Wonderbro Posted January 17, 2009 Share Posted January 17, 2009 I added the rag to a peds neck but what I must do now. I know that I make collison but how? I didn't find any tutorials too. Please help me! Link to comment Share on other sites More sharing options...
Braindawg Posted January 21, 2009 Share Posted January 21, 2009 (edited) 1. Load the ped model IMPORTANT: Make sure you click the A button and change the image type to bmp before clicking import DFF Now highlight everything and rotate it so it will face you in (90.00 degrie to the left most of the time) Highlight everything again and move it to the left/right so the bones wont mix up with the bandana's bones.(Untill in hits 2.0 or -2.0 or higher) 2. Load the bandana in any clump or w/e that fits the charecters the most, edit it if needed. 3. Remove the bandana's bones 4. Move the ped model back to 0.0(center) from the left/right 5. Celect the bandana and fit it to the model. 6. Left click once on the Ped's mesh 9the colored body parts) and celect "Modify" (where you choose how to move polygons but dont choose that just lcick once) Look down you will see a "Attach" button, click it and left click on the bandana, click OK and click on attach again. Make sure both bandana and ped are in one color, then click on the body parts(the mesh not bones) and select Utilities, that Hammer icon, select DFF IO Keep the settings like this: General Control: SA Export scale: 1.0 MMC, UV, Nor the rest is fine. Select Bones/Skin export and save it. then copy the bandana texture from the original bandana into your peds texture and rename it to the original file name, for example: Open > CJ's bandana: Files: Bandana.bmp > Export > save as : Bandana.bmp Open > ped with bandana: Files: Ped texture File > Add a texture: 32 bit Set no alpha and import "bandana.bmp"(remember its an example) save it and import to gta3.img, save and run the game. HAVE FUN Edited January 22, 2009 by MinnieMan121249 Link to comment Share on other sites More sharing options...
Wonderbro Posted January 26, 2009 Author Share Posted January 26, 2009 When I try to export it says: "Select the skinned character only." Link to comment Share on other sites More sharing options...
DaGhost Posted January 26, 2009 Share Posted January 26, 2009 http://www.tummyweb.com/files/3dsmax/vid.wmv Get this video and add bandana to skin =D Link to comment Share on other sites More sharing options...
Wonderbro Posted January 26, 2009 Author Share Posted January 26, 2009 http://www.tummyweb.com/files/3dsmax/vid.wmv Get this video and add bandana to skin =D This page wont load up... Link to comment Share on other sites More sharing options...
azixx Posted January 27, 2009 Share Posted January 27, 2009 here's a quote from other guy at ls-rp.how to attach objects to ped.this is not by me.hopes it help.kudos to the guy. Tutorial: How to attach objects to peds in 3ds Max This tutorial will show you how to attach an object to a pedestrian using 3dx Max 8, in this case I’ve chosen to attach a bandana to a ped. Note: There are probably hundreds of different ways to do this on, this is my way. Tools you need before you start: - 3ds Max with Kam’s Scripts - IMG Tool - TXD Workshop First off, you need to have your ped’s .dff and .txd, and your object’s .dff and .txd ready. In this case my ped is bmycr (http://wiki.sa-mp.com/w/images/c/ca/Skin_21.png), my object being bandmask from player.img. Note: Always remember to take backups, one mistake may ruin it all. If you’re unsure about what your ped is called, look it up here: http://wiki.sa-mp.com/wiki/Skins The following steps will show you how to export a model/ped from gta3.img and player.img using IMG Tool, if you already have your ped’s .dff and .txd, proceed to step 5. 