Kilowog01 Posted November 18, 2021 Share Posted November 18, 2021 (edited) How can I repeat this with peds 3d models? where are they located? how do i identify them? Edited November 18, 2021 by Kilowog01 Link to comment Share on other sites More sharing options...
Uzzi47 Posted November 19, 2021 Share Posted November 19, 2021 (edited) 14 hours ago, Kilowog01 said: How can I repeat this with peds 3d models? where are they located? how do i identify them? Peds are named just like in the original game with the "SK_" prefix for example Ryder is SK_csryder.uasset. Cutscene characters are located in: /Game/SanAndreas/Cutscene/Characters/ and Peds in: /Game/SanAndreas/Characters/Peds/ Edited November 19, 2021 by Uzzi47 Link to comment Share on other sites More sharing options...
D-Tunez Posted November 19, 2021 Share Posted November 19, 2021 I also constantly get Exported 0/0 objects in 0.0 sec Not on every file though. I exported a texture and that worked fine. When I try to export a streetlight (uasset) then it happens Link to comment Share on other sites More sharing options...
Chris S Posted November 20, 2021 Share Posted November 20, 2021 18 hours ago, Uzzi47 said: Peds are named just like in the original game with the "SK_" prefix for example Ryder is SK_csryder.uasset. Cutscene characters are located in: /Game/SanAndreas/Cutscene/Characters/ and Peds in: /Game/SanAndreas/Characters/Peds/ And Car Models? It seems they have multiple locations, wheels in one, interior in another, bodyshell etc. Link to comment Share on other sites More sharing options...
Uzzi47 Posted November 20, 2021 Share Posted November 20, 2021 (edited) 5 hours ago, Chris S said: And Car Models? It seems they have multiple locations, wheels in one, interior in another, bodyshell etc. Cars have "SKR_" prefix followed my their name from the original game. For example Greenwood is SKR_greenwoo.uasset. And the wheel is a separated model with this name structure: "SM_greenwoo_wheel.uasset They are in: /Game/SanAndreas/Vehicles/ Edited November 20, 2021 by Uzzi47 Chris S 1 Link to comment Share on other sites More sharing options...
fnavas00 Posted November 20, 2021 Share Posted November 20, 2021 Is it possible to mipmap the the textures like this? How would I go about that? Link to comment Share on other sites More sharing options...
Chris S Posted November 21, 2021 Share Posted November 21, 2021 20 hours ago, Uzzi47 said: Cars have "SKR_" prefix followed my their name from the original game. For example Greenwood is SKR_greenwoo.uasset. And the wheel is a separated model with this name structure: "SM_greenwoo_wheel.uasset They are in: /Game/SanAndreas/Vehicles/ ok great but i need to research more im coming from gta 5 this is very different. i found .bin files i gotta find out how to import them and what the shaders are Uzzi47 1 Link to comment Share on other sites More sharing options...
YIbnuN Posted November 22, 2021 Share Posted November 22, 2021 anyone knows what the suffixes mean? like BC is for albedo, N is for normal etc? Link to comment Share on other sites More sharing options...
Usakli Posted November 22, 2021 Share Posted November 22, 2021 On 15.11.2021 at 12:06, ThirteenAG said: How can I convert png file to uasset? Link to comment Share on other sites More sharing options...
Uzzi47 Posted November 22, 2021 Share Posted November 22, 2021 7 hours ago, Usakli said: How can I convert png file to uasset? Folllow the tutorial, you gotta cook it with Unreal Engine. Usakli 1 Link to comment Share on other sites More sharing options...
Usakli Posted November 23, 2021 Share Posted November 23, 2021 13 hours ago, Uzzi47 said: Folllow the tutorial, you gotta cook it with Unreal Engine. I downloading now UE but it's too big. I will make a very small mod, is there easier way? Link to comment Share on other sites More sharing options...
Uzzi47 Posted November 23, 2021 Share Posted November 23, 2021 (edited) 1 hour ago, Usakli said: I downloading now UE but it's too big. I will make a very small mod, is there easier way? For now, this seems to be the only way. Let's hope we'll have smaller and easier tools in the future for this game. Edited November 23, 2021 by Uzzi47 Usakli 1 Link to comment Share on other sites More sharing options...
Usakli Posted November 23, 2021 Share Posted November 23, 2021 4 hours ago, Uzzi47 said: For now, this seems to be the only way. Let's hope we'll have smaller and easier tools in the future for this game. I complete my mod now, I will share tomorrow, thanks for all Uzzi47 1 Link to comment Share on other sites More sharing options...
