Essentials Series/Custom Models: Difference between revisions

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=== Exporting as DFF ===
This method is the most traditional, and necessary if you want to import rigged models (with a skeleton, which also allows for [[../Custom Animations/|animations]]). This allows you to create a custom character, for example, and even replace one of the player models (although the process of creating custom animations to replace each one would be lengthy). Another option would be to [[../Extracting Models/|extract]] the player model and rig a different model to the same skeleton, which would avoid needing to make new animations. This is not supported for Scooby as the skeleton format for that version of the engine is unknown.
 
This method is quite simple: have your 3d model in 3ds Max or Blender, then use the [https://gtaforums.com/topic/838479-dff-importer-and-exporter-for-3ds-max/ DFF plugin] for 3ds Max or [https://github.com/Parik27/DragonFF DragonFF] for Blender to export the model (in 3ds Max's case, you must have only the bones selected, then click on Export Selected, for the export to work properly).
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=== Exporting as Other Formats ===
This method works when exporting from any 3d editor. The most common formats are OBJ, FBX and DAE, all of which are supported by IP. Do not use OBJ iffor yourimporting a model haswith vertex colors as the file format does not support it.
 
'''Note''': There is a bug with AssimpNet, the library Industrial Park uses to import models, with DAE imports—the red channel for all vertices is overwritten by the alpha channel. Therefore it is recommended to use FBX for models with vertex colors.
 
=== Importing to the game ===
After exporting from the 3d tool, you can either use the Asset Data Editor of a MODL asset to import the data over it, or the [[#Import Models|Import Models]] dialog in Industrial Park to create a new MODL asset. You will also need to import the [[#Importing Textures|texture]] for the model.
 
== Creating a New Level ==
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=== New HIP ===
In Industrial Park, open a new Archive Editor and go to File -> New. With 'Add Default Assets' selected, click OK and save your new HIP file. You can add it to the game by replacing an existing level or creating a new one. Any combination of 4 characters will work as a level name. For example, the original game had JF01 up to JF04. You can name your file JF05, or JFAB, or even AXYZ (that would need to be in a folder called AX, you are also free to create new folders). With the file in place, you can set the boot level to that in the INI file, or you can create a [[../Portals/|portal]] from another level leading there to be able to access it ingame. The level will work immediately, but obviously has nothing in it.
 
You can work using only this HIP if you want to, as a HOP is not needed. If you want to use a HOP, open another Archive Editor and create one with File -> New, leaving 'Add Default Assets' unchecked.
 
=== Blank HIP/HOP ===
They are available in the IndustrialPark-EditorFiles (which we talked about [[../Tikis and Enemies/#Importing HIPs|here]]). You can copy and paste them into your game's files and give them a new name.
 
== Adding the Models ==
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When exporting level models from your model editor, it's important to note that there's a maximum amount of vertices/triangles that the model can have. After a certain amount, the game starts to lag, and after another one, it will crash when loading the stage. It's not known precisely what is the size, but the resulting MODL asset should not exceed 100 KB in size (you can check the size in the Archive Editor after importing). If your models are big, you can split them into smaller pieces in the 3D tool and import them as separate assets.
 
Once the models are imported, you will need to make [[SIMP]] (Simple ModelObject) assets and add them to the HIP so that the models will actually appear in the world. This can be done automatically in Import Models, but is also covered in the [[SIMPs../Simple Objects/]] page.
 
After importing the models, you will need to import their [[#Import Textures|textures]].
 
== Import Models ==
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=== Importing a BSP ===
Right now, using a BSP as a level model is experimental in Scooby and BFBB. You can use the method above to create a BSP as well, but in that case, make sure you have a BSP layer selected, and that you update the asset ID of the BSP in the [[../Stage Controllers/|Environment]] asset after importing.
 
== Import Textures ==
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You can import textures of various formats with this, but PNG is recommended. Choose the textures you want and press OK to import. The textures should be visible on the models immediately. If they aren't, you can click on '''Refresh Textures and Models''' under Options to do this. This is what each of the check boxes do:
 
* '''Append .RW3''': this is necessary if you are importing textures meant to be used by models! (this can sound silly, but some textures are used by [[../User Interfaces/]] for example). All textures used by models must have .RW3 at the end of their names, and the [[Asset ID]] will be generated from that. Otherwise, the game will not be able to find the textures and will show the models blank instead.
* '''Generate Mipmaps''': choose whether mipmaps will be generated for the textures.
* '''Compress''': if checked, textures will be compressed. There will be a very minor loss in quality, but the size of the archive will be smaller. '''This must be turned off for textures with transparency, as transparency is lost on compression'''.
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Other parameters specified in the executable uses an effect added to an atomic when the name's scanned during the loading process. Documentation on how it's setup can be found [https://gtamods.com/wiki/User_Data_PLG_(RW_Section) here] and the data names used in BFBB are HI_TAGS (stands for Heavy Iron Tags) and MORPHSTATE.
 
[[Category:Modding]] [[Category:Tutorials]]