Old 11-12-2009   #1
Vinny
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Mod conversion tutorial

Note: I do not take credit for writing this guide. The original is in Russian the link is here. The images are from his website.

You need Zmodeler2 2.2.1. build 961 - you can download at http://zmodeler2.com (suitable and free version)

First we need to download GTA4 Examples Pack - which we have finished version of the model Schafter, and all the necessary texture folder vehshare (vehicle.wtd, vehshare.wtd, vehshare_truck.wtd).
Next file - GTAIV_Textures.xml - put in the Install folder in the root of splinters.

Open splinter, go to Options \ Settings, open the window - select Services \ Textures - and added to the path to the folder vehshare from the archive. Now splinter all the necessary texture will catch automatically.



Chapter #1


Those who worked with the conversion of SA - many things will be familiar.
Chief dummis - model name (schafter.wft)
/
dummis chassis
/
hierarchy of the model itself

Virtually every detail must contain LOD level 1 ..- name details _L0, _L1
L0 - is the main part
L1 - detail at a distance of 15-20 meters. (Not more than 3000-5000 polygons)
L2 - the type Chassis_vlo in CA - optional - just enough chasisu, and headlamps. operates at a distance of 100 meters or more.

Every single detail - must contain its conflict [COL] - to the end of the details. Exception - lights.

Consider the details:
Every detail must include a parent dummis.



bonnet - parent dummis
/
bonnet_L0 - the very model of a cowl
bonnet_L1 - Lod model hood
bonnet [COL] - Competing models bonnet

IS the correct order (the number of model file is located at the bottom of the list should)

Doors:


door_dside_f - parent dummis
/
door_dside_f_L0 - the very model
door_dside_f_L1 - Lod model
window_lf - parent dummis driver's window in the door model.
/
--- window_lf_L0 - the very model of a window
--- window_lf_L1 - Lod model window
--- window_lf [COL] - Competing models of window
door_dside_f [COL] - Competing Models


Wheel:


wheel_lf
/
[wheelmesh_lf] - Wheel
[wheelmesh_lf_L1] - Lod wheel
wheel_lf [COL] - collision-wheel

Competing wheel is - a place of wheel mount and track width (conflict as a cylinder)
Note - the name of the wheels in square brackets - you can also add your own objects to the wheels (like shields \ drives - also in square brackets.

Parts List

chassis - frame of the car.
bonnet - hood
boot - trunk
door_dside_f - driver's door (the front on the left side)
door_dside_r - second on the left side
door_pside_f - passenger door (the front on the right side)
door_pside_r - passenger door on the starboard
bumper_f - front bumper
bumper_r - rear bumper
wing_lf - left front fender
wing_rf - right front fender
windscreen - windshield
windscreen_r - Rear Window
hub_lf - left front brake pads disc
hub_rf - The right front brake pads disc
hub_lr - brake pads left rear drive
hub_rr - brake pads right rear drive
suspension_lf - left front suspension
suspension_rf - right front suspension
suspension_lm - left middle suspension
suspension_rm - right middle suspension
suspension_lr - left rear suspension
suspension_rr - right rear suspension
transmission_f - front axle
transmission_m - Medium bridge
transmission_r - rear axle
bodyshell - bodywork
wheel_lf - left front wheel
wheel_rf - right front wheel
wheel_lm - Left middle wheel
wheel_rm - right middle wheel
wheel_lr - the left rear wheel
wheel_rr - right rear wheel
extra1-9 - extras model (if the extras inside moving parts .. talk kol.fayly to extreme not needed)
misc_a, b, c, d, e - the details of the type or any details are attached, glasses (at the door or the back - also contain the conflict and lody)

Lights


headlight_l, r - headlights
taillight_l, r - rear lights
indicator_lf, rf - the front turn signals
indicator_lr, rr - rear turn signals
brakelight_l, r - stopsignaly
reverselight_l, r - rear lights

Dummis


engine - the location of the engine in the car - affects the damage to the engine.
exhaust, exhaust_2 - exhausts
overheat, overheat_2 - overheating engine (where the smoke goes with injuries)
interiorlight - light in the cabin
petroltank - fuel tank at the trucks.
seat_dside_f, pside_f - the location of the front passengers
seat_dside_r, pside_r - the location of the rear passengers

Chapter #2


Conflict - created from primitives (cubes, cylinders) - should not contain 2x outside edges or not skleinyh vertices. Also be otnormalena, UV mapping is not needed (use default material).

