cjfan_ Posted September 15, 2014 Share Posted September 15, 2014 Hi, guys. I'm trying to replace the Grotti logo in the LS showroom but when I export the dff and import it to SA the building is facing in the wrong direction. How can I export it correctly? When I export it: When I re-import it to 3DS: In-game: Jestic 1 Link to comment Share on other sites More sharing options...
theNGclan Posted September 16, 2014 Share Posted September 16, 2014 Rotate it using the rotate tool, or edit it's XYZ with a map editor. Link to comment Share on other sites More sharing options...
cjfan_ Posted September 17, 2014 Author Share Posted September 17, 2014 When you rotate a model, it will not set the rotation in the model itself, but rather in the 3ds max scene. So what you would want to do is reset the rotation, you do this by going to Utilities (hammer icon) > Reset XForm > Reset selected, Finally, convert the model model to editable poly or mesh This is important, becaue else the xform won't be applied. To check if you done it right, go to the rotation tool and all values should be 0,0. Previously one of them was probably (-)90. Thanks man! The rotation is correct but now I have another problem : Link to comment Share on other sites More sharing options...
Frank.s Posted September 17, 2014 Share Posted September 17, 2014 The pics make it look like the pivot's been moved. Ipl files use the pivot of a object as the base 'em. When you move the pivot of an object in 3dsmax, the ipl still has the coordinates for the old pivot location so the object appears in the wrong place in-game. To fix this (without needing to mess around with ipls) simply import the original SA dff model to 3dsmax and making sure your new model has it's pivot in the exact same place as the old one. Modify tab > Affect Pivot Only is usefull here, Jestic prolly knows a more efficient way though. Jestic 1 Link to comment Share on other sites More sharing options...
cjfan_ Posted September 17, 2014 Author Share Posted September 17, 2014 (edited) The pics make it look like the pivot's been moved. Ipl files use the pivot of a object as the base 'em. When you move the pivot of an object in 3dsmax, the ipl still has the coordinates for the old pivot location so the object appears in the wrong place in-game. To fix this (without needing to mess around with ipls) simply import the original SA dff model to 3dsmax and making sure your new model has it's pivot in the exact same place as the old one. Modify tab > Affect Pivot Only is usefull here, Jestic prolly knows a more efficient way though. Great ! Thanks guys, now I need to fix the texture and I am ready! EDIT : Guys, can I put a backlight behind the logo? Like this : Edited September 17, 2014 by GrGTaGamer Link to comment Share on other sites More sharing options...
nyolc8 Posted September 17, 2014 Share Posted September 17, 2014 (edited) You can create "lighted" surfaces with vertex painting/shading. As I remember, diffuse light is for daytime, and specular light is for night time (atleast in zmodeler) Edited September 17, 2014 by nyolc8 Link to comment Share on other sites More sharing options...
cjfan_ Posted September 17, 2014 Author Share Posted September 17, 2014 You can create "lighted" surfaces with vertex painting/shading. As I remember, diffuse light is for daytime, and specular light is for night time (atleast in zmodeler) Well, I'm working with 3DS Max. Anyway, I did use vertex paint but it kinda works like a light, I want the 3D logo to be transparent-like. I'll try to set the material to glass or something. Link to comment Share on other sites More sharing options...
Frank.s Posted September 18, 2014 Share Posted September 18, 2014 Kams dff exporter won't export Night Vertex Colours so use Deniska's dff exporter instead (which also supports exporting whole maps worth of dffs automatically). http://gtaforums.com/topic/277798-3dmax-script-pack/ http://denis-malina.narod.ru/tools/gta_script_pack.zip In 3dsmax, it looks like this: Day Vertex Colours = Vertex Color Night Vertex Colours = Vertex Illumination ALMOST610 1 Link to comment Share on other sites More sharing options...
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