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Halp Jason with his map.
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Topic: Halp Jason with his map. (Read 2476 times)
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Jason
404
V.I.P. Member
Posts: 7249
Grains in the hourglass.
Halp Jason with his map.
«
on:
December 02, 2014, 12:12:04 AM »
Alright, here's where I'm at:
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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Blaze
USS Crew
Posts: 7698
Re: Halp Jason with his map.
«
Reply #1 on:
December 02, 2014, 05:17:02 AM »
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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Simon
Admin
Posts: 4906
aka Darkstar
Re: Halp Jason with his map.
«
Reply #2 on:
December 02, 2014, 05:41:02 AM »
Are you starting a new game or loading an old one?
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Blaze
USS Crew
Posts: 7698
Re: Halp Jason with his map.
«
Reply #3 on:
December 02, 2014, 09:35:25 AM »
^ 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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Jason
404
V.I.P. Member
Posts: 7249
Grains in the hourglass.
Re: Halp Jason with his map.
«
Reply #4 on:
December 02, 2014, 01:29:50 PM »
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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Blaze
USS Crew
Posts: 7698
Re: Halp Jason with his map.
«
Reply #5 on:
December 02, 2014, 02:18:16 PM »
Ayy is this the stuntscape you mentioned a while back?
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Jason
404
V.I.P. Member
Posts: 7249
Grains in the hourglass.
Re: Halp Jason with his map.
«
Reply #6 on:
December 02, 2014, 03:10:40 PM »
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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Blaze
USS Crew
Posts: 7698
Re: Halp Jason with his map.
«
Reply #7 on:
December 02, 2014, 04:35:02 PM »
I always thought a mega ramp would be cool
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
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Ltab-
WH Crew
Senior Member
Posts: 6776
escrachado
Re: Halp Jason with his map.
«
Reply #8 on:
December 02, 2014, 06:00:02 PM »
Good luck Jason, looking forward to that shit!
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Cooper
Veteran Member
Posts: 3851
fumo porro meto drop bump
Re: Halp Jason with his map.
«
Reply #9 on:
December 02, 2014, 07:31:50 PM »
i wanna try it so bad
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Max_
Senior Member
Posts: 2635
relax reflex
Re: Halp Jason with his map.
«
Reply #10 on:
December 03, 2014, 09:39:14 AM »
This is getting crispy
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Jason
404
V.I.P. Member
Posts: 7249
Grains in the hourglass.
Re: Halp Jason with his map.
«
Reply #11 on:
December 06, 2014, 07:07:47 PM »
Just a rough little somethin somethin to tide y'all over
https://www.youtube.com/watch?v=5MtHQQMuJ4s
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Ltab-
WH Crew
Senior Member
Posts: 6776
escrachado
Re: Halp Jason with his map.
«
Reply #12 on:
December 06, 2014, 09:03:01 PM »
Aw sheeit nice bike
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Jason
404
V.I.P. Member
Posts: 7249
Grains in the hourglass.
Re: Halp Jason with his map.
«
Reply #13 on:
December 06, 2014, 09:46:14 PM »
Lots of skin changes to be made, but the model is final.
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Blaze
USS Crew
Posts: 7698
Re: Halp Jason with his map.
«
Reply #14 on:
December 07, 2014, 11:16:40 AM »
Looks fuckin neato, I could upload and send some of the shit I made in 2014 (
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.
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