GTA4 WFT Export discussion

GTA San Andreas and GTA Vice City discussion.

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Postby Automan » Sat Jul 04, 2009 2:51 am

When everything is stable, you will need a guide for non-exact crazy.
I have no intention of ruining my PC.
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Postby Neos7 » Sat Jul 04, 2009 3:01 am

my WIP,stil need some fixs

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Postby Fl@sh » Sat Jul 04, 2009 3:24 am

@ FUBAR: THIS MUSTANG ROCKS!
I can't wait to drive one of these cars!

e.: Can some1 convert the SA Sentinel to IV?
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Postby Mr. BerK » Sat Jul 04, 2009 4:53 am

Hey LeX91, how did u fix your Subaru wheel problem? I converted a Opala Diplomata, a brazilian car, and i'm having the same problem, but, everytime that i exported the car, the rear wheels are bigger and bigger. Look:

http://h.imagehost.org/0370/wheel_problem.jpg

Can u say me how to fix this? Thx so much
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Postby Neos7 » Sat Jul 04, 2009 4:57 am

maybe u don't scale the geomtry but only the normals
EDIT:NO the front it ok :?
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Postby Tom_2 » Sat Jul 04, 2009 5:14 am

Mr. BerK, copy collision from front wheels and put it on rear wheels i fixed them that
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Postby Mr. BerK » Sat Jul 04, 2009 7:21 am

Thanx Tom_2, it worked! *-* Thank you soo much. :)
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Postby Chasez » Sat Jul 04, 2009 8:33 am

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Postby SLAYERMAGGOT » Sat Jul 04, 2009 9:38 am

When i import a .wft files in Zmodeler 2 it don't open, all textures are in .png in the same folder as the model and i have selected GTA IV .wft. I have auto-updated to Zmodeler 2.21 build 960, it didn't also worked on build 959 :(
Oleg please help me to find a solution for this problem, thanks in advance.
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Postby Mr. BerK » Sat Jul 04, 2009 10:57 am

Hello guys! Can u help me, again? :oops:

I texturized all my car again, the brazilian Opala Diplomata, with new textures (modified with G-Textures program). All working fine, but the wheels just don't appear in the game! They are invisible. I see some modded cars here with new textures in the wheels, like the Mustang and the Subaru. Can some1 help me with this? Thanx guys! :D
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Postby Boomel » Sat Jul 04, 2009 12:09 pm

Image

Can I use for collision file these sphere? It will be working? Or it must be COL like in original schafter model?

BTW Hello everybody :)
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Postby Neos7 » Sat Jul 04, 2009 12:21 pm

those are SA collisione i think aren't avaible to IV

Berk maybe ur material isn't fixed as shaders want try to name the material simple tire and to add the user defined options like a gta4 car tire
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Postby Chasez » Sat Jul 04, 2009 1:19 pm

Boomel wrote:Can I use for collision file these sphere? It will be working? Or it must be COL like in original schafter model?


Everything must be like schafter model and I think that part names have to be exactly the same as schafter or any other car in GTA IV. at least that's what I do with my model, just rename all :)
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Postby Tom_2 » Sat Jul 04, 2009 1:51 pm

i have changet wheels and got this problem :((
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someone know how to fix this? :(
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Postby ETc_Gabriel » Sat Jul 04, 2009 2:21 pm

this is my project, a VW Gol 86 (VW Brazil) scratch made by "BMT"
Image Image Image

apparently is well advanced, only want to repair a defect in the reflection of the wheel, which by turning it blinks. and want to create the map of the dirt

what is the channel used by the uv map texture of dirt?

-------------
Tom_2, you already tried to reposition the "collision" on all wheels?
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Postby Sylvania » Sat Jul 04, 2009 3:39 pm

Can someone give me some tips how this works haha, I have no idea as far as materials are concerned, msn or pm me, i dont wanna make this off topic.


PS: I'm not a noob I just have no idea how to do this lol
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Postby Dany90 » Sat Jul 04, 2009 8:43 pm

Can someone help me with doors colision it doesn't work and the other colision models are working only the ones from doors :|
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Postby Guest » Sun Jul 05, 2009 12:58 am

Chasez wrote:
Boomel wrote:Can I use for collision file these sphere? It will be working? Or it must be COL like in original schafter model?


Everything must be like schafter model and I think that part names have to be exactly the same as schafter or any other car in GTA IV. at least that's what I do with my model, just rename all :)


Yes i know about changing names into the same like in shafter..But can i use this SA col file to make IV col ? Is it work?
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Postby melvin v/d berg » Sun Jul 05, 2009 1:54 am

I imported the original futo model and export it directly.
No errors or warnings, everyting was fine.

When I started gtaiv and spawned an futo it looks fine. Everyting was like normal.
But later I found 2 problems.

-All driving futo's has flying wheels everywere around them.
When I come closer the wheels are just fine. When I leave the wheels are flipping again.
-There is damage, but the car can't be heavy damaged. It can't deflate.

Did anyone has this problems?
Also I don't get an SMPA60 errors. The game is running smoothly.
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Postby Oleg » Sun Jul 05, 2009 3:48 am

Everyone: Keep your work in .z3d format! Never use Export->Import->Export->Import... It will accumulate problems..

Collision model ingame is numeric-based, it does not use floating-point values. There is, probably, a heavy math underlying these numeric computations, which works much faster than floating-point computations. When you import-export-import-export, some values might change slowly (when converting numeric to floating point and then back again). In certain cases this disagree can raise quite fast.

ALL objects must use unified scale. Use "Modify\Exact Transform" and set scale to 1.0 on all axes. The only exception is a wheel collision cylinders - their scale could be any.

Concerning, Band Cars - I'll check if availability of all extra_* will get rid of SMPA60 problem. It would be very nice if this is the cause of the problem.

Concerning random distortion of the mesh (subaru wheels as posted above) send me .z3d file (no textures needed) in private message - I'll examine each case. Also, I'll try to rewrite a vertices/polygons allocation routines, sine the problem is there, even thought no strict rules of allocation still known.

Very poor deformations is still a known problem. I'm trying to spot a solution by swapping original and modified areas of wft files. Hopefully it will be resolved. Once again - if you keep a .z3d copy of your work, you will need to re-export then.

Materials - Check original models settings (make sure to load them with all textures). For example, shader paint1 uses random-noise texture for metallic painting which is unwrapped on UV#1, and dirt texture is unwrapped on UV#2. While shader vehglass uses main texture in UV#1 and glass-dirt texture on UV#2. Refer original models for proper settings.
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Postby ETc_Gabriel » Sun Jul 05, 2009 7:08 am

very good, thanks Oleg, you are the best
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Postby Guest » Sun Jul 05, 2009 7:57 am

I had a problem with model.
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I export model to wtf and that's a result.When car came closer to Niko game crash.
I merged these parts with original schafter:
Image
If I merged them with dummies game doesn't show car - it crash instantly when car arrive on the streets.
What's the problem?
:?
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Postby Boomel » Sun Jul 05, 2009 8:00 am

Forget to login sorry.That's my eclipse conversion. :roll:
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Postby Chasez » Sun Jul 05, 2009 8:15 am

BREAKING NEWS!!! WATCH OUT!!! there's a thief who stoles all the models and uploads them HERE without a permission! So don't trust no one!
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Postby Boomel » Sun Jul 05, 2009 8:32 am

Mercedes was stolen - was maded by Owenwilson, not sure about voodoo police.There's in sabre tuned except mustang so mustang was not stolen.
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