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Map Object Replacement Offset


[DKR]Oz
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I hope this is the right forum.

 

I'm having a problem with an object I have created to replace an existing one in San Andreas. I'm attempting to replace the 'Vinewood' sign with a new sign, on our MTA San Andreas server. After modelling the sign in SketchUp, exporting to 3DSMax and using Kam's GTA Scripts to export to .dff/.col etc, the object appears nicely in-game except with an unexplained offset. We have successfully replaced other models in the past but this one is causing some difficulties.

 

Here's the model in SketchUp:

user posted image

 

And here it is in MTA, with the Vinewood sign superimposed in its original position:

user posted image

 

The replacement sign is appearing behind, above and to the right of where it is supposed to. I used the original Vinewood sign to scale my own, and I used the original Vinewood sign's coordinates in the placement of my own, so they should be the same size (which they are) and appear in the same place (which they don't). The collision of the new sign appears in the correct spot, where the Vinewood sign is in the above screenshot, but the visible letters are clearly offset. In SketchUp the letters and their respective low-poly collision models are in the exact same place, as they are in 3DSMax when exported to .dff and .col. MTA's model import engine simply hides an existing object and replaces it with a new one at given co-ordinates, we have not had any problems with this in the past and I think it's unlikely that it is the source of this problem. We use this functionality to create custom objects for our server, which all players can see and interact with.

 

Is there any reason why this is happening - does the Vinewood sign have an inherent offset or something? Has anyone had similar problems? Is there a way I can offset the lettering in the .dff so that they're in line with the .col without changing the map co-ordinates? Any help would be much appreciated; I'll be sure to reply if any further information is required.

 

NB: I have used the tutorials on these forums to aid in object modification & SketchUp export

Edited by [DKR]Oz
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In 3dsmax, load your model (dff, not the collision, which you say is working ok) and the original one, and line up your model as close to the original one as possible. Next, align the pivot point of your model to the pivot point of the original one, then reset the xform and collapse the modifier stack on your model. Then you can export it.

 

If you do that, and the ipl is unmodified, and your sign still isn't the right location, then your model is possessed by an evil spirit.

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In 3dsmax, load your model (dff, not the collision, which you say is working ok) and the original one, and line up your model as close to the original one as possible. Next, align the pivot point of your model to the pivot point of the original one, then reset the xform and collapse the modifier stack on your model. Then you can export it.

 

If you do that, and the ipl is unmodified, and your sign still isn't the right location, then your model is possessed by an evil spirit.

hehe either an Evil spirit or you didnt follow dexx guide above 100%. Make sure your pivot is reset to 0 on all x,y and z axes while your sign is aligned with the vinewood sign.

 

Export and it should look just like it did in 3ds max. Dont forget to do the same for the col. Pivot should be 0 on x, y and z axes.

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  • 3 months later...

Apologies for bumping such an old thread, thought it best to keep this than make a new one, since the new problem is from the same project.

 

Thank you for your feedback in regards to that first problem, I left it alone for a while and sorted it out just the other day, it was indeed the pivot point as you suggested. Your help is much appreciated. The objects now line up properly, though there is now another minor problem with the collision file.

 

user posted image

 

The sign is made of two objects (replacing two objects from the original map), the letters as one object and the framework behind the letters as a separate object. In the framework object, there is an invisible wall between where the letters C and L are positioned, which is not contained within my col file. If you imagine the bounding box for the framework being a long rectangular prism, the invisible wall is essentially a cross-section of that prism:

 

user posted image

Framework collision as it appears in CollEditorII

 

user posted image

Indicating the approximate location/orientation/size of the invisible wall

 

Any ideas what could be causing this? Everything else about the collision file works perfectly, just this random invisible wall which shouldn't be there, and apparently doesn't exist according to the actual col geometry.

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Suction Testicle Man

Are you certain it's not another col that has the wall in it? Try removing the framework's col and see if the invisible wall remains.

If at first you don't succeed, you fail, and the test will be terminated.

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Reasonably sure it is the framework, as the invisible wall lines up perfectly with the boundaries of the bounding box, as well as the geometry of one of the sections of framework (indicated in screenshot above). We didn't notice any invisible walls when we had replaced only the letters. The rest of the framework collision works fine, so it can't be remnants of the existing Vinewood sign's framework.

 

It's somewhat of a systemic problem - we have another project pending, which is also suffering from invisible walls where no geometry for a wall exists. The col file for that project is ~1600 polygons, compared to this one at ~260, so we were hoping this simpler project might make it easier to establish whether there's a simple way to avoid the problem, or whether it's a limitation with MTA's col replacement engine (hopefully not). Compared to some other objects in the game, 260 and 1600 polygon collision files seem pretty small?

 

Is there any sort of trouble-shooting method? Subdividing polygons up a bit more in SketchUp? Any fooling around that can be done in CollEditor perhaps?

Edited by [DKR]Oz
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In MAX select all vertices and weld them with a value of 0,05.

 

It should work or not.. If not so you can make the col in max by using box and moving vertex.

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