GTA4 WFT Export discussion

GTA San Andreas and GTA Vice City discussion.

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Neos7
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Post by Neos7 »

to add new textures in the wtd files we need G-Textures because sparkIV only allow to replace textures and not to add too,now the only problem is the one from wft export and missing textures :D
City_Poke912
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Post by City_Poke912 »

Oleg, can you make a simple tutorial to add colors on body?
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Post by SDrifter »

Ive done like thousands of edits with this filter, never encountered a SINGLE problem with it, id declare it stable Oleg ;)
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Chasez
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Post by Chasez »

Neos7 wrote:to add new textures in the wtd files we need G-Textures because sparkIV only allow to replace textures and not to add too,now the only problem is the one from wft export and missing textures :D
Have you tried to use G-texture? I tried and it sux! SparkIV refuses to put in the WTD file created in G-texture.
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Oleg
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Post by Oleg »

SDrifter,
Example:
- import ambulance.wft (with textures)
- rename in zmodeler "ambulance.wft" to "schafter.wft"
- export to "schafter.wft" file.
- put this file ingame and pass a "stability test" as stated in main thread.

GTA will crash with SMPA60.
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Neos7
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Post by Neos7 »

Chasez wrote:
Neos7 wrote:to add new textures in the wtd files we need G-Textures because sparkIV only allow to replace textures and not to add too,now the only problem is the one from wft export and missing textures :D
Have you tried to use G-texture? I tried and it sux! SparkIV refuses to put in the WTD file created in G-texture.
and how u think to add new textures in a wtd??
SDrifter
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Post by SDrifter »

[quote="Oleg"][b]SDrifter[/b],
Example:
- import ambulance.wft (with textures)
- rename in zmodeler "ambulance.wft" to "schafter.wft"
- export to "schafter.wft" file.
- put this file ingame and pass a "stability test" as stated in main thread.

GTA will crash with SMPA60.[/quote]

Ahhh i see lol.No idea why it happens, must be some kinda encrypted code to know where are all cars stashed or shit.
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Chasez
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Post by Chasez »

Neos7 wrote:
Chasez wrote:
Neos7 wrote:to add new textures in the wtd files we need G-Textures because sparkIV only allow to replace textures and not to add too,now the only problem is the one from wft export and missing textures :D
Have you tried to use G-texture? I tried and it sux! SparkIV refuses to put in the WTD file created in G-texture.
and how u think to add new textures in a wtd??
OMG that's what I'm saying! there is NO tool yet to create WTD file.
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Oleg
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Post by Oleg »

replace stock textures in wtd.
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Post by SDrifter »

Lmao!
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Chasez
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Post by Chasez »

Oleg wrote:replace stock textures in wtd.
but if we want to create new models with new textures the stock textures won't help:)
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Oleg
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Post by Oleg »

you have several "slots" in wtd file where you can place your textures. their quantity, size and name will be the same as in original model, but you can replace texture's contence.
XSB
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Post by XSB »

thank you. Finally, it works with Win7. I'll get to work on an M3 sometimes :)
City_Poke912
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Post by City_Poke912 »

Oleg, how add a color to my black part? I tried many times but it's don't work. Please, help :)
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Oleg
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Post by Oleg »

XSB I've used to start it on english version of windows 7. no problems.
City_Poke912, make sure vertices color is white (surface\paint\color), normals are calculated and uv-mapping #2 is mapped properly to texture (uv#2 is a main texture - if you don't have uv#2, it will use coordinates 0,0 which is an upper-left pixel of texture. may be it's black?)
Anaheim, read this and this.
Mr. BerK

Awesome!

Post by Mr. BerK »

Thank you mr. Oleg! This export filter is so fu**** awesome! Sorry for posting big images on my previous post. :oops:
City_Poke912
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Post by City_Poke912 »

Oleg, can you post a screen or movie how make a color in Zmodeler to this black part? Please
?

Post by ? »

what about other stuffs like "the way the doors are opened and , etc if u wanna make a propellar how to do it... there should be option like" convert to propellar" and other stuffs..?
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Oleg
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Post by Oleg »

City_Poke912, no.
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Chasez
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Post by Chasez »

I found problem with chassis [COL] file. This is the model I have Image it loads and drives perfectly but as soon as I hit anything (except people I think) game crashes and if I try to make the collision bigger in Zmodeler and trying to export it crashes too.

I'll do my best to figure out how to make my own collision model and see what's happening then :D well as you can see I'm not a modder but just a GTA IV and car modding fan and I don't know everything :D:D:D
City_Poke912
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Post by City_Poke912 »

Yes! I did it! I have a working hood :)
Image
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Chasez
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Post by Chasez »

Chasez wrote:I found problem with chassis [COL] file. This is the model I have Image it loads and drives perfectly but as soon as I hit anything (except people I think) game crashes and if I try to make the collision bigger in Zmodeler and trying to export it crashes too.

I'll do my best to figure out how to make my own collision model and see what's happening then :D well as you can see I'm not a modder but just a GTA IV and car modding fan and I don't know everything :D:D:D
And this is what happens when I move further from the car Image
Melvin v/d berg

Post by Melvin v/d berg »

Oleg wrote:SDrifter,
Example:
- import ambulance.wft (with textures)
- rename in zmodeler "ambulance.wft" to "schafter.wft"
- export to "schafter.wft" file.
- put this file ingame and pass a "stability test" as stated in main thread.

GTA will crash with SMPA60.
This is ofcourse normal if you do it exactly that way.
Thinks to add:
-export ambulance.wtd and rename to schafter.wtd
-replace schafter.wtd in vehicle.img
-copy ambulance line in handling, carcols, vehicles, and replace schafter line.

I think we are missing something. I think that the wtf is correctly exported.
Maybe there is some hash calc in gtaiv.exe. Where is the carhash based on?
Like: SCHAFTER 3972623423 0xECC96C3F
Where is that based on? It should be calculated from something.

Some people say that they can play hours with an exported wft.
gtaiv is not stable on some ways. I got also one time an error.
I did everyting (3 times reinstall). Finally I did something I don't remember and it works.
Guest

Post by Guest »

Oleg wrote:you have several "slots" in wtd file where you can place your textures. their quantity, size and name will be the same as in original model, but you can replace texture's contence.
Just for now? Or is it impossible to create our own (if the wtd tool is working)
JKM
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Post by JKM »

I can create a complete new wtd file and its working ingame:
Image Image

Believe me i didnt stock old textures... G-Texture is working fine ;)
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