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GTA San Andreas cutscene weapon model not moving


LeatherJacketSoldier
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LeatherJacketSoldier

Hello there!

 

I've just signed up to GTAForums (sorry if my grammar isn't perfect, I'm Argentinian), because I looked all over the web and couldn't find anyone with the same problem. I'll try not to generalize (e.g. saying "a cutscene model" instead of "the Desert Eagle cutscene model"), to avoid explaining things in more replies than necessary. Well, what I want to do is replace the Desert Eagle cutscene model in GTA San Andreas for a revolver model originally designed for GTA Vice City (not the original Python, one I found in the web, the S&W M1917, though this is merely informative). I've managed by using 3D Studio Max and KAM's scripts to use the revolver model in-game, succesfully, but the problem comes when I try to edit the cutscene model. At this point I should clarify what software I'm using:

. Windows 7 Professional 32-bit (I've got possibly the worst netbook in the whole multiverse, and it's 32-bit, but amazingly it runs 3DS Max and GTA SA)

. 3D Studio Max 2009

. KAM's GTA Scripts (2018, "modified by Goldfish")

I couldn't use any other DFF Importer/Exporter because every plugin I try to use, though it matches my 3DS Max version (and yes, I used the x86 plugins, to solve any of your potential doubts), can't initialize, as shown in image 1:

poJ9bc0Ap

 

Well, that leaves me, for now, with KAM's scripts. Following steps from 1 to 4 of "https://forum.mixmods.com.br/f300-tutorial/t5499-how-to-convert-models-to-cutscene-weapons-cars-cha", I think I did a major part of the work, but I can't get on with step 5 because KAM's scripts don't have the options under "Animation" (if they do, please tell me where such options are). I couldn't export the dff normally, because when I tried to do so this window popped up (another data: I also do, before exporting, click on Reset XForm, then select the whole model, then click "Reset selected", but I don't know what does that do anyway, just saw it in many guides), in image 2:

pnk0iiFop

 

Then, against my will, I've been forced to link hierarchies in Graph Editors>New Schematic. Okay, now I've exported the dff, and loaded it into cutscene.img (note that the corresponding txd was loaded too ages ago, I used the same one from the in-game model, because the unused files like the gun icon and muzzle texture don't cause trouble as they aren't necessary to load the model), and started the game. As you can see, there's no trouble with the in-game model, as shown in image 3:

pn5JOm1bp

 

After several game crashes when I tried to load the second cutscene of End of the Line (the one where Sweet loads his Desert Eagle), I followed the solution of the problem "If the model is stopped in the air", which allowed me to watch the cutscene but... Sweet was playing with an invisible gun, just like we all did when we were kids (ahh, the memories...). Here, in image 4:

poT8wOz9p

 

Well, via cheats (the famous BAGUVIX, to make it faster), I found out after smoking Smoke that the revolver WAS there, indeed, but it was stationary on the floor near Smoke's corpse, and the textures were messed up: only the wooden grips are loaded correctly. You can clearly see it in image 5:

pokELqWSp

 

(Yeah, I'm playing in spanish because I'm editing american.gxt, for a whole pro Latin-American project that in a few months, probably 2 or 3, will be in a forum like this for those Latin-Americans who have trouble reading in english and find Spain spanish extremely annoying)

Well, returning to the subject, I want to know if there's a way to fix the textures and the evident "paralysis" of the cutscene model, or if I have to use another dff Importer/Exporter, tell me how to do it, because I almost gave up trying to make it work. "Salutations, my sibling." - Zero

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BrainDeadRaven

1) Like where your project is going

2) I'm NOT a model expert

 

but have you tried exporting from a different modeling program? Also, the version of the format might be something to look at? Try from Blender, cause its another program to try from and its free.

 

Good luck

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LeatherJacketSoldier
44 minutes ago, BrainDeadRaven said:

1) Like where your project is going

2) I'm NOT a model expert

 

but have you tried exporting from a different modeling program? Also, the version of the format might be something to look at? Try from Blender, cause its another program to try from and its free.

