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#Post#: 80--------------------------------------------------
Car or skin's paintjobs ;)
By: ReZiA Date: August 27, 2013, 2:11 pm
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[font=andale mono]Here is a simple tutorial on how to add
paintjob's to your car [/font]
[font=georgia]How to add paintjobs to cars in San Andreas
Draft 1.0
Images - there are no pictures or images of any sort at the
moment, because theres really nothing more complex in this
tutorial than editing filenames, and adding/replacing files in
the img. Ok, i added a "few".
Concepts: renaming textures in the model before it's exported,
making sure the textures in the model matches those in the base
txd, and adding new "skins" to the img.
It's assumed that you already have working knowledge of the
application your vehicle is being modeled in, as I will not
cover any program-specific info here. Also, a general knowledge
of gta:sa modding will help immensely, particularly the
addition/replacement of txd's, and dff's in the img.
Synopsis: diffuse textures for skinnable body textures of
vehicles need to be named "remap<whatever>" in order to work
with the "skinning" system in place in the game. The "remap"
part of the name, is necessary, as this is what the game uses to
identify textures that are "skinnable". Skinnable textures are
actually swapped out with other textures, your paintjobs, when
the car is "painted". Where <whatever> is, you can put the rest
of your car name. I like to name my texture that is to be
skinnable using this format; "remap_<carname>_body", so for the
Chevy Caprice I made, it would go something like this:
remap_caprice_body
The "remap" part of the texture name is crucial, as this is what
the game looks for when it swaps textures, so be sure you don't
forget it.
As far as I can tell, there is only one "skinnable" texture
allowed per vehicle. You can however use that one texture in
multiple materials. This technique is non-application specific,
so if you're working with Lightwave, 3dsMax or Zmodeler, the
instructions (to follow) are essentially the same.
Once you have named your texture correctly and applied it to the
vehicle you are working on, you can export that vehicle to the
game. From there you will be adding new txd's to the IMG, so the
game actually has "skins" to use on your vehicle.
Here are the instructions so far, for model and txd preparation:
Model Preparation:
1. Load up model to be "skinned". It is assumed that the model
is ready at this stage. Ready would mean fully uv-mapped, at
least for the "skinnable" texture you are going to give it.
2. Take the texture you are currently using for the body, make
a copy of it, and re-name it using the rules outlined above.
Again, "remap<whatever>" needs to be its filename, plus the
extension (tga, bmp, etc).
Example: remap_caprice_body.tga
To make a copy of a file, simply select the file in windows, and
press ctrl-c on your keyboard. this will create a copy your
currently selected files.
Now press ctrl-v, to paste them into your folder (whatever
folder your in). It will add the prefix "Copy of " to your
filename.
To rename the file, select the copy, and right click on it.
Choose "rename" from the pop-up menu that appears when you right
click;
this will select the text of the filename...
and you can rename it, as i show here...
Don't change the extension though, which is the last 3 letters
of the filename (.tga in my case).
3. In the material editor of your application, find the
material you are using for the body of your car, and replace the
old texture, with your newly re-named one. If your vehicle was
imported, and there are multiple materials for the body, say one
for the doors, another for the hood etc, then do this for all of
them. Every part you want to change with your paintjob needs to
be using the re-named texture.
4. Tha's basically all you need to do to the model. Export the
dff, and open or create the base txd for the vehicle.
5. Once you have the txd for this vehicle open, find the
texture you were using for the body, and re-name it, to reflect
the changes you made on the original file. So again, if the
original body texture was caprice_body, and you renamed it to
remap_caprice_body, then make the same name change to the
appropriate image in the txd. Save the txd when done.
6. Replace the txd and dff for your vehicle in the IMG at this
point, go ingame, and make sure everything is tip top. If it's
all working out (car loads, with base body texture), then
proceed to the next phase, which is making actual "skins"� for
the car.
Car Skin creation and addition
Bad news out of the way; each car can have no more than 4 skins,
period. It's a hard coded limitation to the game that cannot be
changed.
The game will automatically find the skins for your car as long
as the txd's that contain the skins for your car, are named
correctly. The main txd for your car, should simply match the
name i.e. bobcat.dff, and bobcat.txd. The skinnable version of
the txd, will have to be renamed bobcat1.txd. you can add up to
4 "skins" per car. Example, the game will not load any bobcat
skins past bobcat4.txd. It's a hard coded limitation I'm afraid,
and cannot be increased.
Txd (Skin) Preparation:
1. So take the txd for your vehicle, and make a copy of it.
The same process as copying the image is used here.
2. Re-name the copy to <carname > 1.txd and open it in txd
workshop.
3. Delete all the textures but the body texture.
4. Rename the remaining body texture by removing the
"remap"� from the texture name for the skin. Only the base
texture needs to be named that way, not the actual skins. Save
the txd.
5. In Windows, Make a copy of your body texture, and rename it
to match the renamed skin, in your <carname>1.txd
6. Open the renamed body texture, which is going to be your
first skin, into any image editing program, and make a
noticeable change. Doesn't matter what, just something that will
be an obvious change when you "skin"� the car. Change it, save
out the image. Close image editing app.
7. Take the newly saved skin texture, and import it into your
<carname>1.txd, as the new skin. Save the txd.
8. ADD this txd you just created, to your gta3.img, and be
sure to REBUILD THE IMG when you have. Also if you haven't
already, be sure to import the updated dff and txd for the
regular version of the car as well, since this will require them
to work properly.
The game will auto-detect if your car has a skin or not, you
don't need to edit any other external files. Go to a mod garage
and test it out!!
Limitations:
-You can use carcols (different colors for the car body) on the
main body, but you cannot use them on the skin. Its one or the
other, there is no carcols-compatible skinning system. ONce the
car has a skin, it's coloring will be derived from the "skin"
texture.
-Same for the car "dirt". Either your car can get dirty, or you
can make it skinnable, but there is no way to make the car use
both at the same time.
-4 custom skins per vehicle is it. No more.
Suggestions? If you found this helpful, excellent. If not,
please state specifically why, and I'll see what I can do to
improve it.
If you had trouble, let me know what step you got up to, and
I'll try to help if I can.
Credits: myself for posting this
Gaming:ReD's GenerationX or RGX
[/font]
[font=impact]Regard's [RGX]BlackStar[/font]
#Post#: 81--------------------------------------------------
Re: Car or skin's paintjobs ;)
By: mustafaiq Date: August 27, 2013, 8:17 pm
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oh! :o
dude are you not tired when write this?
#Post#: 86--------------------------------------------------
Re: Car or skin's paintjobs ;)
By: ReZiA Date: August 28, 2013, 8:36 am
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not really i'm use to doing stuff like this, but i think i did a
pretty good job :-\
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