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archerymodz
08-21-2011, 01:13 PM
How to map ELM in ZModeler and 3DS MAX/GMAX.







This tutorial will show you how to map lights for GTA SA.





Making your Vehicle have working Lights





Ok, the first thing you have to know is that the lights work off a color based system.

The way each light is determined is by the materials diffuse color, and the fact its texture is "vehiclelights128"



I will First teach you how to add lights in Zmodeler v1.07b, then I will show you Zmodeler 2 and 3DS max/Gmax



Here are the RGB color codes.

Left Headlight - 255, 175, 0 - Which is This color

Right Headlight - 0, 255, 200 -Which is This color

Left Taillight - 185, 255, 0 - Which is This color

Right Taillight - 255, 60, 0 - Which is This color



The reason why there are 4 different colors, is so the game can determine which light is where, so it can turn on and off them. And for the headlights, make them off if they become damaged.



Once you are ready to put lights on the car, here's what you do.



First thing is a little explanation of Zmodeler v1.07b

By Default, Zmodeler will auto-unite any and all materials that have the same texture mapped to it, regardless of the diffuse color, un pon import/export.

For this reason, you will need to take "vehiclelights128" and copy it 3 more times, and name it something different. Like "vehiclelights1281" ,"vehiclelights1282" .



Next, in Zmodeler's Material Editor, create 4 materials, one for each light/texture, and change the 4 different material's diffuse color to the colors listed above

Be sure that the first material has the texture "vehiclelights128", and the second "vehiclelights1281

http://img129.imageshack.us/img129/5084/materialeditor1yt.jpg (http://img129.imageshack.us/img129/5084/materialeditor1yt.jpg)



Now, in faces mode, select which faces you want the headlights/brakelights to be, and map them to the first "vehiclelights128", texture



Once they are, in faces mode, select the left front headlight, and press "Ctrl+a" and change the texture to be "vehiclelights1281", then do the same for the rear right brakelight, change its texture to "vehiclelights1282" and finally change the left rear brakelight to be "vehiclelights1283"



Once you have all 4 lights mapped the way you want them to be, and each light looks different color, you may export the model, however, you are not done yet.

http://img129.imageshack.us/img129/4492/lightsfront7ci.jpg (http://img129.imageshack.us/img129/4492/lightsfront7ci.jpg)

http://img53.imageshack.us/img53/385/lightsback2nq.jpg (http://img53.imageshack.us/img53/385/lightsback2nq.jpg)



Start up either 3Dsmax, or Gmax, open up Kam's DFF IO script, and Import you model into the scene



Next open up 3Dsmax's, or Gmax's material editor (press the M button to bring it up) , select the drop picker, and select the main chassis

http://img53.imageshack.us/img53/120/max11ce.jpg (http://img53.imageshack.us/img53/120/max11ce.jpg)

Click on the materials for "vehiclelights1281", "vehiclelights1282", "vehiclelights1283", and change each of those textures to be "vehiclelights128"

http://img129.imageshack.us/img129/2888/max21mf.jpg

http://img53.imageshack.us/img53/2182/max39mu.jpg (http://img53.imageshack.us/img53/2182/max39mu.jpg)

The reason why you are doing this is because 3Dsmax/Gmax, does not combine materials upon export.



Once you are done that, you make click Export and export it as San Andreas format, and the new headlights/brakelights should be working ingame!!!



Now remember, you will also need to edit the reflection settings because of San Andreas allowing for higher reflection levels.



Now, if you are using 3Dsmax, or Gmax, and not Zmodeler v1.07b at all, you go though almost the same steps, but you DO NOT need to make "vehiclelights1281", "vehiclelights1282", "vehiclelights1283", because, as I stated 3Dsmax/Gmax, does not combine materials upon export.



All you need to do is create the 4 materials, all mapped to "vehiclelights128" and change the diffuse color to be the right color for each light. However, Kams script has a drop down menu that auto-sets the right color per light, so its easier to use that

After the 4 materials are made, just map the appropriate faces that are ment to be the lights to the right material



The same goes for Zmodeler 2, it does not combine materials upon export. So just do the same thing for 3Dsmax/Gmax, create the 4 materials, all mapped to "vehiclelights128" and change the diffuse color to be the right color for each light. Then map the appropriate faces that are ment to be the lights to the right material

Ice2045
08-23-2011, 12:32 AM
Thanks!!! Been looking for tuts like these for ages! Thank you so much! Now I can map ELM in Police cars that dont have ELM. http://www.gtapolicemods.com/public/style_emoticons/<#EMO_DIR#>/happy2.png



Also for the ZModeler 1.07 tutorial, is it the same for the ZModeler 2 as well? http://www.gtapolicemods.com/public/style_emoticons/<#EMO_DIR#>/wondering2.png

archerymodz
08-23-2011, 03:04 PM
Thanks!!! Been looking for tuts like these for ages! Thank you so much! Now I can map ELM in Police cars that dont have ELM. http://www.gtapolicemods.com/public/style_emoticons/<#EMO_DIR#>/happy2.png



Also for the ZModeler 1.07 tutorial, is it the same for the ZModeler 2 as well? http://www.gtapolicemods.com/public/style_emoticons/<#EMO_DIR#>/wondering2.png



yup pretty much

detalpha
11-25-2011, 09:51 AM
thank's for the tutorial. it's really helpful. is it also same for police light bar? (sorry for my English)

archerymodz
02-08-2012, 01:01 PM
yes sir

Toorof
03-15-2012, 10:25 AM
How to use different textures, such as a lamp? I mean, how can we then use the other light texture, not the standard "veileligts128"?

add: like this http://gtapolicemods.com/downloads/410e619342754bc8056a2826cbba9945-eriecollage.jpg

archerymodz
03-16-2012, 06:25 PM
u could use different lights such as the textures in bowties txd hack