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Txd workshop dff check
Txd workshop dff check







Not so complicated, but sometimes you have to resize it more than once, to get the correct dimensions in the game. The easiest way to resize your car is to import a stock gta car, and fit it to the stock car's dimensions. Okay, after this step, let's continue with the resizing: So watch for the _ok, _dam endings, it's very important. But as I said, you don't have to rename the car's body to chassis, you can give anything you want. So you have to rename the parts to the correct names, like in the subtree. And that's all, of course you don't have to follow this way, you can start with the resizing, or with the materials. After that I add the materials, textures to the objects. After that I build the subtree, link every part to it's own place. The game likes to keep the original dimensions, so maybe you will get a big car in the game. After that I do a reset xform, just in case. After that I add the dummies, put them to the correct place. After that I resize the car to fit in the game. I usually start with the parts, I rename them, and it will be easier to work with them later. Allright, that was the basics, let's convert something. I don't attach the parts of the car, because if I want to change something later, I can easily do it. You don't have to rename the car's body to chassis, or you don't have to attach every part to get one big object. Wheel: as you can see the car have only one wheel, in the subtree of course. Of course, you can make a proper 3d damaged window. So when you shoot the windscreen, the dam version will appear, with a texture on it. In the game windscreen_dam have a texture, with an alpha channel. In the game we will see this, when we stand far away from the car. Chassis is obvious, chassis_vlo is the low poly version of the chassis. Ok is the fine one, dam is the damaged one. I don't want to write down them, so I'll write down the special things: you can see that every damageable part have 2 objects. Let's check what kind of objects the taxi have. The name of the objects are almost the same like the dummies names. Of course there are many more, like ug_nitro (a nitro bottle will apear on that place), ug_spoiler (you can put rear wings on your car), Taxi have some ug_ parts, but I deleted them for now, first of all let's learn the basics. I made a picture of the subtree, so you can check the connections. So that was the subtree of the dummies, these are the base dummies, almost every vehicle type (bikes, trucks, ships, planes, etc) have the same. Taillights2: additional light effect, you can add headlights2 too Taillights: controls the light effect at the rear Petrolcap: if you shoot the petrol cap, the car will blow up immediately. Ped_frontseat: the position of the sitting peds on the front seat Ped_backseat: the position of the sitting peds on the back seat Ped_arm: fancy, the player will put his arm on the door, while he's driving the car. Headlights: controls the light effect at the front Taxi: that's the base dummy, everything is connets to thisĬhassis_dummy: every openable, damageable part is connets to this oneĮngine: controls the smoke and fire effect, when the vehicle is near to blow upĮxhaust: controls the exhaust smoke effect We will link almost everything to these dummies. Every vehicle's subtree starts with a base dummy, now it's taxi. Okay, let's check a stock GTA SA car's subtree, for example the taxi.

txd workshop dff check

Every dummy has it's own job, exhaust dummy is controlls the exhaust smoke, door_._dummy is controlls the door, etc. The other stuffs are the dummies (helpers). We have a chassis, and the openable / damageable parts: doors, boot, bumpers, etc. But, don't worry, it's not as hard as it looks. They are complicated a little bit, it's harder to convert a car to San Andreas than to TM. Usually we have to change the vehicles data with notepad or wordpad, but we will skip it now, we will learn the basics. First of all let's talk about the vehicles in San Andreas.

TXD WORKSHOP DFF CHECK RAR

rar file, copy and overwrite the maps and scripts folder to your 3ds max folderĪllright, let's start it. * TXD Workshop: with this you can build a.

txd workshop dff check

* KAM's Max script: with this you can import / export the model, modify the colision, shadow. I work with 3DS Max, so Max users are lucky now. It's a popular game, with lots of vehicles. So I thought to write my own one, and post it at here.

txd workshop dff check

I said there are a few, but hard to find a good one. I'm know, it's an unusual topic at here, but justspeeding asked me, where can he find a good tutorial about converting to San Andreas. I'm Jackson from the GTA scene, I did some conversions to Vice City, and San Andreas, I released a few to San Andreas.







Txd workshop dff check