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Kam

GTA3/VC Vehicles Convertion

Recommended Posts

Kam

First of all, I don't have SA. So the following tutorial may be pointless so I didn't post it in Tutorial Forum!

 

As far as I know, converting GTA3/VC vehicles is NOT as simple as you think! But sure not hard!

 

The DIFFERENT YOU SHOULD KNOW between GTA3/VC and SA are:

 

- dummies arrangment(hierarchy)

- only one wheel in SA

- Specular Reflection added.

- new collision file need for vehicle

- images inside txd are compressed

 

 

 

Step one

To start with, choose a original SA car you want to replace!

Import it in MAX. Open up 'Select Objects' menu(press H?) and check the 'Display Subtree' checkbox at the bottom left.

Read carefully how dummies/objects linking together!

 

user posted imageuser posted image

 

eg: taillights, headlights are linked to chassis_dummy in the past.

Now they link directly to the top Parent(car's name) dummy!

 

Also something like wing_hi_ok, wing_hi_dam are no longer here!

 

After you remember the hierarchy links, hide/delete this original SA vehicle.

Import you car into MAX. RELINK your car dummies/object EXECTLY THE SAME as original SA vehicle!

 

Now with my Helper Tool V3, it help you to Auto Link the hierarchy!

 

**A side note here: I found a lot of vehicles original form zmod export dummies as object. Although it may not crash ingame, it take up space. So you may want to change it back to dummies!**

 

For the parts the no longer in SA, attach it to one of your object.

eg: attach wing_hi_ok to bump_front_ok, wing_hi_dam to bump_front_dam

 

If a 'Attach Options' menu popup, remember to CHECK the 'Condense Materail and IDs' checkbox.

 

To unlink objects form hierarchy, select the children object (eg: unlink 'engine' from 'chassis_dummy', select 'engine'), press the 'Unlink Selection' button like this:

user posted image

 

To link objects, select the children. Press the 'Link' button. Now press the 'Select objects' button(or H key?), the Select Parent floater will open. From there select the parent and press OK.

user posted image

 

 

 

Step two

In SA, only one wheel is needed and is linked to 'wheel_rf_dummy'

Make sure the pivot of the wheel is center to your wheel, you can do that like this pic!

 

user posted image

 

Now scale and align your wheel to the wheel_rf_dummy. (if the wheel position is not what you wanted, move ALL 'wheel_**_dummy') select your wheel. Goto utility panel, press 'Reset XForm'

 

user posted image

 

Highly Recommand, right click on the wheel and select 'Convert to Editable mesh'

 

 

 

Step three

In SA, apart from reflection, there is Specular as well. So you CAN NOT directly exporter your vehicle without tunning the material! Otherwise, your vehicle will just too shinny/reflective ingame.(Or no reflection if you're using updated GTA_Material release on 14Jul05)

Go through EACH MATERIAL by pressing 'M', In Material Editor click the dropper icon and pick an object. Now you'll see something similar to my pic below:

 

user posted image

 

this is a Multi-Material contains 6 different material, you have to select them one by one(press the middle button on each line)!

Now you should see something like this:

 

user posted image

 

Tune down 'spec/ref blend' (this one affect most, you can fine tunning your material with other setting)

 

[Edit:] Change the Specular Color as well, if it is BLACK, you will NOT get any reflection/specular ingame.

 

Go back to the Multi-Material by pressing the 'up arrow' icon and select next one!(2,3...6 in my case)

 

user posted image

 

Repeat the pick material(dropper icon) step to pick another object, another Multi-Material show up, go into each material(middle button each line), tune it, back, repeat,

ever and forever...

 

 

 

Step four

Since SA using new collision form COL3(You can use old COLL as well, but the shadow won't look right), and it's currently not editable!

the quick hack here is use one original SA Vehicle similiar in size to yours. It is NOT NECESSItRY to be the one you want to replace.

eg:replace SA bullet, but use SA taxi's COL3.

 

If you are using the one you want to replace, make sure do not overwrite the original dff! Save to into other name/place!

 

Select everything you want to export, then press the 'Export DFF' button.

