Zdzisiek Posted February 27, 2010 Share Posted February 27, 2010 Hello ! i hope i writing this in good place so... i have problem... i made in 3ds max my own model of track ! : DDD ya cool ! and i have 3 files rc.dff rc.col rc.txd now the problem is i dunno how make its working in mta ;x i trying using mta wiki but... i know only how change colors of water ; D then i try to change some other maps with my models but its didn't work please help ! ;( Link to comment
dzek (varez) Posted February 27, 2010 Share Posted February 27, 2010 Zdzisiek, add all your files to meta.xml like that <file src="rc.dff"/> <file src="rc.col"/> <file src="rc.txd"/> then client-side script will do the job txd_beachsktp = engineLoadTXD ( "rc.txd" ) engineImportTXD ( txd_beachsktp, 666 ) col_corrimao2 = engineLoadCOL ( "rc.col" ) engineReplaceCOL ( col_corrimao2, 666) dff_part1 = engineLoadDFF ( "rc.dff", 0 ) engineReplaceModel ( dff_part1, 666 ) 666 is the original model ID you want to replace (remember you cant add new object, you need to replace one) Link to comment
50p Posted February 27, 2010 Share Posted February 27, 2010 If your track is large and it's only 1 object then you'll get problems with it disappearing because if the distance of the object center (whatever 0,0,0 was in 3ds max) to the player is larger than 300 (by default), the track will disappear. There was a topic about custom objects recently in which we talked about that issue. I can't find it for you now, I don't have time. Link to comment
Zdzisiek Posted February 27, 2010 Author Share Posted February 27, 2010 damn... my friend just helped me with script and the "track" is disappearing when i looking on it from top. from down its okay... and i cant stand on it ;( maybe the reason is that the model have 10k polys and its "little"big ;x Link to comment
50p Posted February 27, 2010 Share Posted February 27, 2010 10k polys is not a problem. I bet it's MTA's fault. Have you tried different smaller objects? Cut the track into smaller objects and export them separately. Link to comment
Zdzisiek Posted March 14, 2010 Author Share Posted March 14, 2010 okay... so i did this ! but there is another problem ;l i made another model, and i have .col, .dff and txd file. My script is good for sure, but i have some two strange problems. 1. My object and col loads good, but it looks like texture is some px under object. Why? 2. When i fall under the track, i can see only bound walls. I can't see a floor of the track, why? Link to comment
karlis Posted March 14, 2010 Share Posted March 14, 2010 1)your colisons doesn't stick dff bounds property 2)object is transparent from down if u specially don't fill it with texture from down too Link to comment
Zdzisiek Posted March 14, 2010 Author Share Posted March 14, 2010 What you mean by .col doesn't stick dff bounds? How can i change it? If you can, please give me some advice, or let me know if there is any tutorial about it. Link to comment
karlis Posted March 14, 2010 Share Posted March 14, 2010 did you make that object? by that i mean that collisons(ones that makes obj solid) are really higher than .dff files(whose makes visual object 3D and says where to put textures) Link to comment
Zdzisiek Posted March 14, 2010 Author Share Posted March 14, 2010 yes i did ;> i added textures and maked dff and col by kams script. then file txd by txdworkshop... so what could be wrong... ;( Link to comment
Cinkoskink Posted March 14, 2010 Share Posted March 14, 2010 We are making this together, and in 3ds it is like this: So i think dff and col are good. So why texture is lower that colision? Link to comment
karlis Posted March 14, 2010 Share Posted March 14, 2010 i say for sure, textures arent in air, they are where they should be in .dff, so problem is in dff Link to comment
50p Posted March 14, 2010 Share Posted March 14, 2010 It's hard to tell from these screenshots what is wrong. What's the sphere for? Another collision mesh? Your track from underneath is transparent because there are no polygons to be rendered. Usually, collision meshes are a little bit above objects in GTA SA to prevent player foot going through the objects. Say, when you crouch, player's toes go through the collision mesh but not through the model itself. Link to comment
Cinkoskink Posted March 14, 2010 Share Posted March 14, 2010 From track, with Kam's GTA Script you make .col file. This sphere is loaded .col file. What should we try to repair this? If someone will be interested in this problem, i could also send files. Link to comment
50p Posted March 14, 2010 Share Posted March 14, 2010 From track, with Kam's GTA Script you make .col file. This sphere is loaded .col file.What should we try to repair this? If someone will be interested in this problem, i could also send files. Yes, you select which mesh you want to be exported as collision mesh. What version of 3ds max do you use? The cube control in viewports was added in 2009 if I remember correctly which I don't have but if you have .max in 2010 format then I could try and help you with this problem or you can send me the whole map recourse. Link to comment
Cinkoskink Posted March 14, 2010 Share Posted March 14, 2010 (edited) So here is a whole race folder : You will also find .max file in img folder. If you can make it work right, and also tell us what we did wrong, you will be awesome. Edited March 15, 2010 by Guest Link to comment
Cinkoskink Posted March 15, 2010 Share Posted March 15, 2010 Thanks for help! Everything is working now. Link to comment
50p Posted March 16, 2010 Share Posted March 16, 2010 Thanks for help!Everything is working now. No problem, if you have any 3ds max problems, you can PM me. Link to comment
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