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Adding bandana to a ped.


Wonderbro
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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.

 

user posted image

 

Please help me! sad.gif

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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 by MinnieMan121249
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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:

 

user posted image

 

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 : )

 

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  • 3 weeks later...

When I try to export it says: "Select the skinned character only." wtf?????????

 

// ok, i know whad happends, it works. COOL tut!

Edited by sokol_janow
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I did everything that said in the tutorial, but I have same problem as always: I try to export but nothing happens! angry.gifangry.gifangry.gif

Edit: And now I saved it and tried to export it said select the skinned character only!

Edited by atsike7
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  • 4 months later...

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

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  • 6 months later...

mine is all white and does not appear to textura.o I do?

Edited by dorongalego
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