blazevski Posted August 3, 2006 Share Posted August 3, 2006 Hey guys! I have some questions... This post may be pretty long because I will try to describe every detail of my work... it could be easier for you to help me. You never know... Btw... I am trying to replace jetmax 1. MAKING A MODEL: I made a model of a boat (3294 faces) in 3ds max. Than I did some vertex welding and similar. That’s how I made boat_vlo model (238 faces). I copied original model once again and made collision model (1710 faces) which is a bit more detailed than boat_vlo model. I also didn't forgot to reset x-form and set the hierarchy as it is in original. Oh, and I also set all the values for pivot to 0, 0, 0,. 2. TEXTURING: At first I textured it with uvw mapping and made 2 *.tga images but for a start I think that a multi-sub material should be OK. I must say that texturing ain't really my passion so if we will be able to put a model with just a simple textures in game than I may give a couple more questions about texturing... Simple multi-sub material This part is similar to all id textures... except the color 3. MAKING COLLISION FILE: I tried 2 methods for makin’ collision: ~with KAMS scripts ~with panda exporter, collision maker and collision editor (from Steve-m) I like 2nd method more than first one so I will explain that one. In 3ds max I selected a collision model I made (1710 faces), selected file -> export selected -> type of the file: x file, name of the file: jetmax -> and export button. Exported with panda plug-in Than I opened Steve-m’s Collision maker. I selected file -> load text -> and selected a file I created in a previous step (jetmax.X). I wrote a name in a small window (jetmax) and pressed a button "make collision file". Than the program wrote this: Reading vertex data... 5130 vertices have been read. Reading face data... 1710 faces have been read. Testing values... All values are OK. Calculating the box... Minimum: -1,862222; -0,379826; -6,370942 Maximum: 1,862222; 3,824575; 8,218869 Calculating the sphere... Radius : 7,816826 Center : 0,000000; 1,722374; 0,923964 Finishing... Data collection completed. (Size: 89012 byte) Saving... File has been saved as: C:\Documents and Settings\Blaz\My Documents\Free Time\games\mods\gta\batman\boat\jetmax.col The most important part is where it says: All values are OK. so I guess I can continue. Using collision maker All values are OK I open collision editor that is also from Steve-m. File -> open -> jetmax.col. This step is important because collmaker is made only for GTA III and VC I think so you must convert it to col3. Anyway... here is my first surprise... the model doesn’t show up right. Its rotation is messed up. Because I don't know how to fix it I just continue (I don't think this could be the reason for crashing the game but i still want some suggestions on how to fix it). RMB on jetmax.col -> Shadow mesh -> get from collision mesh. RMB again -> target version -> col 3. File -> save as -> jetmax.col (I chose other location because I already created one col file with collmaker but I guess that one is different). Col 3 conversion, shadow mesh, stinky rotation Btw... I must say thanks to my friend Bujo who teached me this complicated method (at least I think it's complicated). Here are his tutorials (For a strange reason I couldn't send him e-mail to ask for permission but well.... If he finds the file here end doesn’t like it he will tell me for sure) 4. MAKING DFF FILE: Maximize 3ds max again, select everything in the scene except the collision model, press the hammer symbol, open KAMS "DFF IO" script, go to export section, select the col file (the one we created before), pres "export DFF", enter the name (jetmax) and save. Export options 5. MAKING TXD FILE: That step is unnecessary in my case I think, because I didn't use any textures... However, I will leave the original jetmax.txd in gta3.img as that probably shouldn't affect the game because my model is textured with multi-sub material only. 6. REPLACE THE FILES IN GTA3.IMG Launch IMG tool, file -> open -> gta3.img. Edit -> find -> jetmax. Select jetmax.dff and press delete. Ctrl + A -> jetmax.dff (the one I created and exported). THAT'S IT! Buuuuuuut... unfortunately doesn’t work Anyone has any idea about what could go wrong??? PLEASE help me!!!!!!!! C ya and please help!!!!!!! Link to comment Share on other sites More sharing options...
blazevski Posted August 5, 2006 Author Share Posted August 5, 2006 Hello??? I am waitin' fo' 2 days allready and noone writes nofin Can you atleast just suggest something or tell me what should I check PLEASE???????? PLEASE!!!!! Link to comment Share on other sites More sharing options...
Smallo Posted August 11, 2006 Share Posted August 11, 2006 4 Things. 1. Don't Double Post. give people time. 2. I don't think you can replcae boats in GTA 3. 3. Theres no Jetmax in GTA 3. 4. Try Posting HERE! Link to comment Share on other sites More sharing options...
