<?xml version="1.0"?>
<rss version="2.0"><channel><title>Tutorials: Vehicle Modification Tutorials</title><link>https://www.lcpdfr.com/tutorials/index.action/grand-theft-auto-iv/vehicle-modification-tutorial/page/2/?d=5</link><description>Tutorials: Vehicle Modification Tutorials</description><language>en</language><item><title>[VIDEO] Adding More Lights!</title><link>https://www.lcpdfr.com/tutorials/index.action/grand-theft-auto-iv/vehicle-modification-tutorial/video-adding-more-lights33-r42/</link><description><![CDATA[

<p>www.youtube.com/watch?v=pl5sc4Rxp1k</p><p>
<a href="http://www.youtube.com/watch?v=pl5sc4Rxp1k" rel="external nofollow">http://www.youtube.com/watch?v=pl5sc4Rxp1k</a></p>


]]></description><guid isPermaLink="false">42</guid><pubDate>Thu, 11 Apr 2013 17:58:33 +0000</pubDate></item><item><title>[VIDEO] Adding  A Lightbar</title><link>https://www.lcpdfr.com/tutorials/index.action/grand-theft-auto-iv/vehicle-modification-tutorial/video-adding-a-lightbar-r41/</link><description><![CDATA[
<p>It''s shitty but its something!</p>
<p>
</p>
<p>
</p>
<p>
</p>
<div class="ipsEmbeddedVideo"><iframe width="480" height="270" src="http://www.youtube.com/embed/GxTGVj9LWis?feature=oembed" frameborder="0" loading="lazy"></iframe></div>
]]></description><guid isPermaLink="false">41</guid><pubDate>Sat, 06 Apr 2013 20:01:21 +0000</pubDate></item><item><title>[TUT] How to make ELS Headlight Wig-Wags</title><link>https://www.lcpdfr.com/tutorials/index.action/grand-theft-auto-iv/vehicle-modification-tutorial/tut-how-to-make-els-headlight-wig-wags-r39/</link><description><![CDATA[

<p><span style="font-size:18px;">Hey guys! I was lately requested to make a tutorial on how to make </span><abbr title="Emergency Lighting System">ELS</abbr><span style="font-size:18px;"> Wig-Wag headlights, so I decided to make it a tutorial for everyone to see! Hope this helps!</span></p><p><span style="font-size:18px;">
</span></p><p><span style="font-size:18px;">
</span><a href="http://www.youtube.com/watch?v=jcqLXP8wqb8&amp;feature=youtu.be" rel="external nofollow"><span style="font-size:18px;">http://www.youtube.com/watch?v=jcqLXP8wqb8&amp;feature=youtu.be</span></a></p>


]]></description><guid isPermaLink="false">39</guid><pubDate>Thu, 28 Mar 2013 02:33:15 +0000</pubDate></item><item><title>How To: Tow Cars (Using SNT)</title><link>https://www.lcpdfr.com/tutorials/index.action/grand-theft-auto-iv/vehicle-modification-tutorial/how-to-tow-cars-using-snt-r36/</link><description><![CDATA[


<p></p>
<p></p>
<div style="text-align:center;">
<p></p>
<div class="ipsEmbeddedVideo"><iframe width="480" height="270" src="http://www.youtube.com/embed/7ljIQ1PWc7M?feature=oembed" frameborder="0" loading="lazy"></iframe></div>
</div>
<p></p>
<p>
</p>
<p>
</p>
<p>
</p>
<p></p>
<div style="text-align:center;"><p><strong>How To: Tow Cars using SNT tutorial!</strong></p></div>
<p></p>
<p>
</p>
<p>
</p>
<p></p>
<div style="text-align:center;"><p><strong>The tow truck used in this video:</strong></p></div>
<p></p>
<p>
</p>
<p></p>
<div style="text-align:center;">
<p></p>
<a href="http://www.gta4-mods.com/misc/2012-dodge-ram-power-wagon-tow-truck-f19834" rel="external nofollow"><strong>http://www.</strong><abbr title="LCPD First Response">lcpdfr</abbr><strong>.com/files/file/2289-2012-dodge-ram-power-wagon-tow-truck-rapid-towing-pj/</strong></a>
</div>
<p></p>


]]></description><guid isPermaLink="false">36</guid><pubDate>Sat, 16 Feb 2013 00:12:25 +0000</pubDate></item><item><title>How to install cars into GTA using SparkIV</title><link>https://www.lcpdfr.com/tutorials/index.action/grand-theft-auto-iv/vehicle-modification-tutorial/how-to-install-cars-into-gta-using-sparkiv-r34/</link><description><![CDATA[

<p>Here is a tutorial I made on how to install cars into GTA using SparkIV, if you have any questions, leave a comment on the video!</p><p>
</p><p>
<a href="http://youtu.be/wiIORJLbM3Q" rel="external nofollow">http://youtu.be/wiIORJLbM3Q</a></p>


]]></description><guid isPermaLink="false">34</guid><pubDate>Sun, 13 Jan 2013 16:07:41 +0000</pubDate></item><item><title>How to use SparkIV [Video]</title><link>https://www.lcpdfr.com/tutorials/index.action/grand-theft-auto-iv/vehicle-modification-tutorial/how-to-use-sparkiv-video-r32/</link><description><![CDATA[

<p>So here is my latest tutorial on how to use SparkIV, if you need more help, please comment below :)</p><p>
</p><p>
<a href="http://www.youtube.com/watch?v=8yamY4dOiVE" rel="external nofollow">http://www.youtube.com/watch?v=8yamY4dOiVE</a></p>


]]></description><guid isPermaLink="false">32</guid><pubDate>Mon, 07 Jan 2013 16:51:22 +0000</pubDate></item><item><title>How to enable Multiple Liveries on a Vehicle (Video Tutorial)</title><link>https://www.lcpdfr.com/tutorials/index.action/grand-theft-auto-iv/vehicle-modification-tutorial/how-to-enable-multiple-liveries-on-a-vehicle-video-tutorial-r31/</link><description><![CDATA[

<p><a href="http://www.youtube.com/watch?v=JCJc4idjTIU" rel="external nofollow">http://www.youtube.com/watch?v=JCJc4idjTIU</a></p><p>
</p><p>
!! In Case you can't read the Font in the Video or it's rolling to fast !!</p><p>
1. ) Go to your GTA 4 Folder</p><p>
2. ) Go to common/data</p><p>
3. ) Open the "Vehicles.ide" with Notepad</p><p>
4. ) Serch the Car and add "+Livery" at the End of the Line</p><p>
5. ) Save and Done</p>


]]></description><guid isPermaLink="false">31</guid><pubDate>Wed, 19 Dec 2012 09:01:01 +0000</pubDate></item><item><title>How to Import Skins Onto a Vehicle</title><link>https://www.lcpdfr.com/tutorials/index.action/grand-theft-auto-iv/vehicle-modification-tutorial/how-to-import-skins-onto-a-vehicle-r28/</link><description><![CDATA[
<p></p>
<p></p>
<div style="text-align:left;">
<p></p>
<div style="text-align:center;">
<img src="http://i1293.photobucket.com/albums/b583/vytlind001/HowtoImportBanner_zps9e46b11d.png" alt="HowtoImportBanner_zps9e46b11d.png" loading="lazy"><p>
<span style="font-size:18px;">So, you're tired of the skins that came with the car, or you found some really cool ones online. This tutorial is going to teach you how to put those epic skins in action!</span></p>
<p>
</p>
<p>
<strong><span style="font-size:18px;">Warning: Some Skins may not work on some models due to different templates being used. Please check file before downloading to ensure compatibility.</span></strong></p>
<p>
</p>
<p>
1.Download Skins</p>
<p>
</p>
<p>
2. Open the file, Find the correct file. It will be a PNG.</p>
<p>
</p>
<p>
Example:</p>
<p>
<img src="http://i1293.photobucket.com/albums/b583/vytlind001/FHPCVPI_zps2629b487.png" alt="FHPCVPI_zps2629b487.png" loading="lazy"></p>
<p>
</p>
<p>
3. Drag the skin(s) to your desktop</p>
<p>
</p>
<p>
4. Open your preferred program for installing car mods (OpenIV/Spark IV)</p>
<p>
</p>
<p>
5. Import the textures.</p>
<p>
</p>
<p>
a) For Open IV do the following:</p>
<p>
</p>
<p>
i) Click "Models" (Highlighted Here)</p>
<p>
<img src="http://i1293.photobucket.com/albums/b583/vytlind001/bandicam2012-11-2121-44-20-992_zpsbf630045.jpg" alt="bandicam2012-11-2121-44-20-992_zpsbf6300" loading="lazy"></p>
<p>
</p>
<p>
ii) Click "CDImages"</p>
<p>
</p>
<p>
<img src="http://i1293.photobucket.com/albums/b583/vytlind001/bandicam2012-11-2121-44-27-496_zpscd9f799a.jpg" alt="bandicam2012-11-2121-44-27-496_zpscd9f79" loading="lazy"></p>
<p>
</p>
<p>
iii) Click "Vehicles.img"</p>
<p>
</p>
<p>
iv) Click Edit Mode (Highlighted here) and follow the prompt</p>
<p>
</p>
<p>
<img src="http://i1293.photobucket.com/albums/b583/vytlind001/bandicam2012-11-2121-45-29-131_zps8ed12485.jpg" alt="bandicam2012-11-2121-45-29-131_zps8ed124" loading="lazy"></p>
<p>
</p>
<p>
v) Find the vehicle you want to put the skin on. Mine is in the "police" slot</p>
<p>
</p>
<p>
<img src="http://i1293.photobucket.com/albums/b583/vytlind001/bandicam2012-11-2121-45-42-420_zpsd60f2f93.jpg" alt="bandicam2012-11-2121-45-42-420_zpsd60f2f" loading="lazy"></p>
<p>
</p>
<p>
vi) Click on the .wtd file for the vehicle.</p>
<p>
</p>
<p>
vii) Find the texture called "police_sign_1" or "paintjob_sign_1" or similar.</p>
<p>
</p>
<p>
<img src="http://i1293.photobucket.com/albums/b583/vytlind001/bandicam2012-11-2121-46-14-957_zps12ab13f3.jpg" alt="bandicam2012-11-2121-46-14-957_zps12ab13" loading="lazy"></p>
<p>
</p>
<p>
viii)Click "Replace" at the top</p>
<p>
</p>
<p>
ix) Find and click on your Skin</p>
<p>
</p>
<p>
<img src="http://i1293.photobucket.com/albums/b583/vytlind001/bandicam2012-11-2121-46-30-132_zpsb74f975d.jpg" alt="bandicam2012-11-2121-46-30-132_zpsb74f97" loading="lazy"></p>
<p>
</p>
<p>
x) Click "Open"</p>
<p>
</p>
<p>
xi) Repeat for (INSERT NAME HERE)_sign_2, 3 and 4 if desired</p>
<p>
</p>
<p>
xii) Click Save</p>
<p>
</p>
<p>
<img src="http://i1293.photobucket.com/albums/b583/vytlind001/bandicam2012-11-2121-46-51-760_zpsb93a0388.jpg" alt="bandicam2012-11-2121-46-51-760_zpsb93a03" loading="lazy"></p>
<p>
</p>
<p>
xiii) Enjoy.</p>
<p>
</p>
<p>
b)</p>
<p>
</p>
<p>
i) Click "Browse", or in the newer versions, click the GTA IV or EFLC button</p>
<p>
</p>
<p>
<img src="http://i1293.photobucket.com/albums/b583/vytlind001/bandicam2012-11-2122-19-16-729_zpsc044c6aa.jpg" alt="bandicam2012-11-2122-19-16-729_zpsc044c6" loading="lazy"></p>
<p>
</p>
<p>
ii) Scroll down and click "cdimages"</p>
<p>
</p>
<p>
<img src="http://i1293.photobucket.com/albums/b583/vytlind001/bandicam2012-11-2122-19-36-177_zpsd6bc5149.jpg" alt="bandicam2012-11-2122-19-36-177_zpsd6bc51" loading="lazy"></p>
<p>
</p>
<p>
iii) Double Click "vehicles.img"</p>
<p>
</p>
<p>
<img src="http://i1293.photobucket.com/albums/b583/vytlind001/bandicam2012-11-2122-19-50-692_zps8136ed18.jpg" alt="bandicam2012-11-2122-19-50-692_zps8136ed" loading="lazy"></p>
<p>
</p>
<p>
iv) Find the vehicle you want to put the skin on</p>
<p>
</p>
<p>
<img src="http://i1293.photobucket.com/albums/b583/vytlind001/bandicam2012-11-2122-20-36-781_zpsdebb62ab.jpg" alt="bandicam2012-11-2122-20-36-781_zpsdebb62" loading="lazy"></p>
<p>
</p>
<p>
v) Click the .wtd file and click "Edit" at the top</p>
<p>
</p>
<p>
vi)Find and click the entry called "police_sign_1", "subu_sign_1", "chgr_sign_1" or similar</p>
<p>
</p>
<p>
vii) Click the Import Texture button at the top, find my texture and click "Open"</p>
<p>
</p>
<p>
<img src="http://i1293.photobucket.com/albums/b583/vytlind001/bandicam2012-11-2122-21-57-144_zps6ca8a313.jpg" alt="bandicam2012-11-2122-21-57-144_zps6ca8a3" loading="lazy"></p>
<p>
viii) Do the same for ..._sign_2, 3 or 4 or as many slots you want to put it in</p>
<p>
</p>
<p>
ix) Save and Close</p>
<p>
</p>
<p>
x) Enjoy</p>
<p>
</p>
<p>
<span style="font-size:18px;">Post any questions you may have below. Thanks for reading. Hope it helps.</span></p>
</div>
</div>
<p></p>
]]></description><guid isPermaLink="false">28</guid><pubDate>Thu, 22 Nov 2012 03:25:51 +0000</pubDate></item><item><title>How to map emergency lights on vehicles for ELS v3 - v6</title><link>https://www.lcpdfr.com/tutorials/index.action/grand-theft-auto-iv/vehicle-modification-tutorial/how-to-map-emergency-lights-on-vehicles-for-els-v3-v6-r16/</link><description><![CDATA[


