zack247 Posted June 18, 2011 Share Posted June 18, 2011 im new to making my own models for in GTA, ive taken out the originals and modified them, but never tried importing my own cars. and when i did it didnt work very well at all. i made a car, set it up for in GTA, and exported it, but it certainly doesnt look like my car. the wheels and anything that isnt the windows or paint is white, the damaged doors are the "fixed" doors, and only the wheel, doors, and hood show up in ggmm, nothing spawns in-game. i have the heiriarchy right, and everything has the right names as far as i know, i made the car to replace the buffalo. i wasnt sure how to use my own texture in-game, so i guessed when i was in 3ds max, is that one of the things that went wrong? i looked for a guide on making custom cars but i had no luck can someone help me figure this out? im also curious if i can make my own buildings, but more importantly i want to get the car importing down. Link to comment Share on other sites More sharing options...
foxunitone Posted June 18, 2011 Share Posted June 18, 2011 make sure you have kam's gta scripts. Import a SA car and look at the various parts. Select some of them and right click on them and click object properties. Take note of what Rockstar called the parts and what parts are linked to what (parent/children). Keeping your setup close to this will help while learning. As for your textures, use the compact material editor while learning. Select a material slot and click the button that says NORMAL. Select GTAMATERIAL from the list. Then click on COLOR and pick your texture. Use UVW mapping or unrwap to get the textures on the material the way you want. If you want random colors from the SA carcols.dat, simply select the parts of the model you want that applied to, press M to open material editor, select a material slot, click NORMAL, select GTAMATERIAL, click color guide, select primary or secondary from the dropdown. Now you can apply them to the selection. ddoodm has some GREAT tuts on youtube. That how I learned it. Check it out HERE. -Fox Link to comment Share on other sites More sharing options...
zack247 Posted June 18, 2011 Author Share Posted June 18, 2011 the hierarchy is correct, i double checked but does it matter if some parts are missing? (eg: boot) i cant get the main chassis to show up, or even have 4 wheels, i havent included a chassis_vlo yet, is that also a potential problem? Link to comment Share on other sites More sharing options...
foxunitone Posted June 18, 2011 Share Posted June 18, 2011 As long as the main body is attached to the chassis dummy and has a GTA material applied, it should show up. Depending on the model, some will not have every part that rockstar used. They are only missing if there is a dummy for them with nothing attached to it. In that case I usually just remove the unused dummies. Remember to link the RF wheel to the model as apposed to attaching it or it will sometimes have problems. Without a chassis_Vlo, you will only see wheels from a distance, but up close it would still be fine. -Fox Link to comment Share on other sites More sharing options...
zack247 Posted June 18, 2011 Author Share Posted June 18, 2011 its still not working! i dont understand, it has the same hierarchy as a gta model, the same parts as a gta model, why isnt it working? im using the helper dummies from the original buffalo model, but still i dont understand! i had originally made this car for Trackmania, so when i put it into 3dsmax the parts were all seperate (gbody is windows, sbody is main metal and dbody is details and such) but beforehand i prepped the model for SA by making the damaged doors, regular doors, hood and windshield. there are no bumpers on my car but that shouldnt be a problem, should it? ive been trying for several hours now, but i cant figure this thing out! i noticed that if i import the dff i exported, everything has been renamed and parts are missing, like the chassis and stuff. why? i had to export the "details" part of my model from anim8or as a *.obj file because there was apparently too many polies for it to export as a 3ds, but it still imported to 3dsmax just fine. please help me figure this out! Link to comment Share on other sites More sharing options...
foxunitone Posted June 20, 2011 Share Posted June 20, 2011 If the poly is too high, the part wont show up because the game cant handle it. If you want, upload your files and I can take a look at them and see if I can help you out. -Fox Link to comment Share on other sites More sharing options...
zack247 Posted June 20, 2011 Author Share Posted June 20, 2011 the poly count of the car is up around 20,000 polys, but anim8or said a lot more (60,000-ish if i recall correctly) ive got a feeling it has something to do with my dbody section of the model, i might try it without the details and see if it works. what would you say is the poly limit in gta for a single part? Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now