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Combining ped meshes (or: How to mix and match clothes for a ped)


cp702

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So where notepad has each name and such, I would copy and paste the file name within the notepad file?

Click on the image to check us out! [url="http://www.w11.zetaboards.com/LCDPS/index"][img]http://imageshack.us/a/img39/1818/shield101.png[/img][/url]

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Wow cp702 - EPIC. Super easy once you read through it and take it step by step. The results are great. Some things I tried didn't work i.e. hats being in peoples heads, sunglasses not fitting correctly but maybe that can be adjusted. Awesome job +1

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  • 1 month later...

I'm trying to make one, but I am having a lot of trouble (I haven't done proper 3d modeling before). I'm sure I'll be able to figure it out, though.

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  • 2 weeks later...
  • 1 month later...

Sorry for the bump but I don't think it's really a topic that is temporally bound...

This is amazing information, thanks heaps cp.

I've combined the following

pants with belt from m_y_cop (000)

short sleeve torso from m_y_cop (000)

long sleeve torso from M_y_cop (001)

Heavy vest from ciadlc (002)

FIB jacket from ciadlc (003)

with three cop heads (Latino, black and white from Custo's set)

I'm having an issue though in that I'm having pretty much all the textures for the upper sections showing up in game for the heavy vest mesh.

This is my .odd but the issue doesn't seem to be in here (unless anyone else can see it?). The image names in the .wtd file look fine too.

Version 110 12

{

gtaDrawable lowr_000_u

{

shadinggroup

{

Shaders 2

{

gta_ped.sps lowr_diff_000_a_uni lowr_normal_000 35.00000000 0.20000000 1.00000000;0.00000000;0.00000000 lowr_spec_000 1.00000000

gta_default.sps lowr_diff_000_a_uni

}

}

skel

{

skel m_y_nhelipilot\m_y_nhelipilot.skel

}

lodgroup

{

high 1 m_y_nhelipilot\lowr_000_u_high.mesh 0 9999.00000000

med none 9999.00000000

low none 9999.00000000

vlow none 9999.00000000

center 0.00081600 0.06101000 -0.40167000

AABBMin -0.25291100 -0.15599000 -1.00536800

AABBMax 0.25196800 0.28086400 0.20663500

radius 0.64940700

}

}

gtaDrawable uppr_002_u

{

shadinggroup

{

Shaders 2

{

gta_ped.sps UPPR_DIFF_002_A_UNI UPPR_NORMAL_002 35.00000000 0.20000000 1.00000000;0.00000000;0.00000000 UPPR_SPEC_002 1.00000000

gta_default.sps UPPR_DIFF_002_A_UNI

}

}

skel

{

skel m_y_nhelipilot\m_y_nhelipilot.skel

}

lodgroup

{

high 1 m_y_nhelipilot\uppr_002_u_high.mesh 0 9999.00000000

med none 9999.00000000

low none 9999.00000000

vlow none 9999.00000000

center 0.00077600 -0.01919100 0.07384100

AABBMin -0.52798600 -0.19018400 -0.06569400

AABBMax 0.52948000 0.23721900 0.60431700

radius 0.53450000

}

}

gtaDrawable head_002_r

{

shadinggroup

{

Shaders 2

{

gta_ped.sps HEAD_DIFF_002_A_WHI head_normal_002 35.00000000 0.20000000 1.00000000;0.00000000;0.00000000 head_spec_002 1.00000000

gta_default.sps HEAD_DIFF_002_A_WHI

}

}

skel

{

skel m_y_nhelipilot\m_y_nhelipilot.skel

}

lodgroup

{

high 1 m_y_nhelipilot\head_002_r_high.mesh 0 9999.00000000

med none 9999.00000000

low none 9999.00000000

vlow none 9999.00000000

center 0.00008100 0.02626800 0.12468600

AABBMin -0.60309700 -0.08722400 -0.17494600

AABBMax 0.60453700 0.14994200 0.79457000

radius 0.66989310

}

}

gtaDrawable uppr_001_u

{

shadinggroup

{

Shaders 2

{

gta_ped.sps UPPR_DIFF_001_A_UNI UPPR_NORMAL_001 35.00000000 0.20000000 1.00000000;0.00000000;0.00000000 UPPR_SPEC_001 1.00000000