YufflesGaming Posted November 25, 2021 Share Posted November 25, 2021 Nice man Link to comment Share on other sites More sharing options...
fnavas00 Posted November 26, 2021 Share Posted November 26, 2021 is there a way to export the 3d models? Link to comment Share on other sites More sharing options...
Uzzi47 Posted November 26, 2021 Share Posted November 26, 2021 4 hours ago, fnavas00 said: is there a way to export the 3d models? Just like the textures. Open Umodel and search for SK_/SM_/SKR_ files, those are the 3D models, and export them as ActorX (psk). Then u can import it in 3DS Max using ActorX Importer. fnavas00 1 Link to comment Share on other sites More sharing options...
fnavas00 Posted November 27, 2021 Share Posted November 27, 2021 (edited) Im wanting to create a texture mod for the default CJ outfit using this method but the textures I use are a little larger.. does the size and aspect ration have to remain the same for this to work? also, how can I use maps for roughness, metallic, ambient occlusion? Im not really familiar with UE4... Nevermind... figured it out Edited November 27, 2021 by fnavas00 update Uzzi47 1 Link to comment Share on other sites More sharing options...
fnavas00 Posted November 27, 2021 Share Posted November 27, 2021 (edited) I know I dont have to put it in .pak form to get this to work on my game, but say I want to make my textures into a mod to submit to a website. How can I get into .pak and have it work properly? Edited November 27, 2021 by fnavas00 Link to comment Share on other sites More sharing options...
TheYoshiPunch Posted November 30, 2021 Share Posted November 30, 2021 Hello, I'm to new to this how do extract radar map textures not the icons it already been done? i try to extract it doesn't work, do i need another program to work. Link to comment Share on other sites More sharing options...
OrphicNinja Posted November 30, 2021 Share Posted November 30, 2021 3 minutes ago, TheYoshiPunch said: Hello, I'm to new to this how do extract radar map textures not the icons it already been done? i try to extract it doesn't work, do i need another program to work. The radar is a camera just pointing at models of the map and uses materials. Heres how you can edit the map: https://www.youtube.com/watch?v=vDoMKkgx5hc Link to comment Share on other sites More sharing options...
Agent171382 Posted November 30, 2021 Share Posted November 30, 2021 is there any tutorial post about editing gta sa:de 3d models? On 11/26/2021 at 4:37 PM, Uzzi47 said: Just like the textures. Open Umodel and search for SK_/SM_/SKR_ files, those are the 3D models, and export them as ActorX (psk). Then u can import it in 3DS Max using ActorX Importer. is there any tutorial post about editing gta sa:de 3d models? Link to comment Share on other sites More sharing options...
crocket88 Posted December 1, 2021 Share Posted December 1, 2021 hi, an issue on my - I'm trying to edit cj face texture after exporting it from Umodel - I have edit the png (texture+normal) and then cook it with uengine - but as an output I get only the uasset files, and not the ubulk and uexp files like in your guide. what steps am I missing? Link to comment Share on other sites More sharing options...
TheOne2021 Posted December 10, 2021 Share Posted December 10, 2021 Also some one know how i can fix this in Unreal Engine Editor 4.26 when import the Extracted from PAKs? Code: LogLinker: Warning: Failed to read package file summary, the file "O:/Unreal/TestProjects/GTA III Definitive Edition/Gameface/Content/GTA3\Maps\GTA3World\GTA3World.umap" is unversioned and we cannot safely load unversioned files in the editor. LogAssetRegistry: Error: Package O:/Unreal/TestProjects/GTA III Definitive Edition/Gameface/Content/GTA3\Maps\GTA3World\GTA3World.umap is too old can open the maps and so on of GTA and mod them thank you so much Link to comment Share on other sites More sharing options...
John_TestosterTron Posted December 18, 2021 Share Posted December 18, 2021 (edited) Old story, new guy. I did exactly as the tutorial asks, got the png's of the textures, edited them, made normal maps, put them into Unreal 4.26.2, cook the files and I don't get the .ubulk files in the content folder; I find them under Saved/Cooked/WindowsNoEditor/modname/Content and whenever I put the files into the Gameface/Content/SanAndreas/Textures/player as the tutorial states and try to load my game it gives me the "Corrupt data found, please verify your installation." error and freezes my game. could someone tell me what I'm doing wrong? EDIT: I'm stupid and didn't goto the right folder it's working now. have this photo of me to make up for my wrong doing. Edited December 18, 2021 by John_TestosterTron I'm stupid Link to comment Share on other sites More sharing options...
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