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Adding SA style reflections


Suction Testicle Man

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Suction Testicle Man

I decided to write a quick tutorial on it, as nobody seems to be able to find info anywhere else.

 

Righto, first things first, you need the xvehicleenv128.tga reflection map that comes with SA. It's in the vehicles.txd, or if you're spasticated, you can find it here.

 

It looks like this:

 

user posted image

 

Please don't attempt to texture this to your car, as it is in gif format. As long as you have THIS file loaded into your z3d file, you won't have to add it to the car's txd. San Andreas will simply read it straight out of the vehicles.txd, which is handy.

 

Now we move onto the second stage. I am going to give this little box thing an SA-style reflection map:

 

user posted image

 

It's not a car, but your car will work the same way. First thing you have to do is right-click the box's object on the right, and click 'Properties':

 

user posted image

 

A dialogue box will pop up. You want Mesh > Vertices > Format > UV Channels, which you set to 2:

 

user posted image

 

Now click OK. Your box/car/whatever can now cater for two UV channels, the first of which will be whatever you have mapped to it, and the second of which will be the SA reflection map.

 

Next we need to set up the material in the Materials Editor. Press E. Now find the texture that is going to have this second refmap (probably your main body texture) in the drop-down list. Scroll to the very bottom of all the options. You're going to enter a new texture layer, so make sure a row has it's box ticked on the left, and click the 3-dotted button. Click Add at the bottom of the Textures Browser, browse to your copy of the xvehicleenv128.tga, click Open, then click OK.

 

user posted image

 

You should have a texture layer like I have above, except the material will probably be something other than Default Material, and you'll have other texture layers (like one for your body map and UV Channel #1). Now for your texture layer, where it says Apply as:, click Edit...

 

user posted image

 

As shown above, change the Apply texture as: option to Low-level environment map, and the Use UV mapping: option to Manual UV #2, then click OK. Click OK again to exit the Materials Editor.

 

You're almost finished now. Select all your objects in object mode (Select > All), and go Surface > Mapping > Edit UV. Tap the space bar to turn selected mode on (should be red at the bottom of the screen), and click in either the left of right viewpoints (depending on which you have enabled - make sure it's one of the side views though). A dialogue box like this should pop up:

 

user posted image

 

Choose the Remove mapping option, and make sure only Channel #2 is ticked. Then press OK.

 

user posted image

 

Now again click on the side view with the Edit UV tool, and this time leave it on Create/Edit UV. Set it to Edit UV Channel map #2 and Already mapped vertices behaviour to Generate New:

 

user posted image

 

Your model should appear in the UV Mapper window like so, after you click the Materials button at the bottom of the UV Mapper window and click your material (you can also click Objects here and select which object you want to edit):

 

user posted image

 

 

Edited by Suction Testicle Man
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Suction Testicle Man

Deselect all the objects outside the UV Mapper using the Select > None tool, and make sure selected mode is off at the bottom. If your model does NOT appear in the UV Mapper click the Material box underneath, and choose your body material, or whatever material you set the 2nd UV Channel texture layer on. This happens when the objects you edited the UV of has multiple materials assigned to it.

 

My UV Mapper's current positioning has my box right in the brown area, so thus, my box is brown:

 

user posted image

 

Simply use the scale and move tools to move the object(s) down to the right place on the UV Mapper.

 

user posted image

 

And you're done. Now do that to your cars and stop releasing them with disgusting Auto-sphere maps on their 1st UV Channels, it looks like sh*t.

 

 

Edited by Suction Testicle Man
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Suction Testicle Man
Or you can just edit the texture itself, for a quick and painless change.

I have my as grayscale, pretty cool effect for all autos in the game.

 

Btw nice tutorial.

The tutorial is written for those wishing to add the SA style reflections to their own scratch model, not the original SA cars. wink.gif

 

Glad you all like it, I hope it's useful.

 

 

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Another bump, doh..

 

Well, i try'd exporting in in 3DS Max and then doin the reflection's in Zmod. But, the texture properties window seam to be different then the tut. Also, the 'aply image as' dropdown list is empty.. What version are you using if i may ask?

user posted image

Meh, i realy want to get a hang of that reflection tounge2.gif .

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What happened to the pictures of this post?

They expired.
  • 9 months later...

ZM2 does the reflections to SA, with respect to the light, unfortunately, only 3dsmax.

The reflex is access, as opposed to what suffused / matte / satin SA.

We have to import a vehicle original SA and replace its material...

So, at least ZM2, the problem does not arise: it is useless to do it! XD

  • 1 year later...
  • 1 month later...

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