<p><strong>I decided to make a tutorial about how to map </strong><abbr title="Emergency Lighting System">els</abbr><strong> and make a light for GTA IV.</strong></p>
<p>
</p>
<p>
<a href="http://www.gtapolicemods.com/index.php?/files/file/1196-contender-example/" rel="external nofollow"><span style="font-size:18px;"><strong><em>DOWNLOAD</em></strong></span></a><span style="font-size:18px;"><strong><em> - </em></strong></span>Contender used in this tutorial</p>
<p>
</p>
<p>
</p>
<p>
So let's start off with a blank zmodeler</p>
<p>
</p>
<p>
</p>
<p>
<img src="http://oi52.tinypic.com/20qj9qd.jpg" alt="20qj9qd.jpg" loading="lazy"></p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
Now what you're going to want to do is click the material button highlighted in the picture.</p>
<p>
</p>
<p>
Once you click that this should come up</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
<img src="http://oi56.tinypic.com/20ixb8p.jpg" alt="20ixb8p.jpg" loading="lazy"></p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
Where is says texture layers what your going to want to do is click the first one.</p>
<p>
</p>
<p>
That should bring up the texture browser and it should look like this</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
<img src="http://oi56.tinypic.com/mmtpfs.jpg" alt="mmtpfs.jpg" loading="lazy"></p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
To get picture in there all you have to do is press add. The pictures you want are from the car's wtd and the vehshare. You must import the cars textures and vehshare before working on anything always if you're importing.</p>
<p>
</p>
<p>
Now what i want you to do is locate all the texture of the vehshare and the car's wtd.</p>
<p>
</p>
<p>
Like in this picture</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
<img src="http://oi54.tinypic.com/25zht3m.jpg" alt="25zht3m.jpg" loading="lazy"></p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
When you have all the textures of the cars wtd and vehshare the texture browser should look a little something like this</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
<img src="http://oi54.tinypic.com/e9vk77.jpg" alt="e9vk77.jpg" loading="lazy"></p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
After done importing all the textures into the texture browser press ok and it should get you back to the material editor</p>
<p>
</p>
<p>
Now keep material editor opened and import the model you want to work with</p>
<p>
</p>
<p>
Like this</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
<img src="http://oi53.tinypic.com/ih1nw5.jpg" alt="ih1nw5.jpg" loading="lazy"></p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
Then end result should be a car with all its textures and no errors in the error box saying something about textures.</p>
<p>
</p>
<p>
It will look like this</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
<img src="http://oi52.tinypic.com/1zoawwh.jpg" alt="1zoawwh.jpg" loading="lazy"></p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
After done importing and not getting any error you can close material editor</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
<img src="http://oi51.tinypic.com/rvwqgz.jpg" alt="rvwqgz.jpg" loading="lazy"></p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
Now for <abbr title="Emergency Lighting System">els</abbr> to work out properly you can't have any original extra that came with the model since <abbr title="Emergency Lighting System">els</abbr> uses the extras to flash.</p>
<p>
</p>
<p>
So open up the hierarchy list and search through the model. This is how you do it</p>
<p>
</p>
<p>
Go where it says (vehicle name.wft) and click it like in the picture</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
<img src="http://oi56.tinypic.com/20ginex.jpg" alt="20ginex.jpg" loading="lazy"></p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
When you click the picture it should say chassis and if you click that then a whole bunch of stuff should come into view.</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
<img src="http://oi53.tinypic.com/xkrm1l.jpg" alt="xkrm1l.jpg" loading="lazy"></p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
Now look through the list every where to find extra's. If you find one then delete it like in the picture below</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
<img src="http://oi56.tinypic.com/2ikz2bt.jpg" alt="2ikz2bt.jpg" loading="lazy"></p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
If you want to keep then you're either going to have to rename it or attach it to something.</p>
<p>
</p>
<p>
Once deleted the part should no longer be in he hierarchy list</p>
<p>
</p>
<p>
As shown here</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
<img src="http://oi56.tinypic.com/dca59f.jpg" alt="dca59f.jpg" loading="lazy"></p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
Once done deleting all the unnecessary extra's open up material editor. If you need help with that look up for reference.</p>
<p>
</p>
<p>
When you opened up material editor click the square with the star in it like in the picture.</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
<img src="http://oi53.tinypic.com/2hg6894.jpg" alt="2hg6894.jpg" loading="lazy"></p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
That will create a new texture slot.</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
When you press it a new texture should show up and it will be called new material. If you click on it once then it will turn gray. Click on it twice and then you will be able to change the name to something else. What you going to want to call the new material is emerglights_emis lightsemissive. Calling it that tells the game that this texture should glow in game and give off a bright effect. This is what it should look like.</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
<img src="http://oi54.tinypic.com/2ryj9k8.jpg" alt="2ryj9k8.jpg" loading="lazy"></p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
Now once you have done that then you can add textures to this material. What you're going to want to do is click on the first texture layer in the texture layer.</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
<img src="http://oi56.tinypic.com/2a0dljt.jpg" alt="2a0dljt.jpg" loading="lazy"></p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
Clicking that should bring up texture browser. Your going to want to hit add since were going to add a new texture that wasn't previously there.</p>
<p>
</p>
<p>
<img src="http://oi56.tinypic.com/15346s0.jpg" alt="15346s0.jpg" loading="lazy"></p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
The texture you're going to want to add is the texture you guys use to change the <abbr title="Emergency Lighting System">els</abbr> light colors in game.</p>
<p>
</p>
<p>
This texture</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
<img src="http://oi52.tinypic.com/23ix83b.jpg" alt="23ix83b.jpg" loading="lazy"></p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
Once you're done doing that just press ok</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
<img src="http://oi55.tinypic.com/k4821x.jpg" alt="k4821x.jpg" loading="lazy"></p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
After pressing ok the texture should be in the first texture layer, but where not done just yet. Were going to have to add three more textures to this material.</p>
<p>
</p>
<p>
The textures that were going to add are vehicle_genericmud_car, vehicle_generic_smallspecmap, and vehicleenvmap128. You're going to want to put them in that order. if you doing everything right then it should look like this</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
<img src="http://oi53.tinypic.com/2dnjpj.jpg" alt="2dnjpj.jpg" loading="lazy"></p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
After you've done that you're going to want to hit edit for vehicle_genericmud_car. Don't do it to emerglight texture cause that doesn't need to be touched at all.</p>
<p>
</p>
<p>
When you hit edit for vehicle_genericmud_car hit advance and it should look like this</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
<img src="http://oi56.tinypic.com/21mzv9l.jpg" alt="21mzv9l.jpg" loading="lazy"></p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
You're going to want to change something on it.</p>
<p>
</p>
<p>
Your going to want to change the first modulate to mutiadd and manual #1 to manual #2</p>
<p>
</p>
<p>
This is how it should look for vehicleenvmap128</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
<img src="http://oi56.tinypic.com/n13srb.jpg" alt="n13srb.jpg" loading="lazy"></p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
This is what it should look like for vehicle_generic_smallspecmap</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
<img src="http://oi55.tinypic.com/e6zy9t.jpg" alt="e6zy9t.jpg" loading="lazy"></p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
Remember were only working with textures in the emerglights_emis lightsemissive material.</p>
<p>
</p>
<p>
That is how you setup the material for <abbr title="Emergency Lighting System">els</abbr> lightsemissive texture.</p>
<p>
</p>
<p>
Next what I'm going to show you is how to make a led for gta 4. a simple way to do it.</p>
<p>
</p>
<p>
You're going to want to make a new box. Go to your top left and click on the box and it should move back like in the picture</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
<img src="http://oi53.tinypic.com/fo0ze1.jpg" alt="fo0ze1.jpg" loading="lazy"></p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
You going to want to do it in back or where ever the led is going to be facing. in my case it's going to be the back.</p>
<p>
</p>
<p>
You are going to want to make it not too big or too small.</p>
<p>
</p>
<p>
heres how i made mine.</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
<img src="http://oi56.tinypic.com/t540sm.jpg" alt="t540sm.jpg" loading="lazy"></p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
When you finish making your box, a box will pop up looking like this.</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
<img src="http://oi52.tinypic.com/33wkxgo.jpg" alt="33wkxgo.jpg" loading="lazy"></p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
All you have to do is click ok and it will go away and you box will be created.</p>
<p>
</p>
<p>
Now deselect your car model so you can examine your box. Like done here</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
<img src="http://oi53.tinypic.com/2ueo5te.jpg" alt="2ueo5te.jpg" loading="lazy"></p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
Now use the select/quadr tool to select your whole entire box so you can move it. to use quadr all you have to do is hold right click and move the mouse so that the whole entire object is in the box quadr created. Make sure you put the box over the whole object or else the box won't be selected. Here's what it should look like when done right.</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
<img src="http://oi51.tinypic.com/905y7r.jpg" alt="905y7r.jpg" loading="lazy"></p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
Now what you're going to want to do is turn selected mode on by clicking it and turning one of the axes off. In my case it will be the y axis since I won't be moving the box up, only across.</p>
<p>
</p>
<p>
This is the outcome you should get.</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
<img src="http://oi53.tinypic.com/2r3vvyu.jpg" alt="2r3vvyu.jpg" loading="lazy"></p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
Now your going to use the modify/move tool to move the object into the place you want it to be in.</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
<img src="http://oi52.tinypic.com/35jgeie.jpg" alt="35jgeie.jpg" loading="lazy"></p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
Now select the model in the hierarchy list by clicking on it again. it should appear and look like this</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
<img src="http://oi56.tinypic.com/28qyw4x.jpg" alt="28qyw4x.jpg" loading="lazy"></p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
Now just move the box into place while still in selected mode and having modify/move tool still on.</p>
<p>
</p>
<p>
</p>
<p>
<img src="http://oi55.tinypic.com/xm1nqo.jpg" alt="xm1nqo.jpg" loading="lazy"></p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
Once you have gotten the object into the place you want it to be you can unselect the model again by doing the same thing you did before to make it reappear again. now your going to want to go into polygon mode by pressing 3 and select only the part that will be facing away from the car near the window. Your going to want to use select/single tool to select only the front since select/quadr will select the whole entire thing or large amount of it. When done selecting the front polygon use modify/delete to delete presuming that selected mode is still on.</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
<img src="http://oi52.tinypic.com/2dhwxut.jpg" alt="2dhwxut.jpg" loading="lazy"></p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
Now you're going to want to want make another box inside the first box. do the same thing you did to the first box to the second. Repeat the steps stated above.</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
When you get done with doing the same steps over again to the second box use modify/flip tool to flip the box inside out. After you've done that attach it to the first box making them one. After that press 1 and then on the object to get into vertices mode. Once in vertices mode you're going to want to use the tool create/polygon/strip. Click the box next to polygon to change something. Take off smart depth and change it from triangles to quad. This is much easier in my opinion. You can leave it if you want as triangles but you must take off smart depth or else your strip is going to look fucked.</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
<img src="http://oi53.tinypic.com/aadmwx.jpg" alt="aadmwx.jpg" loading="lazy"></p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
Now in a repeating motion click one vertices and then another just like you did it to the other one. If you don't know how to use this tool then go to the zmodeler website and there is a tutorial showing how to. Once you figure how to use the tool then continue on closing the gaps in the between the boxes. In the end it should look like this with no gaps in between at all.</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
<img src="http://oi55.tinypic.com/73gcgg.jpg" alt="73gcgg.jpg" loading="lazy"></p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
When you get done with all of that make a grid for the off mode and on mode. Make one grid that fits the led light deck. Then use the create/copy tool to copy the grid once. This is how your settings should be for create/surface/grid</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
<img src="http://oi51.tinypic.com/2w6cgav.jpg" alt="2w6cgav.jpg" loading="lazy"></p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
If everything is done properly then your grid should look like this</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
<img src="http://oi53.tinypic.com/w83hj8.jpg" alt="w83hj8.jpg" loading="lazy"></p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
Now you're going to want to do what we did before with moving the boxes on selected mode just now were going to do it with both grids at the same time using the same tools. If you need any help look up to see the steps to do it. Once you've done that go into polygon mode by pressing 3 and using the select/quadr tool and modify/submesh/dettach tool you're going to detach each polygon so that you can map them separately.</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
<img src="http://oi53.tinypic.com/oswwig.jpg" alt="oswwig.jpg" loading="lazy"></p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
Zmodeler doesn't do well with multiple mappings going on at the very same moment so you going to want to detach them to help you and zmodeler not cause any confusion. Your end result should look like this where every box is independent.</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
<img src="http://oi54.tinypic.com/mim0w2.jpg" alt="mim0w2.jpg" loading="lazy"></p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
Now you're going to want to do the same thing as above for creating a new material. this time were going to call it mesh since it wont glow or anything of that nature.ok so this time you go into polygon mode your going to have to select the one polygon since their separated into individuals and then click on material editor, after that your going to want to click on emgerligts_emis lightsemissive and hit assign to selection with selected mode on still. After that hit ok and go into vertices mode by pressing 1 and hit right click in a view that the led is going to be facing. Hit mapping and then edit UV. At that time edit uv should pop up and you should select generate new since your not using old materials on the led light and force material which will be emgerlights lightsemissive.</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
<a href="http://oi55.tinypic.com/i1l8v9.jpg" rel="external nofollow"><img src="http://oi51.tinypic.com/2luthzl.jpg" alt="2luthzl.jpg" loading="lazy"></a></p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
<img src="http://oi55.tinypic.com/i1l8v9.jpg" alt="i1l8v9.jpg" loading="lazy"></p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
Once you've done all of that change one of the views to UV mapper and click on the material. It should be emerglights lightsemissive that should pop up when hit material. Once you've gotten through all of that the material and object should pop up. If the object doesn't just click object and click the object you want to map to this. Only objects assigned to this material will appear in the object list. Once you're done with all of that turn selected mode off and go into object mode by pressing 4. Once you've done that you're able to move or edit the object in UV mapper how ever you please. This is where I put mine</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
<img src="http://oi54.tinypic.com/xgcwac.jpg" alt="xgcwac.jpg" loading="lazy"></p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
This is the outcome i got.</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
<img src="http://oi52.tinypic.com/iz934x.jpg" alt="iz934x.jpg" loading="lazy"></p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
To speed things up this is what you get when you repeat the process over again.</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
<img src="http://oi51.tinypic.com/vi2x53.jpg" alt="vi2x53.jpg" loading="lazy"></p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
When you get everything done this is how it looks</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
<img src="http://oi51.tinypic.com/b7nwpz.jpg" alt="b7nwpz.jpg" loading="lazy"></p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
I hope this tutorial can help people out and reduce the request of ^^how do I make a car <abbr title="Emergency Lighting System">els</abbr> enabled? ^^</p>
<p>
</p>
<p>
Here is my tinypic album so you can look at all the photos used in the tutorial. <a href="http://tinypic.com/useralbum.php?ua=JqXv45h%2BpplCzDVvFM9I8g%3D%3D" rel="external nofollow">All of the picture used in the tutorial</a> to make the images bigger all you have to do is click on them.</p>
<p>
</p>
<p>
</p>
<p>
Also I will have a unlocked model of the car used in the tutorial for educational use (see first post for download).</p>
<p>
</p>
<p>
</p>
<p>
If you need more understanding of how to map in Zmodeler go to the Zmodeler forums they have some really good tutorials there that can help out the people struggling.</p>
<p>
</p>
<p>
</p>
<p>
Tutorial respectively made by gtapolicetrucker please don't not claim as you own or host on another site without my permission.</p>
<p>
</p>
<p>
Also to make the off mode for <abbr title="Emergency Lighting System">els</abbr> all you have to do is do the same thing for the on mode but instead of calling it lightsemissive your going to cal it mesh and do the same procedures</p>
<p>
</p>
<p>
</p>
<p>
Level of diffuctly and needed experience: Novice to moderate skills needed to acheive look wanted by person.</p>


