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TUTORIALS |
IMPORTING A GUN MODEL INTO VICE CITY. By: Kehlan 2004 |
Ok first thing. This tutorial does not cover modeling a gun and assumes you have already made a gun or have one available with textures. You can if you want use this colt commando I made in Milkshape 3D, but it is not the same model as in this tutorial. I'll set it up similar though so you can follow along. This tutorial doesn't cover the basics of ZModeler but I will explain things and assume you have never used it. Also it would be a good idea to backup the files you'll be editing in case something screws up. You can download this tutorial as a zip file here. 1. Quick explanation of the files we will be
editing in Vice City. 2. What we need to get started. 4. Ok, lets get started. The first thing we need
to do is decide which gun we are going to replace. For this tutorial I'm going
to 5. Now that we have extracted the file we needed, it's time to mess around with ZModeler. Before we get started though, I'm going to point out a few things in Zmod to get you familiar with the interface. Study the following image, but don't worry, I will explain things as we go along. 6. Ok, now it's time to do some editing. With Zmod open, go to file then select import and import the M4.dff file we extracted earlier. We are going to use this as a reference so we can get our new M4 at the correct scale and position. If everything goes well, you should see the new model in all 4 views. You can use the mouse buttons to move around in the 3D view. Use the wheel to zoom in and out in the 2D and 3D views. 7. Next we will import the new model. Go to file, then import, and import the new model. So now we have both models in Zmod and all that's left to do is re-scale and position the new model and then make sure the textures are assigned properly. In this case, the new M4 needs some resizing. 8. First we need to right click on the original M4 in the Object window and uncheck where it says Enabled. This will keep us from accidentally selecting it which is not what we want to do. Next select the select option in the Editing window then right click on the model to select it. It should turn red when it's selected. Now select the Modify option in the Editing menu and then select scale. In the side view window hold down shift (for uniform scale) and the left mouse button then drag the mouse down to scale down the model. Dragging upwards will increase the scale. The model is looking pretty close to the size it needs to be but as you can see in the following images it needs to be rotated too. 9. To rotate the model we need to select Modify from the Editing menu and then Rotate. In the front and top views click with the left mouse button and drag to rotate the model so its somewhat the same as the original. If you need to move the model select Move from the Editing menu. Just do some tweaking to get things right and try match-up the grip area as close as possible. 10. Well I think things are good enough for now. The new model is slightly shorter in the front and slightly longer in the back but for this tutorial it should work fine. Now that everything is lined up as good as possible, go ahead and delete the original model. Go down to the Objects window, click Deselect to deselect the new model and then right click on the original model and click delete. The last thing to do now is to make sure the textures are assigned properly. 11. Press E to bring up the Materials window. With the window open, select the drop down menu where it says <default material> and delete any textures you find listed. You can't delete the default texture so we are just going to rename it and assign it the M4's texture. So type in the name for the material and then check the the box where it says primary texture and then click on the load map button. A new window will pop up. Click on add and browse for your texture. Once you find the texture, click ok and close the Materials window. The texture for the M4 should now be visible on the model and all we have to do now is export the the new M4. Click on file, then export. Make sure the file type is on Grand Theft Auto (*.dff *.txd) and name it m4.dff. Once you click save another small window will appear with the options for Vice City or GTA3 and an option to lock the file. Locking the file prevents other people from importing your model back into Zmod. This is an excellent feature to prevent mod theft but for testing I would recommend leaving it unlocked incase you need to import the model back into Zmod for adjustments. 12. So now we have the model ready for Vice City but we still need to pack the texture into a .txd file. The first thing that must be done is flipping the texture. Open your photo-editing software and flip the texture vertically and then save it. Make sure it's a 32bit, 16bit or 8bit bitmap and the size is something like 256x256 or 512x512. Smaller would be better though. Now start-up the txdworkshop and click file, then new. A template window will now appear. Select the 32bit template then click insert. We now have a generic texture and all we need to do now is rename it and import the new M4's texture. Double click in the area where it says Name: "32 bit 128 x 128 image" and in the new window rename it to the M4's texture name, then click ok. Next, click on the import button and add your new texture. Click the Save TXD button and we are finished. 13. Ok, so we got the model ready and the textures packed, all that's left is to add the new files to the gta3.img file and start up the game. Open your gta3.img file with the Img tool again and find the original m4.dff and m4.txd files. It would probably be best to extract them somewhere safe for backup first, but select each file and delete them. You could use the replace option but I find it's better to delete them instead. Plus you can get errors if the file is bigger than the original that you're replacing. After deleting the files, click on the command button, then add. Add your new m4.dff and .txd files and close the Img tool. 14. Start up Vice City and check for the new model. Well that about it! There's some minor adjustments that's needed but you get the general idea. I hope many of you have found this tutorial helpful and if you have any comments or questions please let me know.
-Kehlan 2004 |