GTAStunting
GTA Series => GTA Modding => Topic started by: Jason on December 02, 2014, 12:12:04 AM
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Alright, here's where I'm at:
(http://i.imgur.com/36g0ysI.jpg)
Here you can see a working .dff, .txd, and .col, all correct text modifications and file placements. But the game still crashes midway through the loading screen. If I remove the .col reference from gta_vc.dat, the game will then crash at 3/4 loading bar.
There may a conversion problem between sketchup/3ds max/zmodeler, which I believe to be unlikely as I've had working models about 6 years ago using similar methods. Zmodeler2's message box came up with an error on a complex model, but not with the box shown here.
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You sure you're exporting the .DFF for VC and not SA/III? I think TXD Workshop has an option to set the TXD to III/VC/SA too. Probably better off using 3DS Max though.
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Are you starting a new game or loading an old one?
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^ I don't think that would have an effect, for example I've installed map mods (coopers iirc) and it hasn't affected loading games, usually it's only switching .scm's that does that.
Also TXD workshop likes to be a cunt with textures ingame, make sure they're compressed in TXD workshop.
Also did you turn read only off? Not insulting your intelligence but fuck the amount of times I've forgot to do that is ridiculous.
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(http://i.imgur.com/IhZNDHU.jpg)
I've resolved it. A handy checklist for anyone else dabbling with VC models:
Name your model's collision differently to the collision library that will be referenced by gta_vc.dat. This way you can also bind multiple model collisions to the one .col file.
Ensure the coll version is version 1, not version 2. You can make this change in CollEditor2 if necessary.
This is optional, but I do my skinning in zmodeler. Keep in mind that once you export the .dff from zmod, it will not be able to be imported into 3DS max.
If skinning using zmodeler, make sure all texture names are the same, both inside and outside zmodeler, as well as when they are imported into material editor. One mismatched name will cause an untextured model ingame.
Use MooMapper to import new models into the game, but double check gta3.img for multiple copies of your model.
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Ayy is this the stuntscape you mentioned a while back?
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Yah. I have a goddamn itch to make a new video because I want it to be brain exploding awesome, but I have absolutely no patience for regular stunting. So I'm gonna "cheat" and make my own map. Instead of approaching the stunts like 'do this to get there and do that, achievement unlocked', I'm gonna make a map that will lean towards 'that was performed really nicely'.
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I always thought a mega ramp would be cool :cc_detective:
Or atleast some sort of crazy massive contraptions like Bob Burnquist has, might give you a little inspiration (such as the hip he adds to the side of the quarter, some midairgrab possibilities on it would be sick etc):
Bob Burnquist's "Dreamland": A Backyard Progression (http://www.youtube.com/watch?v=tSnfO15cAHE#ws)
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Good luck Jason, looking forward to that shit!
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i wanna try it so bad :D
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This is getting crispy :mellow:
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Just a rough little somethin somethin to tide y'all over
https://www.youtube.com/watch?v=5MtHQQMuJ4s (https://www.youtube.com/watch?v=5MtHQQMuJ4s)
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Aw sheeit nice bike
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(http://i.imgur.com/oKDYUGt.png)
Lots of skin changes to be made, but the model is final.
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Looks fuckin neato, I could upload and send some of the shit I made in 2014 (http://blazegtas.deviantart.com/gallery/49666065/GTA (http://blazegtas.deviantart.com/gallery/49666065/GTA)) for you to use/fuck about with/etc if you want? fuckin rad to see you back, Stuntscape looks neato although I was expecting Hixxy to start playing.