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Does anyone know how to create building neon?


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If you're using Max, yes. I would create them using splines and path deform modifier. It's used a lot for procedurally generating roads, paths and many more things. It retains the UV mapping and direction and follows when deformed, so it's super handy workflow for creating roads and also neons as you shown.

 

If you apply an Editable Poly modifier you'll be able to convert a selection of edges into a spline with "create line from edge selection" or however the function is named. It can be useful if you can't be bothered making spline yourself. Then just apply a PathDeform modifier on your plane (which should have enough geometry to bend with the corners of the spline) and select your spline as the path.

 

The texture itself is just a horizontal rectangle with a gradient fade from its center to top/bottom of the image.

Edited by Tut Greco
22 minutes ago, Tut Greco said:

If you're using Max, yes. I would create them using splines and path deform modifier. It's used a lot for procedurally generating roads, paths and many more things. It retains the UV mapping and direction and follows when deformed, so it's super handy workflow for creating roads and also neons as you shown.

 

If you apply an Editable Poly modifier you'll be able to convert a selection of edges into a spline with "create line from edge selection" or however the function is named. It can be useful if you can't be bothered making spline yourself. Then just apply a PathDeform modifier on your plane (which should have enough geometry to bend with the corners of the spline) and select your spline as the path.

 

The texture itself is just a horizontal rectangle with a gradient fade from its center to top/bottom of the image.

So just create model and texture?

don‘t need to make 2dfx or something else?

7 hours ago, Akiri said:

So just create model and texture?

don‘t need to make 2dfx or something else?

I don't think you need 2dfx for neons. You'll have to use timed object function but besides that, I don't know anything else that you need to do the job.

1 hour ago, ZAZ said:

the other way is to put a chain of lights into a tube

sorry I don't get it very clear

 

So creating neon is modeling→texture→and make it a time object,right?

no need to apply omni or 2dfx?  

just need to make the vertex color bright at nigh,are these the creating steps?

2 hours ago, Akiri said:

sorry I don't get it very clear

a collection of light omnis inside (partially transparent objects)

i made some test neons, it's Goldkillers method, he made these neons for PMC

i don't know Tut Grecos method

  • 3 weeks later...
On 7/26/2020 at 3:57 AM, Tut Greco said:

I don't think you need 2dfx for neons. You'll have to use timed object function but besides that, I don't know anything else that you need to do the job.

I put the neon dff the it's texture txd into gta3.img

But when I view it in med map editor,the texture is showing dimly and wrongly.

and If I save the editing of map,the game just crash when I finished loading

pleeeease help

3 hours ago, Akiri said:

I put the neon dff the it's texture txd into gta3.img

But when I view it in med map editor,the texture is showing dimly and wrongly.

and If I save the editing of map,the game just crash when I finished loading

pleeeease help

Hi,

Please send sample files for us to look at.

When you say that it looks dim, do you mean that it's dark? How is it supposed to look? Do you have images from 3ds Max showing the model in its expected state?

35 minutes ago, Tut Greco said:

Hi,

Please send sample files for us to look at.

When you say that it looks dim, do you mean that it's dark? How is it supposed to look? Do you have images from 3ds Max showing the model in its expected state?

OK here is what I did

 

first I create a plane in 3DSMAX and convert it to editable poly

qq20200817045528_by_chipachipy_de3e6oy-f

then I give GTA MATERIAL texture to it:

qq20200817045701_by_chipachipy_de3e6qh-f

then export it as a GTASA model,here is my selections of kam's script:

qq20200817045738_by_chipachipy_de3e6sx-f

and then create a TXD file which include a png texture,the texture's compressing method is DXT3:

de3e6to-127bae5e-7e3b-405c-8bff-9f25424a

then add it to MED MAP EDITOR,here is my ide selections:

qq20200817050039_by_chipachipy_de3e6uh-f

this time it looks not bad now,but it still look dim,maybe I set the vertex color brightness too low:

qq20200817050456_by_chipachipy_de3e6vm-f

and then save the edited map...

BUT in the end my game just crash after loading,I don't know why,pleeeeease help me😱

 

 

 

 

here is samply files link:

https://drive.google.com/file/d/1--Zi6cB5pP95hmwKU1wwO6Zud96OnaF0/view?usp=sharing

Edited by Akiri
54 minutes ago, ZAZ said:

did you install a collisions model?

123.col ?

