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Ameteur Member Posts: 49 Joined: 5-August 09 ![]() | ^ There's a TUT on GTAF about converting SketchUp to SA. SketchUp isn't hard to use. I made pretty decent models with it, but be sure to get SketchUp Pro otherwise you won't be able to export in .3DS format. There's no MaxScript for this but the guide should show you exporting from SketchUp and importing to 3Ds Max. I might as well try it, although it's a little daunting since i had to deal with Max. |
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![]() Devil's Advocate ![]() Posts: 413 From: CA US Joined: 26-July 09 ![]() | UPDATE: I just found a tutorial by Puma for bugless SketchUp COLs. Hope this is useful for you guys! ![]() -------------------- ![]() |
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![]() In motus... ![]() Posts: 361 From: Portugal Joined: 28-May 09 ![]() | That's a waste of time. Doesn't fix invisible walls, only unsolid parts and I don't need to do that. At least not in the Total Conversion I'm working on and scripting: GTA SVTown |
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Ameteur Member Posts: 49 Joined: 5-August 09 ![]() | That's a waste of time. Doesn't fix invisible walls, only unsolid parts and I don't need to do that. At least not in the Total Conversion I'm working on and scripting: GTA SVTown I figured out that invisible walls are caused by not properly setting faces on your model. Taking a look at the Tower in monochrome mode confirms this, as some parts that are invisible in Max and SA are coloured purple in Sketchup. |
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![]() Devil's Advocate ![]() Posts: 413 From: CA US Joined: 26-July 09 ![]() | ^ So if it's white then it's visible and if it's purple then it's invisible? ![]() This post has been edited by Adler: Aug 23 2009, 02:29 AM -------------------- ![]() |
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Ameteur Member Posts: 49 Joined: 5-August 09 ![]() | |
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Ameteur Member Posts: 49 Joined: 5-August 09 ![]() | More updates here: http://www.towerofterror.org/board/viewtop...7&start=180 |
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![]() Coding like a Rockstar! ![]() Posts: 1,468 From: ??? Joined: 28-May 09 ![]() | Looks like things are going along nicely ![]() -------------------- | CLEO 4.3.22 | A?i?a?o?3D | UI SDK | Black Market Mod 1.0.1 | GInput 0.3 | Cheat Keyboard | Tactile Cheat Activation | Stream Ini Extender 0.7 | SuperVars | ScrDebug | Vigilante Justice: San Andreas | |
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Ameteur Member Posts: 49 Joined: 5-August 09 ![]() | Still fixing the lighting and collisions, although a beta is now available. Light-baking/vertex paint test: ![]() ![]() Now the only things missing are NPCs of Sally Shine and the guys, as well as a working interior... ![]() |
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![]() Coding like a Rockstar! ![]() Posts: 1,468 From: ??? Joined: 28-May 09 ![]() | It looks so much more realistic than when it started out now ![]() ![]() Lol, what's that plane thing in the sky on the 2nd screen? ![]() So is Sketchup just for the collision? How do you texture it? I've textured guns and stuff like that before but I wouldn't know where to start with this! -------------------- | CLEO 4.3.22 | A?i?a?o?3D | UI SDK | Black Market Mod 1.0.1 | GInput 0.3 | Cheat Keyboard | Tactile Cheat Activation | Stream Ini Extender 0.7 | SuperVars | ScrDebug | Vigilante Justice: San Andreas | |
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Ameteur Member Posts: 49 Joined: 5-August 09 ![]() | It looks so much more realistic than when it started out now ![]() ![]() Lol, what's that plane thing in the sky on the 2nd screen? ![]() So is Sketchup just for the collision? How do you texture it? I've textured guns and stuff like that before but I wouldn't know where to start with this! Yeah, it did look better when I baked light on it. As for the plane, it's an Osprey, the same banana seen in Splinter Cell. The whole model was weaved using Sketchup, although as stated earlier I had to fix the collisions. |
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