gta_default.sps UPPR_DIFF_001_A_UNI

}

}

skel

{

skel m_y_nhelipilot\m_y_nhelipilot.skel

}

lodgroup

{

high 1 m_y_nhelipilot\uppr_001_u_high.mesh 0 9999.00000000

med none 9999.00000000

low none 9999.00000000

vlow none 9999.00000000

center 0.00278400 -0.00051700 0.05820500

AABBMin -0.53348900 -0.18150900 -0.03987900

AABBMax 0.53813500 0.21797300 0.59225700

radius 0.53896100

}

}

gtaDrawable head_000_r

{

shadinggroup

{

Shaders 1

{

gta_ped.sps head_diff_000_a_BLA head_normal_000 35.00000000 0.20000000 1.00000000;0.00000000;0.00000000 head_spec_000 1.00000000

}

}

skel

{

skel m_y_nhelipilot\m_y_nhelipilot.skel

}

lodgroup

{

high 1 m_y_nhelipilot\head_000_r_high.mesh 0 9999.00000000

med none 9999.00000000

low none 9999.00000000

vlow none 9999.00000000

center 0.00008100 0.02421200 0.12213200

AABBMin -0.60222300 -0.08628901 -0.17494600

AABBMax 0.60238500 0.14909100 0.79090800

radius 0.66877800

}

}

gtaDrawable head_001_r

{

shadinggroup

{

Shaders 2

{

gta_ped.sps HEAD_DIFF_001_A_LAT HEAD_NORMAL_001 35.00000000 0.20000000 1.00000000;0.00000000;0.00000000 HEAD_SPEC_001 1.00000000

gta_default.sps HEAD_DIFF_001_A_LAT

}

}

skel

{

skel m_y_nhelipilot\m_y_nhelipilot.skel

}

lodgroup

{

high 1 m_y_nhelipilot\head_001_r_high.mesh 0 9999.00000000

med none 9999.00000000

low none 9999.00000000

vlow none 9999.00000000

center 0.00008100 0.02121600 0.12204800

AABBMin -0.60308900 -0.08836800 -0.17494600

AABBMax 0.60453400 0.14848300 0.79074800

radius 0.66875100

}

}

gtaDrawable uppr_000_u

{

shadinggroup

{

Shaders 2

{

gta_ped.sps uppr_diff_000_a_uni uppr_normal_000 35.00000000 0.20000000 1.00000000;0.00000000;0.00000000 uppr_spec_000 1.00000000

gta_default.sps uppr_diff_000_a_uni

}

}

skel

{

skel m_y_nhelipilot\m_y_nhelipilot.skel

}

lodgroup

{

high 1 m_y_nhelipilot\uppr_000_u_high.mesh 0 9999.00000000

med none 9999.00000000

low none 9999.00000000

vlow none 9999.00000000

center 0.00287100 -0.00184600 0.06598799

AABBMin -0.51817800 -0.18138400 -0.02370800

AABBMax 0.52306400 0.21475300 0.58470200

radius 0.52410100

}

}

gtaDrawable uppr_003_u

{

shadinggroup

{

Shaders 2

{

gta_ped.sps UPPR_DIFF_003_A_UNI uppr_normal_003 35.00000000 0.20000000 1.00000000;0.00000000;0.00000000 uppr_spec_003 1.00000000

gta_default.sps UPPR_DIFF_003_A_UNI

}

}

skel

{

skel m_y_nhelipilot\m_y_nhelipilot.skel

}

lodgroup

{

high 1 m_y_nhelipilot\uppr_003_u_high.mesh 0 9999.00000000

med 1 m_y_nhelipilot\uppr_003_u_med.mesh 0 9999.00000000

low none 9999.00000000

vlow none 9999.00000000

center 0.00039700 -0.00630700 0.11326500

AABBMin -0.52195400 -0.19494600 -0.16247600

AABBMax 0.52282300 0.21902000 0.63891700

radius 0.53504200

}

}

}

Also, has anyone managed to find a way to alter the position of meshes using this method?