]]></description><guid isPermaLink="false">16</guid><pubDate>Mon, 24 Sep 2012 20:19:56 +0000</pubDate></item><item><title>How to Install ELS</title><link>https://www.lcpdfr.com/tutorials/index.action/grand-theft-auto-iv/vehicle-modification-tutorial/how-to-install-els-r14/</link><description><![CDATA[

<p></p><p></p><div style="text-align:center;"><p><span style="font-family:cursive;">I recommed watching in </span><strong><span style="font-family:cursive;">Fullscreen HD</span></strong><span style="font-family:cursive;">. If you have questions or suggestions please ask it in the YouTube comments or in the comments section below.</span></p><p>
</p><p>
<a href="http://www.youtube.com/watch?v=Kd6J-L2cu-Q" rel="external nofollow">http://www.youtube.com/watch?v=Kd6J-L2cu-Q</a></p><p>
</p><p>
<strong><em><span style="font-family:cursive;">For more Grand Theft Auto tutorials go to:</span></em></strong></p><p><strong><em><span style="font-family:cursive;">
</span></em></strong><a href="http://www.youtube.com/playlist?list=PLgmgmjZfdrfVoAmV-fl29tsgjEwNsVxww" rel="external nofollow"><strong><em><span style="font-family:cursive;">http://www.youtube.c...l29tsgjEwNsVxww</span></em></strong></a></p></div><p></p>


]]></description><guid isPermaLink="false">14</guid><pubDate>Mon, 24 Sep 2012 14:47:40 +0000</pubDate></item><item><title>Mapping ELS lights for GTA IV car models</title><link>https://www.lcpdfr.com/tutorials/index.action/grand-theft-auto-iv/vehicle-modification-tutorial/mapping-els-lights-for-gta-iv-car-models-r11/</link><description><![CDATA[

