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racabeast

Transform model sketchup to gta vice city

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Excuse me please, I would like to know how to transform models google sketchup (. skp) in a model gta vice city (. dff and. txd) :nosweat:

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And so the long journey begins. There's lots of tutorials on this around the net but I'll sum it up for you. Open the model in sketchup and open the texture window or material window or whatever and start right clicking on all the textures and saving them to a new location. Resize and rename them to work in a txd. 128, 256, 512, 1024, any variation of that pixel size. Reimport them one at a time and they should not distort. You'll need 3ds max with Kams maxscripts of course or don't even try this. Import a VC car into max and go to file and export a 3ds of the car. Import it into sketchup as any object and scale down the sketchup model. They're usually wayyy too big. Save it and export it as a 3ds which does require the premium or trial version of SU. Import that 3ds into max and render it to see what it looks like. It may ask for the location of the textures so locate them. If the textures do not appear open the material editor and use the medicine dropper tool to touch each texture and see if the texture is in the window. Each texture does not need to be manually converted to a GTA type but if it looks dark in game you'll need to adjust the Colored box to the right of the texture in the window. Export it as a dff for VC and you'll need a col script. I use col IO 2.b. Go to the modify tab and select vertex mode and weld all the vertexs to about .0001. Run the col script, surface parameters, set surface, create boundings, and save the col. Then download and open steves col editor and save the col as col type 3. Sketchup is awful for collision models so it's likely you'll have the create a new, much simpler model to use as the col model. If you don't know what a col model is you shouldn't be trying this either. Then put all the textures with the correct names in a txd using txd workshop. It's assumed you know how to put it in game but if not well, you need to read those tuts.

I hope you don't think it's as easy as running it through a program or two and expecting a perfect dff, txd, AND col to pop out. It's an artform that tends to require lots of experience. If that sounds overwhelming you'll now know why not just anyone can create mods. You need at least a piece of a brain. Good luck!

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LOL, I missed this topic but figured out how to do this for Zmodeler (still with the use of 3DS max in-between). :P

At least I know I did it right now.

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