ThePedro004 Posted May 22 Share Posted May 22 (edited) These are the first steps to start modding GTA Definitive Edition, which from now on I will just call GTA:DE. Keep in mind that we are very early in the modding scene for this game, meaning that things can and will change frequently, this series of tutorials is meant to lay a solid foundation for modding the game, a starting point. So expect frequent changes. What you will need: Basically everything from the Utilities section of the Tutorials Index. Unreal Engine 4.26 (Download the EPIC Games Launcher and select EXACTLY version 4.26, which is the version of GTA Trilogy). Obviously, one of the games in the Definitive Trilogy. After you have downloaded everything, the first thing you should do is open UModel. Run umodel_gta_trilogy.exe. Click the "..." button to select a folder. You must select the directory for the paks in your game, in the case of GTA San Andreas is in GTA San Andreas - Definitive Edition\Gameface\Content\Paks. Select this folder and press OK. This is the file structure of the game, there is a lot in there, so take a look around. But first, click on the little arrow under Tools and go to Options. Up there you choose where to save the files you are going to extract. The rest of the options I recommend leaving as they are in the screenshot above, it will make it easier for future tutorials. Click OK. To extract something, just select the file from the list and click Export. It will ask you for the Unreal Engine version, select 4.26 and click Ok. In the example below, I have exported the file SM_colt45.uasset, located in Game\SanAndreas\Weapons. This format can be opened in Blender and exported to .OBJ. TIPS Here are some tips to find the file you want inside the game. Textures from gta3img are usually located in SanAndreas\Textures\gta3 (they are separated by categories) There is a magnifying glass at the top of the program, it only looks for files in the folder you are in (does not include subfolders) Naming Convention Files contain prefixes that indicate their type, examples: Textures start with T_ Static models start with SM_ Material instances begin with MI_ And so on, there is more information about this here. There are also suffixes on textures: Ended with _BC are Diffuse Maps Ended with _N are Normal Maps There are other types of suffixes, but we will get to those later. Há outros tipos de sufixos, mas falaremos deles mais pra frente. Next Tutorial: How to Replace Textures Back to the Tutorials Index Edited May 22 by ThePedro004 DeltaV20 1 Link to comment Share on other sites More sharing options...
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