 

 

 

Step five

Extract the textures you needed from your old txd. Make a copy of orignal SA vehicles' txd, open it and add your textures there. Compress all images to DDS format.

 

 

 

That is! Put your dff and txd back to gta3.img. Your vehicle should look fine here.

To fine tune your wheels things, edit the vehicle.ide

 

 

 

How to use 2nd UV Map

2nd UV Map is for Advance Max User, Don't PM/email me asking why didn't work! Go and get more tutorial on how to do UV Mapping with Max.

 

Since Maxscript didn't allow to access muti-channel mapping. But there is always ways to hack!

 

To enable 2nd UV Map. Simply place a UV related modifier(UVW Map, Unwarp UVW, Edit Mesh etc) in Modifier Stack and name it "2nd UV Map".2nd UV will export form the top modifier, 1st UV will export form just below "2nd UV Map" modifier.

user posted image

 

 

 

PS:For any size problem, you can use the same method as step two to solve it. If the parts you want to scale has other object link to it(parent of other objects), you MUST UN-LINK it first, and re-link it afterward! BE CAUTION about the pivot, It a best idea to set your object's pivot the same as it parent.

 

Here is a tool to help you do the above scale/alignmet job!

After you scale the size etc. Run this script, press 'Size/Alignment Solver' button.

Done.

Hint: for wheel, you should select the 'Center' button.

for door, select 'Parent' button.

 

And here is 10 SA vehicle hierarchy reference, dummies in red color!

Edited by Kam

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MuT7

jesus christ, if i had any knowledge of modding, this would be useful for me, but i don't.....

 

Good work tho biggrin.gif

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wrx_sti
jesus christ, if i had any knowledge of modding, this would be useful for me, but i don't.....

 

 

You might have some knowledge if you bothered to read it confused.gif

 

 

 

Thanks again kam! wink.gif

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DexX

i guess this is good, kind of. but it would it be better to see people creating NEW vehicles for SA, instead of converting every vc model in existence confused.gif

i mean, those cars are already out, for vc. we've played with them already. lets get something fresh already (before anyone comments, i know there is "fresh" stuff in progress, but from what i see, its being outnumbered by crappy vc -> sa convertions. that needs to stop).

 

i know Kam means well, and he didnt do anything wrong, but most of what this stuff does is extremely simple, and could be learned in less than a day.

The difference between me and kam; he wants to make the game easier to mod for anyone, which is noble. i want people to properly learn to use the software. this is not freeware zmodeler, that was really designed more or less for one purpose. 3ds max is a $3000 piece of professional software, that is used in fillmaking, advertising, and games, to say the least.

 

It is not a "car editing" tool, you Philistines mad.gif

 

 

Now scale and align your wheel to the wheel_rf_dummy. (if the wheel position is not what you wanted, move ALL 'wheel_**_dummy') select your wheel. Goto utility panel, press 'Reset XForm'

 

Optional, right click on the wheel and select 'Convert to Editable mesh'

Somtimes the wheel isnt scaled properly, even after resetting the xform, until the stack is collapsed, or as you say, its converted to an editable mesh again. i would make this more mandatory, than a suggestion, just to be sure.

 

 

To fine tune your wheels things, edit the vehicle.dat(?? don't known the exect filename)

vehicles.ide wink.gif

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dertyjerzian

 

i guess this is good, kind of. but it would it be better to see people creating NEW vehicles for SA, instead of converting every vc model in existence confused.gif

i mean, those cars are already out, for vc. we've played with them already. lets get something fresh already (before anyone comments, i know there is "fresh" stuff in progress, but from what i see, its being outnumbered by crappy vc -> sa convertions. that needs to stop).

