Toidi Skrivet 24 juni, 2003 Rapportera Share Skrivet 24 juni, 2003 En liten Guide till ZM som jag hittade: As time goes by, more and more ppl join the modding community. To bring you up to speed, i present this companion to go with fonnybone's. This one is a bit more advanced, so be wary. 3d Car modelling To begin with, you'll need the following tools: an IMG Extractor/Importer (imgtool) a txd tool (txdtool, txdgold, reshack) Zmodeler (www.zmodeler.com) An image editor (paint, Photoshop, psp, etc, its for modding the textures) All the files you need can be found at www.gta3mods.com, except Zmodeler, which can be found at www.zmodeler.com Ok, the Kuruma is a popular car, so we'll use it for our example. Extracting a vehicle - Using your img tool of choice, open up GTA3.IMG, in your gta3 models folder, and find the files "kuruma.dff", and "kuruma.txd", they are NOT case sensitive. Now, wherever you want to store your cars (i keep mine in a folder on my desktop, called "Mycars"), put a folder, named "kuruma" and extract your kuruma.dff, and txd files into this newly created folder. For the next part i used reshack. I use reshack because it exports in the .tga format, which i prefer over .bmp. Getting the vehicle into Zmodeler - (this portion was written using Reshack, i havent tried any other programs) Ok, using reshack, open up the kuruma.txd, it should be in the folder you created above. Once you have the txd open, export all of the textures in the txd, into the EXACT SAME folder as your kuruma.dff. if you dont, your car is going to appear white and untextured. Once you have done that, close reshack. The newly created .tga's can now be edited (with the image editor of your choice, I recommend Photoshop). Now, open up Zmodeler, from zmod, choose File / Import, and locate the kuruma.dff, in the folder we created above, and select it. Now you should have the kuruma loaded up into zmodeler, fully textured (zmod auto-loads .tga textures that are in the same directory as the model, .bmp's usually give me trouble). If your textures look messed up somehow, try flipping them vertically, this usually does the trick. If not, i dont have an answer. In fact, ive never had a problem with that... A bit of zmod info... Glass on the cars is NOT textured. Instead of texturing the glass on the vehicles, the objects that use the glass material, are represented in the Material Editor by this name, "Matte 0xXXXXXX", where "X" is, the RGB values of the of the material. To change the color of the material, slide the bars named R, G and B, until you achieve your desired color. Exporting: once you are done modding the car, its will be time to export the modified .dff back into the folder you created . if you decided to add/delete parts, you'll want to check the hierarchy (Tools / Hierarchy / Browser...) much to my chagrin, i have decided to post the stock kuruma hierarchy here. this applies to ALL cars, just change the name "Kuruma" to whatever car it is your modding... Kuruma chassis_dummy ped_backseat ped_frontseat exhaust windscreen_dummy windscreen_hi_ok windscreen_hi_dam bump_rear_dummy bump_rear_hi_ok bump_hi_rear_dam boot_dummy (trunk) boot_hi_ok boot_hi_dam door_rr_dummy door_rr_hi_ok door_rr_hi_dam door_lr_dummy door_lr_hi_ok door_lr_hi_dam wing_rf_dummy wing_rf_hi_ok wing_rf_hi_dam wing_lf_dummy wing_lf_hi_ok wing_lf_hi_dam door_rf_dummy door_rf_hi_ok door_rf_hi_dam door_lf_dummy door_lf_hi_ok door_lf_hi_dam bonnet_dummy (hood) bonnet_hi_ok bonnet_hi_dam bump_front_dummy bump_front_hi_ok bump_front_hi_dam chassis_hi steerwheel_dummy chassis_vlo chassis_vlo_taillight chassis_vlo_headlight breaklights reverselights headlights indicators_back indicators_font taillights wheel_rb_dummy wheel_lb_dummy wheel_rf_dummy wheel_lf_dummy ------------------------end of hierarchy chassis_hi is the main section of the body, the roof, rear fenders and door frame+interior reside here bonnet = hood boot = trunk ok = normal part dam = damaged part dummy objects are the objects location ingame. doors, bonnets and boots rotate around the xyz coordinates, and rotation of the dummy object. for doors its best to place the dummy object for the front door where it meets the chassi_hi, for the rear doors, i recommend placing it, where it meets the front door. for the hood and bonnet, place the dummy objects where the parts would meet the chassis_hi Note, if you were to use dmagic's wheelmod, part of the hierarchy would change to this: wheel_rb_dummy wheel_rb wheel_lb_dummy wheel_lb wheel_rf_dummy wheel_rf wheel_lf_dummy wheel_lf For more info on actually building a new car, and general tips and instructions on how to use Zmodeler, you can get some good tutorials at www.zmodeler.com Modding the textures: Using the methods I've listed above, use a image editing program that support's the .tga format (preferably in 32-bit) to open up the image, mod it how you see fit, and save it. Use reshack to immport the texture back into the game. For higher quality results, use txdtool, which will export the image as a 24-bit bitmap image. Most of the standard images sizes are 64x64, and 128x128. Yes, these are small, if you wish to be able to import larger images, use txdgold, which can import an image of any size. For more instructions, see the readme that comes with it. Getting it ingame so now that have modded your car how you want to, its time to get it ingame. Going back to your img tool, open up the GTA3.IMG file again, and select the kuruma.dff, and choose import. import your modded.dff over the original, but do NOT import your modded txd yet. Now close your GTA3.IMG, and open up your TXD.IMG. Once you have your TXD.IMG opened up, find the file Kuruma.txd, and import your modded txd over it. Be sure to re-build the archive each time you import a file into any img file. If you do not have a TXD.IMG file, you need to start your game all the way. while its loading you should get a message saying "Now optimizing txtures for your video card" or something similar, this is when its creating the TXD.IMG THat should be all. I wrote this at 3am, so sorry if some of the spelling or instructions seem off. If you have any questions, leave them here, and ill try to answer them as best as i can. Happy Modding! Edit: 3/23/03 - Added instructions on changing car names below Explanation of how to change the car names, using the gta mods GXT Editor. first of all, select the car you want to change the name of, then go to the data folder, and open up the default.ide Scroll down a bit, and youll see all the cars, with lines of text after them, like this (this is the Landstalker) 90, landstal, landstal, car, LANDSTAL, LANDSTK, richfamily, 10, 7, 0, 164, 0.8 The game name is what you need to find. I highlighted and underlined it above. Ok, now open up the american.gxt (or wahtever language your using) and find the that same Håller med till 100%!, again its LANDSTK in this case. The "value" for this entry is "Landstalker", and this is where you can change it. Simple eh? repeat for any car's name you wanna change, and be sure to save Hoppas att det hjälpte några iallafall mig. Citera Länk till kommentar Dela på andra sidor More sharing options...
Marquis Skrivet 24 juni, 2003 Rapportera Share Skrivet 24 juni, 2003 det finns ju en att ladda ner på www.zmodeler.com där man laddar ned programmet Citera Länk till kommentar Dela på andra sidor More sharing options...
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