How to create object?
#1

Hello dear SAMP forum members,

I am desperatly trying to create my custom object for SAMP but I fail everytime. Kalcor's tutorial doesn't explain much and on ******* I can't find any good tutorial since 90% of them are old ~5 years. Can anyone experienced could explain me or send me a tutorial how to create object for SAMP in blender / 3ds max / sketchup or whatever. I want to learn!

Thank you.
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#2

Well, in short its quite easy. Can't say much about other tools, but in 3ds max you model an object use Kam's script to export it. Then with kdff tool you generate collisions and that is it. To be honest, i learned from very old ******* video on how to edit objects in 3ds max for gta sa. That video had nothing to do with sa-mp whatsoever.
Also when you done making your objects you will need to apply prepared images for textures and then from those images made .txd file with txdworkshop.

https://www.youtube.com/watch?v=bjPQEa24N3U
Thats the video i learned very basics and it really helped me.
Sure there are many things you will understand along the way how to because not many tutorials talk about it or mention.
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#3

Thanks, but this doesn't explain much. This only shows editing existing object, not creating a new one. Can you record a tutorial?

It's all about money, nobody knows nothing and this few guys that know something won't tell a word because they want to get money from their knowledge... I understand that.

So this is what I did:
Resizing the object > edit mode > triangulate faces > subdivide > uv unwrap > cube projection > adding the texture, uv, uvmap, gl5l (something like that), renaming the texture (everyting in the Kalcor's videos) > export dff

This is how my object looks in Blender

And this is what I get in-game??
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#4

Quote:
Originally Posted by Croheart
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It's all about money, nobody knows nothing and this few guys that know something won't tell a word because they want to get money from their knowledge... I understand that.

So this is what I did:
Resizing the object > edit mode > triangulate faces > subdivide > uv unwrap > cube projection > adding the texture, uv, uvmap, gl5l (something like that), renaming the texture (everyting in the Kalcor's videos) > export dff
Haha man, i don't know about others, but i don't care about money in help with this.
As you use blender, i can't help you much cuz its different from 3ds max 2010.

Anyways as your texture doesn't show in game does it show in kdff? Texture size must be 16x16 or 32x32 or 512x256 such sizes examples. Otherwise it will not show ig.
Edit Alright, as i paid little more attention to screens something seems very wrong because in blender ur cube is different from ig one. So it means you didn't do something properly. Also do make sure you have correct name of texture that was assigned to object in .txd
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#5

I solved it! The problem was in blender exporting, I imported and exported in 3ds max and now it works.



Anyway, thank you Kasis for your help! rep+
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#6

Nice man, good to see it worked out. A good tip is after you do UV Map to apply it properly do right click and convert to edible poly.
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#7

Is this process of triangulating faces, subdiving and unwrapping always necessary?
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#8

Quote:
Originally Posted by Croheart
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Is this process of triangulating faces, subdiving and unwrapping always necessary?
Nah. All i can think of its probably blender thing or just for advanced texturing.
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#9

How do I know which size my texture needs to be? 128*256, 256*512 or 512*512?
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