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Tut

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Everything posted by Tut

  1. Models with high poly counts produce the best quality prelighting, although high poly is far from necessary. Models with low poly do looks stunning, but adding a bit more geometry at the light-affected areas by subdividing the mesh can give decent results even at low poly counts. Doing this, you might spare your customers from having to utilise lighting shaders. I wish you luck with the business, please don't consider the messages hateful, it's meant as constructive feedback!
  2. Yeah prelighting/vertex lighting or however you call it
  3. This looks very interesting - nice job! May I suggest adding vertex lighting to your models? It'll do wonders I'm sure. Have a look at how much it helped bringing mood into a CS map I was tweaking
  4. Tut

    Collisions

    Introduction A collision model is used by the game to understand the impact between two entities to then calculate physics. These models are physical based, opposed to game models which are visual based. A collision model can generate particles when interacted with by being assigned surface materials. This guide is 3D modeling based and does not cover any procedures that require scripting. Table of Contents Importing collision models from the base game Patching and correcting default game collisions Primitives and why they're beneficial General limitations Surface materials Volumetric shadows Vehicle collisions Importing collision models from the base game Collision files from the base game are stored in large collision archives. These archives have the ability to stores numerous collision files, although custom archives aren't compatible with MTA. In order to find these files, it is recommended to have extracted all game models. Reading the section Extracting game assets on this thread is necessary as a first step. An easy way of extracting all game collisions is to extract entire gta3.img into a new folder. Then, run Steve M's Collision Editor and import all .col files stored in the new folder. Once imported, select all contents and right click -> export single collisions to yet another new folder. This folder will now contain all collisions from gta3.img, with the same name as their .dff model. This makes it easy to make adjustments to both DFF and COL of an object. Another way of getting the name and location of an object's collision is using SAMP Editor. Simply double clicking the object shows the name of the collision and which .col it's stored inside. It's possible to have an instance of MTA running and then open SAMP Editor, by having a separate gta sa installation specifically for SAMP Editor. Collision files are named according to their area in the map, where lae_1 is Los Santos East part 1. Although SAMP Editor option is often better, Prineside also offers a way of getting to know the collision name. Clicking any object on Prineside shows its IDE name (item definition) which is the same name used for the collision file. For instance, ID 16003 drvin_ticket belongs in countn2.ide - this means that its collision is stored in countn2_1-20.col (has 20 files from that area). Finding which one contains collision-model drvin_ticket is like finding the needle in a haystack. Using Steve M's Collision Editor may speed up the process of finding the file containing the collision model. Using collisions from the base game and then modifying can be beneficial as they're often very optimised, and uses a lot more materials for both material brightness and various different surface properties. Such results may take a lot longer than one wishes to spend on a collision. Most collision models comes with primitives which are great to use and is explained in next part. Patching and correcting default game collisions Mappers might often enough come across of furniture objects which pivots around empty air rather than the corner or center of mass. Rockstar did this a lot, especially for beds. As if this wasn't the only issue, Rockstar actually added several broken collisions to the game leading to blue hell (void). These can be patched by 3D modelers. To get started with patching a broken collision model, find and load in vegasw_4.col to 3ds Max by following the above part of the guide. Scroll through and locate downvgnbild1 and import said collision. The problem with downvgnbild1's collision is that the store windows can be climbed over, as the ceiling and walls are nor solid. Every Default's are primitives - that is spheres or boxes. They can be adjusted in height, width, length and radius as well as segments. In this case, from bottom, number 4 and number 5 Default are models that represents the store windows - which are the ones causing the glitch. What exactly causes the glitch? The collision primitives representing the store windows are not tall enough to cover the walls, which essentially means anything can sneak through the gaps. From bottom to top, the 4th Default needs be raised in Z from a value of 3,8659m to 7,2524m. Exact same procedure needs be done for 5th Default. Now the collision is solid in every way, preventing characters from climbing in behind the store windows. To export this collision, follow below steps. Open COL IO. Where it says Export Setting ensure COL3 is highlighted. This is required for GTA SA collisions. The collision contains a collision mesh named CM_downvgnbild1. This must be registered as mesh by clicking the button Collision Mesh and then clicking the CM_downvgnbild1. Same procedure for Shadow Mesh if it has any (this doesn't). The Collision Mesh button should now read as CM_downvgnbild1. In the scene, select everything that's part of the collision. On COL IO there's a text field above the button Export. Here the collision model's name can be defined. Just name it downvgnbild1. Hit Export and find a place to save it. The file can be named anything the user likes. Primitives and why they're beneficial Most 3D applications has a library of basic 3D models; primitives. They are common shapes which on creation can have their quality modified and then remodeled afterwards. For GTA San Andreas, collisions support Box and Sphere as collision