Andrew 54 Posted June 24, 2004 Share Posted June 24, 2004 (edited) Hello all, Welcome to version 2 of my moo mapper tutorial. I've decided to remake the tutorial because the layout wasn't very good in the old one, it got spammed up and it needed updating. Enjoy V2 ~GK~Part 1You Will Need:Zmodeler 1.07BMoo Mapper Beta 0.90Steve M's Col maker 1.0You can find Zmodeler here You can find Moo Mapper Beta 0.90 here You can find Col Maker 1.0 here lets Go Shall We?Vice City Col Files Do Not Support Col Files Above 2000 Polys, In Zmodeler there is the double face problem when exporting as .X file. To avoid this make models with no more than 1000 facesWhen you have your model in Zmodeler. Export it as DFF (File ---> Export and choose Grand Theft Auto 3 DFF/COL in the drop down box)Then Export It As Direct X file (.X) (file ---> Export Choose Direct X (.X) in the drop down box)Thats Zmodeler finished withNow On To The ColfileFirst open up Col MakerWe need to mirror the X axis, so go to options---->mirror and tick the X axis boxWe now need to load that .X file we created, so go to file load text and load the x file we just madeNow name the Object, the same name as you called the object in ZmodelerNow press `Make Collision File, wait till its finished, then it will ask you to save it.Save it and we are now finished with Col Maker so we can close this nowOnward to part 2 Edited September 3, 2004 by gansta killa Link to post Share on other sites
Andrew 54 Posted June 24, 2004 Author Share Posted June 24, 2004 (edited) part 2We are now into Moo Mapper, So fire up Moo Mapper and choose the mode you want it to run inClick the Object Definition Tab and choose newIf it asks you if you want to add data to the gta_vc.dat choose yesNow give your IDE a nameWe are now going to add a object into your IDE, so on your new IDE, click addThis box should now pop upWe now need to load the DFF that you created with zmodelerClick on the ... next to the Model box, if these are greyed out then make sure gta3.img and gta3.dir are not read onlyAnd now the txd, I assume you already have the txd, if not then just for testing type in genericAfter that you should get something like thisDo not worry about the ID number, Moo Mapper will automaticly assign this to your new object, Also where i've ringed the lod value, change it from 0 to 250 this enables you to see the object in gameShall we check that the object has loaded properly in moo mapper?Click on Secondary DisplayAnd you should get something that resembes your objectIts a pipe!Onwards to part 3 Edited August 20, 2004 by gansta killa Link to post Share on other sites
Andrew 54 Posted June 24, 2004 Author Share Posted June 24, 2004 (edited) Part 3Its time we made an IPLClick on Item Placement and click newIf it asks you if you want to add data to the gta_vc.dat choose yesNow lets add your object to the Ipl so we can put it in Vice CityOn the Ipl click addAfter clicking add you should get a visit from the Item Editor Box againThis time you need to enter in the ID number which can be found in the IDE and the model nameNow lets position it on the mapFirst we need to load the the map where we want to put itFind where all the tickboxes are and tick a box next to the area you want to loadWhen you've ticked it double click on the name next to the tick box to bring you to that area in 3D viewAlso don't forget to tick your IPL so you can see your objectTo select your object double click on it in 3D viewLets move your object up into the air, to do this Use the left mouse button and hold shift and ctrl at the same time and drag the mouse upThe result, a floating building!Now lets move the building some where elseTo do this use the Left mouse button and hold ctrl at the same time and drag the building where you want it to goThe result, a new location!Once you've finished moving your object to where you want it. Save it and close Moo MapperWe now need to add the entry lines to gta_vc.dat so that the game loads your IPL,IDE and COLTo do this open up any text editor notepad will do fine, and open Gta_Vc.dat it should be