1. Open IMG Tool and press CTRL + L 2. Choose GTA3.img from the browser and click open, this is where all the peds are (and other models of course), the bandana object I’ve used in this tutorial lays in player.img 3. Hit F2 and type in the name of the ped you want to export, press enter 4. When you’ve found the desired ped, press CTRL + E and extract it to somewhere you know of, remember to extract both the .dff and the .txd 5. Press CTRL + L and choose player.img, here you will find objects that CJ can wear 6. Export any object you like, e.g. a hat, I chose bandmask.dff 7. Find the object’s .txd and extract it (CTRL + E), I chose bandblue.txd If you’ve kept them organized, it should now look like this: In the next steps we’ll be starting to use 3ds Max, but before that, you have to make sure that you’ve installed Kam’s Scripts, it’s vital if you wish to continue. Kam’s Scripts can be found here: http://www.gtaforums.com/index.php?showtopic=218318 … After you’ve installed Kam’s Scripts, fire up 3ds max and wait for everything to load up. Make sure Kam’s Scripts are activated, how to check this is shown here: http://www.tummyweb.com/files/3dsmax/2.PNG If you cannot see Kam’s Scripts under Utilities, go to “MAXScript” from the top and select Run Script, shown here: http://www.tummyweb.com/files/3dsmax/3.PNG Enter the startup folder and open GTAScript_Controller from there: http://www.tummyweb.com/files/3dsmax/4.PNG When everything above is set, start following the next steps: Importing the object 1. Click on the Utilities button, it’s shown as a hammer on the right-hand side, under Kam’s GTA Scripts you will see “DFF IO”, click on it, it will open a new window on the left side. Expand the import section by clicking on the +, now select Import DFF. At first we will import the object we want to attach. Locate it and import it. http://www.tummyweb.com/files/3dsmax/5.PNG 2. Ops! http://www.tummyweb.com/files/3dsmax/6.PNG Likely, it will prompt you like this and tell you that it has 3 clumps, click Ok and select “Import”, the import button that is above Import DFF. http://www.tummyweb.com/files/3dsmax/7.PNG You should now have successfully imported the object, if you can’t see it, click in a route and scroll up, it will zoom into it. Tip: You can move around in a route by holding down your Mouse 3 button (scroll) and dragging. As you probably can see, the object came together with a boneset, what we’re going to do now, is to delete it. You do this by pressing CTRL + A to mark everything, then holding CTRL down while clicking on the object (deselecting it). Press delete and the boneset should go away. You should now have something like this: http://www.tummyweb.com/files/3dsmax/8.PNG Texturing the object 3. We’re now going to add a texture to the object, before we start doing that you might want to save your scene (CTRL + S). You can minimize 3ds Max for a little while. … Fire up TXD Workshop, I assume you have this already. A) Click on Open TXD, locate your object’s texture and open it, in my case the texture file is called bandblue.txd, after you’ve done that, it should look something like this: http://www.tummyweb.com/files/3dsmax/9.PNG B) Click on export and export the picture in any format you like, I chose to export as .png Note: If you choose to export as BMP, it might be giving you errors later while importing. C) Delete the object’s .txd, you won’t be needing it anymore in this tutorial D) Close the program and move back to 3ds Max If everything is done right, you should have something like this: http://www.tummyweb.com/files/3dsmax/10.PNG … 4. In 3ds Max, select the Select and Move tool with the Rectangular Selection http://www.tummyweb.com/files/3dsmax/11.PNG (a. being the select and move tool, b. being the rectangular selection, this will allow you to mark “stuff” by drawing a square, there are also other methods of marking/selecting for the Select and Move tool, you can find these by holding down your left mouse button on the button shown in the picture.) Now draw a square around your object to mark it. 5. Press M and a new window should pop up: http://www.tummyweb.com/files/3dsmax/12.PNG Click on the small button next to Diffuse Map (in my case the button is called “M”, it’s probably not an M there in your case, if there is, you can right click and select cut), another window should pop up: http://www.tummyweb.com/files/3dsmax/13.PNG In this window select Bitmap, double click on it, it will open a browser: http://www.tummyweb.com/files/3dsmax/14.PNG Find the image file you exported in step 3 and open it, you should now have something like this: http://www.tummyweb.com/files/3dsmax/15.PNG Click on the Assign Material to Selection button