vice911 Posted December 30, 2009 Share Posted December 30, 2009 (edited) Hey guys. I just started the modeling stuff... first i wanted to finish Ddoodm's tutorial, but its failed because the boxingcap.dff's texture not loading in game. Ddoodm'stutorial:http://www.youtube.com/watch?v=-2thGaF6XoQ I did exactly the same as the guy told in this video, but still no boxingcap texture.. Could anybody help me? (the only difference i did, i had to replace ryder2.dff/txd because SA-MP is using that model) My pictures: PS: Ofc if the boxingcap and ryder's hat would be retextured, it would be look more like a baseball helmet... Edited December 30, 2009 by vice911 Link to comment https://gtaforums.com/topic/436792-q-ryder-with-baseball-helmet/ Share on other sites More sharing options...
ddoodm Posted December 30, 2009 Share Posted December 30, 2009 Hey! Thanks for watching the video! Hmmm... A lot of people seem to have this problem, while others don't have a problem at all. Do you think you could post a picture of your TXD in TXD Workshop and also do a DFF check (File > DFF Check). Please post an image of what you see there. Thanks! That would be very helpful! Also, make sure that the boxing cap texture is called "boxingcap" and not "boxingcap." or "boxingcap.jpg". Hope I can help! Happy modding! Link to comment https://gtaforums.com/topic/436792-q-ryder-with-baseball-helmet/#findComment-1059711064 Share on other sites More sharing options...
vice911 Posted December 30, 2009 Author Share Posted December 30, 2009 Hey Ddoodm! Im glad you help me to learn modeling The picture: PS: nice tutorials you have, hopefully ill can use them succesfully Link to comment https://gtaforums.com/topic/436792-q-ryder-with-baseball-helmet/#findComment-1059711193 Share on other sites More sharing options...
ddoodm Posted December 30, 2009 Share Posted December 30, 2009 (edited) Hey again and thanks! It looks like the model does not even know about that texture. I have no idea why, but it may have been some kinda filetype mixup. What you'll need to do is; - Create a new scene in 3Ds MAX and import your modded model (make sure you click A) - Create a new GTA material and set it's bitmap to the boxingcap texture. - Make another material and set it's texture to ryder's texutre. - Click "Show Standard Map In Viewport" for both textures if you wish. - Make a 'Multi/Sub Object" which is on the same list as "GTA Material". - Drag Ryder's texture into slot 1 and drag boxingcap into slot 2. After that, drag the multi/sub onto your model... As shown in this picture: - Select the model and export! Hope that helps! EDIT: Here is a video I just finished. It explains it all! Edited December 30, 2009 by ddoodm Link to comment https://gtaforums.com/topic/436792-q-ryder-with-baseball-helmet/#findComment-1059711255 Share on other sites More sharing options...
vice911 Posted December 30, 2009 Author Share Posted December 30, 2009 Thank you Ddoodm it works perfect now! The ped is ugly a bit but ill redo+retexture him, or work other thing. Thank you again!! Link to comment https://gtaforums.com/topic/436792-q-ryder-with-baseball-helmet/#findComment-1059711419 Share on other sites More sharing options...
ddoodm Posted December 30, 2009 Share Posted December 30, 2009 Sweet! Glad it worked man! Good luck with the new model! Link to comment https://gtaforums.com/topic/436792-q-ryder-with-baseball-helmet/#findComment-1059711463 Share on other sites More sharing options...
Citrus123 Posted July 11, 2010 Share Posted July 11, 2010 To make it look better you can remove the hat, to do so follow these steps Click on the ped -> Click on Editable Mesh ( Or something like that, its on the side, i cant remember. ) -> Click on vertex's ( If a box pops up click ok ) Now you'll see all these blue dots around the ped, you can click on these and delete them ( Hold Alt Or Cntrl to select multiply ones ) Select the ones around the rim of the hat ect, delete them so you can barley see it, attach or what not, export the ped, should work. Hope it helps Link to comment https://gtaforums.com/topic/436792-q-ryder-with-baseball-helmet/#findComment-1060021465 Share on other sites More sharing options...
ddoodm Posted July 11, 2010 Share Posted July 11, 2010 -> Click on vertex's True, it could be done that way. But maybe deleting faces would be a better idea (so you don't have any lose verts), then weld the verts together over the gap so you don't have any col problems. And BTW, this post is OLD.... Link to comment https://gtaforums.com/topic/436792-q-ryder-with-baseball-helmet/#findComment-1060021608 Share on other sites More sharing options...
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