<a href="http://www.youtube.com/watch?v=I2utkTdE9Hk&amp;feature=related" rel="external nofollow">http://www.youtube.com/watch?v=I2utkTdE9Hk&amp;feature=related</a>


]]></description><guid isPermaLink="false">11</guid><pubDate>Fri, 21 Sep 2012 18:52:04 +0000</pubDate></item><item><title>Introduction to vehicle modelling</title><link>https://www.lcpdfr.com/tutorials/index.action/grand-theft-auto-iv/vehicle-modification-tutorial/introduction-to-vehicle-modelling-r10/</link><description><![CDATA[
<p>Ok, this is for anyone intrested in 3dModeling. I am by no means an expert at it, and I am constantly learning something new. I will used this as a guide on how to model a vehicle. If someone with more experience are know-how wants to fill in/add something, by all means, DO SO! :D Now, I started 3d modeling with a program called FSDS for Microsoft Flight Simulator, and within the past year and a half started working in both GMax and 3dsMax. The biggest thing to remember is that all object use basic geometry (Spheres, Tubes, Boxes) After searching youtube.com I came across a tutorial of modeling a Mustang. It was very straight forward.</p>
<p>
</p>
<p>
Let's start with the first and most very important step....the 3 views....Google is your friend when it comes to this....Search for car blueprints or 3 views. Now everyone has their own method of doing this, but the method I use is to split the 3 view up into 3 different files. I then crop the images so that the images are only of the line drawing.</p>
<p>
</p>
<p>
<img src="http://img.photobucket.com/albums/v240/flwpheonix/fs248.jpg" alt="fs248.jpg" loading="lazy"></p>
<p>
</p>
<p>
What I then did, using the tutorial is start with a tube on the x axis, and deleting everything but the cap. I moved the circle poly to a wheel well, converted the poly to a editable mesh, and extruded the edges, welding the verticies as I went along.</p>
<p>
<img src="http://img.photobucket.com/albums/v240/flwpheonix/fs247.jpg" alt="fs247.jpg" loading="lazy"></p>
<p>
</p>
<p>
It takes time, but after you get used to it, you start to think three dimensionally</p>
<p>
<img src="http://img.photobucket.com/albums/v240/flwpheonix/fs253.jpg" alt="fs253.jpg" loading="lazy"></p>
]]></description><guid isPermaLink="false">10</guid><pubDate>Fri, 21 Sep 2012 18:41:44 +0000</pubDate></item><item><title>Basics of converting a car from GTA SA to GTA IV</title><link>https://www.lcpdfr.com/tutorials/index.action/grand-theft-auto-iv/vehicle-modification-tutorial/basics-of-converting-a-car-from-gta-sa-to-gta-iv-r3/</link><description><![CDATA[
<p></p>
<p></p>
<div style="text-align:center;"><p>Note: Although I haven't produced amazing models as seen by people like EVI, KevinDV, Cj24 and Corleone (To name a few). I still know my way around the hierarchy and conversion of models to IV.</p></div>
<p></p>
<p>
</p>
<p>
</p>
<p></p>
<div style="text-align:center;"><p><strong>CAR CONVERSION - THE BASIC'S</strong></p></div>
<p></p>
<p>
</p>
<p></p>
<div style="text-align:center;">
<p></p>
<hr>
</div>
<p></p>
<p>
</p>
<p></p>
<div style="text-align:center;"><p>This small guide will teach you all the basic knowledge required for converting a car from games such as GTA: San Andreas to Grand Theft Auto IV</p></div>
<p></p>
<p>
</p>
<p>
</p>
<p></p>
<div style="text-align:center;">
<p></p>
<hr>
</div>
<p></p>
<p>
</p>
<p></p>
<div style="text-align:center;">
<p>
<span style="text-decoration:underline;">Chapter #1 - LOD's and Collision Files</span></p>
<p>
</p>
<p>
</p>
<p>
For those that have worked with San Andreas car models, you may notice some things may be similar when it comes to the hierarchy of an IV model;</p>
<p>
</p>
<p>
<img src="http://i.imgur.com/1Ct9i.png" alt="1Ct9i.png" loading="lazy"></p>
<p>
</p>
<p>
Almost every single object found on the model must have two LOD models. L0 and L1.</p>
<p>
LOD models are the <strong>L</strong>evel <strong>O</strong>f <strong>D</strong>etail that the game engine uses to spawn the correct quality of the model depending on the distance from the player. An example of this is below;</p>
<p>
</p>
<p>
<strong>LOD 0</strong></p>
<p>
This is the base model with the highest amount of polygons, all amount of detail is shown to the player up to a distance of 10-12 meters.</p>
<p>
<img src="http://i.imgur.com/KvbOY.png" alt="KvbOY.png" loading="lazy"></p>
<p>
</p>
<p>
</p>
<p>
<strong>LOD 1 (L1) </strong></p>
<p>
A lesser-quality model that switches with the L0 when the player reaches further than the set distance for the L0 model (15-20 Meters)</p>
<p>
<img src="http://i.imgur.com/7Mw95.png" alt="7Mw95.png" loading="lazy"></p>
<p>
</p>
<p>
<strong>LOD 2 (L2)</strong></p>
<p>
The last level of detail a model will use until it is despawned. A player rarely able to see these models unless they are driving extremely fast through the game world.</p>
<p>
<img src="http://i.imgur.com/IemUH.png" alt="IemUH.png" loading="lazy"></p>
<p>
</p>
<p>
</p>
<p>
<strong>Part two - Collision Files [COL]</strong></p>
<p>
Without these files, the vehicle would simply fall through the game world. They are used so that the game engine can determine the lengths and width of the model. For example, if a car only has the [COL] file for the front bumper and nowhere else, the car will sink through the ground and be held up by the bumper. In order to avoid this, every single individual part of the vehicle must have its own [COL] file. To avoid any RC20 errors, its advised that when converting a vehicle to IV that you simply use the [COL] files from the car you are intending to replace and modify them to fit. Below is a picture of all the Vapid Cruiser's collision files. Notice how the wheels differ from the rest of the body, this tells the game where the remaining three wheels should spawn;</p>
<p>
<img src="http://i.imgur.com/Uwuga.png" alt="Uwuga.png" loading="lazy"></p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
When placing objects in a vehicles hierarchy, the list for objects should follow the same pattern as IV's default cars to avoid any issues that could arise from misplacement;</p>
<p>
+ Bonnet</p>
<p>
			   bonnet_L0</p>
<p>
			   bonnet_L1</p>
<p>
				   bonnet [COL]</p>
<p>
</p>
<p>
Doors are a tad different, inside each door there are the following:</p>
<p>
+ door_dside_f (Driver's side door at the front of the model)</p>
<p>
door_dside_f_L0</p>
<p>
door_dside_f_L1</p>
<p>
+window_lf</p>
<p>
				  window_lf_L0</p>
<p>
				  window_lf_L1</p>
<p>
					  window_lf [COL]</p>
<p>
door_dside_f [COL]</p>
<p>
</p>
<p>
</p>
<p>
Wheels are also different to other parts on the model, in San Andreas, in order for the wheels to actually spawn properly, you needed wheel_rf to contain all the important parts. However in IV, it differs:</p>
<p>
</p>
<p>
Wheel_lf</p>
<p>
[wheelmesh_lf] &lt;&lt; This is the actual polygon model of the wheel</p>
<p>
[wheelmesh_lf_L1] &lt;&lt; This is the LOD model of the wheel usually found placed a the back of the model for some reason</p>
<p>
wheel_lf [COL] &lt;&lt; The collision file that tells the game where the wheel should spawn on the model</p>
<p>
</p>
<p>
<strong>End of Chapter One</strong></p>
</div>
<p></p>
<p>
</p>
<p>
</p>
<p>
</p>
<p></p>
<div style="text-align:center;"><p><span style="text-decoration:underline;">Chapter #2 - Parts and Dummies</span></p></div>
<p></p>
<p>
</p>
<p>
</p>
<p></p>
<div style="text-align:center;"><p><strong>Parts of the Model</strong></p></div>
<p></p>
<p>
</p>
<p></p>
<div style="text-align:center;"><p>Below is a small list I've compiled to explain each part of a model for IV:</p></div>
<p></p>
<p>
</p>
<p>
</p>
<p>
chassis - This is the main frame of the model</p>
<p>
bonnet - Self Explanatory.</p>
<p>
boot - Self Explanatory</p>
<p>
door_dside_f - The front door on the left side of the model</p>
<p>
door_dside_r - The rear door on the left side of the model</p>
<p>
door_pside_f - The front door on the right side of the model</p>
<p>
door_pside_r - The rear door on the right side of the model</p>
<p>
bumper_f - The front bumper</p>
<p>
bumper_r - The rear bumper</p>
<p>
wing_lf - left front fender</p>
<p>
wing_rf - right front fender</p>
<p>
windscreen - windshield</p>
<p>
windscreen_r - Rear windsheild</p>
<p>
hub_lf - left front brake pads disc (Usually not required for a car convert)</p>
<p>
hub_rf - The right front brake pads disc (Usually not required for a car convert)</p>
<p>
hub_lr - brake pads left rear drive (Usually not required for a car convert)</p>
<p>
hub_rr - brake pads right rear drive (Usually not required for a car convert)</p>
<p>
suspension_lf - left front suspension (Usually not required for a car convert)</p>
<p>
suspension_rf - right front suspension (Usually not required for a car convert)</p>
<p>
suspension_lr - left rear suspension (Usually not required for a car convert)</p>
<p>
suspension_rr - right rear suspension (Usually not required for a car convert)</p>
<p>
transmission_f - front axle</p>
<p>
transmission_m - Medium bridge</p>
<p>
transmission_r - rear axle</p>
<p>
bodyshell - bodywork</p>
<p>
wheel_lf - left front wheel</p>
<p>
wheel_rf - right front wheel</p>
<p>
wheel_lr - the left rear wheel</p>
<p>
wheel_rr - right rear wheel</p>
<p>
extra1-9 - Extra's found on the model that aren't physically attached to the main body, like lightbars and rambars</p>
<p>
misc_a, b, c, d, e - Small details again not attached to the model, most commonly the small window on the rear doors</p>
<p>
</p>
<p>
headlight_l, r - headlights</p>
<p>
taillight_l, r - rear lights</p>
<p>
indicator_lf, rf - the front turn signals</p>
<p>
indicator_lr, rr - rear turn signals</p>
<p>
brakelight_l, r - stop signals</p>
<p>
reverselight_l, r - rear lights</p>
<p>
</p>
<p>
<strong>Dummies</strong></p>
<p>
One of the most important parts of ANY model. The dummies further help the game engine when the model interacts with the Environment, be it the player stepping into it or where to display the smoke for a damaged engine. They are as follows;</p>
<p>
</p>
<p>
engine - The location of the engine in the car. This affects damage to the engine when force is applied to that area</p>
<p>
exhaust, exhaust_2 - The location of where the exhaust fumes exit the vehicle</p>
<p>
overheat, overheat_2 - When a vehicle is damaged enough, this is where the smoke can spawn</p>
<p>
interiorlight - The light that activates when a door on the model is opened</p>
<p>
petroltank - Not so dominant in IV as its only seen on the main trucks</p>
<p>
</p>
<p>
The following dummies are extremely important. They must be placed as accurately as possible in order for the model to work correctly.</p>
<p>
</p>
<p>
seat_dside_f, pside_f - The location of where the player model will sit when entering a drivers seat / passengers seat</p>
<p>
seat_dside_r, pside_r - The location of where the player model will sit when entering a drivers seat / passengers seat</p>
<p>
</p>
<p>
</p>
<hr>
<p>
</p>
<p>
This ends the conversion basics for IV Models. I hope you've found this guide helpful.</p>
<p>
</p>
<p>
If you find any errors or mishaps with the guide, please feel free to contact me in a personal message and I'll do my best to correct them</p>
]]></description><guid isPermaLink="false">3</guid><pubDate>Fri, 21 Sep 2012 01:42:39 +0000</pubDate></item><item><title>How to install car modifications for GTA IV</title><link>https://www.lcpdfr.com/tutorials/index.action/grand-theft-auto-iv/vehicle-modification-tutorial/how-to-install-car-modifications-for-gta-iv-r2/</link><description><![CDATA[
<p></p>
<p></p>
<div style="text-align:center;"><p><strong><span style="background-color:rgb(251,253,254);">After seeing a rising number of threads regarding the installation of car mods into IV, I quickly threw together this detailed video tutorial on </span></strong><strong><span style="background-color:rgb(251,253,254);">how to install them. The tutorial itself is step by step and can be paused at any time.</span></strong></p></div>
<p></p>
<p>
</p>
<p>
</p>
<p>
</p>
<p></p>
<div style="text-align:center;"><p><strong><span style="background-color:rgb(251,253,254);"><span style="font-size:12px;"><span style="font-family:tahoma, helvetica, arial, sans-serif;"><span style="color:#5A5A5A;">I HIGHLY recommend watching it in 720p.</span></span></span></span></strong></p></div>
<p></p>
<p>
</p>
<p></p>
<div style="text-align:center;">
<p>
</p>
<div class="ipsEmbeddedVideo"><iframe width="480" height="270" src="http://www.youtube.com/embed/ecgLkVicGFI?feature=oembed" frameborder="0" loading="lazy"></iframe></div>
</div>
<p></p>
<p>
</p>
<p>
</p>
<p>
</p>
<p></p>
<div style="text-align:center;"><p><span style="background-color:rgb(251,253,254);"><span style="font-size:12px;"><span style="font-family:tahoma, helvetica, arial, sans-serif;"><span style="color:#5A5A5A;">As the video states, if you are still having issues, post in the comments or in this topic.</span></span></span></span></p></div>
<p></p>
<p>
</p>
<p>
</p>
<p>
</p>
<p></p>
<div style="text-align:center;"><p><strong><span style="background-color:rgb(251,253,254);"><span style="font-size:12px;"><span style="font-family:tahoma, helvetica, arial, sans-serif;"><span style="color:#5A5A5A;">POSTS ABOUT ISSUES REGARDING </span></span></span></span></strong><abbr title="LCPD First Response">LCPDFR</abbr><strong><span style="background-color:rgb(251,253,254);"><span style="font-size:12px;"><span style="font-family:tahoma, helvetica, arial, sans-serif;"><span style="color:#5A5A5A;"> ISSUES WILL BE REMOVED. THIS IS FOR ISSUES WITH CAR MODS ONLY.</span></span></span></span></strong></p></div>
<p></p>
]]></description><guid isPermaLink="false">2</guid><pubDate>Fri, 21 Sep 2012 01:25:04 +0000</pubDate></item><item><title>How to map and make templates for GTA IV models</title><link>https://www.lcpdfr.com/tutorials/index.action/grand-theft-auto-iv/vehicle-modification-tutorial/how-to-map-and-make-templates-for-gta-iv-models-r1/</link><description><![CDATA[