Chassis [COL] - "may contain several objects in trucks, in cars rather than one.
Conflict - should have spetsif.nastroyki on his every polygon - ID
Customize it can - switching to (Faces)-Face - button 3, and selecting a specific range of vibrations of the model.
- Right-click Propeties \ External State \ ID

2 - be exposed to ground through which they could injure or even kill. - Used for front and rear windows and doors ...
79 - The metallic range - which should remain the traces of bullets - used in almost all kol.faylah.
80 - Plastic ground - which must remain traces of bullets - unknown use
135, 136 - glass breaks from a single shot - used in a conflict of door glasses and glasses in the board machines.
137 - glass breaks on a few shots - used to competing rear window.
138 - Glass is not broken by the shots - is used for collision windshield.



Also in the box Propeties - have checked User Defined (mode only objects -4) - a set with MASS - the mass in kilograms deystvuschaya the weight of the vehicle (for example, if you have extras in the form of a heavy load in the back .. you can specify the weight of the load -- acc mass the model Kol.faylom extras



Options:

chassis [COL] - the whole body 79, except for doors and windows seats = 2.
COL all other details must be 79. except the Dwarf. glasses.

Local axis dummisov - should be located in the center - the alleged mass object. (axis should not be dependent on parents).

Dummisy:

Just as in SA - all items must have local axis - the same about their parents Dumisa (using Display \ Local Axis \ Reset To parent to 2 parameters Offset, Orientation).



Dummisy moving parts: bonnet, boot, door - should have the type of areas - in dop.svoystvah Propeties - have checked User Defined - in which they have given rotation angle (at the door he was from 0 to 71 degrees) in the hood and trunk - opening angle minus - a negative rotation, plus - positive.



Chapter #3


For correct display of all parameters of texture - all the details should have the following settings:



In contrast to the CA - the material here - the name and type of the shader (but not the name of the texture as before)

Also in the rollout Extensions \ User Defined - indicates spetsif.nastroyki each material (gloss, reflection, bump, dirt i.t.p.)
Let them take a closer:

paint1 (the color of the car with the possibility of using metallic tint).
Texture 1: - use a standard texture vehicle_generic_smallspecmap - type GTA: Texture, UV # 1 (main body texture paint - 1 channel)
Texture 2: - use a standard texture mud vehicle_genericmud_car - type GTA: Dirt / Mud / Reflection, UV # 2 (the texture of mud - 2 channel)
Texture: 3 - specularite use the standard for this shader, texture vehicle_generic_alloy_silver_spec - type GTA: Specular, UV # 1. (main texture specularite - 1 channel)
To create the effect Metalika - need remapit body .. that appeared a little noise - about zataylit .. 10 times. - Acc you see all the changes the texture, since they are both - 1 channel.



paint2 (color of the car).
Texture 1: - use a standard texture vehicle_generic_smallspecmap - type GTA: Texture, UV # 1 (main body texture paint - 1 channel)
Texture 2: - use a standard texture mud vehicle_genericmud_car - type GTA: Dirt / Mud / Reflection, UV # 1 (the main texture of the mud - 1 channel)
Texture: 3 - specularite use the standard for this shader, texture vehicle_generic_alloy_silver_spec - type GTA: Specular, UV # 1. (main texture specularite - 1 channel)

Pay attention - that the type of the shader - the mud is used the first channel .. acc reteksturit body will have to 1 channel, not 2mu.



paint3 - use to create Dekalim to the vehicle

Texture 1: - use a standard texture vehicle_generic_smallspecmap - type GTA: Texture, UV # 1 (main body texture paint - 1 channel)
Texture 2: - use the texture of Dean - the type of GTA: Texture, UV # 2
Texture 3: - use a standard texture mud vehicle_genericmud_car - type GTA: Dirt / Mud / Reflection, UV # 1 (the main texture of the mud - 1 channel)
Texture 4: - specularite use the standard for this shader, texture vehicle_generic_smallspecmap - type GTA: Specular, UV # 1. (main texture specularite - 1 channel)



mesh (frame, metal parts of the car)
Texture 1: - use your texture - the type GTA: Texture, UV # 1 (main texture - 1 channel)
Texture 2: - use a standard texture mud vehicle_genericmud_car (truck) - type of GTA: Dirt / Mud / Reflection, UV # 2 (the texture of mud - 2 channel)
Texture 3: - use a standard or your normal map texture - the type GTA: BumpMap, UV # 1 (main normal map texture - 1 channel)
Texture 4: - use a standard or your texture specularite for the main texture vehicle_generic_detail_spec - type GTA: Specular, UV # 1.



shuts (door seams)

Texture 1: - main texture for this vehicle_generic_doorshut - type GTA: Texture, UV # 1
Texture 2: - use a standard or your normal map texture - the type GTA: BumpMap, UV # 1 (main normal map texture - 1 channel)
Texture 3: use the standard specularite vehicle_generic_smallspecmap - type GTA: Specular, UV # 1



badges (badges)

