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


cp702

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I've found an even easier way to do a straight swap of model parts. To make it easier to understand i'm going to call them the donee ( The model you want to add the new part to) and the doner ( the model you are taking the part from to add to the donee) First extract to open formats both the models into a new folder (just makes it easier) Next open the donees folder with all the different parts in and make a note of what the parts you want to replace are called (lowr_000_u_high - lowr_000_u_med). Next go to the doners folder and find the files you want use and rename them exactly the same as ones from the donee then simply copy and paste them into the donees folder ( Sometimes they are only named one letter different so make sure they are the same) Then launch OpenIV go into edit mode import the ODD file and if you have done it right it should have swapped the model parts over. I found this method alot quicker and easier then editing the text files. (Remember to make backups just incase)

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@Nostalgia: The cop has 2 sets of pants; only one has a belt (the other is designed to go below the long raincoat, so it's only the bottoms of the legs). Make sure you're using the correct one.

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  • 3 months later...

I can't seem to combine the ''Remodeled Cop'' with the ''New Rookie Cop'' Meshes.

I'd like the newrookiecop to be slimmer, and not have that bit of gut on his stomach like the other cops, and also his pants to be the original state trooper pants.

 

It comes up with an error: Fatal error: File "m_y_strooper.skel" not found.

Why is this happening? O.o

thanks

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Can you post your folder layout? I think I know what it is, but it'd be easier to explain if I could see your layout.

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I Reccomend 3ds max if you want a cool ped.

Well, that contributed nothing, because this thread is entirely about doing ped customization without needing any sort of modeling software. Saying "I recommend 3ds max" is just pointless in a thread about what you can do without 3ds max.

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Version 110 12
{
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_strooperlowr_001_u.skel
}
lodgroup
{
high 1 m_y_strooperlowr_001_u_high.mesh 0 9999.00000000
med 1 m_y_strooperlowr_001_u_med.mesh 0 9999.00000000
low none 9999.00000000
vlow none 9999.00000000
center 0.04441850 -0.00121719 -0.45625500
AABBMin -0.16920500 0.23389000 -0.94502300
AABBMax 0.25804200 -0.23632500 0.03251310
radius 0.58292800
}
}
gtaDrawable lowr_000_u
{
shadinggroup
{
Shaders 4
{
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_001_a_uni
gta_default.sps null
gta_default.sps lowr_diff_000_a_uni
}
}
skel
{
skel m_y_strooperlowr_000_u.skel
}
lodgroup
{
high 1 m_y_strooperlowr_000_u_high.mesh 0 9999.00000000
med 1 m_y_strooperlowr_000_u_med.mesh 0 9999.00000000
low none 9999.00000000
vlow none 9999.00000000
center 0.01967900 0.00002930 -0.33955700
AABBMin -0.21868400 0.25293400 -0.94551400
AABBMax 0.25804200 -0.25287600 0.26640000
radius 0.69854200
}
}
gtaDrawable uppr_002_u
{
shadinggroup
{
Shaders 1
{
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
}
}
skel
{
skel m_y_strooperuppr_002_u.skel
}
lodgroup
{
high 1 m_y_strooperuppr_002_u_high.mesh 0 9999.00000000
med 1 m_y_strooperuppr_002_u_med.mesh 0 9999.00000000
low none 9999.00000000
vlow none 9999.00000000
center -0.01832630 0.00415108 0.32255200
AABBMin -0.23707600 0.54883600 -0.02315080
AABBMax 0.20042300 -0.54053400 0.66825500
radius 0.68120700
}
}
gtaDrawable uppr_003_u
{
shadinggroup
{
Shaders 3
{
gta_default.sps uppr_diff_003_a_uni
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 null
}
}
skel
{
skel m_y_strooperuppr_003_u.skel
}
lodgroup
{
high 1 m_y_strooperuppr_003_u_high.mesh 0 9999.00000000
med 1 m_y_strooperuppr_003_u_med.mesh 0 9999.00000000
low none 9999.00000000
vlow none 9999.00000000
center -0.00880467 -0.00243736 0.13261100
AABBMin -0.23316900 0.55615800 -0.41084600
AABBMax 0.21555900 -0.56103300 0.67606800
radius 0.81099500
}
}
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_strooperuppr_001_u.skel
}
lodgroup
{
high 1 m_y_strooperuppr_001_u_high.mesh 0 9999.00000000
med 1 m_y_strooperuppr_001_u_med.mesh 0 9999.00000000
low none 9999.00000000
vlow none 9999.00000000
center -0.00489875 -0.00219326 0.33598000
AABBMin -0.18531800 0.53369700 0.01981720
AABBMax 0.17552000 -0.53808300 0.65214300
radius 0.64783300
}
}
gtaDrawable head_000_r
{
shadinggroup
{
Shaders 2
{
gta_ped.sps head_diff_000_a_WHI head_normal_000 35.00000000 0.20000000 1.00000000;0.00000000;0.00000000 head_spec_000 1.00000000
gta_default.sps head_diff_000_a_WHI
}
}
skel
{
skel m_y_strooperhead_000_r.skel
}
lodgroup
{
high 1 m_y_strooperhead_000_r_high.mesh 0 9999.00000000
med 1 m_y_strooperhead_000_r_med.mesh 0 9999.00000000
low none 9999.00000000
vlow none 9999.00000000
center 0.00852900 0.00000381 0.36893900
AABBMin -0.10767500 0.59912590 -0.10860000
AABBMax 0.12473300 -0.59911900 0.84647800
radius 0.77491600
}
}
gtaDrawable uppr_000_u
{
shadinggroup
{
Shaders 2
{
gta_default.sps uppr_diff_000_a_uni
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
}
}
skel
{
skel m_y_strooperuppr_000_u.skel
}
lodgroup
{
high 1 m_y_strooperuppr_000_u_high.mesh 0 9999.00000000
med 1 m_y_strooperuppr_000_u_med.mesh 0 9999.00000000
low none 9999.00000000
vlow none 9999.00000000
center -0.00734010 -0.00243781 0.34013000
AABBMin -0.20387300 0.51807200 0.03593000
AABBMax 0.18919200 -0.52294700 0.64433000
radius 0.63410800
}
}
}
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Well, that contributed nothing, because this thread is entirely about doing ped customization without needing any sort of modeling software. Saying "I recommend 3ds max" is just pointless in a thread about what you can do without 3ds max.

Ok Sorry  :thumbsup:

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  • 5 months later...

Sorry for bumping this topic but is it possible to correct or fix the positioning of the head/hand models by editing the .odd file. I only have just heard of this technique and I have heads/hands buried in the torso or floating away from the wrist.

 

Cheers.

0uYcObx.jpg

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  • 4 years later...

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