GTA4 WFT Export discussion

GTA San Andreas and GTA Vice City discussion.

Moderators: _RicH_, Oleg

Postby SheryO » Wed Jul 22, 2009 2:17 am

Oleg wrote:you might asked something else, or you asked it in a way different words. The answer to a precise question "why no bulletshell appear when I shot the vehicle" is very straightward: "you haven't _L1 parts for according objects".


SheryO wrote:How can I get the bullet shots marks on the body appearing ?
It's already mapped with paint1 but nothing appears, same for the mud ... :?


Is that really different ? :roll:

I guess i've missed this line cuz i've read quite everything you wrote about GTA filter ...
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Postby RTC-LeX91 » Wed Jul 22, 2009 2:18 am

Sorry, i don`t read it :) thanks. I prefer to just guessing himself, it helps to further avoid this error, and in advance to know how to fix it. Besides, it delivers a moral pleasure :)))
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Postby mimick » Wed Jul 22, 2009 2:52 am

Got another 'Noob' question.

How can i add or make new .wtd files? I've been searching around and really cannot get a exact answer.

This would be the last question i believe as importing is fine, unless i get a major bug of course :P
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Postby drunkrussian9 » Wed Jul 22, 2009 3:58 am

mimick wrote:Got another 'Noob' question.

How can i add or make new .wtd files? I've been searching around and really cannot get a exact answer.

This would be the last question i believe as importing is fine, unless i get a major bug of course :P

I'd like to know this aswell . . .
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Postby Doombuster » Wed Jul 22, 2009 7:39 am

mimick wrote:How can i add or make new .wtd files?

http://www.gtaforums.com/index.php?showtopic=401027
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Postby maje » Wed Jul 22, 2009 9:35 am

@ van2zzz
Realy cool video!! but are you going to do something about those WRONG tail lights? Oh and the front lights (on the original you CANT see the lights threw the front light covers? It's the smal things that seperates the experts from the random modeler ;)
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Postby MakcenD » Wed Jul 22, 2009 11:05 am

Grand Theft Auto IV GT500 Beta review!!!!
Short vid about GT500 without stripes :(

www.youtube.com/watch?v=OZDihbGmuuc

P.S. Sorry for bad quality.
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Postby Neos7 » Wed Jul 22, 2009 10:23 pm

ETc_Gabriel wrote:...trd supra"


Dude, this is my dream coming true.

a doubt, will use only the body kit of Juiced or will add the custom fender? is the TRD 3000GT, right?


good luck with these projects ;)

for the custom fender isn't a problem i just have to assign to some poligons the grill material ;)
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Postby mimick » Wed Jul 22, 2009 10:32 pm

Thanks Oleg for this. Here is what ive done for my very first mod ever for any GTA game. :P

Image
Image

Only couple of things ive got to sort out is:

the windows smashing, they wont smash or damage.
Driver door is missing *which i know why*. :)
Wheel positions etc.
lights turning on (braking etc)
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Postby Oleg » Thu Jul 23, 2009 1:15 am

Update: 23 July 2009: Filter version: build 237. Use ZMAutoUpdate to get a fresh copy.

Mesh deformation was updated. Exported models should have the same level of visual damage as original models. You should re-export your models to get them updated.

You can specify any name in a begining of material. Then, after a spacebar, shader name must follow. For example, instead of
mesh
mesh
interior2 [CLR:2]
interior2 [CLR:2]
paint1 [CLR:1]

you can have:
front_rear mesh
underside mesh
seats1 interior2 [CLR:2]
dashboard interior2 [CLR:2]
Left and right side paint1 [CLR:1]
Last edited by Oleg on Thu Jul 23, 2009 5:30 am, edited 1 time in total.
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Postby MakcenD » Thu Jul 23, 2009 2:51 am

Oleg, cool thank you it really work!! :)
Image
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Postby RTC-LeX91 » Thu Jul 23, 2009 3:48 am

