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D:SF Conversion Bug


AlexLCPDFR

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Hello all.  I have been trying to convert the Ford F-150 from Driver: San Francisco and I'm just about finished (excluding template) so I exported and imported to OpenIV then ran into a problem.  Everything (for what I know of) is set up properly in the Zmodeler hierarchy (collisions, names, dummies, etc) but in OpenIV it doesn't look right (see pictures).  Also when I attempt to spawn it in, it crashes.

 

 

 

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Hello all.  I have been trying to convert the Ford F-150 from Driver: San Francisco and I'm just about finished (excluding template) so I exported and imported to OpenIV then ran into a problem.  Everything (for what I know of) is set up properly in the Zmodeler hierarchy (collisions, names, dummies, etc) but in OpenIV it doesn't look right (see pictures).  Also when I attempt to spawn it in, it crashes.

attachicon.giff150 pic 1.png

attachicon.giff150 pic 2.png

attachicon.giff150 pic.png

Wheel cols are they in the right place?

Spoiler

Through Darkness and Blood there Is Light.

 

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Murphy taught me this when the wheels would do that. In the toolbar, go to display-local axis. Then try reset to parent, world, and center to object. Click on the wheel with each of those, only the wheels. I think it centers the wheels to the dummies or some s*** for when it exports.

YouTube:Black Jesus                                                   

 

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Murphy taught me this when the wheels would do that. In the toolbar, go to display-local axis. Then try reset to parent, world, and center to object. Click on the wheel with each of those, only the wheels. I think it centers the wheels to the dummies or some s*** for when it exports.

That did not work for me :/

http://gyazo.com/bfc78c218f2adb3afc23fd0c9ed49b90

 

 

 

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Just to clarify:  :thumbsup: 

You should not reset the axis of the wheel collisions. They automatically center themselves, based on the wheel_lf, rf, lr, and rr parent dummies.

Do this only for the wheel models.

 

Also, I believe you need to use materials from GTA IV's vehshare in order for a vehicle to work properly.

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Just to clarify:  :thumbsup: 

You should not reset the axis of the wheel collisions. They automatically center themselves, based on the wheel_lf, rf, lr, and rr parent dummies.

Do this only for the wheel models.

 

Also, I believe you need to use materials from GTA IV's vehshare in order for a vehicle to work properly.

Well that fixed the OpenIV problem but it is still crashing.  I'll try playing around with it but thank you for that!

Btw By having the veshares in zmod, do you mean having them full mapped to the car?

Edited by UtilityGuy

 

 

 

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Well that fixed the OpenIV problem but it is still crashing.  I'll try playing around with it but thank you for that!

Btw By having the veshares in zmod, do you mean having them full mapped to the car?

 

I'm glad you were able to fix the appearance issue in OpenIV. :)

In terms of having vehshare textures, yes, you need to make at least one material that uses a texture and map it to the car. I recommend using the white smallspecmap texture for the body paint.

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Well I did some work on it and I got it to not crash in game but the wheels are invisible.  If that is a shader issue, what should it be named and/or which texture to use?

http://gyazo.com/c0a9527c089ddf387c4e6b04b03240ee

 

Good to see it working!

Make sure the shader name in the material is "tire" for the wheels.

 

My tutorial is also a good reference for material type setups.

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