and then select Show Map in Viewport: http://www.tummyweb.com/files/3dsmax/16.PNG Close the window and look inside the down-right route, it should now be textured: http://www.tummyweb.com/files/3dsmax/17.PNG 6. Click on the Modify button on the right-hand side and select Vertex under Editable Mesh, now click on the arrow next to where it says Modifier List, select UVW-Map from the drop down border: http://www.tummyweb.com/files/3dsmax/18.PNG - > http://www.tummyweb.com/files/3dsmax/19.PNG 7. Select Gizmo under UVW Mapping so you can see the options beneath, you may mess around with these options as you like, but be careful. This is what I did: http://www.tummyweb.com/files/3dsmax/20.PNG Deselect your object by clicking on the Create button, then clicking somewhere in one of the routes: http://www.tummyweb.com/files/3dsmax/21.PNG Importing the ped and fitting the object 8. Back to the left side window, tick the A box, this will auto-skin the character on import, now click on Import DFF: http://www.tummyweb.com/files/3dsmax/22.PNG - http://www.tummyweb.com/files/3dsmax/23.PNG Find the ped you want to import and click on open, the newly imported ped will show up in the four different routes: http://www.tummyweb.com/files/3dsmax/24.PNG It’s likely that you’ll have to rotate the object in place, so it will fit onto the ped, this is how you can do this: A) Click on the object so you have it selected, select Vertex after clicking on the Modify button: http://www.tummyweb.com/files/3dsmax/25.PNG B) We’ll now rotate the object to fit the ped, select the Select and Rotate tool and draw a box around the object to select all the vertices (the vertices are the blue dots that you can see), then rotate by holding down your left mouse button on the utmost circle and dragging (you can also use the other circles for that matter, but this is how I do it) Repeat the same procedure in the other routes. http://www.tummyweb.com/files/3dsmax/26.PNG Outcome: http://www.tummyweb.com/files/3dsmax/27.PNG C) As you can see, the object is not in place yet, we have to use the Select and Move tool to move it up, click on it. If the vertices are not marked (red means they’re marked), mark them again: http://www.tummyweb.com/files/3dsmax/28.PNG Outcome: http://www.tummyweb.com/files/3dsmax/29.PNG As you can see, the object is inside the ped’s face, to fix this you will have to move vertices alone, this can be tricky in the beginning, but you will manage it eventually. Just remember to save your project regularly and do backups before you perform difficult moves. Tip: You can also use the Select and Uniform Scale tool to change the size of the object: http://www.tummyweb.com/files/3dsmax/30.PNG When you’ve placed the object correctly, and when you’re satisfied with it, proceed to step 9. Attaching the object to the ped 9. You’re now going to attach the object to the ped, be careful, you’re attaching an object to a ped, not attaching a ped to an object. It’s VERY important that you don’t attach your ped to your object, save your scene before you follow these steps. A) Deselect your object by clicking on the Create button and clicking in a route: http://www.tummyweb.com/files/3dsmax/31.PNG B) Select the ped by clicking on it, go to the Modify section by clicking on the Modify button. Choose vertex, a little longer down you’ll see an Attach button, after clicking on it, click on your object. It will prompt you, press Ok: http://www.tummyweb.com/files/3dsmax/32.PNG http://www.tummyweb.com/files/3dsmax/33.PNG http://www.tummyweb.com/files/3dsmax/34.PNG Your object is attached to the ped, now we’ll have to check if the object’s vertices were correctly assigned to the head bone, click on the + next to where it says Skin to expand, select Envelope. Make sure the Vertices box is ticked and select Head from the bone section. The vertices assigned to the head bone will be colored in the routes: http://www.tummyweb.com/files/3dsmax/35.PNG C) In my case, they were not correctly assigned. We’ll have to assign them manually. This can be very tricky, you’ll have to be careful while doing this, unless you want your ped to move retarded in the game. Select the Select and Move tool, two tips before you start: If you have