Edited by Ekalb
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Can you post the wdd and wtd too? Also, for things like an odd file, it'd be better to use a codeblock than a quote, and spoilertag it.

Also, I don't know if you can move them around this way. I've been using 3ds max if I need to move stuff around.

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Will do when I get home, thanks cp. Maybe i've just the numbers in the .wtd slightly off then. Hmm.

Can you post the wdd and wtd too? Also, for things like an odd file, it'd be better to use a codeblock than a quote, and spoilertag it.

Also, I don't know if you can move them around this way. I've been using 3ds max if I need to move stuff around.

On second thought.. maybe it'd be easier if I uploaded the actual files and let you check them out.

Edited by Ekalb
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I have been trying this, and it works quite well, but I have the following important questions:

  • I want to mix ped meshes with different models, yet some meshes are not properly aligned up with the model. This makes the modding ability very limiting. Is there an XYZ offset I could use to fix their position (perhaps inside the .odd file)?
  • Also, what are these values between the mesh brackets:
  • center 0.00287100 -0.00184600 0.06598799
  • AABBMin -0.51817800 -0.18138400 -0.02370800
  • AABBMax 0.52306400 0.21475300 0.58470200
  • radius 0.52410100

  • How would one modify the mesh in 3DS Max? I have some modeling skills, and I would like to add or remove some features from the ped meshes. Now I dont want the whole model to be imported, but only managble individual meshes, with their working UV maps and selection names, so that all I have to do is edit the already-game ready mesh.

Could someone knowledgable on the subject give a good explanation?

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  • 2 months later...

I don't mean to bump this, but I am having a problem. I'm trying to add the Strooper pants to m_y_cop, but I keep getting an error. I replaced the texture names, but left the mesh alone, and changed the skeleton to m_y_cop. 

However, on import I get:
Fatal error: File "lowr_000_u_high.mesh" not found.

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Sure. I seem to only get "can't find m_y_cop.skel" or something like that when I import now.

 