<p></p>
<p></p>
<div style="text-align:center;">
<img src="http://img225.imageshack.us/img225/7633/cooltext687669788.png" alt="cooltext687669788.png" loading="lazy"><p>
<img src="http://img593.imageshack.us/img593/9972/cooltext687670201.png" alt="cooltext687670201.png" loading="lazy"></p>
<p>
<img src="http://img651.imageshack.us/img651/4206/cooltext687670477.png" alt="cooltext687670477.png" loading="lazy"></p>
</div>
<p></p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
<strong>This tutorial will walk you through how to map and make templates for your GTA IV models. It will also show you how to add dirt to your model.</strong></p>
<p><strong>
There may be several different ways to do this, maybe better and faster, but this is how I do it. Take it or leave it! ;)</strong></p>
<p>
</p>
<p>
<span style="text-decoration:underline;"><strong>Tools needed:</strong></span></p>
<p>
</p>
<p>
<strong>- ZModeler2.</strong></p>
<p>
<strong>- GIMP/Photoshop. (Paint as backup. Please don't use Paint....)</strong></p>
<p>
<strong>- OpenIV. (SparkIV as backup.)</strong></p>
<p>
<strong>- The Compressonator.</strong></p>
<p>
<strong>- G-Texture.</strong></p>
<p>
</p>
<p>
<strong>Good luck!!!</strong></p>
<p>
</p>
<p>
<span style="text-decoration:underline;"><em><strong>NB: REMEMBER TO SA</strong></em></span><span style="text-decoration:underline;"><em><strong>VE FREQUENTLY!!!</strong></em></span></p>
<p>
</p>
<p>
<img src="http://img337.imageshack.us/img337/8447/cooltext688029218.png" alt="cooltext688029218.png" loading="lazy"></p>
<p>
</p>
<p>
</p>
<p>
Start by making a work folder where you put your "model".wft and all the textures from "model".wtd. You also need the textures from vehshares.wtd and on some occasions also the textures from vehshare_truck.wtd. You will also need this file: <em>vehicleenvmap128.png</em>. <a href="http://img528.imageshack.us/img528/5420/vehicleenvmap128.png" rel="external nofollow">Download here!</a></p>
<p>
</p>
<p>
Now open Paint or another image edtior and make a white png file, size 2048x2048 and call it "modelname"_sign_1.png. In this case I will call it <em>moonbeam_sign_1.png</em>. Save it on your work folder.</p>
<p>
</p>
<p>
Now open Zmodeler and import your model. Open the Texture Browser <img src="http://img819.imageshack.us/img819/594/45635333.png" alt="45635333.png" loading="lazy"> and import moonbeam_sign_1.png. Once you done that, open your Materials Editor. <img src="http://img850.imageshack.us/img850/8301/24688622.png" alt="24688622.png" loading="lazy"> Create a new material <img src="http://img842.imageshack.us/img842/8106/45746045.png" alt="45746045.png" loading="lazy"> and name it <em>moonbeam_sign_1 paint3 [CLR:1]</em>. Now add these textures to the texture layers (in this order):</p>
<p>
</p>
<p>
<img src="http://img844.imageshack.us/img844/7347/19436110.png" alt="19436110.png" loading="lazy"></p>
<p>
</p>
<p>
The settings for vehicle_generic_smallspecmap.png need to look like this:</p>
<p>
</p>
<p>
<img src="http://img837.imageshack.us/img837/8587/32063204.png" alt="32063204.png" loading="lazy"></p>
<p>
</p>
<p>
The settings for moonbeam_sign_1.png need to look like this:</p>
<p>
</p>
<p>
<img src="http://img29.imageshack.us/img29/3491/30927627.png" alt="30927627.png" loading="lazy"></p>
<p>
</p>
<p>
The settings for vehicle_genericmud_car.png need to look like this:</p>
<p>
</p>
<p>
<img src="http://img407.imageshack.us/img407/8558/82768110.png" alt="82768110.png" loading="lazy"></p>
<p>
</p>
<p>
The settings for vehicle_generic_smallspecmap.png (again, yes) need to look like this:</p>
<p>
</p>
<p>
<img src="http://img843.imageshack.us/img843/5962/31799556.png" alt="31799556.png" loading="lazy"></p>
<p>
</p>
<p>
Now! Start moving all the car body L0 parts out of moonbeam.wtf in your hierarchy list. Like this:</p>
<p>
</p>
<p>
<img src="http://img846.imageshack.us/img846/667/84896666.jpg" alt="84896666.jpg" loading="lazy"></p>
<p>
</p>
<p>
I do this to basically get a better view of the parts I need to map and get things organized.</p>
<p>
</p>
<p>
NOW LET'S GET STARTED WITH THE MAPPING!! <img src="http://i.imgur.com/RwAdD.gif" alt="RwAdD.gif" loading="lazy"></p>
<p>
</p>
<p>
I'm gonna start with the left side of the car, then the right and then then remaining parts like the bonnet, roof, boot and the bumpers.</p>
<p>
For the left side I'm gonna start with wing_lf_L0. Uncheck everything but that. Now enter SELECTED MODE and the Perspective view. Also enter Polygon mode and select Separated from the Select list. Like this:</p>
<p>
</p>
<p>
<img src="http://img848.imageshack.us/img848/529/54988924.jpg" alt="54988924.jpg" loading="lazy"></p>
<p>
</p>
<p>
Start right clicking around on the wing_lf_L0 in Perspective view until you have selected all the white/grey parts. Make sure you get everything. Some parts may be small and hard to spot. DO NOT SELECT THE BLACK PARTS (INTERIOR) ON THE BACK SIDE!</p>
<p>
Like this:</p>
<p>
</p>
<p>
<img src="http://img844.imageshack.us/img844/1338/70869430.jpg" alt="70869430.jpg" loading="lazy"></p>
<p>
</p>
<p>
Now's that's done, <strong>uncheck</strong> wing_lf_L0 and move on to the left front door. (door_dside_f_L0.)</p>
<p>
</p>
<p>
Do the same thing here. Map the white/grey parts and do not map the interior parts. Like this:</p>
<p>
</p>
<p>
<img src="http://img210.imageshack.us/img210/1904/17752316.jpg" alt="17752316.jpg" loading="lazy"></p>
<p>
</p>
<p>
Uncheck door_dside_f_L0 and move on to the next door. (door_dside_r_L0.) Same thing here as abobe.</p>
<p>
</p>
<p>
<img src="http://img152.imageshack.us/img152/4831/27203663.jpg" alt="27203663.jpg" loading="lazy"></p>
<p>
</p>
<p>
Uncheck and let's move on the the biggest part, bodyshell_L0. Start selecting the left side of the bodyshell.</p>
<p>
</p>
<p>
<img src="http://img692.imageshack.us/img692/4189/53434137.jpg" alt="53434137.jpg" loading="lazy"></p>
<p>
</p>
<p>
With some models, like this one, you might get a little more than what you ask for when you select the parts you want. No worries, continue to select everyhing on the left side. Now to remove the unwanted selections, select the Quadr tool from the select list. Hold in CTRL and and right click with your mouse and drag over the parts you don't want.</p>
<p>
</p>
<p>
<img src="http://img849.imageshack.us/img849/7393/17921757.jpg" alt="17921757.jpg" loading="lazy"></p>
<p>
</p>
<p>
And voilÃ¯Â¿Â½, <strong>only </strong>the left side are selected! ;)</p>
<p>
</p>
<p>
Next check door_dside_f_L0, bodyshell_L0, wing_lf_L0 and door_dside_r_L0 in the hierarchy list. Now the whole left side are selected.</p>
<p>
</p>
<p>
<img src="http://img846.imageshack.us/img846/5879/57091081.jpg" alt="57091081.jpg" loading="lazy"></p>
<p>
</p>
<p>
While it's selected enter the Materials editor, select moonbeam_sign_1 paint3 [CLR:1] and then press the Assign to selection button. Then OK.</p>
<p>
</p>
<p>
<img src="http://img33.imageshack.us/img33/2046/62481866.png" alt="62481866.png" loading="lazy"></p>
<p>
</p>
<p>
Next thing: select the Left side view and enter Vertex mode. <img src="http://img829.imageshack.us/img829/9923/78780866.png" alt="78780866.png" loading="lazy"> Also enter Surface --&gt; Mapping --&gt; Edit UV.</p>
<p>
</p>
<p>
<img src="http://img163.imageshack.us/img163/9076/31112171.jpg" alt="31112171.jpg" loading="lazy"></p>
<p>
</p>
<p>
Now left click on the model in the Left view mode. Now the Mapping edit/Remove options shows up. Start by remove the mapping from channel 1 and channel 2. Check them and press OK.</p>
<p>
</p>
<p>
<img src="http://img829.imageshack.us/img829/6629/55797751.png" alt="55797751.png" loading="lazy"></p>
<p>
</p>
<p>
Enter Mapping edit/Remove options again and this time select Edit UV Chanell map # <strong><span style="font-size:18px;"><span style="text-decoration:underline;">2</span></span></strong>. And Generate new and check Force material and select <em>moonbeam_sign_1 paint3 [CLR:1].</em> Press OK.</p>
<p>
Like this:</p>
<p>
</p>
<p>
<img src="http://img715.imageshack.us/img715/9506/20545228.png" alt="20545228.png" loading="lazy"></p>
<p>
</p>
<p>
Once that's done go to the quadr tool and select Object mode. Enter the UV Mapper view. Select the scale tool, select your model with the quadr tool and scale your model with the scale tool so it fits inside the grey/white square. You might also need to move it around with the move tool. Remember that you also need to save some room the the bonnet, bumpers and etc. Deselect your model. Now it should look something like this:</p>
<p>
</p>
<p>
<img src="http://img521.imageshack.us/img521/9010/79046551.jpg" alt="79046551.jpg" loading="lazy"></p>
<p>
</p>
<p>