I didn't install,I clicked "skip col"

 

 

-----------------------------------

And I tried create a col model and apply it to dff file with kam's script a minute ago,but my game still crash after loading😅

clicked "skip col", this is ok to make dff

but a coll model is required to make your model work ingame

every model must have a collisions model (excepted LOD models when installed correct)

 

make col model: select model in 3d max and use 3dmax export function and export it as 123.3ds

then install Collision File Editor II

start Collision File Editor II

click File > New

then click Edit > Add... and select your 123.3ds

then save the file as 123.col

this 123.col is a container that can have multiple collisions models

Now the 123.col should contain a coll model with name: 123

 

Put 123.col into modloader folder or import it into an IMG archiv

 

The col files (container) can have any name

Important is: every object model MUST have a collisions model with same name as the existing dff model inside of any col file

 

Vehicles have also a coll model, which is implemented inside the dff

When you export a vehicle.dff with Kam's script, then it needs to select a dummy vehicle dff to assigne the coll model

With ZModeler you can edit and im/export the vehicle coll directly

 

Charackter models have a collisions model assigned by exe, no way to edit

 

 

Edited by ZAZ
  • Like 2
19 hours ago, ZAZ said:

clicked "skip col", this is ok to make dff

but a coll model is required to make your model work ingame

every model must have a collisions model (excepted LOD models when installed correct)

 

make col model: select model in 3d max and use 3dmax export function and export it as 123.3ds

then install Collision File Editor II

start Collision File Editor II

click File > New

then click Edit > Add... and select your 123.3ds

then save the file as 123.col

this 123.col is a container that can have multiple collisions models

Now the 123.col should contain a coll model with name: 123

 

Put 123.col into modloader folder or import it into an IMG archiv

 

The col files (container) can have any name

Important is: every object model MUST have a collisions model with same name as the existing dff model inside of any col file

 

Vehicles have also a coll model, which is implemented inside the dff

When you export a vehicle.dff with Kam's script, then it needs to select a dummy vehicle dff to assigne the coll model

With ZModeler you can edit and im/export the vehicle coll directly

 

Charackter models have a collisions model assigned by exe, no way to edit

 

 

big thanks,now I can succesfully enter game and see the neon texture,but it is always flickering at a very high speed,I tried change the compression method from DXT3 to DXT5 but not work.

could you please help me with this,thanks!

 

here is the video:please watch at 60 fps

 

 

Edited by Akiri

It looks like the LOD might be overlapping the faces of the high detail model. Can you please try either removing the LOD or moving the LOD's vertices a bit back in Y axis (so it stands a bit behind the high detail model). This should work.

@Akiri

1 hour ago, Tut98 said:

It looks like the LOD might be overlapping the faces of the high detail model. Can you please try either removing the LOD or moving the LOD's vertices a bit back in Y axis (so it stands a bit behind the high detail model). This should work.

@Akiri

it's indeed lod's problem,I removed LOD and it doesn't flicker anymore.

thank you so much!

On 18/8/2020 at 01.49, ZAZ said:

mengklik "lewati col", tidak apa-apa untuk membuat dff

tetapi model coll diperlukan untuk membuat model Anda berfungsi dalam game

setiap model harus memiliki model tabrakan (dikecualikan model LOD jika dipasang dengan benar)

 

make model col: pilih model dalam 3d max dan gunakan fungsi ekspor 3dmax dan ekspor sebagai 123.3ds

kemudian instal Collision File Editor II

mulai Collision File Editor II

klik File> Baru

kemudian klik Edit> Add ... dan pilih 123.3ds Anda

kemudian simpan file tersebut sebagai 123.col

123.col ini adalah wadah yang dapat memiliki beberapa model tabrakan

Sekarang 123.col harus berisi model coll dengan nama: 123

 

Masukkan 123.col ke dalam folder modloader atau impor ke arsip IMG

 

File col (container) dapat memiliki nama apa saja

Penting adalah: setiap model objek HARUS memiliki model tabrakan dengan nama yang sama dengan model dff yang ada di dalam file col mana pun

 

Kendaraan juga memiliki model coll, yang diimplementasikan di dalam dff

Saat Anda mengekspor vehicle.dff dengan skrip Kam, maka perlu memilih dummy kendaraan tiruan untuk menetapkan model coll

Dengan ZModeler Anda dapat mengedit dan mengimpor kendaraan secara langsung

 

Model Charackter memiliki model tabrakan yang ditetapkan oleh exe, tidak ada cara untuk mengedit

 

 

sorry, i'm talking off topic.
can you help me need UV Animation

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