I've felt the same way for a few days now, and I want to get to work on something fresh myself. I'm like a sponge right now, and since I don't know much about III/VC in terms of putting my models into it, I don't have to first unlearn any previous required procedures in order to get a routine down for SA. I'd like to start modeling some new maps and all, and soon I want to get in touch with the myriad guys and see if they'd put me in somewhere. I'm personally not going to download any conversions of previous mods unless something really amazes me. I'm ready to get learning what makes this new installment tick and put some of my own touches into a group projects with other serious minded people. Cheers and stuff, Kam nice tut though smile.gif

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wrx_sti
i guess this is good, kind of. but it would it be better to see people creating NEW vehicles for SA, instead of converting every vc model in existence confused.gif

i mean, those cars are already out, for vc. we've played with them already. lets get something fresh already (before anyone comments, i know there is "fresh" stuff in progress, but from what i see, its being outnumbered by crappy vc -> sa convertions. that needs to stop).

 

i know Kam means well, and he didnt do anything wrong, but most of what this stuff does is extremely simple, and could be learned in less than a day.

The difference between me and kam; he wants to make the game easier to mod for anyone, which is noble. i want people to properly learn to use the software. this is not freeware zmodeler, that was really designed more or less for one purpose. 3ds max is a $3000 piece of professional software, that is used in fillmaking, advertising, and games, to say the least.

 

It is not a "car editing" tool, you Philistines mad.gif

 

comon ashdexx, not everyone here can handle making cars in 3ds max. Its been what, maybe a week or two since we've been able to get new models into the game? Theres going to be a bunch of people converting existing models, its good practice and were learning somthing. (at least I am, last time I tried modding a game was GTAIII) I'm sure there will be some new models, and few new conversions from other games, but I dont think that theres going to be an entirely new fleet of custom cars just because your bored of the old ones.

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Demarest
i guess this is good, kind of. but it would it be better to see people creating NEW vehicles for SA, instead of converting every vc model in existence confused.gif

You're probably right. But you KNOW there's going to be a flood of questions for exactly this. So it's good to have something to direct them too.

 

@Kam: Awesome work smile.gif

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dertyjerzian

 

comon ashdexx, not everyone here can handle making cars in 3ds max. Its been what, maybe a week or two since we've been able to get new models into the game? Theres going to be a bunch of people converting existing models, its good practice and were learning somthing.

 

 

Fine and dandy, but don't slap a big [rel|final] or none of that on them. Those conversions are going to be treated like new mods, when tey actually should be added like, a link a orsomething, labeled "For Sa Too!" No new topics. The author of the particular conversion should have to use his old topic, or add to a main list, like the one at kam's script for instance, and here. There's going to be a lot of posts of converted cars that are going to ugly things up for a bit imho. I feel like that's not moving on and learning, I feel like that is adapting to make something old fit in the current. If this is a learning experience, it should stay one. Entering a new edit to a car release topic like "Now Available For SA" should be plenty along with a subtle bump at the bottom. But tell me why Iam actually seeing big fat WIP tags on conversions? BS inmo.

 

But still:

 

 

(@ Ashdexx) You're probably right. But you KNOW there's going to be a flood of questions for exactly this. So it's good to have something to direct them too.

 

@Kam: Awesome work 

 

 

There are definately going to be lot of questions. A lot more junk to sift through. A lot more searches being crap because the requested information will be mixed in with asinine stuff like "but what is a diffuse map?"

I'm really not crying, I just want things to move forward, not adapt to the new. As in, so many conversions are going down. I can understand Myriad, I understand that %110. But cars? On top of that, cars NOT updated? Pfft. Update them if you are going to slap any kind of wip/fin tags on it. I would enforce that.

 

Kam, Awesome Work indeed, and I appologize for all of us choosing here to discuss this and spamming up your tutorial. Coulda left it just at what Ashdexx wrote, but everything said I had already been thinking and I had to let him know that someome was behind him on that, and now it is becoming a discussion.

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Kam

 

i guess this is good, kind of. but it would it be better to see people creating NEW vehicles for SA, instead of converting every vc model in existence confused.gif

You're probably right. But you KNOW there's going to be a flood of questions for exactly this. So it's good to have something to direct them too.

