Quantcast
Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
    1. Welcome to GTAForums!

    1. Red Dead Redemption 2

      1. Gameplay
      2. Missions
      3. Help & Support
    2. Red Dead Online

      1. Gameplay
      2. Find Lobbies & Outlaws
      3. Help & Support
    1. Crews & Posses

      1. Recruitment
    2. Events

    1. GTA Online

      1. Arena War
      2. After Hours
      3. Find Lobbies & Players
      4. Guides & Strategies
      5. Vehicles
      6. Content Creator
      7. Help & Support
    2. Grand Theft Auto Series

    3. GTA Next

    4. GTA V

      1. PC
      2. Guides & Strategies
      3. Help & Support
    5. GTA IV

      1. Episodes from Liberty City
      2. Multiplayer
      3. Guides & Strategies
      4. Help & Support
      5. GTA Mods
    6. GTA Chinatown Wars

    7. GTA Vice City Stories

    8. GTA Liberty City Stories

    9. GTA San Andreas

      1. Guides & Strategies
      2. Help & Support
      3. GTA Mods
    10. GTA Vice City

      1. Guides & Strategies
      2. Help & Support
      3. GTA Mods
    11. GTA III

      1. Guides & Strategies
      2. Help & Support
      3. GTA Mods
    12. Top Down Games

      1. GTA Advance
      2. GTA 2
      3. GTA
    13. Wiki

      1. Merchandising
    1. GTA Modding

      1. GTA V
      2. GTA IV
      3. GTA III, VC & SA
      4. Tutorials
    2. Mod Showroom

      1. Scripts & Plugins
      2. Maps
      3. Total Conversions
      4. Vehicles
      5. Textures
      6. Characters
      7. Tools
      8. Other
      9. Workshop
    3. Featured Mods

      1. DYOM
      2. OpenIV
      3. GTA: Underground
      4. GTA: Liberty City
      5. GTA: State of Liberty
    1. Red Dead Redemption

    2. Rockstar Games

    1. Off-Topic

      1. General Chat
      2. Gaming
      3. Technology
      4. Programming
      5. Movies & TV
      6. Music
      7. Sports
      8. Vehicles
    2. Expression

      1. Graphics / Visual Arts
      2. GFX Requests & Tutorials
      3. Writers' Discussion
      4. Debates & Discussion
    1. News

    2. Forum Support

    3. Site Suggestions

Sign in to follow this  
DeathSquad

Vertex Prelighting

Recommended Posts

DeathSquad

Vertex Prelighting for Zmod2

By. Deathsquad Industries

Deathsquad Industries Homepage

 

This will teach you how to prelit your models for San Andreas with Zmodeler 2 by Oleg. I have not explored this in Vice City or even GTA III yet, so for the moment this is for SA only. I would also like to thank Oleg who told me how to do this, since I couldn't figure it out.

 

[ STEP 1 ]

 

In zmod2, load up the model you wish to prelit, for this tutorial I am going to use a map model I have made for San Andreas, which is the support tower to a suspension bridge. For this tutorial your model should already be textured and ready to go in game (if not already).

 

user posted image

 

[ STEP 2 ]

 

Open up the material editor and uncheck all the textures to the model. You only need to uncheck the box that has the material, the second checked material that has no material can stay.

 

user posted image

 

user posted image

 

[ STEP 3 ]

 

Next right click on your model, and select PROPERTIES. In the properties menu select VERTICLES, then FORMAT.

 

user posted image

 

Uncheck NORMALS and select both DIFFUSE COLOR and SPECULAR COLOR. For future purposes please note that DIFFUSE COLOR is the prelit color for daytime, and SPECULAR is the prelit color for nighttime.

 

user posted image

 

Your model will now become shades of white and gray.

 

[ STEP 4 ]

 

On the far right menu, select SURFACE -> PAINT -> PRELIT COLOR.

 

user posted image

 

Click on your model, Zmod2 will calculate the prelit effects with the default lighting in Zmod2. A progress bar will appear at the bottom of the screen, and after it is finish the model will change color to a degree, and show signs of being shaded. Please note that this

 

current view is showing you the DIFFUSE/DAYTIME Shading. Now go back to the side menu and pick SURFACE -> PAINT -> SWAP COLORS and click on your model. The model should return back to the original colors before you prelit, this is because you are now looking at the SPECULAR/NIGHTTIME shading. Once again select PRELIT COLOR and click on your model. The model should shade itself as it did in the DIFFUSE view.

 

[ STEP 5 ]

 

Select SWAP COLORS again and click on your model, this will return you to Diffuse/Daytime shading (the model will probably look like it did not change, but it did). Now its time to add the actual coloring to the vertex. You can add shading to the model by selecting groups of vertex and coloring them, this is also (I believe) how you would create lighting effects for nighttime. For this tutorial I will do a generic prelit example.