Texture 1: - main textures - the type GTA: Texture, UV # 1
Texture 2: - use a standard or your normal map texture - the type GTA: BumpMap, UV # 1
Texture 3: - use standard specularite vehicle_generic_smallspecmap - type GTA: Specular, UV # 1
Texture 4: The texture of reflection - usually vehicleenvmap128 - such as GTA: Dirt / Mud / Reflection, Auto Sphere Environment UV



lights (vehglass) - External glass car

Texture 1: - the main texture of glass for example - vehicle_generic_glasswindows2 - type GTA: Texture, UV # 1
Texture 2: - the basic texture of glass such as dirt - vehicle_generic_glassdirt - type GTA: Dirt / Mud / Reflection, UV # 2
Texture 3: - use standard specularite vehicle_generic_smallspecmap - type GTA: Specular, UV # 1
Texture 4: The texture of reflection - usually vehicleenvmap128 - such as GTA: Dirt / Mud / Reflection, Auto Sphere Environment UV



vehglass - inside car windows, and glass headlights.

Texture 1: - the main texture of glass for example - vehicle_generic_glasswindows2 - type GTA: Texture, UV # 1
Texture 2: - the basic texture of glass such as dirt - vehicle_generic_glassdirt - type GTA: Dirt / Mud / Reflection, UV # 2
Texture 3: - use standard specularite vehicle_generic_smallspecmap - type GTA: Specular, UV # 1
Texture 4: The texture of reflection - usually vehicleenvmap128 - such as GTA: Dirt / Mud / Reflection, Auto Sphere Environment UV

lightmessive - material glow lamps (uses HDR effect)

Texture 1: - the main texture lights - the type of GTA: Texture, UV # 1
Texture 2: - the basic texture of dirt car - vehicle_genericmud_car - type GTA: Dirt / Mud / Reflection, UV # 2
Texture 3: - use standard specularite vehicle_generic_smallspecmap - type GTA: Specular, UV # 1
Texture 4: The texture of reflection - usually vehicleenvmap128 - such as GTA: Dirt / Mud / Reflection, Auto Sphere Environment UV



tire - tire material and discs.

Texture 1: - use the texture of the disk - preferably a standard vehicle_generic_tyrewallblack - type GTA: Texture, UV # 1 (main texture - 1 channel)
Texture 2: - use a standard texture mud tires vehicle_generic_tyrewall_dirt - type GTA: Dirt / Mud / Reflection, UV # 1 (the main texture of the mud - 1 channel)
Texture 3: - use a standard or your normal map texture tires vehicle_generic_tyrewall_normal - type GTA: BumpMap, UV # 1 (normal map texture - 1 channel)
Texture 4: - use a standard or your texture specularite for tires vehicle_generic_tyrewall_spec - type GTA: Specular, UV # 1.



The texture of the dirt: - it is important all the details you need to have 2 UV channel.
Select the desired polygons - include Select Mode (the gap), enables a mode peaks - poke - Surface \ mapping \ Edit UV
Select Generate New, 2 UV Shannel. texture as we like.

In the shaders paint2, tire - mud used 1 UV channelom - for this being the first texture of the dirt - and remapim model as we need, then return back and Texture Ask us correct the mud.


Pristavochka [CLR: 1] - [CLR: 2] - [CLR: 4] - means that the material can perekrashivatsya colors 1,2,4 (3rd color in carcols - the color of specular)
Pristavochka [CLR: 3] - not used

Name shaders: - There should be strict

mesh, interior2, tire i.t.p. ,

mesh
mesh
interior2 [CLR: 2]
interior2 [CLR: 2]
paint1 [CLR: 1]

but for convenience, you can use these options (ie type of shader must be written in the end of the name)

front_rear mesh
underside mesh
seats1 interior2 [CLR: 2]
dashboard interior2 [CLR: 2]
Left and right side paint1 [CLR: 1].
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Old 11-14-2009   #2
rappo
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sweet, this is the tutorial i was in the process of translating - i got like 1/3 the way through and didnt have the patience anymore Thanks for posting!
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Old 11-14-2009   #3
Vinny
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No problem! I saw it from the thread you posted in and thought I would do it for you.
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Old 07-01-2010   #4
onclsam13
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I Am french sorry for mi bad english
I want a person who export WFT know I created a new formula for a GTAIV I managed to import it and the meter has a scale, but now he must "export", and I do not understand how then it someone was able to do it well on this great clenched clenched person involved in the project.

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Old 07-06-2010   #5
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Would you be able to convert a car from GTA III to GTA IV using this?
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