Zoom in as much as you can in UV Mapper view so the grey square almost takes all the place inside the window. Now take a printscreen of Zmodeler and paste in to a image editor program. Select the grey square with your model and paste in to a new image file. I usually make a new folder inside my work folder which I call "Templates". And I save the first part of the template as "1.png". Easy. Open 1.png in a image editor program and resize the image to 2048x2048. I use GIMP to do this. Paint gives it a shitty quality when resizing. When done resizing save the image and copy/paste it to moonbeam_sign_1.png. Make sure it covers everything. Save moonbeam_sign_1.png. Now the edited moonbeam_sign_1.png will show in Zmodeler. Select your model with quadr tool and move it with the move tool so it fits perfect on your template.</p>
<p>
</p>
<p>
<img src="http://img198.imageshack.us/img198/9363/57944701.jpg" alt="57944701.jpg" loading="lazy"></p>
<p>
</p>
<p>
Like this:</p>
<p>
</p>
<p>
<img src="http://img689.imageshack.us/img689/6082/61835576.jpg" alt="61835576.jpg" loading="lazy"></p>
<p>
</p>
<p>
Now enter 3D view to see how it looks! ;)</p>
<p>
</p>
<p>
<img src="http://img406.imageshack.us/img406/5333/47229419.jpg" alt="47229419.jpg" loading="lazy"></p>
<p>
</p>
<p>
Now let's start on the right side of the car.</p>
<p>
</p>
<p>
Do the same ting with wing_rf_L0, door_pside_f_L0 and door_pside_r_L0 as you did with the left side. Like this:</p>
<p>
</p>
<p>
<img src="http://img827.imageshack.us/img827/4479/95138376.jpg" alt="95138376.jpg" loading="lazy"></p>
<p>
</p>
<p>
Uncheck them and check bodyshell_L0. Enter Submesh --&gt; Detach --&gt; and uncheck "To new object" and "Enable drag". Then press with your left mouse button somewhere on the LEFT SIDE selected parts on the bodyshell_L0. Like this:</p>
<p>
</p>
<p>
<img src="http://img407.imageshack.us/img407/9666/24789711.jpg" alt="24789711.jpg" loading="lazy"></p>
<p>
</p>
<p>
Now close Submesh and under Select, select "None". Right click on the model. Nothing should now be selected on bodyshell_L0. Now select "Separated" and start your selection on the right side of the bodyshell_L0. Deselect the unwanted selections with the Quadr tool like I said before.</p>
<p>
</p>
<p>
<img src="http://img708.imageshack.us/img708/2093/54025943.jpg" alt="54025943.jpg" loading="lazy"></p>
<p>
</p>
<p>
Now enter the Materials Editor again, select <em>moonbeam_sign_1 paint3 [CLR:1]</em> and press Assign to selection and then OK.</p>
<p>
Make sure you are in the right side view and enter Vertex mode again and select Surface --&gt; Mapping --&gt; Edit UV. Like before, remove the mapping from channel 1 and channel 2.</p>
<p>
Like this:</p>
<p>
</p>
<p>
<img src="http://img829.imageshack.us/img829/6629/55797751.png" alt="55797751.png" loading="lazy"></p>
<p>
</p>
<p>
</p>
<p>
And do this on the right side, just as you did on the left side:</p>
<p>
</p>
<p>
<img src="http://img715.imageshack.us/img715/9506/20545228.png" alt="20545228.png" loading="lazy"></p>
<p>
</p>
<p>
Now open the moonbeam_sign_1.png file in your work folder with a image editor program. Select the left side you have inserted in the image file, copy it, flip it and move it under the left side.</p>
<p>
Like this:</p>
<p>
</p>
<p>
<img src="http://img99.imageshack.us/img99/1987/47210061.jpg" alt="47210061.jpg" loading="lazy"></p>
<p>
</p>
<p>
Save it!</p>
<p>
</p>
<p>
Enter UV Mapper view again, deselect the left side parts if they are still selected and go on to select the right side and scale it and move it on top of the right side in the template, just like you did with the left side!</p>
<p>
</p>
<p>
Like this:</p>
<p>
</p>
<p>
<img src="http://img607.imageshack.us/img607/5301/78273647.jpg" alt="78273647.jpg" loading="lazy"></p>
<p>
</p>
<p>
Now we have mapped both the left and right side of the car.</p>
<p>
</p>
<p>
<img src="http://img29.imageshack.us/img29/7978/53080208.jpg" alt="53080208.jpg" loading="lazy"></p>
<p>
</p>
<p>
Now go back to the Perspective mode and deselect all the parts on your hierarchy list except bodyshell_L0. Like we did on the left side, use the Submesh --&gt; Detach tool click on the selected area on the bodyshell_L0. Close Submesh and select "None" in the select list and right click on the model. Nothing should now be selected. Now use the Separated tool and select the roof parts.</p>
<p>
</p>
<p>
Like this:</p>
<p>
</p>
<p>
<img src="http://img528.imageshack.us/img528/623/95432836.jpg" alt="95432836.jpg" loading="lazy"></p>
<p>
</p>
<p>
Uncheck bodyshell_L0 for now and open bonnet_L0. No need to Submesh --&gt; Uncheck on this one, so move right on to the Separated tool and select the top part of the bonnet.</p>
<p>
Once you have done that, check bodyshell_L0 again and enter the top view mode.</p>
<p>
</p>
<p>
<img src="http://img824.imageshack.us/img824/7164/13187285.jpg" alt="13187285.jpg" loading="lazy"></p>
<p>
</p>
<p>
Now I think you know what comes next.</p>
<p>
</p>
<p>
Enter the Materials Editor, select <em>moonbeam_sign_1 paint3 [CLR:1]</em> and press Assign to selection and then OK.</p>
<p>
Enter the top view and enter Vertex mode again and select Surface --&gt; Mapping --&gt; Edit UV. Like before, remove the mapping from channel 1 and channel 2.</p>
<p>
Like this:</p>
<p>
</p>
<p>
<img src="http://img829.imageshack.us/img829/6629/55797751.png" alt="55797751.png" loading="lazy"></p>
<p>
</p>
<p>
Then this:</p>
<p>
</p>
<p>
<img src="http://img715.imageshack.us/img715/9506/20545228.png" alt="20545228.png" loading="lazy"></p>
<p>
</p>
<p>
Now enter UV Mapper view mode again and deselect everything. Select the roof (bodyshell_L0 top) and the bonnet you just mapped in and scale it and move it so it fits a free space on your template. In this case I'm also gonna use the Rotate tool so it fits my template better. Once that's done, make a backup file of moonbeam_sign_1.png, move it your templates folder and call it 2.png.</p>
<p>
Open up moonbeam_sign_1.png and color it totalt white. Now go back to Zmodeler, zoom in as much as you can and take a screenshot of the UV Mapper view. Open your image editor program and paste the screenshot in and select the grey/white square with the roof and bonnet (and also most likely the left and right wings and doors.) Scale the image to 2048x2048 and save it as 3.png. You may delete the wings and doors from the image file as we do not need those at this moment. Now open your first template, the one you saved as 2.png. In 3.png, select the roof and bonnet and copy it over to a free space in 2.png. Save. Copy everything inside 2.png, which now should contain the left side, the right side, roof and the bonnet. Paste it back in to moonbeam_sign_1.png in your work folder and save!</p>
<p>
</p>
<p>
It should look something like this:</p>
<p>
</p>
<p>
<img src="http://img3.imageshack.us/img3/6670/41605656.jpg" alt="41605656.jpg" loading="lazy"></p>
<p>
</p>
<p>
Back in Zmodeler you need to move the roof and the bonnet on the top of the template like you did with the left and right side.</p>
<p>
</p>
<p>
Like this:</p>
<p>
</p>
<p>
<img src="http://img801.imageshack.us/img801/1426/41813815.jpg" alt="41813815.jpg" loading="lazy"></p>
<p>
</p>
<p>
So it fits like this:</p>
<p>
</p>
<p>
<img src="http://img833.imageshack.us/img833/1647/55115690.jpg" alt="55115690.jpg" loading="lazy"></p>
<p>
</p>
<p>
Back in 3D view mode you will now see that the roof and the bonnet now are mapped to your template. Just like this:</p>
<p>
</p>
<p>
<img src="http://img706.imageshack.us/img706/4333/55070672.jpg" alt="55070672.jpg" loading="lazy"></p>
<p>
</p>
<p>
Let's continue with mapping the front bumper. Deselect everything except bumper_f_L0. Enter Perspective mode and select the Separated tool. As before, select the white/grey parts. Do not select the interior parts.</p>
<p>
</p>
<p>
<img src="http://img52.imageshack.us/img52/4237/94668796.jpg" alt="94668796.jpg" loading="lazy"></p>
<p>
</p>
<p>
Next, enter the Materials Editor, select <em>moonbeam_sign_1 paint3 [CLR:1]</em> and press Assign to selection and then OK.</p>
<p>
Enter the front view and enter Vertex mode again and select Surface --&gt; Mapping --&gt; Edit UV. Like before, remove the mapping from channel 1 and channel 2.</p>
<p>
</p>
<p>
Like this:</p>
<p>
</p>
<p>
<img src="http://img829.imageshack.us/img829/6629/55797751.png" alt="55797751.png" loading="lazy"></p>
<p>
</p>
<p>
Then this:</p>
<p>
</p>
<p>
<img src="http://img715.imageshack.us/img715/9506/20545228.png" alt="20545228.png" loading="lazy"></p>
<p>
</p>
<p>
