NeptuneG Posted November 28, 2010 Share Posted November 28, 2010 (edited) This is a very simple tut on how to set up multi-sub material on a simple pyramid, some objects are way more intricate than a simple pyramid shape and it might require some quick UVM mapping which i will explain if you guys want in a future tut.. This tut was requested by: _Charger_ PART 1 Step one: Make your object Step 2: Open your material editor (press M on your keyboard) Step 3: Click on your material browser Step 4: Select "Multi-Sub-Object" Step 5: Discard your old material (Always do this for any object that had previous texture mapping or you will get multi/sub error from max) Step 6: 1- Assign your material 2- Edit material id 1 Step 7: Open your maps for the matid and place it on bitmap and browse for your textures(s) (Red circled maps are usable with script and blue is new map that is now usable) Edited November 28, 2010 by NeptuneG Link to comment Share on other sites More sharing options...
NeptuneG Posted November 28, 2010 Share Posted November 28, 2010 PART 2 Step 8: Make sure your object is placed on editable poly if not convert it Step 9: Select the faces of your objects you wish to texture in editable poly Step 10: Set the matid for the faces you just selected (and click-in show map in viewport) Step 11: Go back to your multi-material Step 12: Select your second matid Step 13: Select your second set of faces and set their matid's in this case its id-2 Step 14: This pyramid is now fully textured with multi sub and ready to export, now place your object in center of your scene (first steps in red, last finishing steps in green utilities being absolute last) Object centered Last Export Step: When centered, export your model as it ready to go (In yellow, place your object grey so it can be ready to be used later for wbd collisions) Exporting Successful wdr export with multi-sub Link to comment Share on other sites More sharing options...
_Charger_ Posted November 28, 2010 Share Posted November 28, 2010 looks great and simpel will try it tomorrow at my objects. thanks for the tutorial. really great that do it after my request. Link to comment Share on other sites More sharing options...
hristobg Posted November 29, 2010 Share Posted November 29, 2010 How to create WBD? Should I export the same model (that is exported as WDR) ? Or I have to make it low-poly.. please reply! Link to comment Share on other sites More sharing options...
_Charger_ Posted November 29, 2010 Share Posted November 29, 2010 (edited) you should export the wdr-object as wbd, but if it's to highpoly it maybe doesn't work right ingame. EDIT: OMG thanks. i got it working with your tut for a conversion. no error hope it will work ingame Edited December 2, 2010 by _Charger_ Link to comment Share on other sites More sharing options...
BWARazor Posted December 5, 2010 Share Posted December 5, 2010 I have a problem, i got it to work now with Shadow-mapper, but theres a problem, i just cant see my model ingame, but in shadow mapper it is placed and i can see it, and if i save it i also see the model if i restart shadowmapper (so it does save a 100%!) there must be another problem... i just cant see it ingame, but its saved and im standing right on the position where i placed it in shadowmapper Link to comment Share on other sites More sharing options...
_Charger_ Posted December 5, 2010 Share Posted December 5, 2010 there seems tio be a problem with the modelname in wpl, use shadowmapper to place and another one to edit the name of the model in wpl (i use dagerons placement tool) Link to comment Share on other sites More sharing options...
BWARazor Posted December 7, 2010 Share Posted December 7, 2010 still got the same problem, no objects ingame, but in shadowmapper Link to comment Share on other sites More sharing options...
Shadow-Link Posted December 7, 2010 Author Share Posted December 7, 2010 Make sure a wtd is assigned, if not make the WTD name "null" in the ide entry. Link to comment Share on other sites More sharing options...
BWARazor Posted December 8, 2010 Share Posted December 8, 2010 didn´t fix it, maybe this will help: i can see the model, when i replace it with an existing one, wit textures, but i changed the origin and its still the original ingame, but not in the wpl Link to comment Share on other sites More sharing options...
BWARazor Posted December 8, 2010 Share Posted December 8, 2010 Would someone please upload the original nj_liberty.wpl and nj_liberty.ide i would be VERY thankful, coz i modded them, and they work no more, problem is i thought i made a backup, but didnt Link to comment Share on other sites More sharing options...
_Charger_ Posted December 8, 2010 Share Posted December 8, 2010 nj_liberty.wpl nj_liberty.ide Link to comment Share on other sites More sharing options...
BWARazor Posted December 9, 2010 Share Posted December 9, 2010 Thank you very much! made my day Link to comment Share on other sites More sharing options...
_Charger_ Posted December 11, 2010 Share Posted December 11, 2010 (edited) how does the import of IV wdr with textures work? when i import a IV wdr the textures are not loaded (only multi/sub but no diffuse map) PS importung of IV models in 3DS Max not into the game. Edited December 11, 2010 by _Charger_ Link to comment Share on other sites More sharing options...
BWARazor Posted December 11, 2010 Share Posted December 11, 2010 For me wdr. and texture work, but not wbd, i exported a wbd and add it into the .img archive, but nothing changed! i still have no collision Link to comment Share on other sites More sharing options...