Version 110 12
{
	gtaDrawable lowr_000_u
	{
		shadinggroup
		{
			Shaders 2
			{
				gta_ped.sps lowr_diff_000_a_uni lowr_normal_000 35.00000000 0.20000000 1.00000000;0.00000000;0.00000000 lowr_spec_000 1.00000000
				gta_default.sps lowr_diff_000_a_uni
			}
		}
		skel
		{
			skel m_y_copm_y_cop.skel
		}
		lodgroup
		{
			high 1 m_y_coplowr_000_u_high.mesh 0 9999.00000000
			med none 9999.00000000
			low none 9999.00000000
			vlow none 9999.00000000
			center 0.00081600 0.06101000 -0.40167000
			AABBMin -0.25291100 -0.15599000 -1.00536800
			AABBMax 0.25196800 0.28086400 0.20663500
			radius 0.64940700
		}
	}
	gtaDrawable lowr_001_u
	{
		shadinggroup
		{
			Shaders 2
			{
				gta_ped.sps lowr_diff_001_a_uni lowr_normal_001 35.00000000 0.20000000 1.00000000;0.00000000;0.00000000 lowr_spec_001 1.00000000
				gta_default.sps lowr_diff_001_a_uni
			}
		}
		skel
		{
			skel m_y_copm_y_cop.skel
		}
		lodgroup
		{
			high 1 m_y_strooperlowr_000_u_high.mesh 0 9999.00000000
			med none 9999.00000000
			low none 9999.00000000
			vlow none 9999.00000000
			center 0.00387900 0.05267200 -0.38596600
			AABBMin -0.23041400 -0.14851000 -0.99747400
			AABBMax 0.25204900 0.23891800 0.22910900
			radius 0.65442100
		}
	}
	gtaDrawable head_002_r
	{
		shadinggroup
		{
			Shaders 2
			{
				gta_ped.sps HEAD_DIFF_002_A_WHI head_normal_002 35.00000000 0.20000000 1.00000000;0.00000000;0.00000000 head_spec_002 1.00000000
				gta_default.sps HEAD_DIFF_002_A_WHI
			}
		}
		skel
		{
			skel m_y_copm_y_cop.skel
		}
		lodgroup
		{
			high 1 m_y_cophead_002_r_high.mesh 0 9999.00000000
			med none 9999.00000000
			low none 9999.00000000
			vlow none 9999.00000000
			center 0.00008100 0.02626800 0.12468600
			AABBMin -0.60309700 -0.08722400 -0.17494600
			AABBMax 0.60453700 0.14994200 0.79457000
			radius 0.66989310
		}
	}
	gtaDrawable head_000_r
	{
		shadinggroup
		{
			Shaders 1
			{
				gta_ped.sps head_diff_000_a_BLA head_normal_000 35.00000000 0.20000000 1.00000000;0.00000000;0.00000000 head_spec_000 1.00000000
			}
		}
		skel
		{
			skel m_y_copm_y_cop.skel
		}
		lodgroup
		{
			high 1 m_y_cophead_000_r_high.mesh 0 9999.00000000
			med none 9999.00000000
			low none 9999.00000000
			vlow none 9999.00000000
			center 0.00008100 0.02421200 0.12213200
			AABBMin -0.60222300 -0.08628901 -0.17494600
			AABBMax 0.60238500 0.14909100 0.79090800
			radius 0.66877800
		}
	}
	gtaDrawable head_001_r
	{
		shadinggroup
		{
			Shaders 2
			{
				gta_ped.sps HEAD_DIFF_001_A_LAT HEAD_NORMAL_001 35.00000000 0.20000000 1.00000000;0.00000000;0.00000000 HEAD_SPEC_001 1.00000000
				gta_default.sps HEAD_DIFF_001_A_LAT
			}
		}
		skel
		{
			skel m_y_copm_y_cop.skel
		}
		lodgroup
		{
			high 1 m_y_cophead_001_r_high.mesh 0 9999.00000000
			med none 9999.00000000
			low none 9999.00000000
			vlow none 9999.00000000
			center 0.00008100 0.02121600 0.12204800
			AABBMin -0.60308900 -0.08836800 -0.17494600
			AABBMax 0.60453400 0.14848300 0.79074800
			radius 0.66875100
		}
	}
	gtaDrawable uppr_000_u
	{
		shadinggroup
		{
			Shaders 2
			{
				gta_ped.sps uppr_diff_000_a_uni uppr_normal_000 35.00000000 0.20000000 1.00000000;0.00000000;0.00000000 uppr_spec_000 1.00000000
				gta_default.sps uppr_diff_000_a_uni
			}
		}
		skel
		{
			skel m_y_copm_y_cop.skel
		}
		lodgroup
		{
			high 1 m_y_copuppr_000_u_high.mesh 0 9999.00000000
			med none 9999.00000000
			low none 9999.00000000
			vlow none 9999.00000000
			center 0.00287100 -0.00184600 0.06598799
			AABBMin -0.51817800 -0.18138400 -0.02370800
			AABBMax 0.52306400 0.21475300 0.58470200
			radius 0.52410100
		}
	}
}

 

 

 

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Is the error saying something like, the mesh line 112 is wrong or something?

 

I know I got that before, it's because the mesh files are outdated for the version of OpenIV.  To fix this, just re-export the models from OpenIV again.

 

If that's not the error, could you also post the error message you get?

[center][url="http://www.youtube.com/user/Runner335"][img]http://i.imgur.com/CBYih.png[/img][/url][/center]

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Here's the current error message:

 

"Some files not imported, more information below.

 
Fatal error: File "lowr_000_u_high.mesh" not found."

 

 


I have also revieved "Can't find 'm_y_cop.skel" but not in a few days.
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  • 2 weeks later...

This is great I had no idea this was possible, It sounds great, however I just can't get the grips of it, I was wondering if their was a video tutorial for this as im really struggling? 

 

I've since figured out my problem and I understand this very well. Feel free to shoot me a PM and I'll do what I can to help.

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