 

Good luck

Thanks, I'll try Blender, I was reluctant at first because I thought 3DS Max scripts wouldn't work on Blender. If it works (or not), I'll write it here in a reply, but in the meanwhile I'd appreciate if anyone has another solution to offer.

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22 minutes ago, LeatherJacketSoldier said:

Blender

0F3mlKI.png

Worked flawlessly with DragonFF.

Just have to make sure its rigged right with the bone and stuff.

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LeatherJacketSoldier

Thanks for your help, I borrowed for a while a 64-bit computer, way better than mine, but even on this one a complaining Blender told me my graphics card wasn't too "updated" to run the program (typical of an Apple device, if you know what I mean). So I tried installing the 64-bit version of 3DS Max on the PC. Amazingly, the 64-bit plugin (from the dff Importer/Exporter plugins) did work, and I could then complete the steps on the tutorial I linked in the first post. Well, what I really did was mix those steps with these ones: "https://gtaforums.com/topic/397248-the-simplest-rigging-tutorial-ever/", all bypassing the part of using KAM's scripts (I used the dff Importer/Exporter given by the tutorial in the first post, which happens to be here in GTAForums). I ran into another trouble now: the model moves properly and is in the right place, even the color of the revolver's frame is much better than that of the in-game (I don't know how the h*ll did I do it, but I'll give it a second try at editing the in-game model), but the end of the barrel stretches to its right side and mess the textures up. Let's continue with the numeration, being this image 6:

pn8a0k72p

 

I tried looking at "Fixing bugs" step in the GTAForums tutorial above, which says "make sure every vertex is linked to the right bone", but there are 5927 vertices to check... And I don't feel like "chopping my balls off and hanging them on the wall, and not exactly in that order", like J. D. O'Toole said in GTA LCS. Because at first, like the GTAForums tutorial said, I tried to check out Creative_Madman's tutorial for rigging, but he stored it in his webpage and that webpage no longer exists. And if you look at his profile, his last visit was in 2010, so I don't think he's kind of active any more.

I'm looking forward to a bit more of your help, thanks a lot for the help you've given me already (specially for the rigging part, until I saw that I didn't think it was absolutely required).

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LeatherJacketSoldier

"Finally! It works!" - Zero

Image 7:

pmyS0rG0p

 

For the ones looking for a solution to this problem, this is what I did: I followed the tutorial the last way I posted, but this time instead of the original Desert Eagle cutscene model I used the original "Colt M1911" (it's too far from being a M1911, magazine and caliber match to those of the Glock 17, but I don't know what kind of sh*t had in mind whoever designed the model back then, so I don't even know what pistol is it anyway) cutscene model, which lacked of one dummy (that's what 3DS Max calls it, it was Spine1, if I remember it right). Well, from this state all I had left to do was re-adjust JUST THE PIVOT'S (NOT THE WHOLE MODEL'S, OR YOU'LL HAVE A SERIOUS HEADACHE TRYING TO MAKE IT WORK) position an rotation. 0,005 for X axis and 15° for "Y axis" worked for me, though this was strictly for "my" model (I should say the model I wanted to put in the cutscenes). And a last thing, DON'T USE RESET XFORM>RESET SELECTED, this will reset the pivot to its original state. Another note: the pivot I'm speaking of is the model's pivot, if you try to mess with any dummy's pivot, that's what you'll get: a mess. If you follow my instructions, then you'll have the nice result shown in image 8:

pnTxs0nmp

 

In case you came right to the last post just to find the solution, and are wondering why I'm torturing myself and playing with spanish.gxt instead of american.gxt, you can solve your doubts by taking a couple o' minutes to read the first post: I'm working over american.gxt right now.

 

CONCLUSION!!!

If you are trying to replace the Desert Eagle cutscene model, AVOID USING THE ORIGINAL CUTSCENE MODEL TO DO SO AT ALL COSTS!! Use instead any other handgun, cscolt45.dff worked for me. If you find by chance the rwio 3.3 plugins, 32-bit ones won't work (when I'm in the mood, I'll look for that post and I'll warn there that the 32-bit plugins ain't working, or at least the 2009 one).

 

Hope you can find this information helpful, LeatherJacketSoldier salutes you. 

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