xmen Posted July 15, 2008 Share Posted July 15, 2008 (edited) PREREQUISITE: How to add model in SA. NOTE : EVERY PART MUST HAVE A SEPARATE MATERIAL. Breakable Objects Script 1. This is an already textured teapot with 2 textures named as "BreakableTeapot". 2. Export its dff and col as usual. 3. When done, break it into pieces as like we want to spread on the floor, i break(Detach) it into 8 parts and separate them so that i can set Material IDs easily. 4. Select the top one, click on "Polygon" in selection, press Ctrl + A to select all polygons and scroll down the properties and set its Mat ID to 1, do the same with other parts too with increment of 1 Mat. ID 5. I've set these Mat. IDs to all parts, it will be better to set same textures' Mat IDs after each other so that all same textures can be in correct order. 6. When done, set all parts back to their location(i.e. 0, 0, 0), select "BreakableTeapot" and attach all parts, if it ask for "Attach Options", select "Do Not Modify Mat ID or Material" and press OK, it may possible that textures look change but we do not need to worry about it. 7. Press M to open "Material Editor", select new Material, here i select 3rd, click on "Standard" next Select "Multi/Sub-Object", again it will ask for "Replace Material", select "Discard old material?" and press OK 8. Since the breakable parts are 8 so i have to set the No. of Sub Materials to 8, to do this, Click on "Set Number", write 8 and press OK. 9. Click on Material whose ID is 1, next click on the square button that follows "Diffuse" and select "Bitmap"(that image should match to the Mat ID 1 that set in step 4) 10. when done, press "Show Map in Viewport" and then press until it get disable. 11. keep doing step 9 and 10 until all 8 sub Materials get assign 12. when done, select "BreakableTeapot" and click on "Assign Material to Selection" and check, are all textures on model looking like before ? if not, correct it before going further, if yes, run the "Breakable Objects" script and export the binary data. Now open the dff in RW analyze, find and select "Mesh Extension" and import that binary data, next save dff and add that model in sa as usual. 13. write this Line in object.dat (editing lines in object.dat may little bit tricky) breakableteapot 20.0, 20.0, 0.99, 1.0, 50.0, 9999.0, 1.0, 200, 1, 1, 0, 0, 0.0, 0.0, 0.0, none 100.0, 0.0, 0.0, 0.01, 0.07, 0, 0 in game Known Bug : Parts get brighter after smash/break CONCLUSION : Making BOs is not too difficult task, all things goes same as usual however we just need to apply separate Mat. IDs and Mats. for every part only for exporting binary data and a line in object.dat. at the end thanks to locO G for his help Enjoy !! Edited July 18, 2008 by xmen Link to comment Share on other sites More sharing options...
Gouveia Posted July 15, 2008 Share Posted July 15, 2008 Really good guide. I don't use Max/3DS, but it should really help to bring even more custom content in the game Link to comment Share on other sites More sharing options...
JohnPro Posted July 16, 2008 Share Posted July 16, 2008 gud topic for a tut xmen The bright pieces anybody know of a fix? Link to comment Share on other sites More sharing options...
Gouveia Posted July 16, 2008 Share Posted July 16, 2008 gud topic for a tut xmen The bright pieces anybody know of a fix? I think it's either an engine bug (as in the way the game engine threats the lighting on smaller objects) or some other lighting problem that was done in 3ds Studio itself. Link to comment Share on other sites More sharing options...
Angel of Death Dr Gonz Posted July 31, 2008 Share Posted July 31, 2008 (edited) were do i get 3ds max?? Edited July 31, 2008 by ljonny Link to comment Share on other sites More sharing options...
Arvis Posted July 31, 2008 Share Posted July 31, 2008 Search net for trial version / buy full one / download Gmax, it's free and there is all you need for modding GTA. Link to comment Share on other sites More sharing options...
xmen Posted September 30, 2008 Author Share Posted September 30, 2008 Update : Known bug fix, add NVC before export the binary info. Cannot update first post because of BBCodes Link to comment Share on other sites More sharing options...
Paudge Posted December 2, 2008 Share Posted December 2, 2008 Can you use character models and make them breakable and can this work for VC? Link to comment Share on other sites More sharing options...
xmen Posted December 2, 2008 Author Share Posted December 2, 2008 Can you use character models and make them breakable and can this work for VC? never tried Link to comment Share on other sites More sharing options...
uNi Posted December 2, 2008 Share Posted December 2, 2008 Thanks for that, I might try apply this to buildings. Link to comment Share on other sites More sharing options...
cj360 Posted December 3, 2008 Share Posted December 3, 2008 (edited) Really good tutorial! Edited December 14, 2008 by cj360 Link to comment Share on other sites More sharing options...
xmen Posted December 3, 2008 Author Share Posted December 3, 2008 Really good tutorial! But where is the detach command? press F1 in 3ds max, type "detach" in Index tab. Link to comment Share on other sites More sharing options...
cj360 Posted December 3, 2008 Share Posted December 3, 2008 (edited) -nothing- Edited December 14, 2008 by cj360 Link to comment Share on other sites More sharing options...
xmen Posted December 3, 2008 Author Share Posted December 3, 2008 Thx I found the detach command but only for objects in max like a box or teacup I don't see it when importing a custum model. its not important, the object can be in any shape. I will suggest you to read some basic 3d Max tuts before proceed. Link to comment Share on other sites More sharing options...
cj360 Posted December 4, 2008 Share Posted December 4, 2008 (edited) -nothing- Edited December 14, 2008 by cj360 Link to comment Share on other sites More sharing options...
RestractPrime Posted March 27, 2015 Share Posted March 27, 2015 sorry for bump , i want to know , why screenshoot is not avaliable ? hard to understand without screenshoot at this tutorial Link to comment Share on other sites More sharing options...
DK22Pac Posted March 29, 2015 Share Posted March 29, 2015 There's another tutorial which is based on Deniska's script. http://gtamodding.ru/wiki/Делаем_ломающиеся_объекты_%28SA%29 (Russian). RestractPrime 1 Link to comment Share on other sites More sharing options...
RestractPrime Posted March 30, 2015 Share Posted March 30, 2015 There's another tutorial which is based on Deniska's script. http://gtamodding.ru/wiki/Делаем_ломающиеся_объекты_%28SA%29 (Russian). , many thank's DK22Pac (Y) , seriously it's so useful tutorial , thank's for information (Y) Link to comment Share on other sites More sharing options...
Dmitrysass Posted April 17, 2020 Share Posted April 17, 2020 Really nice gide. Link to comment Share on other sites More sharing options...
breant55 Posted October 9, 2021 Share Posted October 9, 2021 thanks Link to comment Share on other sites More sharing options...
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