Shadow-Link Posted December 19, 2010 Author Share Posted December 19, 2010 how does the import of IV wdr with textures work? when i import a IV wdr the textures are not loaded (only multi/sub but no diffuse map) PS importung of IV models in 3DS Max not into the game. Have the textures saved as png's in the same folder as the wdr. @BWARazor: Depends what version u use. If you're using 0.3.0 you need to change the name inside max to the name of the wdr. Link to comment Share on other sites More sharing options...
quechus13 Posted December 22, 2010 Share Posted December 22, 2010 how does the import of IV wdr with textures work? when i import a IV wdr the textures are not loaded (only multi/sub but no diffuse map) PS importung of IV models in 3DS Max not into the game. Have the textures saved as png's in the same folder as the wdr. @BWARazor: Depends what version u use. If you're using 0.3.0 you need to change the name inside max to the name of the wdr. I have 0.3.0 and well the collision doesn't work ingame and I can't export WDR from 0.3.0 is there anyway I can have the 0.2.3 version? which really worked for me pretty well (COL Wise) Link to comment Share on other sites More sharing options...
moorwen Posted January 18, 2011 Share Posted January 18, 2011 Shadow-Link i need a little help with this, it wont start up, some code like error appears and disappears in 1 sec, i could try to take a screen if you need it Link to comment Share on other sites More sharing options...
Luten Posted February 7, 2011 Share Posted February 7, 2011 (edited) ... and I've got problem. //edit: Fixed I used v0.2.4 Edited February 8, 2011 by Luten Link to comment Share on other sites More sharing options...
nanito13 Posted May 27, 2011 Share Posted May 27, 2011 We'll i can't export WDR i don't know why ... can the object be a multiple objects ? should they be the same same ? can i name them anything ? i get a runtime error please help heres it: maybe because im using version 11 and the script is for 10 ? and sometimes i says it cannot read the .bmp image i got the model converted from sketchup the images saved on desktop how can i load the textures in 3d max ? please i need fast reply Link to comment Share on other sites More sharing options...
nanito13 Posted May 27, 2011 Share Posted May 27, 2011 (edited) Any dummy in the object list ? Remove itOtherwise, use GIMS to export wdr, it's better. whats gims ? is it another exporter? please link to it how can i know if there are dummies ? sorry i an total noob about this xD edit : i found a gims download but its broken ... can it export for me the models without this error ? can you share a link of its download ? because the one i found is broken Edited May 27, 2011 by nanito13 Link to comment Share on other sites More sharing options...
kees1991 Posted May 31, 2011 Share Posted May 31, 2011 Hello, I'm get this error when I try to inport or export anny model.. can somone tel me what it is and how to fix it? [/url] Uploaded with Link to comment Share on other sites More sharing options...
nanito13 Posted June 1, 2011 Share Posted June 1, 2011 is this tutorial still working with the latest version ? also when you gonna write how to do the WBD you said its coming soon and its not coming from a year gims is hard for me to do .. theres no tutorials for the latest version either... Link to comment Share on other sites More sharing options...
Tez2k7 Posted June 19, 2011 Share Posted June 19, 2011 Hey guys I'm trying to do a few custom objects but having a problem on the first step, really. When I try and export WDR I get an error message saying; runtime error: dotNet runtime exception: Invalid directory on URL. Any help would be much appreciated. Link to comment Share on other sites More sharing options...
GTA 3 Posted July 31, 2011 Share Posted July 31, 2011 (edited) I have a question, how can i add textures in 3ds max ? Edited August 1, 2011 by GTA 3 Link to comment Share on other sites More sharing options...
Limiter Posted August 13, 2011 Share Posted August 13, 2011 Sorry I did not see that the last question was several days ago, but I don't want anyone to waste unnecessary time on Shadow's tools because they won't get updated anymore. Hey guys I'm trying to do a few custom objects but having a problem on the first step, really. When I try and export WDR I get an error message saying; runtime error: dotNet runtime exception: Invalid directory on URL. Any help would be much appreciated. Shadows tools are buggy and old. Also this latest version contains a broken .wdr exporter. Shadow have left the GTA IV modding world and will not make an update to this plugin. A way to bypass this is to use GIMS to export .odr and by using openFormats of OpenIV, convert to .wdr. Easiest way and fast. I have a question, how can i add textures in 3ds max ? Assuming you have mapped your object, you assign the texture to the appropriate slot of a material. (ie inside material editor, select a material, and if your texture is diffuse, select the diffuse slot and apply that texture in it.) Link to comment Share on other sites More sharing options...
przem93pl Posted February 21, 2012 Share Posted February 21, 2012 when I tried to export wdr the error appeared: "--Runtime error: Mesh Color-per-vertex vertex index out of range 16.0" I don't know what going on. Link to comment Share on other sites More sharing options...
mtrcurse Posted December 27, 2012 Share Posted December 27, 2012 (edited) How to import *.wft file type to 3DMax ? PS:I never understand why does that interesting developers acting like they dont know anything about that Damn EFLC durig in their developing process Hello umm Hey Developers, There are a thing exist Named EFLC which is some version of the GTA IV dont forget Edited December 27, 2012 by mtrcurse Link to comment Share on other sites More sharing options...
mtrcurse Posted December 27, 2012 Share Posted December 27, 2012 (edited) --Runtime error: Mesh Color-per-vertex vertex index out of range:212.0 in 3dsmax when i try to export wdr after making some changes on object and actually i cant export even default wdr with no changes or any process on it after import, the model was same as before import no any changes and give me this message when i try to export wdr Thanks in advance Edited December 28, 2012 by mtrcurse Link to comment Share on other sites More sharing options...
KevinF Posted January 17, 2013 Share Posted January 17, 2013 I was just wondering is there any way of doing this for the ps3 version as my computer cant handle the pc version Link to comment Share on other sites More sharing options...