mrmunky Posted August 11, 2006 Share Posted August 11, 2006 A couple of points: Why does your .col file need 1710 faces? Have you looked how they are in the game? They only need to follow the very basic shape of the top and bottom sides of the original model. It should have LESS faces than the vlo, not 6 times more and definitely not half as many as the actual model! The actual outer edge of the model is determined by the collision spheres which assign the damage to the vehicle parts. I don't know what would happen if you had no spheres, but you certainly wouldn't get working damage. you will also not get working damage if you put them too far inside the flat faces; they have to stick out and form the outside edge. Since they are spheres, unless you have millions of them they are not going to give you a super accurate outer shape, just an approximation. The flat faces are really used to determine where the player can walk on the model (which is why there is a cut out in the top face of the boat .col files for the cabin), and the .col is surrounded by a couple of dozen spheres. Far and away the easiest solution is to import the original jetmax collision file and modify that. I use Zmodeler 2, which doesn't have any rotation problems and can handle the .col files as part of the model so makes merging and modifying the collision files from working original models very easy. Link to comment Share on other sites More sharing options...
blazevski Posted August 11, 2006 Author Share Posted August 11, 2006 (edited) first of all... no offence smallo mut you are a real dick... If you have nothing smart to say you better don't post... Aight, about the duble post... its ma bad, everything else is yours... maby you are blind but there is "SA" logo next to my topic and I never mantioned gta III, if I did let me know... and now mrmunky... I was studying original collisions and couldnt find out why there is a mesh with just a couple of faces and one that is used for shadow... now I see but if I do it so... can you export those sphares with kams scripts... as far as I know there is just one button for shadow mesh and one for collision mesh... It is probbably impossible to do it with exporting to x file... Oh... and are there any rules about how big must the sphares be or similar??? tnx fo the replay... btw... I fixed the rotation allready and the collision files for buildings work fine and I make em the way I described (but thy are not same as vehicle) Edited August 11, 2006 by blazevski Link to comment Share on other sites More sharing options...
mrmunky Posted August 11, 2006 Share Posted August 11, 2006 I don't know much about Kam's scripts, sorry. I only ever used them for editing the player model, which doesn't need collision files. You could check the sticky thread about Kam's scripts. I personally would get it into Zmodeler 2 (because I don't know how to use Kam's script properly!); the easiest way would probably be to export it as an unlocked .dff and see if Zmod will import that. Or export the model to a. 3ds and import that into Zmod and then merge it with the original jetmax to get the .col data from that. Since it's a boat, there's not much hierarchy stuff to worry about, so losing that would not make too much extra work. The collision spheres are normally sized so that they more or less match up with the shape of the vehicle. Sometimes two identical ones are put one above the other for high sides. There aren't any rules about what size they have to be. Again, check an original file to see. For cars they also have to be assigned to a part (rf_doof etc.) by naming them correctly, but boats don't have any other parts in the hierarchy so they are all identical. Modifying an original is definitely the easiest way to do them to get the names and properties of the spheres correct. You can always copy existing spheres and add polys to the flat faces if your vehicle is a more complicated shape. I think the building .col files work ok the way you do them because buildings don't take damage, so they don't need the spheres (but please tell me you don't make them with 1700 polys!) Link to comment Share on other sites More sharing options...
Smallo Posted August 11, 2006 Share Posted August 11, 2006 6. REPLACE THE FILES IN GTA3.IMGLaunch IMG tool, file -> open -> gta3.img. Edit -> find -> jetmax. Select jetmax.dff and press delete. Ctrl + A -> jetmax.dff (the one I created and exported). ^^^^ Link to comment Share on other sites More sharing options...
mrmunky Posted August 11, 2006 Share Posted August 11, 2006 Uh, smallo, the main .img file is called gta3.img in GTA 3, Vice City and San Andreas... Link to comment Share on other sites More sharing options...
blazevski Posted August 12, 2006 Author Share Posted August 12, 2006 well.. the building I am making now has a collision with about 1900 faces buuuut thats because there is a big manor + small island + some tunnels under the manor. (if you want to test it just PM me ) Now about collision... well I was using z modeler for some time but it sucks in ma opinion so I aint using it anymore I'll first check some kams tutorials about collision and if I wont find out how to do it I guess Ill stick to z modeler (god help me ) And I noticed something just yesterday... I exported my model with original collision file but didnt work neither... so i guess a problem aint a collision but something else... I don't know what could it be coz I also did dff check in txd workshop and everything is ok... I really don't know and thats why I have decided to upload my model... jetmax.dff jetmax.txd So if you or anyone else could check it I would apprechiate... PS: Ey Smallo.. I thought you are blind but now I see you are kinda stupid Link to comment Share on other sites More sharing options...
blazevski Posted August 14, 2006 Author Share Posted August 14, 2006 OK guys... MRmunkey fixed a boat for me and he said everything was OK but he didnt export it with KAMS scripts but with z modeler so I suposse that my export options aint OK... So if anyone could just check that image and tell me if anything is wrong... C ya Link to comment Share on other sites More sharing options...
NtsRock Posted August 14, 2006 Share Posted August 14, 2006 Hi superman....can you give me the collmaker you are using?? Link to comment Share on other sites More sharing options...
blazevski Posted August 15, 2006 Author Share Posted August 15, 2006 That colmaker wont work for vehicles... I was doing it wrong but you can use this method for buildings or similar... you can download it from www.steve-m.com but you need coll maker and col editor + you need panda plugin for 3ds max to export as x file... I got that one from a friend so i dont know where you can download. C ya Link to comment Share on other sites More sharing options...
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