By Peter Magenheimer
(peter@magenheimer.com)
Have you ever tried and
tried to get to the top of Donald Love’s roof, only to be disappointed by the
fact that his garden is not solid? Or
maybe you finally got to Kenji’s roof only to fall right through to an insane
asylum room? Well, here’s your chance to get the satisfaction you’ve always
wanted, from walking around on solid
ground. Note that this tutorial assumes at least a small amount of knowledge of
GTA3 modding and the programs you use in this tut.
For this tutorial you will
need (click on their names to get them):
Start up GTA3 and go find an
object that you would like to make solid. Take note of where in
Start KCow’s
3D Mapper and load the .ipl
file with your object in it. The observatory is in landne.ipl,
so I’ll open that up under data\maps\landne\landne.ipl.
Once it’s loaded click the small button with an eye on it to open the 3D view.
Navigate around to find your object, and click on it once when you find it. The
name that appears in the circled area in this picture is the name of your
object. WRITE IT DOWN or something. In this case, my
object’s name is “observatory_temp”.
Close the 3D Mapper.
Now that you have the name
of your object, you need to go find it in the gta3.img file. Open the IMG Tool
and load up the gta3.img file in [yourgta3dir]/models. Click on the Tools menu,
select Sort, and click Name (only for IMG Tool v1.2 or higher I think).
Now scroll down and find
your object’s name, and select it.
Under the Commands menu,
select Extract. The “models” directory is fine for extracting, but you might want
to use your own folder to make things easier. Close the IMG Tool once you’ve
done that.
Now open up ZModeler. Click on the File menu, and click Import. Open
the file you just extracted from the IMG Tool (in my case, observatory_temp.dff).
Make sure the model loads properly, and then click the File menu, and click
Export. Type in a name similar to or the same as your object’s name, select “3d
Studio Files (*.3ds)” as the type, and save it. (If a message saying something
like “Compatibility with 3DS Max settings” pops up, just click OK)
Close ZModeler.
Before starting 3DS Max, you
need to install the plug-in provided in this package. Copy PandaDXExport3.dle
to the Plugins folder in you 3ds max directory
(usually C:\3dsmax3_1).
Run 3D Studio Max, and click
the File menu, and then click Import. Open up the file that you just exported
from ZModeler, and select “Completely replace current
scene,” and uncheck “Convert units.” Now it’s best for a collision model to
have the minimum amount of polygons needed for good collision detection, so if
you have some 3D modeling experience, go ahead and get rid of any extraneous
polygons in your model. Otherwise, we’ll just have 3DS Max optimize it itself.
With your object selected, click the Modifiers tab and click the Optimize
button.
Once you’ve optimized the
model, you’re going to get the model centered (if it isn’t already, but I do it
anyways to make sure). With the “Select and move” tool selected in the “Main
Toolbar” tab, and with your object selected, press F12 to bring up the “Move
Transform Type-in Box.” Set ALL values to 0 and then close that window. The
object should now be centered on all the axes.
Now that the model is optimized
and centered, you can finally export the .X (Panda DirectX) file. Make sure
once more that your object is selected, and go to the File menu, and click “Export…”
(not “Export Selected…”). Set the “Save as type” to “Panda
DirectX (*.X)” and type a name for your .x file (I’ll use ‘observ’)
and click Save. In the next window, set these options:
click
the “X File Settings” tab and select these options:
and then press OK. Close 3DS Max.
Now you
finally get to make the .col file you’ve always
wanted. Open up Steve’s Collision
File Maker. Go to the File menu and select “Load Text…” Open the file you just
exported from 3DS Max.
Once the file is loaded,
type in exactly the name of your
object as you found from the 3D Mapper (this is
critical, so double-check it). In my case, it’s “observatory_temp”.
Now click “Make collision
file.” Save the file with whatever name you want in the /data/maps/ directory.
I’ll save mine as “observ.col”. When it’s saved,
scroll up on the Output panel to make sure it says “Testing values... All
values are OK.” Close out of the ColFile Maker.
You’re almost done! Open up
gta3.dat in [gta3dir]/data/ in Notepad or another editor, and add the following
line to the appropriate section. (If the object you’re solidifying is on
COLFILE [X] DATA/MAPS/[yourfilename].col
In my case it’s COLFILE 3
DATA/MAPS/observ.col
Save the gta3.dat file, exit
Notepad, and start up GTA3…
Go to your item in the game
and check it’s solidness.
YAY!!!
In case anyone’s wondering,
I used jcab42’s Runway to the Observatory to get up there. I included it in the
zip file.
Please e-mail me at peter@magenheimer.com if you have any questions or comments!