[GTA SA] Boot opening

GTA San Andreas and GTA Vice City discussion.

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CTPX
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[GTA SA] Boot opening

Post by CTPX »

Hello,
I'm trying to make a pickup truck. I already have the model inside the game, copied dummies from original SA model but when it comes to the boot opening, it doesn't work properly.

It looks like that in the game:

Image
Image

Image

I already tried to manipulate the rotation of the dummy but nothing changed. Maybe someone could help me and explain to me how to do that?

Thank you
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Oleg
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Re: [GTA SA] Boot opening

Post by Oleg »

rotate local axes in top view to 180 degrees.
CTPX
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Re: [GTA SA] Boot opening

Post by CTPX »

It didn't help

Image
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Oleg
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Re: [GTA SA] Boot opening

Post by Oleg »

you were supposed to rotate axes of an object only.
CTPX
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Re: [GTA SA] Boot opening

Post by CTPX »

Well... I thought I did that. Could you explain then how to do that? I'm working on Zmodeler 2.2.4 and all I did was select Rotate and selected base to pivot.
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Oleg
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Re: [GTA SA] Boot opening

Post by Oleg »

rotate axes = on, rotate geometry = off.
CTPX
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Re: [GTA SA] Boot opening

Post by CTPX »

I don't have any rotate axes option.

Here's the list of what I see
Image
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Oleg
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Re: [GTA SA] Boot opening

Post by Oleg »

rotate matrix = on, rotate geometry = off
CTPX
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Re: [GTA SA] Boot opening

Post by CTPX »

The position of the original boot_dummy
Image

After selecting rotate matrix boot axes looks like that
Image

And still... Whole boot position is reversed by 180 degrees...

I guess I am stupid because I don't know how to do that differently
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Oleg
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Re: [GTA SA] Boot opening

Post by Oleg »

show me a hierarchy near the boot object (it's parent and so on). I guess you should edit local axes of some other object, not the "boot_ok" object. The "boot_ok" is a geometry element, but not a structural element the game will be dealing with. Most likely, you need to rotate axes of boot_ok's parent object instead.

Rotation of axes you've done on sceenshot is correct.
CTPX
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Re: [GTA SA] Boot opening

Post by CTPX »

Here you have

Image
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Oleg
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Re: [GTA SA] Boot opening

Post by Oleg »

yup, you need to rotate boot_dummy instead of boot_ok.
CTPX
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Re: [GTA SA] Boot opening

Post by CTPX »

Unfortunatelly, nothing changed. The whole boot fliped after rotating the axes of a boot_dummy and leaving boot_ok it's previous value :(
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Oleg
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Re: [GTA SA] Boot opening

Post by Oleg »

you need boot_dummy axes to be rotated the way you've shown earlier. the boot_ok and boot_dam should not get rotated. Also, it is essential to reset axes on boot_ok and boot_dam to match their parent axes (boot_dummy). Display\Local Axes\"Reset to parent" tool does this.

You can toggle off "Affect children" option in "Rotate" toolbox before you rotate dummy's axes. If you do so, boot_ok and boot_dam should not get affected after dummy axes has changed. Still need "Reset to parent" on them to ensure they match new local axes of dummy.
CTPX
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Re: [GTA SA] Boot opening

Post by CTPX »

I did exactly everything you wrote but It still is reverse by 180 degrees. I tried to just rotate boot_dummy only, leaving boot_ok it's original position of axe, but It didn't work.
After that I did what you told me to do - I reset axles of boot_dummy by 180 degrees on the top view, and then I clicked on boot_dummy and boot_dam to reset them on parent.

I loaded the model and in the game it looks the same as few posts earlier.
Image
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Oleg
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Re: [GTA SA] Boot opening

Post by Oleg »

you are probably missing some step or doing it a wrong way.

There is another trick that you can try to utilize in your tests too. Create a "boot_rot_dummy" dummy node and make it a parent of your boot_dummy. Apply rotations changes to "boot_rot_dummy" instead of "boot_dummy". so hierarchy of boot_dummy and its children is like on your very first screenshots (before you applied any rotations). So, only "boot_rot_dummy" is rotated (axes pointing an opposite direction than boot_dummy).
CTPX
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Re: [GTA SA] Boot opening

Post by CTPX »

I am not missing any step. I did exactly what you wrote to do.

After creating a boot_rot_dummy and rotating it's axes the position of a boot is still changed. This time in the different direction

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Oleg
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Re: [GTA SA] Boot opening

Post by Oleg »

it's all up to trial and error, I've given you all the possible ways to get it solved. I don't mod games, neither could remember details on how this could be done in GTA:SA. At least I remember it was possible to refine wheels slope angle when the game actually controls slope and rotation of wheel objects. This was made by adding extra dummy in hierarchy with some rotation applied. The same way can probably be used on boot to refine rotation that game does to the object.
CTPX
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Re: [GTA SA] Boot opening

Post by CTPX »

Alright, I understand. Thank you so much for given advices. I will try to make this work in few next days
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Re: [GTA SA] Boot opening

Post by gecezop »

i was also looking for the same, thanks for the useful thread
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