Essentials Series/Custom Models: Difference between revisions

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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 ===
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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 [[../SIMPsSimple Objects/]] page.
 
After importing the models, you will need to import their [[#Import Textures|textures]].
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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]]