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Creating Carl


ceedj

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Hi folks, having a small problem, hope ya'll can help. smile.gif

 

For the PEDS show, I need a ped model of Carl. Actually, I need several, but let's get one working first. The model is not the problem, I was able to combine the parts and skin it fine. The problem is the materials; before I combined everything, I applied the materials, since all the player parts and textures are separate. Materials look fine in Max, but when I try to build a txd, using multiple textures, it's a pretty large filesize (720k), and it never finishes loading (my hook stops responding, but the game doesn't crash, due to the model check I have in the code). When I just use the head texture, the model loads fine, but the texture isn't mapped right.

 

So, how do I combine my textures on the mesh, so it's ONE material, and it's all mapped properly? The skinning is not a problem right now, so if I have to start over, no biggie (I do a quick and dirty skin to make sure it works before I fine tune it). I'm sure I'm missing something simple.

 

Any ideas?

 

OR, is there a simpler way to go about making several variations on Carl?

Edited by ceedj
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Did you try to make a multi/sub objet in matérial editor in 3D max ?

 

It works for me to add object and modification without unwrap all but its a little bit tricky when you have a lot of different textures .

 

look at this simple video tuto which show how this part work :

 

 

and this one is the first part but i think you don't need it :

 

 

sorry for my english and i hope it help you .

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user posted image

 

Carl, meet Carl. biggrin.gif

 

Fish, I did what you suggested, but I also updated my TXD Workshop to the 2010 version, which fixed the DXT.dll errors I was getting, and it shrunk my file from 780k to 92k. I suspect something was corrupted, but it could have been the mapping too. In any case, despite the minor flaws I need to fix on some of the skinning, it did work!

 

cookie.gifcookie.gifcookie.gifcookie.gifcookie.gifcookie.gif

cookie.gifcookie.gifcookie.gifcookie.gifcookie.gifcookie.gif

cookie.gif

 

A baker's dozen for you! Many thanks! smile.gif

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just for tips....use bones from bmypol1.dff...its really fit with cj's model position...

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just for tips....use bones from bmypol1.dff...its really fit with cj's model position...

thx for the tip

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GTAIndonesia
Hi folks, having a small problem, hope ya'll can help. smile.gif

 

For the PEDS show, I need a ped model of Carl. Actually, I need several, but let's get one working first. The model is not the problem, I was able to combine the parts and skin it fine. The problem is the materials; before I combined everything, I applied the materials, since all the player parts and textures are separate. Materials look fine in Max, but when I try to build a txd, using multiple textures, it's a pretty large filesize (720k), and it never finishes loading (my hook stops responding, but the game doesn't crash, due to the model check I have in the code). When I just use the head texture, the model loads fine, but the texture isn't mapped right.

 

So, how do I combine my textures on the mesh, so it's ONE material, and it's all mapped properly? The skinning is not a problem right now, so if I have to start over, no biggie (I do a quick and dirty skin to make sure it works before I fine tune it). I'm sure I'm missing something simple.

 

Any ideas?

 

OR, is there a simpler way to go about making several variations on Carl?

Ah, i knew you continued PEDS

oh wait episode 29 is here YAY!

Reborn as Prince Gumball
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TheNathanNS
user posted image

 

Carl, meet Carl. biggrin.gif

 

Fish, I did what you suggested, but I also updated my TXD Workshop to the 2010 version, which fixed the DXT.dll errors I was getting, and it shrunk my file from 780k to 92k. I suspect something was corrupted, but it could have been the mapping too. In any case, despite the minor flaws I need to fix on some of the skinning, it did work!

 

cookie.gifcookie.gifcookie.gifcookie.gifcookie.gifcookie.gif

cookie.gifcookie.gifcookie.gifcookie.gifcookie.gifcookie.gif

cookie.gif

 

A baker's dozen for you! Many thanks! smile.gif

nice! this'd be awsome if you replace EVERY character as CJ (CJ kills CJ) CJ a pimp CJ as Tenpenny

GTA San Johnson!

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nice! this'd be awsome if you replace EVERY character as CJ (CJ kills CJ) CJ a pimp CJ as Tenpenny

GTA San Johnson!

Yes , like the movie "Being John Malkovich" with cj's eveywhere who's can only say " cj ? cj cj cj ! "

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just for tips....use bones from bmypol1.dff...its really fit with cj's model position...

Sorry it took so long to reply; I put the model stuff aside for a bit. Just checked last night, and not only does that model fit Carl very well, it's a little scary how all it took was a couple of rotations, and I didn't even have to move it. Yikes.

 

Minor flaws with the shirt sleeves, mostly, but good golly this is fantastic for what I need. Many thanks for sharing that nugget of info! smile.gif

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Ok, riddle me this: I need Carl's arms and neck to have skin and not the jet-black texture that shows up when I use t-shirts. How do I make this happen? dontgetit.gif

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From what I understood you want to make an actor who is the same as CJ, Why don't you use actor.Create(0@, 4, #NULL, 1@, 2@, 3@)

 

 

Here is an example.

 

{$CLEO}0000:while true   wait 0   if        0AB0:  key_pressed 0x50 //P   then       04C4: store_coords_to 1@ 2@ 3@ from_actor $player_actor with_offset 1.0 1.0 0.0        actor.Create(0@, 4, #NULL, 1@, 2@, 3@)       break   endend0000:0000:0A93: 

 

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^^^^ Yes, aware of that, but I need about 15-20 Carl's on the screen, at the same time. And I'd like at least half to be variants, which is why I went to the trouble of creating 8 meshes (just use alternate textures on them). The problem with your method is say I get about halfway into filming, and I have a crash, or reset, or whatever. I'd have to create that actor again with the wardrobe and all. My way, the different Carl's are just standard actors that I can load and save. smile.gif

 

EDIT: In case anyone missed my new question:

 

 

Ok, riddle me this: I need Carl's arms and neck to have skin and not the jet-black texture that shows up when I use t-shirts. How do I make this happen?  dontgetit.gif
Edited by ceedj
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  • 3 weeks later...

Bump, still need a way to get Carl's arms to show the texture. Are the shirts transparent? Should I do this with the TXD Workshop? Halp! sad.gif

 

 

EDIT: Solved this by taking the torso texture, and pasting the shirt I want on top, saving it as a new texture and using that as the material. Carl has arms now! smile.gif

Edited by ceedj
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