Now enter UV Mapper view mode and deselect everything. Select the bumper_f_L0 and scale it and move it so it fits a free space on your template. Once that's done, make a backup file of moonbeam_sign_1.png, move it your templates folder and call it 4.png. Open up moonbeam_sign_1.png and color it totalt white. Now go back to Zmodeler, zoom in as much as you can and take a screenshot of the UV Mapper view. Open your image editor program and paste the screenshot in and select the grey/white square with the front mumper (and also most likely the left and right wings, the doors and bonnet.) Scale the image to 2048x2048 and save it as 5.png. You may delete the wings, doors, roof and bonnet from the image file as we do not need those at this moment. Now open your first template, the one you saved as 4.png. In 5.png, select the front bumper and copy it over to a free space in 4.png. Save. Copy everything inside 4.png, which now should contain the left side, the right side, roof, bonnet and front bumper. Paste it back in to moonbeam_sign_1.png in your work folder and save!</p>
<p>
</p>
<p>
It should now look something liket this:</p>
<p>
</p>
<p>
<img src="http://img848.imageshack.us/img848/8113/86840099.jpg" alt="86840099.jpg" loading="lazy"></p>
<p>
</p>
<p>
Now back to the UV Mapper view you will have to move the front bumper so it fits your template. Easy peasy!</p>
<p>
</p>
<p>
<a href="http://img707.imageshack.us/img707/5513/85074701.jpg" rel="external nofollow">http://img707.images...13/85074701.jpg</a></p>
<p>
</p>
<p>
Like this:</p>
<p>
</p>
<p>
<a href="http://img17.imageshack.us/img17/3828/43565239.jpg" rel="external nofollow">http://img17.imagesh...28/43565239.jpg</a></p>
<p>
</p>
<p>
And there we are. Front bumper mapped.</p>
<p>
</p>
<p>
<a href="http://img85.imageshack.us/img85/6218/81743161.jpg" rel="external nofollow">http://img85.imagesh...18/81743161.jpg</a></p>
<p>
</p>
<p>
Let's get going with the final part of the mapping, the back side!</p>
<p>
</p>
<p>
Deselect everyting except bumper_r_L0. Enter Perspective view and enter Polygone mode and select the Separated tool. Then start with your selection! When your done, uncheck bumper_r_L0 and move on to boot_L0. Do the same here, select the parts you will map. When your done, uncheck boot_L0 and select bodyshell_L0.</p>
<p>
</p>
<p>
Like we did on the left side, right side and the roof, use the Submesh --&gt; Detach tool click on the selected area on the bodyshell_L0. Close Submesh and select "None" in the select list and right click on the model. Nothing should now be selected. Now use the Separated tool and select remaining back parts. In this case it's just this small part connecting the bodyshell and the bumper. When that's selected check the boot_L0 and bumper_r_L0.</p>
<p>
</p>
<p>
<a href="http://img594.imageshack.us/img594/5301/21327170.jpg" rel="external nofollow">http://img594.images...01/21327170.jpg</a></p>
<p>
</p>
<p>
Next, enter the Materials Editor, select <em>moonbeam_sign_1 paint3 [CLR:1]</em> and press Assign to selection and then OK.</p>
<p>
Enter the back view and enter Vertex mode again and select Surface --&gt; Mapping --&gt; Edit UV. Like before, remove the mapping from channel 1 and channel 2.</p>
<p>
</p>
<p>
Like this:</p>
<p>
</p>
<p>
<a href="http://img829.imageshack.us/img829/6629/55797751.png" rel="external nofollow">http://img829.images...29/55797751.png</a></p>
<p>
</p>
<p>
Then this:</p>
<p>
</p>
<p>
<a href="http://img715.imageshack.us/img715/9506/20545228.png" rel="external nofollow">http://img715.images...06/20545228.png</a></p>
<p>
</p>
<p>
Now enter UV Mapper view mode and deselect everything. Select the back parts and scale it and move it so it fits a free space on your template. Once that's done, make a backup file of moonbeam_sign_1.png, move it your templates folder and call it 6.png. Open up moonbeam_sign_1.png and color it totalt white. Now go back to Zmodeler, zoom in as much as you can and take a screenshot of the UV Mapper view. Open your image editor program and paste the screenshot in and select the grey/white square with the back side (and also most likely the left and right wings, the doors, front bumper and bonnet.) Scale the image to 2048x2048 and save it as 7.png. You may delete the wings, doors, roof, front bumper and bonnet from the image file as we do not need those at this moment. Now open your first template, the one you saved as 6.png. In 7.png, select the front bumper and copy it over to a free space in 6.png. Save. Copy everything inside 6.png, which now should contain the left side, the right side, roof, bonnet, front bumper and the back side. Paste it back in to moonbeam_sign_1.png in your work folder and save!</p>
<p>
</p>
<p>
Your template should now look something like this:</p>
<p>
</p>
<p>
<a href="http://img855.imageshack.us/img855/3173/25457999.jpg" rel="external nofollow">http://img855.images...73/25457999.jpg</a></p>
<p>
</p>
<p>
</p>
<p>
Back in UV Mapper view, move the back side so it fits with the template, like this:</p>
<p>
</p>
<p>
<a href="http://img94.imageshack.us/img94/8754/89502252.jpg" rel="external nofollow">http://img94.imagesh...54/89502252.jpg</a></p>
<p>
</p>
<p>
Like this:</p>
<p>
</p>
<p>
<a href="http://img62.imageshack.us/img62/4286/87657568.jpg" rel="external nofollow">http://img62.imagesh...86/87657568.jpg</a></p>
<p>
</p>
<p>
And now we have mapped the back side to the template! Huzzah!</p>
<p>
</p>
<p>
<a href="http://img14.imageshack.us/img14/6590/81410960.jpg" rel="external nofollow">http://img14.imagesh...90/81410960.jpg</a></p>
<p>
</p>
<p>
It may look like the whole model is mapped now, but be thorough and make sure you haven't forgotten any parts. I can see that I've forgotten to map a small part on the front of the car. Let's get that fixed!</p>
<p>
</p>
<p>
Deselect everything in your hierarchy list, except bodyshell_L0. Like we did on the left side, right side, the roof and the back, use the Submesh --&gt; Detach tool click on the selected area on the bodyshell_L0. Close Submesh and select "None" in the select list and right click on the model. Nothing should now be selected. Now use the Separated tool and select remaining front parts. In this case it's just this small part right above the front bumper. Like this:</p>
<p>
</p>
<p>
<a href="http://img710.imageshack.us/img710/6408/76205991.jpg" rel="external nofollow">http://img710.images...08/76205991.jpg</a></p>
<p>
</p>
<p>
Once again, enter the Materials Editor, select <em>moonbeam_sign_1 paint3 [CLR:1]</em> and press Assign to selection and then OK.</p>
<p>
Enter the front view and enter Vertex mode again and select Surface --&gt; Mapping --&gt; Edit UV. Like before, remove the mapping from channel 1 and channel 2.</p>
<p>
</p>
<p>
Like this:</p>
<p>
</p>
<p>
<a href="http://img829.imageshack.us/img829/6629/55797751.png" rel="external nofollow">http://img829.images...29/55797751.png</a></p>
<p>
</p>
<p>
Then this:</p>
<p>
</p>
<p>
<a href="http://img715.imageshack.us/img715/9506/20545228.png" rel="external nofollow">http://img715.images...06/20545228.png</a></p>
<p>
</p>
<p>
Now enter UV Mapper view mode and deselect everything. Select the front part and scale it and move it so it fits a free space on your template. Once that's done, make a backup file of moonbeam_sign_1.png, move it your templates folder and call it 8.png. Open up moonbeam_sign_1.png and color it totalt white. Now go back to Zmodeler, zoom in as much as you can and take a screenshot of the UV Mapper view. Open your image editor program and paste the screenshot in and select the grey/white square with the front part (and also most likely the left and right wings, the doors, front bumper, bonnet, boot and back bumper.) Scale the image to 2048x2048 and save it as 9.png. You may delete the wings, doors, roof, front bumper, back bumper, boot and bonnet from the image file as we do not need those at this moment. Now open your first template, the one you saved as 8.png. In 9.png, select the front part and copy it over to a free space in 8.png. Save. Copy everything inside 8.png, which now should contain the left side, the right side, roof, bonnet, front bumper, the back side and the front part. Paste it back in to moonbeam_sign_1.png in your work folder and save!</p>
<p>
</p>
<p>
Back in UV Mapper view, move the front part so it fits with the template, like this:</p>
<p>
</p>
<p>
<a href="http://img818.imageshack.us/img818/4023/60036365.jpg" rel="external nofollow">http://img818.images...23/60036365.jpg</a></p>
<p>
</p>
<p>
Like this:</p>
<p>
</p>
<p>
<a href="http://img337.imageshack.us/img337/8073/71793419.jpg" rel="external nofollow">http://img337.images...73/71793419.jpg</a></p>
<p>
</p>
<p>
And there we are! The whole model mapped! :DD</p>
<p>
</p>
<p>
<a href="http://img854.imageshack.us/img854/953/52185875.jpg" rel="external nofollow">http://img854.images...53/52185875.jpg</a></p>
<p>
</p>
<p>
This is how the template turned out in the end. Not very good looking, but it will do the job! ;)</p>
<p>
</p>
<p>
<a href="http://img525.imageshack.us/img525/3275/13275342.jpg" rel="external nofollow">http://img525.images...75/13275342.jpg</a></p>
<p>
</p>
<p>
</p>
<p>
<strong>And a small note in the end.</strong></p>
<p>
</p>
<p>