 

 

 

Actually, that is my problem! I wrote this 'tutorial' for the reason of my selfish! tounge2.gif

a> Because I recieved 5-10 PM everyday asking how to do that, what wrong with my model, where can I found XXX etc. Hope that this 'tutorial' help me out of it! (rather than 'tutorial', it's 'QA' form you all)

b> Hard sale my helper tool! Yes another tools to help you out there! devil.gif

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wrx_sti
Fine and dandy, but don't slap a big [rel|final] or none of that on them. Those conversions are going to be treated like new mods, when tey actually should be added like, a link a orsomething, labeled "For Sa Too!" No new topics. The author of the particular conversion should have to use his old topic, or add to a main list, like the one at kam's script for instance, and here. There's going to be a lot of posts of converted cars that are going to ugly things up for a bit imho. I feel like that's not moving on and learning, I feel like that is adapting to make something old fit in the current. If this is a learning experience, it should stay one. Entering a new edit to a car release topic like "Now Available For SA" should be plenty along with a subtle bump at the bottom. But tell me why Iam actually seeing big fat WIP tags on conversions? BS inmo.

 

I completely agree with that. I wasn't aware people were making "wip" threads for converting cars:rol:.

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tommygun1

Ashdexx I understand where your coming from, but to be honest with you, my major draw to the game, is finding cars I like and adding them in. For one thing, there are hundreds of cars out so most of the cars I've wanted ingame have already been made, and besides, my creativity lies in music and page layout/graphics. I'll leave the cars to the people that are good at doing it. But like I said, I can't wait to see some new cars in SA, too. There are still quite a few car modelers that don't know about this helpful tool yet. When they do, we'll get our new cars.

 

Edit: If I ever do start to model it will be for aircraft and boats, those are the 2 areas that have always been neglected in the past, with only a few vehicles.

Edited by tommygun1

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wiseblood

what is the big deal if someone wants to convert a car they made for another game? some of you act like this is something more than just a video game. it's supposed to be fun right?

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Demarest
Actually, that is my problem! I wrote this 'tutorial' for the reason of my selfish! tounge2.gif

a> Because I recieved 5-10 PM everyday asking how to do that, what wrong with my model, where can I found XXX etc. Hope that this 'tutorial' help me out of it! (rather than 'tutorial', it's 'QA' form you all)

b> Hard sale my helper tool! Yes another tools to help you out there! devil.gif

wink.gif Truth be told, most of the work I do is for my own benefit as well. I don't think others mind though considering they get to benefit too smile.gif

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dertyjerzian
what is the big deal if someone wants to convert a car they made for another game? some of you act like this is something more than just a video game. it's supposed to be fun right?

yea dude, it's supposed to be fun, but where's the fun in riding in an old car?

 

Especially one that is old? heh

 

On top of that, why not edit the cars. Because most need some work anyway. Dudes are converting. Cool, convert what you like and have fun, but don't re release crap that's been released. Edit it and make it better. If not, contrary to my first two statements, the cars will stay looking old.

 

Plus, they're old.

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tommygun1

I'm doing this for my personal enjoyment, but lets keep in mind that saying a model is old, doesn't mean it looks bad. Come on, you guys were drooling over some of these cars when they came out for VC and GTA3. Really, I'm not converting a whole lot of them now, just my favorites and one of the hundreds I've never even tried before.

 

If I ever do get together with a creator to rerelease a car, I'll do my best to make it look as good if not better in SA than it did in VC.

 

And the ability to create a chrome effect really makes a difference in some of these cars. Too much work has gone into these things to just have them tossed to the wind. I think most of the modelers would agree with me on that.

 

Edit: Thx for the step by step runthrough, Kam. Gives me a good checklist if I ever have any problems. rah.gif

Edited by tommygun1

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pirlano

hi kam

i'm an italian guys.

i have used 3ds max studio 5 for a convertion of vc model.

The model is ok, hierarchy too (it's very similar to your infernus hierarchy). Dummyes are all OK.

but when i spawn the car with SPAWTools the game not crash but the car not appear

excuse for my terrible english

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dertyjerzian

you're right tommy. Heh, did you see the way conv topics are tagged, lol it's huge.

 

 

hi kam

i'm an italian guys.

i have used 3ds max studio 5 for a convertion of vc model.

