Jump to content

Using Sketchup models in SA


Recommended Posts

 

user posted image

Using Sketchup models in SA

 

First step, you may want to model something.

Some details you should have in attention:

 

 

- Store the .skp model and .bmp textures in the same folder.

- The names of the .bmp's should be below 8/6 characters( not sure on the limit ).

- Everytime you create a new texture in Sketchup give it the name of the .bmp if not Sketchup will create one with

another name and then the other programs can't find it.

- Keep your model around 400/500 polys, most of the time when Sketchup exports your model to .3ds it will double

the poly count.

 

 

1 - Ok, now with our model finished. Open the Paint bucket>In model, and make sure there's only texture your

using and the correct names.

 

user posted image

 

2 - Now go to Export>3dmodel and click on the options button. Make sure you have this settings like in

the pic below:

 

user posted image

 

Save the .3ds in your model's folder. I'll be using seinfeld.3ds.

 

3- Now open 3d max ( I'm using 7). Goto File>Import and import your .3ds.

 

A popup will appear, Choose these settings and click Ok.

 

user posted image

 

Another one will , click No.

At this point you may check if all the textures are in the correct places.

 

4 - Click on the Select and Move tool on the top. user posted image

Make sure that in the bottom your model's coordinates are all at 0.0

 

user posted image

 

and change the name from model to the name you using.

 

5- Right click on the model: Convert to> and convert it to a editable mesh.

 

Now you will need Kam's scripts, you can get it here. ( Link from wauzie's topic).

 

Open DFF IO ( All version ), open the export dff settings and select this:

 

user posted image

 

Export your .dff as seinfeld.dff ( the name I'm using ).

 

6 - Now goto MAXScript>Run script and choose the COL_IO_2b.ms.

 

Below the replace button write your model name ( seinfeld ). Open the Surface parameters and

do Set Surface and the Create Boundigs, save your .col and close max.

 

7 - Now you need to create a .txd for the model, use Delfi's TXDWorkshop, I'm using version 3.7 and I have no

errors like the progressbar one.

 

Now goto File>New and create a 32bits texture. You will need to creat one of these for each one

of the textures your model have.

 

Double click on the "32 bit image". Now, on the name write the name of your texture. e.g: If is pic.png write pic.

Click on compressed and click Ok. Repeat the process for each texture you got.

 

Save it as seinfeld.txd (..).

 

8 - Open your gta3.img with Spooky's ImgTool 2. You can get it here[/ulr].

 

Do Commands>Add, and add one file at each time. Then Commands>Rebuild Archive.

Close the Imgtool.

 

open your SA's data folder and open gta.dat.

 

Find Object types, and below the last IDE line write:

 

 

IDE DATA\MAPS\lot1\seinfeld.ide

 

 

seinfeld and lot1 are just names I'm using.

 

Search SPLASH loadsc2 and do the same below the last IPL line:

 

 

IPL DATA\MAPS\lot1\seinfeld.ipl

 

 

Save it. Open your maps folders and create a 'lot1' folder.

Inside that folder create a seinfeld.ide and a seinfeld.ipl.

 

Open the seinfeld.ide and put this there:

 

 

objs8028, seinfeld, seinfeld, 250, 128end2dfxend

 

 

I'll be using 8028, you have to find a free id. Save it.

 

Open the seinfeld.ide and put this there:

 

 

# IPL generated from Max file countn2.maxinst8028, seinfeld, 0, 1680.37, 1861, 12.4, 0, 0, 0.69466, -0.719338, -1endcullendpathendgrgeendenexendpickendcarsendjumpendtcycendauzoendmultend

 

 

8028 - id

seinfeld - your dff

0 - if is interior or not.

1680.37 - X

1861 - Y

12.4 - Z

0, 0, 0.69466, -0.719338 - rotation

-1 - no lod

 

Save it. Now test it in game, you may want to see it first in the mapper. You can get MED at gtagarage.

 

user posted image

[/b][/color]

Edited by uni
Link to comment
https://gtaforums.com/topic/238957-using-sketchup-models-in-sa/
Share on other sites

Puma06111991

uhm ok i've downloaded the GMAX programme and it works fine, i've finished the model in sketchup and got it in GMAX, but when i run the DFFIO script and select the options as you've said... then i click on "export dff", choose a name, and save it, but when i click on "save" it says: "-- Runtime error: Feature not available: "fopen write mode" ".... and i don't know what to do...

here screens....

 

FIRST I START "DFF SA"

 

user posted image

 

THEN I CLICK THE RIGHT OPTIONS EN CLICK ON EXPORT

 

user posted image

 

WHEN I CLICK ON "SAVE" IT SAYS

 

user posted image

 

Can you please help me????

Link to comment
https://gtaforums.com/topic/238957-using-sketchup-models-in-sa/#findComment-3625787
Share on other sites

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

Uni i dont understand how this works, as u well know i've been trying to do this for ages now and i still can't get it into max correctly. Maybe someone else has some knowledge. Here's my problem, it's like it loads the base colour but ignores the texture, it's so frustrating too.

 

user posted image

 

Please help me folks, i've been trying to fix this for months now with no success.

Link to comment
https://gtaforums.com/topic/238957-using-sketchup-models-in-sa/#findComment-3686998
Share on other sites

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

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • 0 User Currently Viewing
    0 members, 0 Anonymous, 0 Guests

×
×
  • Create New...

Important Information

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