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ILOVEFOOTBALL95

I'm requesting a tutorial on converting cutscene models to in-game. For example: I want the fam4.dff/txd and fam5.dff/txd converted to my game, because they are cutscene models. The tutorials I find in the forum are old and all pictures used in them to make everything more understandable are gone now, so I can't understand anything. I think it's called rigging, but however every tutorial I find for this is how to add your own models, I don't want this. Just normal cutscene models, to be used in game.

hey man, what for, do you want to make them spawn with other homies so you can recruit them? If so I can help :)

  • 2 weeks later...

 

I'm requesting a tutorial on converting cutscene models to in-game. For example: I want the fam4.dff/txd and fam5.dff/txd converted to my game, because they are cutscene models. The tutorials I find in the forum are old and all pictures used in them to make everything more understandable are gone now, so I can't understand anything. I think it's called rigging, but however every tutorial I find for this is how to add your own models, I don't want this. Just normal cutscene models, to be used in game.

hey man, what for, do you want to make them spawn with other homies so you can recruit them? If so I can help :)

 

I saw this late, sorry. Anyway I learned a lot of things since October so I don't need help anymore. Still thanks for taking interest in helping me :)

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// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cs}
//-------------MAIN---------------
// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cs}
//-------------MAIN---------------
thread 'IFLAME'
:IFLAME_11
wait 0
if
Player.Defined($PLAYER_CHAR)
else_jump @IFLAME_11
if
Actor.Driving($PLAYER_ACTOR)
else_jump @IFLAME_11
if and
84A9: not actor $PLAYER_ACTOR driving_heli
84C8: not actor $PLAYER_ACTOR driving_flying_vehicle
84A7: not actor $PLAYER_ACTOR driving_boat
89AE: not actor $PLAYER_ACTOR driving_train
else_jump @IFLAME_11
if and
not Actor.DrivingVehicleType($PLAYER_ACTOR, #BMX)
not Actor.DrivingVehicleType($PLAYER_ACTOR, #BIKE)
not Actor.DrivingVehicleType($PLAYER_ACTOR, #MTBIKE)
not Actor.DrivingVehicleType($PLAYER_ACTOR, #VORTEX)
else_jump @IFLAME_11
0@ = Actor.CurrentCar($PLAYER_ACTOR)
0AB1: call_scm_func @IFLAME_351 1 0@ 1@ 2@ 3@
2@ -= 0.1
0AB8: get_vehicle 0@ current_gear_to 11@
:IFLAME_169
wait 0
if
Player.Defined($PLAYER_CHAR)
else_jump @IFLAME_339
if
Actor.Driving($PLAYER_ACTOR)
else_jump @IFLAME_339
0AB8: get_vehicle 0@ current_gear_to 12@
if
803B: not 11@ == 12@ // (int)
else_jump @IFLAME_169
0AB8: get_vehicle 0@ current_gear_to 11@
if
12@ > 1
else_jump @IFLAME_169
066C: 7@ = attach_particle "GUNFLASH" to_car 0@ with_offset 2@ 1@ 3@ rotation 0.0 -1.0 0.0 type 1
066C: 7@ = attach_particle "GUNFLASH" to_car 0@ with_offset 1@ 2@ 3@ rotation 0.0 1.0 0.10 type 1
064F: remove_references_to_particle 7@
018C: play_sound 1131 at 0.0 0.0 0.0
wait 500
jump @IFLAME_169
:IFLAME_339
Car.RemoveReferences(0@)
jump @IFLAME_11
:IFLAME_351
0A97: 0@ = car 0@ struct
0@ += 34
0A8D: 0@ = read_memory 0@ size 2 virtual_protect 0
0@ *= 4
0@ += 11120840
0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0
0@ += 92
0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0
0@ += 72
0A8D: 1@ = read_memory 0@ size 4 virtual_protect 0
0@ += 4
0A8D: 2@ = read_memory 0@ size 4 virtual_protect 0
0@ += 4
0A8D: 3@ = read_memory 0@ size 4 virtual_protect 0
0AB2: ret 3 1@ 2@ 3@
:ParticleEffect_at_vehicle

how to make have a backfire on the another side of car? cuz in this is have only on left....i want on right too on both side's

Edited by VARYOS

Hey has anyone ever converted Mafia II cars into GTA IV or V? I'm asking because theres a car only in Mafia II (the Citroen lookalike) i'd really like to have this car in GTA and i dont think anyone else is actually interested enough to do it, so i MIGHT as well learn how to get it done myself

  • 3 weeks later...
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  • 2 weeks later...

How can i edit any car txd in GTA VC, III, & SA if there's a way to, i belive there is.

 

The easiest way is to download TXD Workshop

 

If you already have the txd file, you can open it using the tool and view all the textures it contains. You will have the ability to export/import textures too. Export whatever texture as a .tga file, edit it, and import it back in place of the original.

 

Hope this helps!

  • 4 weeks later...

 

How can i edit any car txd in GTA VC, III, & SA if there's a way to, i belive there is.

 

The easiest way is to download TXD Workshop

 

If you already have the txd file, you can open it using the tool and view all the textures it contains. You will have the ability to export/import textures too. Export whatever texture as a .tga file, edit it, and import it back in place of the original.

 

Hope this helps!

 

TXD Workshop is outdated. Use Magic.TXD instead. :)

 

By the way, does anyone have a tutorial about putting SA style license plate on any GTA SA vehicle with ZModeler? I can't seem to find that kind of tutorial. :/

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Can anyone point me in the direction of a tutorial for getting the basics set up that are needed to use Scene Director? Most tutorials seem more focused on car mods/skins than actor management and things which is what I'm really wanted to get into at the moment. If someone could tell me where to find a tutorial for what basics to put into the game and then how to actually work the mods themselves I would be hugely grateful! Thanks!

Hi folks, wondering if anyone can shed some light on this for me. I've just started messing around with modelling (maps) and was wondering how I can extract the textures from San Andreas so I can use them? I've got the game downloaded via Steam for now I was just wondering where the pictures are located?

 

Edit: Nevermind I've found TXD workshop and am now extracting every single TDX from within the GTA3.IMG (PITA!!) If anyone wants a copy when I'm done feel free to PM me (I presume it's not dodgy/illegal?).

 

Edit: Surely there's a method to extract all the textures from the multiple TXD's in one swoop? I've used IMGTool to extract all the TXD's from the IMG file so now there must surely be a way to speed this up?

 

Edit: I've searched high and low and can't find anything other than a command line that doesn't seem to work. I've done about 50% of the TXD's now but it's taken me 3 hours and now RSI is setting in. One would think with all the mods going on in here there would be a simple means of getting at all the original R* ones at once!

Edited by Natz_83
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If someone could tell me what parameters I can change to make planes fly faster, that would be great.

 

I wanna make passenger jets faster. Reach the 320 mph range when flying level at high altitudes. Now that Sonic Boom exists, I can make military jets much much faster, however the mod doesn't work great for passenger jets.

  • 2 months later...
Hello friends, I researched a lot about this more despite having found a tutorial in specific that could help me I could not carry it out and the video contained in it is out of thin air. I just wanted to know how to add brightness to my interior I'm creating new interiors to use on my MTA server. However I do not know how to add brightness there he knows this should be done by 3DS Max.




Information.


To GTA-SA

I use Google Skethup. To create my model I export as 3ds.

So I use 3DS Max to finish the service.


Besides learning to add brightness inside I would like to learn how to mirror textures like the last print of the tutorial.


Help me to get this please.

  • 1 month later...

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