primitives. Primitives costs a lot less in terms of file sizes, as example, the below sphere's collision model would be 10.4 kb with collision mesh sphere, and 140 bytes with collision primitive sphere - both collision results are equal. Tall buildings with lots of details e.g support beams tend to use collision primitives as otherwise the collision would sky rocket in file size and polyrates. Some warehouses even use primitives for their gates, exterior fences and walls, while the more complex base models requires a collision mesh. Primitives are named 'Default', though, on export they can be named anything. General limitations Collision models has certain limits which may explain crashes and strange behavior of models. Collision models can be a maximum of 512 height, 512 width and 512 length. In short, a 512 radius sphere or cube would reach the dimensions limit. Polygon rates of collision meshes (not to be confused with primitives!) should reach no more than 3000. In cases of such high rates, the modeler should either split into multiple files or optimise the mesh further. A collision file can contain up to 65535 spheres, boxes and faces. Collision archives are not supported in MTA unlike in GTA. There are cases where invisible collisions appear even after following the rules of thumb for exporting collisions. Isolated edges and vertices can be contributors to invisible collision walls. For reproduction steps follow this Discord channel link to MTA discord. Surface materials GTA SA engine uses materials for collisions. These materials define what type of surface that the model represents. Kam's COL MTL has 179 ID's. Ranging from tarmac, destroyed tarmac, dry mud, wet mud to sea floor and grass. These surface properties generate sound fx and particle fx when walked, driven or shot upon. Collision material also has brightness setting, where 0 is dark and 150+ is bright. Entities affected by this setting are peds and vehicles. The below spoiler contains a list of all surface materials and their ID's. Volumetric shadows World objects and vehicles are able to cast shadows - dynamic ones. These are meshes stored inside the collision file. Generally the shadow mesh should be slightly smaller than the game mesh, as otherwise it'll glitch on the corners of the model. The setting to display shadows are found in MTA video settings. Vehicle collisions Where world objects uses separate .col files, vehicles require their collisions to be embedded or baked in the DFF. These collision models consists of mostly spheres but may also be found to contain boxes and of course their collision mesh (prefixed CM_vehicleName). The collisions use spheres due to the engine's ease of calculating physics with those primitives. They are named that of the material Brightness/Part section, e.g Boot or Rear bumper. Ones that are not used by vehicle components are named Default. In below screenshot, the white lines represents the collision mesh of a Tornado. Usually the collision meshes will suffice with 12 faces total for the hood, windshields, roof, boot and bottom.
  5. Yes. Using custom IFP one can have their character do anything they can imagine from peeling a banana to pulling off slick dance moves. Check these topics to get started with the right programs and tools or visit our modeling section on MTA discord where we're always there to help @Nickqq
  6. I have linked a thread to get started with modeling in one of my previous posts. You'll need to load in collisions from base game and center the pivot to collision model in order to see its offsets on the coordinates display. I'll be looking into writing a guide on how exactly to work with collisions and also how to do your process. @HarryDE
  7. I can compile a list of offsets if you note the obj names. (that is, if it isn't the entirety of interior objs)
  8. The most likely cause is the collision of the bed is exported at around -2 offset. This is typically the case for models found in GTA_INT img archive, I don't know why that is. I don't know if you're scripting-wise able to center pivot/axis of the collision to the game mesh or if your only option is to remodel the collision. For the latter solution I'm not sure if it's possible to use engineReplaceModel for other archives than gta3. I think not, at least not player.img. @HarryDE
  9. From what you described I'm certain it's rigging and not import/export related. For characters you need to do the so called 'rigging' in order to specify which vertices are affected by which bone(s). I believe the retail version of 2016, and can confirm that any version of 3ds 2017+ features voxel solving. Although this doesn't give an amazing result it can get you started. https://m.youtube.com/watch?v=Kimn7CIZ5bI If you're not able to get hold of the afforementioned versions of 3ds max you may find numerous articles and guides teaching basics of rigging. I want to mention that those who title their guide as skin rigging and merely show the custom skin aligned to default game skin and then attaching to it, is not skin rigging and is only to retain bones for custom skin and the weighing values which are usually incorrect because of vertex data being different from default to custom model. If you require any more help please plot down a lot more details and eventually some screenshots so that we can better understand the state of your model.
  10. I'm going to continue from this thread and not your duplicate. Right so I have no idea about your experience with skinning so it's rather hard for me to come with an answer. What's wrong with your skin to be exact? It's frozen mid air or glitching? please provide more details. also can you answer my initial question as it plays a role in troubleshooting.
  11. Are you using the updated version of Kam's scripts, the RW scripts by The Hero or a third one? Some scripts are either unable to or has certain export settings required for keeping bones and skinned models on export. Oh and I personally use vanilla Kam's due to its reliability with skinned models. @KasaNoVa
  12. Since MTA can't natively work eith custom ide/ipl required for model animations (see burgershot for reference) you could use moveObject instead, https://wiki.multitheftauto.com/wiki/MoveObject
  13. Tut

