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[TUT|IV|3DSMax]3DS Max to IV


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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

 

user posted image

 

 

Step 2: Open your material editor (press M on your keyboard)

 

 

user posted image

 

 

Step 3: Click on your material browser

 

 

user posted image

 

 

 

Step 4: Select "Multi-Sub-Object"

 

 

user posted image

 

 

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)

 

 

user posted image

 

 

Step 6: 1- Assign your material

2- Edit material id 1

 

 

user posted image

 

 

 

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)

 

 

user posted image

 

user posted image

Edited by NeptuneG
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PART 2

 

 

 

Step 8: Make sure your object is placed on editable poly if not convert it

 

 

user posted image

 

 

Step 9: Select the faces of your objects you wish to texture in editable poly

 

 

user posted image

 

 

 

Step 10: Set the matid for the faces you just selected (and click-in show map in viewport)

 

 

user posted image

 

 

 

Step 11: Go back to your multi-material

 

 

user posted image

 

 

Step 12: Select your second matid

 

 

user posted image

 

 

Step 13: Select your second set of faces and set their matid's in this case its id-2

 

 

user posted image

 

 

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)

 

 

user posted image

 

 

Object centered

user posted image

 

 

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

user posted image

 

Successful wdr export with multi-sub

user posted image

 

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looks great and simpel will try it tomorrow at my objects. thanks for the tutorial. really great that do it after my request. tounge.gif

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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! smile.gif
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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 biggrin.gif

Edited by _Charger_
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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

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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

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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 sad.gif

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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 by _Charger_
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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

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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.

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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)

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  • 4 weeks later...

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

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  • 3 weeks later...

... and I've got problem. confused.gif

 

user posted image

 

//edit:

Fixed I used v0.2.4

Edited by Luten
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  • 3 months later...

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

 

 

 

user posted image

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Any dummy in the object list ? Remove it

Otherwise, 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 by nanito13
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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?

 

user posted image[/url]

 

Uploaded with

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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 tounge.gif gims is hard for me to do .. theres no tutorials for the latest version either...

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  • 3 weeks later...

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.

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  • 1 month later...

I have a question, how can i add textures in 3ds max ?

Edited by GTA 3
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  • 2 weeks later...

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. smile.gif

 

 

 

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. smile.gif

 

 

 

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.)

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  • 6 months later...

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.

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  • 10 months later...

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 smile.gif

Edited by mtrcurse
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--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

user posted image

 

Thanks in advance

Edited by mtrcurse
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  • 3 weeks later...

I was just wondering is there any way of doing this for the ps3 version as my computer cant handle the pc version

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