located in your data folder## Load IDEs first, then the models and after that the IPLs## everything is loaded on a per directory basis and in alphabetical order # to improve the speed of loading## Object types#IDE DATA\MAPS\generic.IDEIDE DATA\MAPS\littleha\littleha.IDEIDE DATA\MAPS\downtown\downtown.IDEIDE DATA\MAPS\downtows\downtows.IDEIDE DATA\MAPS\docks\docks.IDEIDE DATA\MAPS\washintn\washintn.IDEIDE DATA\MAPS\washints\washints.IDEIDE DATA\MAPS\oceandrv\oceandrv.IDEIDE DATA\MAPS\oceandn\oceandn.IDEIDE DATA\MAPS\golf\golf.IDEIDE DATA\MAPS\bridge\bridge.IDEIDE DATA\MAPS\starisl\starisl.IDEIDE DATA\MAPS\nbeachbt\nbeachbt.IDEIDE DATA\MAPS\nbeachw\nbeachw.IDEIDE DATA\MAPS\nbeach\nbeach.IDEIDE DATA\MAPS\bank\bank.IDEIDE DATA\MAPS\mall\mall.IDEIDE DATA\MAPS\yacht\yacht.IDEIDE DATA\MAPS\cisland\cisland.IDEIDE DATA\MAPS\club\club.IDEIDE DATA\MAPS\hotel\hotel.IDEIDE DATA\MAPS\lawyers\lawyers.IDEIDE DATA\MAPS\stripclb\stripclb.IDEIDE DATA\MAPS\airport\airport.IDEIDE DATA\MAPS\airportN\airportN.IDEIDE DATA\MAPS\haiti\haiti.IDEIDE DATA\MAPS\haitin\haitin.IDESPLASH loadsc2IDE DATA\MAPS\concerth\concerth.IDEIDE DATA\MAPS\mansion\mansion.IDEIDE DATA\MAPS\islandsf\islandsf.IDEIDE DATA\MAPS\stadint\stadint.IDE#collision dataCOLFILE 0 MODELS\COLL\GENERIC.COL# have to load map.zon before any of the IPLsIPL DATA\MAP.ZONIPL DATA\NAVIG.ZONIPL DATA\INFO.ZON## Scene information#IPL DATA\MAPS\littleha\littleha.IPLSPLASH loadsc3IPL DATA\MAPS\downtown\downtown.IPLIPL DATA\MAPS\downtows\downtows.IPLIPL DATA\MAPS\docks\docks.IPLIPL DATA\MAPS\washintn\washintn.IPLIPL DATA\MAPS\washints\washints.IPLIPL DATA\MAPS\oceandrv\oceandrv.IPLIPL DATA\MAPS\oceandn\oceandn.IPLIPL DATA\MAPS\golf\golf.IPLIPL DATA\MAPS\bridge\bridge.IPLIPL DATA\MAPS\starisl\starisl.IPLIPL DATA\MAPS\nbeachbt\nbeachbt.IPLIPL DATA\MAPS\nbeach\nbeach.IPLIPL DATA\MAPS\nbeachw\nbeachw.IPLIPL DATA\MAPS\cisland\cisland.IPLIPL DATA\MAPS\airport\airport.IPLIPL DATA\MAPS\airportN\airportN.IPLIPL DATA\MAPS\haiti\haiti.IPLIPL DATA\MAPS\haitin\haitin.IPLIPL DATA\MAPS\islandsf\islandsf.IPLIPL DATA\MAPS\stadint\stadint.IPLIPL DATA\MAPS\paths.iplIPL DATA\MAPS\cull.iplIPL DATA\occlu.ipl## Interiors#SPLASH loadsc4IPL DATA\MAPS\bank\bank.IPLIPL DATA\MAPS\mall\mall.IPLIPL DATA\MAPS\yacht\yacht.IPLIPL DATA\MAPS\club\club.IPLIPL DATA\MAPS\hotel\hotel.IPLIPL DATA\MAPS\lawyers\lawyers.IPLIPL DATA\MAPS\stripclb\stripclb.IPLIPL DATA\MAPS\concerth\concerth.IPLIPL DATA\MAPS\mansion\mansion.IPL That is the Gta_vc.datThis tells the game what to load and what not to load this # symbol tells the game not to load somethingAdd this line IPL DATA\Maps\your ipl file name.IPL below this line IPL DATA\MAPS\stadint\stadint.IPL (replacing your ipl file name with what you named the ipl)IPL DATA\MAPS\airport\airport.IPLIPL DATA\MAPS\airportN\airportN.IPLIPL DATA\MAPS\haiti\haiti.IPLIPL DATA\MAPS\haitin\haitin.IPLIPL DATA\MAPS\islandsf\islandsf.IPLIPL DATA\MAPS\stadint\stadint.IPLIPL DATA\MAPS\Your ipl file name.IPL Like thatNow for IDE, add this line DATA\MAPS\your ide file name.IDE below IDE DATA\MAPS\haitin\haitin.IDE (replacing your ide file name with what you named the ide file)IDE DATA\MAPS\hotel\hotel.IDEIDE DATA\MAPS\lawyers\lawyers.IDEIDE DATA\MAPS\stripclb\stripclb.IDEIDE DATA\MAPS\airport\airport.IDEIDE DATA\MAPS\airportN\airportN.IDEIDE DATA\MAPS\haiti\haiti.IDEIDE DATA\MAPS\haitin\haitin.IDEIDE DATA\MAPS\your ide file name.IDE Like thatAnd Thats it!Don't forget to add in the colfile line otherwise it won't work #collision dataCOLFILE 0 MODELS\COLL\GENERIC.COLCOLFILE 0 mypath\myfile.COL Edited August 20, 2004 by gansta killa Link to post Share on other sites
Halfscan 0 Posted August 11, 2004 Share Posted August 11, 2004 (edited) Thanks for the tut, finally able to get my custom content into the game... one problem though: You neglected to mention that a line in the gta_vc.dat that points to the users new .col file needs to be added (skipping this step will cuase VC to crash on loading... took me a few hours to figure out what I was missing). #collision dataCOLFILE 0 MODELS\COLL\GENERIC.COLCOLFILE 0 mypath\myfile.COL -Half Edited August 11, 2004 by Halfscan Link to post Share on other sites