Pre-release screenshots:
ImageImageImageImage
ImageImageImageImage
Image

And damage:) in the filter they are stronger than the original game, but enough to set up handling (parameter Dd) and will work fine. I am an experimental way to reach the value 0.5. 0.7 turned out a lot, 0.3 - small, but the 0,5 - what you need, like the original cars:
ImageImage
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Postby SheryO » Thu Jul 23, 2009 4:25 am

interesting update, will try :wink:
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Postby MakcenD » Thu Jul 23, 2009 4:41 am

LeX91 Cool)
My GT500 Pre-release screenshots:
ImageImage Image
Image Image Image
:D
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Postby Oleg » Thu Jul 23, 2009 5:24 am

Cars suffer of absence of diffuse color. I think you all should "paint" the mesh slightly before texturing it. E.g. add light-grey paint to the lower part; dark-grey paint to wheelwels, underbody and under the hood. always make darker the inner side of the wheel and inner side of wheel disc.

Also, concerning car's banking in turns: you can make it more stabile on the road. Pick a modify\Move tool, disable "affect children" option.
1. press "show all" under the list of objects.
2. select everything, switch selected mode on.
3. move everything up, until solid-black line of X/Z plane reaches the bottom of car doors. (initially the car is centered and X/Z plane crosses the car somewhere in a moddle of car's doors)
4. press "hide all".
5. unhide "****.wft" and "chassis" dummies. They are still selected.
6. move them into 0/0/0 point or apply (Display\Axes\Reset to world).

from this moment on, a center of mass of your car is lower (on XZ) plane, and your car will not have an extraordinary banking in turns.
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Postby RTC-LeX91 » Thu Jul 23, 2009 5:59 am

if the car goes on the road as on rails, do not rock, it is bad. that is not realistic. personally I have the car quite stable on the road in turning heel, but not overturns, it is very good, IMHO.
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Postby Oleg » Thu Jul 23, 2009 6:08 am

I don't say you need to lower center of mass below it's actual position. The car should have proper tilt in corners and should not roll over when you turn on a high speed. even if you drive a car with a high center of mass.
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Postby TIMURv2 » Thu Jul 23, 2009 6:10 am

Oleg, I convert in zmodeler2.2.1 from 3ds in WFT and when I include GTA IV as soon as I find the car which have created at me the dark screen and takes off game. :( :cry: please help me thankful in advance
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Postby Oleg » Thu Jul 23, 2009 6:17 am

open original model in zmodeler and compare to yours. you've probably made something completely wrong. For example, your model might be 100 times bigger than it should be.
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Postby MakcenD » Thu Jul 23, 2009 6:22 am

Release soon...
Image
:)
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Postby Rupp3r » Thu Jul 23, 2009 6:22 am

How can we have a diffuse color in the game?
when a material has a diffuse color in zmodeler, he is withe in the game....

also an another question: i have to put in gtexture a dds which is in dxt1/3/5 otherwise the texture are deformed in this software, but i noticed that i lost quality with this compression... any solution?
thx :)
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Postby Oleg » Thu Jul 23, 2009 6:32 am

enable diffuse color on mesh vertices. (objects level, right-click, properties, mesh\vertices\format\diffuse color). and paint with Surface\Paint\Color tool. I'll examplain using an example below:

MakcenD, as an example to "diffuse color" theme I'm speaking about, please notice the color of the inner-side of GT-500 wheels. Do you see the same bright-white circular stripe on the wheel under the car? it should be much darker than the stripe on the outer side of the wheel, because it's poorly lit by reflected environment light. The stripe on the outer side is not lit by straight sun rays, but it's lit by reflected light of environment and appears like it should be.
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Postby Rupp3r » Thu Jul 23, 2009 7:05 am

sorry but enabling the diffuse color doesn t solve the problem :(

and i forgot to talk about my door collision problem... as somepeople on this forum, i can run through my door, but my hierarchy is good...
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Postby Oleg » Thu Jul 23, 2009 7:08 am

once you enabled diffuse color on the mesh, you need to paint mesh vertices with Surface\Paint tool. Otherwise, vertices color will stay white by default.

Are you sure you've set Shape of door dummy node to Sphere? Did you set ID of door's collision volume polygons to 79?
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