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Original models from Infinity Ward,Capcom,Electronics Arts, Microsoft, Ubisoft and Treyarch,Xnalara and tombraider forums Users(rexil,Oocrofty,fullmon etc)Valve,Gmod and all developers that have created those models! I don't own any credits for those models!!!!
Mostrando postagens com marcador Tutorials. Mostrar todas as postagens
Mostrando postagens com marcador Tutorials. Mostrar todas as postagens

sábado, 12 de dezembro de 2015

quarta-feira, 6 de maio de 2015

TUTORIAL: How to resize skins properly


Hello everybody
I got this tutorial asked recently because people can't resize peds/skins properly.
I took a look in everywhere , searching for a tuto when i wanted to resize my models but i didn't find one. So workin' on 3ds max , i discovered this way. If you have another  and easier , share with us.

You need:
-  3ds Max

- Skin/model Rigged


After you got your model done(rigged ,all texturies applied and exported to get workin' ingame) open
3ds Max , run kam script,click on DFF IO, check the "letter a option" and import you skin:
Now that you have your model imported, click on "select by name"

A new window will pop up,with all bones names

 Select your model (Skin_mesh) and all bones except the root one:

Click on "Select and Uniform Scale" and resize your model(to a bigger one or smaller one, is this case i scaled it bigger)




 
Now,you have your model and all bones (except the root one) rescaled.Keep your model and bones select ,click on "select and move" and move them back on the "Z axis"(the blue one)


Now, you have your model plus all other bones moved back and the root bone on the same default position.Your model is ready to be exported, check "skip col" option and click on "bone/Skin export" and select a name for the model , Bmost for ex and try it in game.


 IMPORTANT:
If you want to make a smaller one, you move it foward on the Z axis. How much you'll move it back or foward depends on how much you resize it. Biggar and smaller, more you move it.
 Enjoy

segunda-feira, 15 de setembro de 2014

My Tutorial: How to fix Alpha channel issues for new Peds( Specially hairs)

Hey guys
Who make mods for SA know how bad SA's engine handles textures alpha textures.Those models who have complex alpha textures for hair , beards , lashes and etc look "bugged", with some "invisible" , see through parts. After 2 years searching , reading tons of articles, forums etc and tryin' tons of tricks , this is the one you'll have the best result.
I'll teach you how to solve this problem ( at least for most of the models because it didn't work for a small percentage. I didn't test it using z modeler but it should work as well.
You need:

- TXD Workshop
-  3ds Max 

In this tutorial, we double the meshes ( for hairs, beards etc) to get it working good since SA can't handle double faced polygons. So doing tihs trick both side of the mesh will be rendered without bugs. Plus using the right settings on TXD file, you'll make the result even better.

sexta-feira, 29 de abril de 2011

Easiest,Simplest and Detailed Tutorial For SA

Hello guys, many people have asked me how i convert model from gta san andreas as ped!
So i decided to make this tutorial!So lets go!
First, you need the model you want to convert, 3ds max and Kams inscript installed!





Crongats Conrade xD