mouldy_punk 0 Posted August 14, 2004 Share Posted August 14, 2004 Very helpful tutorial. Thanks alot. Unfortunatly none of the images work Link to post Share on other sites
Andrew 54 Posted August 20, 2004 Author Share Posted August 20, 2004 After too many times of the tutorials, images failing for reason or another. There finally back up. I've not had much look with the image hosts for this. • First host Free Pic Hosting Had an account limit and plastered an acount over credit over them • Second Host Maltastart Died Completely, didn't even get a chance to recover the images or files on the server. • Third Host photobucket Its still going, currently hosting my sig, atavar, other tutorails, its still going hopefully. Although the account is due for a prune soon... Anyways its done, finally. Good luck and happy mapping. Link to post Share on other sites
Eclipse_nl 0 Posted September 15, 2004 Share Posted September 15, 2004 I've follow this tutotial correctly but i've still a problem my object is in VC invisable Who kan help me Link to post Share on other sites
[email protected] 0 Posted September 17, 2004 Share Posted September 17, 2004 Impossible. Your object wouldn't be invisible if you have followed the tutorial correctly. Link to post Share on other sites
jcab42 0 Posted September 17, 2004 Share Posted September 17, 2004 I'd be willing to bet that it's a TXD problem. Invisible models happen when there is no TXD by the name of the one identified in the IDE. For instance, let's say your IDE looks like this: objs4800, example, example, 1, 250, 0end then you must have a TXD in the IMG by the name of example.txd, otherwise your model will be invisible. If you do have example.txd present but the texture names don't match then the model will be white. Link to post Share on other sites
Eclipse_nl 0 Posted September 20, 2004 Share Posted September 20, 2004 (edited) This do i've in my .ide file: objs4794, xsc_looping, xsc_textures, 1, 0, 0end The names are correctly with my files..but what mean that numbers ??? Edited September 20, 2004 by Eclipse_nl Link to post Share on other sites
jcab42 0 Posted September 21, 2004 Share Posted September 21, 2004 your numbers go like this: 1, 0, 0 that middle number is 0 which means it has 0 visability. That is why you can't see the model. The middle number should be above 50. The maximum is 300 (LOD maximum is 3000 but LODs don't have collision). Your ide should look like this: objs4794, xsc_looping, xsc_textures, 1, 300, 0end Link to post Share on other sites
Eclipse_nl 0 Posted September 22, 2004 Share Posted September 22, 2004 Thanks mate it works!!!!!!!! Link to post Share on other sites
Mouzerball1000 0 Posted September 25, 2004 Share Posted September 25, 2004 Tnaks for this tutorial, but when I click on the "..." by the model name, nothing comes up because it is grey, not black. Why is it like this? Link to post Share on other sites
Mouzerball1000 0 Posted September 25, 2004 Share Posted September 25, 2004 Nevermind... I found out. Here's a cookie for writing this! Link to post Share on other sites
aad 1 Posted October 12, 2004 Share Posted October 12, 2004 I still have the problem my model stays black but i have done everything right everytime i do this my model works/colfile works but the textures doesnt work and its not the Visability thing i setted that one to 250 but its really weird everytime it shows up black PM me how to solve this problem plz Link to post Share on other sites
legg3r 0 Posted November 28, 2004 Share Posted November 28, 2004 My model doesnt appear on the second view Please someone help Link to post Share on other sites
Widge 0 Posted December 1, 2004 Share Posted December 1, 2004 When i try to export the file from ZModler to the .dff format i get an error message that says: Error importing/exporting file: Can not open the specified file. Possible caused by: invalid file attributes or share violation. Anybody know how to fix this? Thanks Link to post Share on other sites
