Picolini Posted February 22, 2006 Share Posted February 22, 2006 I am trying to get to work on a moon mod i want to go with my Space Shuttle mod. So i made a simple height map of a crater, and made a simple texture. I followed Wauzie's Tutorial on how to insert objects from 3dsmax. I did everything the same except the naming of things, and at first i did not have a texture or textured model used ingame. [EDIT: i also exported the 3dsmax file of the orignal crater map into a 3ds, then imported it to Zmod, then exported to a .dff, should that matter?(and i do know about kams .dff exporter script)]Which i didn't think would matter. But after retrying it a few times i put in the texture and textured model, but it still doesn't show up. Here is a pic, showing where i placed everthing... and how it is all set up. From what i've learned, this should have it work just fine. Whats my problem?! Please please help! Don't ignore this! Misc. pictures of it... Link to comment Share on other sites More sharing options...
The-end Posted February 22, 2006 Share Posted February 22, 2006 (edited) Arn't you suppose to put the col with the ide and ipl or is that a different gta game? KWICK EDIT: I just had a look at the wireframe could it possibly be a bit too high poly for the game? ANOTHER EDIT: Just an idea but did you rebuild the archive? Edited February 22, 2006 by The-end Link to comment Share on other sites More sharing options...
DeathSquad Posted February 22, 2006 Share Posted February 22, 2006 @The-End: Nah, in San An the Collision Files are kept in the IMG unlike VC in which they were in the map folder with the IDE/IPL files. Also unlike VC (I haven't tried it) you can add your own IMG with your own files, like Ocram's Map Mod. @Pickalini: Now you didn't say the game was crashing, so I'm assuming the object is just not showing up when you go to it. Do you know if the object is appearing in game, just invis? There would still be the collision, just the object would be invisable. But here is my main question. When you exported it from Zmod (assuming Zmod2) did you make sure to export it as a San Andreas DFF? When you go to export of course you select "GTA San Andreas .DFF" in the file type, but there is also a pull down menu that appears after selecting this that specifies what GTA you are exporting to (GTAIII, VC, SA). Make sure you're exporting it as a SA DFF, otherwise per example if you export it as a VC DFF for SA, the object will appear in the mapping programs but it will be invisable in game. Link to comment Share on other sites More sharing options...
Gforce Posted February 22, 2006 Share Posted February 22, 2006 i see from your ipl line that you are using too many numerical entries, you are using 13 entries instead of 9, you also need to change the last flag number to -1 instead of just 1. here is an example of what a working ipl line should look like when not using a lod, obviously the xyz coords and rotation coord's are different but the amount of entries is the same. 2000, gtiA_01, 0, 1570.01, 2229.0, 6.0, 0.0, 0.0, 0.0, 1.0, -1 good luck Link to comment Share on other sites More sharing options...
Gforce Posted February 22, 2006 Share Posted February 22, 2006 i see from your ipl line that you are using too many numerical entries, you are using 13 entries instead of 9, you also need to change the last flag number to -1 instead of just 1. here is an example of what a working ipl line should look like when not using a lod, obviously the xyz coords and rotation coord's are different but the amount of entries is the same. 2000, gtiA_01, 0, 1570.01, 2229.0, 6.0, 0.0, 0.0, 0.0, 1.0, -1 as for your img entries, as a general rule you should add your files to the img as follows for each ide/ipl file. 1st. model.dff (models/dff's first) 2nd. model.txd (texture file/txd's second) 3rd. model.col (colfiles third) this happens to be the method R* use's and imo the way we as modder's should do it. VC actually used colfiles in the img, only the offset order for VC was different to the way they constructed the SA img, it just happened that VC map mods could use colfiles in the same map folder as the ide/ipl files and luckily the game still worked, the more stable method of using colfiles in VC was to put the colfiles in the img in offset order the way R* did, as the famous ingame VC ding of death was always caused by a colfile problem as the game still ran if the dff or txd was corrupted,the models just failed to show ingame. anyway ............... good luck. Link to comment Share on other sites More sharing options...
Picolini Posted February 22, 2006 Author Share Posted February 22, 2006 Thanks for all the tips. It doesn't crash when i load the game, and not in the proximity of where i put it. When i go in the area of where it should be (its a pretty big area, about the size of area 69) there is no collision that i can find. So i guess it is those lines i need to change, i'll check it out asap. Thanks again cookies for all. Link to comment Share on other sites More sharing options...
Picolini Posted February 23, 2006 Author Share Posted February 23, 2006 (edited) Yet another EDIT: I got it to work... the col is not set right, i think i moved it a little after exporting the .dff, oops. But i shouldn't have anymore problems. Thanks everyone ONE more question though.... How many polys can a col file be for SA? EDIT: I put it at 19005 for the ID number and it worked. Thanks for all the help! BUT! Now the textures how up REVERSED! The top is clear and the bottom has the texture.. whats going on? Its textured fine in ZMOD....wtf?!? ------------------------------------------------------------------------ I think my problem is the ID number... how do i assign one to my object? I've tried a bunch of different random ones and this stuff happened....help! Edited February 23, 2006 by Pickalini Link to comment Share on other sites More sharing options...
pirlano Posted March 2, 2006 Share Posted March 2, 2006 BUT! Now the textures how up REVERSED! The top is clear and the bottom has the texture.. whats going on? Its textured fine in ZMOD....wtf?!? try to flip all poligons of the object or compress or decompress txd Link to comment Share on other sites More sharing options...
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