    Help please

    @KasaNoVa Kareem explained it well, but a more technical explanation would be that collision models are limited at 255, 255, 255 for x, y, z if I'm not mistaken. That's where splitting your model is an ideal solution and you can find maxscript tools to do that for you. It's also worth noting that the collision model must be exported at 0,0,0 using same pivot as the game model. Please check #15 on this thread
  14. Tut

    Pls Help Me

    I suggest you use the search function with ``D3DX9_42.dll`` as keyword. There are several threads surrounding the same issue. Also it'd be a good idea to name your title according to the topic question for the right people to check your thread. Note: this section may be more appropriate for your case https://forum.multitheftauto.com/forum/83-client/
  15. Tut

    Help please

    Please check this out @KasaNoVa
  16. I think you could apply a simple zero opacity shader onto the clothes that your character isn't supposed to wear, this allows you to scroll between clothes and hide the rest with the shader. But this may be very resources demanding if the model contains a lot of polygons for the entirety of it. I would definitely try this one to start off with.
  17. You'll have to export the UV mapping of your model and then create the texture for the vehicle in Photoshop. More advanced users (and far more common method) exports the UV's (or entire model, depends on program) into texturing programs such as 3D Coat and Substance Painter.
  18. I have run through all of the assets provided (except for the script as I don't specialise in coding). I failed to observe anything that could be causing your crash. Can you try modeling a cube and using the same collision and texture dictionary file, then see if that works? If not, try making a collsion for the cube and see if anything changes. Oh and it's possible that it crashes if one of the faces in your model has no UV. Make sure that this is not the case and you should be fine. PS. your collision is very high poly in places it doesn't have to be.
  19. Vertex colors and material settings are both accessible in zmodeler. There is a video on the process here: @enzoDs
  20. Right. In that case it is vertex colors you will have to apply. Note that if you add the same value to every vertex in the model, it will look as if it has the same smoothing group for entire mesh (being totally flat). This can be avoided by using radiosity lighting solutions for vertex colors. Find more about this: https://www.youtube.com/watch?v=AmGLKPGTahg&t=397s https://www.youtube.com/watch?v=47zwqQFzk5I
  21. What kind of object is it - vehicle? map object? Brightness depends on model settings such as vertex colors and materials. I know you're using ZM but it's very possible that the answer is found in the thread below. Please check #2 and #3 @enzoDs
  22. Right, I meant the 3D model. If you'd like I can have a look at it later (can send via PM if need be). Please include .col and optionally .txd. I'll probably have time later the evening or night, currently working
  23. can I have a look at your model?
  24. That looks pretty cool, well done
  25. The game costs 10.00 EUR on Steam, shouldn't cause an issue for your bank account. https://store.steampowered.com/app/12120/Grand_Theft_Auto_San_Andreas/
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