legg3r 0 Posted December 2, 2004 Share Posted December 2, 2004 You have to add .dff after your file name something.dff. Link to post Share on other sites
timmy2004 0 Posted December 4, 2004 Share Posted December 4, 2004 Thanks, nice guide, this tought me a fair bit. Link to post Share on other sites
djjack 0 Posted January 13, 2005 Share Posted January 13, 2005 Thanks BIG FULL tutorial Link to post Share on other sites
Impulse101 0 Posted January 26, 2005 Share Posted January 26, 2005 Hey, I just did this tutorial and its awesome. But i have a question because of an error I made the pipe etc. and did everything how it said, using all the tools it said and when playing mta i can see the pipe (which is outside the mansion)..i can shoot it, look at it but when i goto touch it, it crashes. the first time i just tried to jump on it and instant crash, the second time i slowly side stepped towards it and touch it without crashing, then about 5 times later it crashed...and it keeps crashing when i touch it. then in single player i cant even get within 100m of it without it crashing. any suggestions or solutions? thanks in advance, Impulse101 Link to post Share on other sites
[email protected] 0 Posted January 26, 2005 Share Posted January 26, 2005 I'm guessing you forgot to set the LOD value under 300. Link to post Share on other sites
Sodisna 0 Posted February 13, 2005 Share Posted February 13, 2005 how do I make a txd? Link to post Share on other sites
chaIned 0 Posted March 25, 2005 Share Posted March 25, 2005 hey, I am trying to add a small island to VC, but after doing the tutor, I cant see my object, and when I approach it, my game crashes... this is my .ide file, textures and models exist in the archive: objs4794, CI_base2, CI_base, 1, 250, 0end Link to post Share on other sites
mickarrow 1 Posted March 25, 2005 Share Posted March 25, 2005 make a lod for your model, put it ingame as well, and I think it'll work Link to post Share on other sites
68K 0 Posted April 21, 2005 Share Posted April 21, 2005 Hey guys. I've downloaded MOO Mapper and it's a fine product, especially considering the price. I decided to get started by creating a new road from the first savepoint in GTA3. I've used road pieces from the area near the savepoint and created my own IPL file to house them. I've saved the IPL and it's linked from GTA3.dat OK. However, when I try and load the game the progress bar gets about 75% of the way through and then freezes. I read about .COL files and whatnot in this game but I'm unsure if I need one (I've not added any new models, textures or anything - just used the road pieces already declared in the game). I wouldn't know how to construct one for the road pieces on the new map I've created. I've been doing some reworking on the road today and maybe when I tried it last night I didn't give the duplicated objets any names. That might have been why it was crashing last night. I'm going to give it a try when I get home and see if the duplicated-objects-now-with-proper-names might work better. I guess I might have already fixed the problem, but I figured I'd throw this out there in the hope someone can confirm or deny something that I'm doing wrong before I get home. Cheers, ~S Link to post Share on other sites
68K 0 Posted April 21, 2005 Share Posted April 21, 2005 Hey guys. I've downloaded MOO Mapper and it's a fine product, especially considering the price. OK, so that didn't work. All I've been able to do at this point is move an object that's already on the map. Whenever I try and add a new one, whether it's a duplicated road piece into one of the existing IPL files, or creating a new IPL and adding it to that, the game won't load. Any ideas? I've checked the help file and added the piece by 'add instance' within the object definitions (IDE) to create the instance. Still doesn't make any difference. Any ideas? Link to post Share on other sites
OG_GhostDog 39 Posted January 14, 2006 Share Posted January 14, 2006 after u create example.col from example.x, what do u do with the col file? Link to post Share on other sites