 

On the side menu, click on SELECT and ALL. Below these menus click the SELECTED MODE button which will turn red, meaning it is active. Now right click on one of the view windows and your model will be selected.

 

user posted image

 

user posted image

 

Go to the above menu and select the VERTEX box.

 

user posted image

 

Left Click on your model so you may select the vertexes, then right click to select them all. Now it is time to pick out a color.

Edited by DeathSquad

Share this post


Link to post
Share on other sites
DeathSquad

[ STEP 6 ]

 

The color you pick will determine the "tint" of how your object will appear in the game. I have not explored this area too much as of yet, so I hope to make additions on this in the future. If you are looking to match the colors to an already in game object, I suggest exporting that object's dff out and bringing it into Zmod, and remove the textures, it will show you the prelit colors already used. For this generic test and with most of my objects, I have picked colors from a piece of road. To actually determine the color I took a screen shot of the model, then placed it in Paint Shop Pro and used the color dropper to get the color code. I will use the generic colors I have come up with from this.

 

Now that we have all of the model vertex selected, go to the right side menu and pick SURFACE -> PAINT -> COLOR. Click the box next to COLOR to bring up the full menu.

 

user posted image

 

Click on the Color Bar (not Fill Selection) and it will bring up the generic windows coloring menu.

 

user posted image

 

For the daytime generic color I use, I use H: 148, S: 10, L: 149, which is the Hue/Saturation/Limination of the color, this will select a grey color. Now click FILL SELECTION and the model will be shaded. For this color, I click the button three times to get the desired effects, and as said above, selecting small groups of vertex will give shaded like variations in the model.

 

Now go to the top menu and select the OBJECT box.

 

user posted image

 

Go to SURFACE -> PAINT -> SWAP COLORS and click on your model to change the prelit view to SPECULAR/NIGHTTIME. (Make Sure SELECTED MODE is off!). Once again go to SELECT -> ALL and then click the Vertex Box in the above menu. Left click model to highlight, and if needed right click (usually the model is already red/highlighted). Again go to SURFACE -> PAINT -> COLOR and bring up the Windows Color Picker.

 

Generic Nighttime color I have picked it close to black, but is more within the realm of blue. Use H: 145, S: 96, L: 16. Click FILL SELECTION three times.

 

[ STEP 7 ]

 

Once again click the OBJECT BOX in the top menu, and then swap colors to bring you back to the DIFFUSE/DAYTIME coloring. This time the color change in the model will be apparent. Open your material editor and recheck all your textures, and your model is now prelit. Export.

 

NOTE: It is the collision file and its specifics that determine the brightness of your character or vehicles while on this model. Default your character will appear almost black.

 

In Collision Editor II, you will go into the EDIT MODE and click the FACE tab. Click ALL which will highlight the collision model, then you can adjust the BRIGHTNESS Bar. I haven't found a good setting for it yet, halfway is a good start. Make sure your collision is type COL3.

 

user posted image

 

And that is how you prelit in Zmod2. This isn't a perfect tutorial for it, but its a good start for anyone like myself who was confused on how to do this.

Edited by Suction Testicle Man

Share this post


Link to post
Share on other sites
bigrazzer

Great tutorial.. if only i had used zmod to model my buildings.. any idea on how to do this in max??? Thumbs up btw icon14.gif ..........BigRazzer

Share this post


Link to post
Share on other sites
AleXXX

You simply have changed vetex colour. To pre-light your model, it is necessary to use light sources. You can't do it in Zmodeller 1/2, but you can in 3ds max/Blender.

3ds max tutorial

Blender tutorial

Share this post


Link to post
Share on other sites
Carmo

when i try to export after doing this i get this message

Scene Root doesn't contain "illsub_c2_r3.dff" node. file:GTAExport.cpp line:60

 

 

 

Share this post


Link to post
Share on other sites
DeathSquad

When you go to save the file, you need to save it as "illsub_c2_r3.dff" or else rename the "scene node", which is on the right hand side in the Object Menu, it'd be the top name that starts the hierchy aka "illsub_c2_r3.dff".

Share this post


Link to post
Share on other sites
Carmo

Thanks deathsquad for all your help ive got it in the game and it looks fine on the daytime but at night it is the same brightness as during the day and the lights dont glow on it. can u tell me were im going wrong.

Share this post


Link to post
Share on other sites
pinky
Thanks deathsquad for all your help ive got it in the game and it looks fine on the daytime but at night it is the same brightness as during the day and the lights dont glow on it. can u tell me were im going wrong.

Zmod2 deosn't export omni lights with the dff filter yet, you would have to use Max I think.

The other problem I don't know how to help.

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Sign in to follow this  

  • 1 User Currently Viewing
    0 members, 0 Anonymous, 1 Guest

×
×
  • Create New...

Important Information

By using GTAForums.com, you agree to our Terms of Use and Privacy Policy.