I managed to map a small, unwanted part in at the front bumper. This:</p>
<p>
</p>
<p>
<a href="http://img41.imageshack.us/img41/4619/61358249.jpg" rel="external nofollow">http://img41.imagesh...19/61358249.jpg</a></p>
<p>
</p>
<p>
In this case it doesn't matter as it on the back side of the bumper and won't be visible. But try to awoyd things like this. BE THOROUGH! That's important. Especially if you are a perfectionist like me. ;)</p>
<p>
</p>
<p>
</p>
<p>
<a href="http://img841.imageshack.us/img841/6466/cooltext688029729.png" rel="external nofollow">http://img841.images...xt688029729.png</a></p>
<p>
</p>
<p>
In this next part I will tell you how to make and map dirt to your model.</p>
<p>
Start by making a copy of your now complete template. Rename your copy to moonbeam_dirt.png. Open the file in a image editor program and resize it from 2048x2048 to 1024x1024. Save it.</p>
<p>
I like to do this the VERY easy way. Also open vehicle_genericmud_car.png and basically copy the dirt parts from that file over to the moonbeam_dirt.png where ever it may seem appropriate.</p>
<p>
</p>
<p>
This is how my dirt mapping for the Moonbeam ended up like:</p>
<p>
</p>
<p>
<a href="http://img401.imageshack.us/img401/9828/49071597.jpg" rel="external nofollow">http://img401.images...28/49071597.jpg</a></p>
<p>
</p>
<p>
It ain't pretty, but it will work great in-game! Remember to save your dirt mapping png file and go back to Zmodeler. Enter the Texture Browser and press Add. Import your dirt mapping, in this case moonbeam_dirt.png. Press OK. Then enter the Materials Editor and find <em>moonbeam_sign_1 paint3 [CLR:1]</em></p>
<p>
</p>
<p>
Then press the vehicle_genericmud_car.png layer.</p>
<p>
</p>
<p>
<a href="http://img832.imageshack.us/img832/5137/83393644.png" rel="external nofollow">http://img832.images...37/83393644.png</a></p>
<p>
</p>
<p>
Now the Texture Browser pops up again. Browse the list till you find the moonbeam_dirt.png texture. Mark it and press OK.</p>
<p>
Now the moonbeam_dirt.png should have replaced the vehicle_genericmud_car.png file. Like this:</p>
<p>
</p>
<p>
<a href="http://img9.imageshack.us/img9/2862/69407887.png" rel="external nofollow">http://img9.imagesha...62/69407887.png</a></p>
<p>
</p>
<p>
Now go to the left side view and make sure all the bodyparts L0's are checked. Make sure moonbeam.wft are UNCHECKED. Enter the Vertex mode and under Select, select All. Right click on top of your model so everything get's selected. Then enter Surface --&gt; Mapping --&gt; Edit UV. Like this:</p>
<p>
</p>
<p>
<a href="http://img190.imageshack.us/img190/5457/67161335.jpg" rel="external nofollow">http://img190.images...57/67161335.jpg</a></p>
<p>
</p>
<p>
When you have selected Edit UV, click on the model and the Mapping Edit/Remove options shows up again. This time you need to select Edit UV Chanell map # <span style="font-size:18px;"><strong><span style="text-decoration:underline;">1 </span></strong></span>!</p>
<p>
Then down below where it says "From chanell #" select <span style="text-decoration:underline;"><strong><span style="font-size:18px;">2</span></strong></span> ! Down below Select keep old mapping and make sure Keep separately are checked, Select old mapping are unchecked and Disable old mapping are checked. Check Force material and select from the list <em>moonbeam_sign_1 paint3 [CLR:1]. </em>Press OK. DO NOT remove any mappings like we did before. No need for that now.</p>
<p>
</p>
<p>
Like this:</p>
<p>
</p>
<p>
<a href="http://img201.imageshack.us/img201/659/69346684.png" rel="external nofollow">http://img201.images...59/69346684.png</a></p>
<p>
</p>
<p>
And there we go! Dirt mapping complete!</p>
<p>
</p>
<p>
<a href="http://img804.imageshack.us/img804/8973/45224227.jpg" rel="external nofollow">http://img804.images...73/45224227.jpg</a></p>
<p>
<em>(Main template removed to show the dirt mapping better.)</em></p>
<p>
</p>
<p>
The next step now will be to move all the bodypars L0 back into where they belong and create L1 and L2. Open up moonbeam.wft and go through your hierarchy list and delete all the L1 and on some occasions L2. Start with bonnet --&gt; boot --&gt; bumper_f --&gt; bumper_r --&gt; door_dside_r --&gt; door_dside_f --&gt; door_pside_r --&gt; door_pside_f --&gt; wing_lf --&gt; wing_rf --&gt; bodyshell. Only delete the parts that you have mapped. Nothing else. Now start move the L0 parts back into where they belonge. Once that's done start copying the <em>bonnet_L0, boot_L0, bumper_f_L0, bumper_r_L0, door_dside_r_L0, door_dside_f_L0, door_pside_r_L0, door_pside_f_L0, wing_lf_L0, wing_rf and bodyshell_L0</em> twice. Rename the first batch from L0 to L1, and the second batch from L0 to L2.</p>
<p>
</p>
<p>
When your done copying and placing everthing where they are supposed to be, your hierarchy list should look like this:</p>
<p>
</p>
<p>
<a href="http://img17.imageshack.us/img17/4691/12205440.png" rel="external nofollow">http://img17.imagesh...91/12205440.png</a></p>
<p>
</p>
<p>
Now check all the unchecked objects, except the L1 and L0 parts, save your work and export the file to, in this case, moonbeam.wft. The model's complete!</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
<a href="http://img225.imageshack.us/img225/2431/cooltext688046810.png" rel="external nofollow">http://img225.images...xt688046810.png</a></p>
<p>
</p>
<p>
This last part will show you how to add your textures to a WTD file. There are two ways to do this, as far as I know.</p>
<p>
</p>
<p>
The easy part is to use OpenIV. Open the program and browse to vehicles.img. Select edit mode and open it up. Browse down to moonbeam.wtd. Right click and select Edit. Then press Import images. There you select moonbeam_sign_1.png and moonbeam_dirt.png. Then the Texture editor - Request windows pop up. Make sure Automatically generate MipMaps levels are unchecked and under Texture format (compression) select DXT5. Press OK. Then press Save.</p>
<p>
</p>
<p>
Next right click on moonbeam.wtf and select Replace. Replace it with the moonbeam.wft file you previously exported. Once that's done, select the File tab and select Rebuild. Press Yes on the window that may pop up. The archive will now rebuild with the new model and textures. Close OpenIV when it's done. Now you can start your game to see if the whole thing works.</p>
<p>
</p>
<p>
And what to you know, it does! ; ) With dirt and everthing.</p>
<p>
</p>
<p>
<a href="http://img208.imageshack.us/img208/8864/97420725.jpg" rel="external nofollow">http://img208.images...64/97420725.jpg</a></p>
<p>
</p>
<p>
A more complicated method is to use the more older tool G-Texture. With this tool you also need to convert the template and dirt to DDS files first. For this I use a tool called The Compressonator. DO NOT use the x64 version. That version are missing some features that we're gonna need. Open up The Compressonator and from the File tab select Batch Compress. Brows to your workfolder and select moonbeam_sign_1.png and moonbeam_dirt.png. Select Use Input Directory. Under Output File Format select DirectDrawn Surface Textures (*.DDS). Under Output Format select DirectX Texture Compression and press the Options button to the right. Select DXT5 (6/8 bit Interpolated Alpha) and press OK. Under MipMaps select No MipMaps. Then press Compress. Let the tool work, it might take some time. Now open SparkIV or OpenIV and export a untouch version of moonbeam.wtd to your work folder. Open G-Texture and select the Textures tab and select Add. Now select moonbeam_dirt.DDS and moonbeam_sign_1.DDS that you just converted. Press OK. Then press the File tab and press Save. Now you have added your textures to your moonbeam.wtd by using method number two. Now import moonbeam.wft and moonbeam.wtd with SparkIV or OpenIV and test it out!</p>
<p>
</p>
<p>
</p>
<p>
And there we go! It worked with this method also, although it takes much more time.</p>
<p>
</p>
<p>
<a href="http://img703.imageshack.us/img703/4005/46440916.jpg" rel="external nofollow">http://img703.images...05/46440916.jpg</a></p>
<p>
</p>
<p>
</p>
<p>
<strong>And there we go. This tutorial are done. I hope you guys like it. It might seem a little long, but most of it are parts that just repeats it self. So don't worry about that.</strong></p>
<p><strong>
If anyone have any questions about this, please ask in this thread. </strong><em><span style="text-decoration:underline;"><span style="font-size:18px;"><strong>DO NOT SEND ME PM's ABOUT THIS!!!1</strong></span></span></em><strong> Thanks! ;)</strong></p>
<p>
</p>
<p>
</p>
<p>
</p>
<p></p>
<div style="text-align:right;"><a href="http://img339.imageshack.us/img339/4010/corleonej.png" rel="external nofollow">http://img339.images...0/corleonej.png</a></div>
<p></p>


]]></description><guid isPermaLink="false">1</guid><pubDate>Thu, 20 Sep 2012 23:16:01 +0000</pubDate></item></channel></rss>