The model is ok, hierarchy too (it's very similar to your infernus hierarchy). Dummyes are all OK.

but when i spawn the car with SPAWTools the game not crash but the car not appear

excuse for my terrible english

 

 

You, my friend are all wrong. lol. I will help you now. Italy is nice next time of year, yes? Best advice is to have someone very fluent in english translate it or speak with you about it as the two of you read it. If your english reading is better than your speaking, perhaps you can do this solo. There are certain parts in the way that Kam himself writes english that may make it harder for another person speaking a different language to read. However, don't neglect to watch the forums closely in times when you are in need to learn. Personally, I would email you to help you, but I am brand new to reversing the process of a game being made and putting new stuff into it, but I'm knowledgable in various areas pertaining. Maybe I will look at some SA vehicle models and try to help you with anything you may have taken out of context.

Edited by dertyjerzian

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masterpole

when i export it only exports one dummy the last one i renamed how do i export the whole car????

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Kam
when i export it only exports one dummy the last one i renamed how do i export the whole car????

Select everything you want to export before you press the 'Export DFF' button

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91RS

I do not understand how to get rid of the bad reflection. I hit H and no matter what part I select when I press M all those circles are black.

 

EDIT: I've got good news and bad news. Good news:

 

I noticed that I downloaded the July 7th release instead of the 14th release. Now there is no reflection, so the car is at least presentable.

 

user posted image

 

The headlights work/look fine:

 

user posted image

 

And the suicide doors also are fine:

 

user posted image

 

Bad news?

 

Wheels are still too big (going to try and fix that when I get into the vehicles.ide editing)

 

Texture problem(s), e.g. no engine (that is the only one I've noticed so far). I think this might have to do with the fact that I have NO idea how to "relink" the Phantom to look like a SA car.

 

user posted image

Edited by 91RS

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masterpole

thanks 4 your quik reply doi select every thing or what when i select every thing it tells me ican only select one heiarcy for export and how do i lock the ones i want to export? im useto z modler max is crazy sh**t sorry forthe noob guetions ilooked up your posts seems someone els had the same problem asme thanks keep up the good work sorry about odie his map mod odies beach park was my first map mod for vicecity when i first started modding u need to do a tutorial vc to sa conversion for noobs step by step every button then u want have to answer so many qs ps do me a favor u know every moder around brobabley ask around and see if someone will make a 1973 or 74 american motors javelin amx with detail like yazus 68 camaro you can make this car from his model real easy ive been trying to since i started vice but no luck f was hoping some one els would see the potential that i see its an american classic import eater bad azz car user posted image

Edited by masterpole

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91RS

I've got the reflection done, but can someone please explain to me how to change the hierarchy (sp?) in 3DS? I tried changing it in Z Modeler and then importing into 3DS, but for some reason whenever I do that (with any DFF, not just the Phantom) the textures will not load.

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greengiant

ok let say you want to link the boot_ok to the boot_dummy, you select boot_ok push the select and link button(third from the left on the tool bar) then push h and select boot_dummy out of the list.

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gestah

I'm trying to import the 2f2f challenger into sa

 

I have changed the hierarchy to fit the one of the tampa

I have put the petrol cap, exaust, and other staff from the tampa that weren't present into the challenger

i have deleted the wheels for the exeption of the rf and I have put the only weel under the hierarchy

 

I have fixed the wheel has Kam's tutorial explaines above

 

as for the reflections I haven't touched the since I'm only intrested into putting the 3d model in for now

 

but when I'm ready to export and I select the all car, either a message shows up saying that only one hierarchy link is allowed to be exported, or, when it lets me do that a message error occurs saying "no for undefined" or something like that.

 

does anyone know what I'm doing wrong? devil.gif

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kickflipkid687

I made a custom truck. I was having that issue to, but then all of a sudden it worked? But, now I exported the dff, and I checked it out in the dff viewer. It looks good, except there isnt any wheels showing, and the hood is rotated wierd for some reason? But, for some reason, when I try to spawn it ingame, it says it does, but then I dont see anything. blink.gif

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