marked off one area, and want to mark another, but have already released your mouse button, you can hold CTRL to mark more without deselecting what’s already marked. If you want to deselect vertices, you can hold alt and mark what you want to deselect. Okay, so, you have selected the Select and Move tool, you now need to “separate” the object’s vertices from the ped’s vertices by your eyes. The vertices that are NOT assigned to the head bone, are the blue ones, you need to find all the object’s blue vertices and assign them to the head bone. You do this by marking the vertices and clicking the up arrow of Abs. Effect within the Weight Properties, until it says “1,0”. When it says, click on “Paint Weights”: http://www.tummyweb.com/files/3dsmax/36.PNG My outcome: http://www.tummyweb.com/files/3dsmax/37.PNG Exporting the ped 10. If you got this far, it’s time to export, you do this by expanding the export section in the window on the left side. Scroll a bit down and you’ll see Bones/Skin Export, click it and save it where you want it. Press CTRL + S for a final scene save, then exit 3ds Max. http://www.tummyweb.com/files/3dsmax/38.PNG http://www.tummyweb.com/files/3dsmax/39.PNG 11. Start TXD Workshop and select Open TXD, open your ped’s .txd. Since I’m having some trouble with the mask, I choose to duplicate the texture that’s already in there, and then importing the object’s image file over it. You can do this by clicking on the ped’s texture, and then pressing CTRL + Insert. Now select the duplicated version of the ped’s texture and click on Import. Import the image you used to texture in 3ds Max. Make sure it has the same name inside the .txd, you can change this by clicking on properties. In my case it should be named bandblue. http://www.tummyweb.com/files/3dsmax/40.PNG Import the new files into gta3.img with help of IMG Tool, don’t forget to rebuild the archive! (You don’t need to rebuild if you use Spark) 12. Test it in-game http://www.tummyweb.com/files/3dsmax/41.png Tutorial written by me Edit: Made a video "guide": http://www.tummyweb.com/files/3dsmax/vid.wmv Good luck : ) Link to comment Share on other sites More sharing options...
Francis115 Posted February 16, 2009 Share Posted February 16, 2009 awesome,,tnx "Tummy" Link to comment Share on other sites More sharing options...
sokol_janow Posted February 19, 2009 Share Posted February 19, 2009 (edited) When I try to export it says: "Select the skinned character only." wtf????????? // ok, i know whad happends, it works. COOL tut! Edited February 22, 2009 by sokol_janow Link to comment Share on other sites More sharing options...
Rafinha Posted February 19, 2009 Share Posted February 19, 2009 I can't make the Verticles, damn, I am too angry... Link to comment Share on other sites More sharing options...
G The Generous Posted February 20, 2009 Share Posted February 20, 2009 you make it and save as 3ds format and send it to me,i will rig Link to comment Share on other sites More sharing options...
Wonderbro Posted February 23, 2009 Author Share Posted February 23, 2009 (edited) I did everything that said in the tutorial, but I have same problem as always: I try to export but nothing happens! Edit: And now I saved it and tried to export it said select the skinned character only! Edited February 23, 2009 by atsike7 Link to comment Share on other sites More sharing options...
Wonderbro Posted February 23, 2009 Author Share Posted February 23, 2009 Bump, Help ME!!! Link to comment Share on other sites More sharing options...
sanderth Posted July 20, 2009 Share Posted July 20, 2009 Sorry for big bump.. but i really need how to do this. It works here but i can't see a cap ingame. He exports to.. it's just like GMax doesn't export good.. when i import the customized dff the normal pedestrian comes:S Link to comment Share on other sites More sharing options...
dorongalego Posted January 31, 2010 Share Posted January 31, 2010 (edited) mine is all white and does not appear to textura.o I do? Edited January 31, 2010 by dorongalego Link to comment Share on other sites More sharing options...
Recommended Posts
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 accountSign in
Already have an account? Sign in here.
Sign In Now