very top left corner, click on the Autodesk logo and and choose export. Choose your file name and select "Grand Theft Auto DFF" from the "Save file as" drop down menu.
3) This should open a new window. Make sure all your settings are exactly as on the picture below:
4) Now that your settings are correct click on "Append collision" and choose the .col file you made for your car earlier. After that you are ready to export.
Any questions - fee free to ask.