The VG Resource
GTA San Andreas carrotman42 co-op - Printable Version

+- The VG Resource (https://www.vg-resource.com)
+-- Forum: Archive (https://www.vg-resource.com/forum-65.html)
+--- Forum: July 2014 Archive (https://www.vg-resource.com/forum-139.html)
+---- Forum: The Resource (https://www.vg-resource.com/forum-85.html)
+----- Forum: The Models Resource (https://www.vg-resource.com/forum-50.html)
+------ Forum: Submissions (https://www.vg-resource.com/forum-53.html)
+------- Forum: PC / Computer (https://www.vg-resource.com/forum-74.html)
+------- Thread: GTA San Andreas carrotman42 co-op (/thread-19580.html)



GTA San Andreas carrotman42 co-op - TGE - 02-19-2012

Hello again, I'm doing a co-op together with carrotman42. We are going to make a full rip of GTA San Andreas




RE: GTA San Andreas carrotman42 co-op - Peardian - 02-19-2012

Hmmm. There are a few things wrong with the DAE, though I'm not sure what would cause them.

The biggest problem is that the bones are there, but not there. All of the bones are just Null Objects, and the rigging data is gone.

A less serious but still important problem is the material on the object when imported. Specifically, the color (diffuse) channel isn't defined. The texture paths in the file are also wrong, (Same problem as the MKDD .MTLs, see here for details) and they also refer to TGA instead of PNG, though you can't really tell because the paths don't get used at all.


If I knew anything about 3DS Max, I'd help, but I'm afraid I don't. Oh, and of course, you don't need to include the thumbnail or preview images in the pack, since they're for the site's use and are being posted right here. Tongue


RE: GTA San Andreas carrotman42 co-op - TGE - 02-19-2012

Weird..... And the icon and the preview images are in the rips because I save them in the same folder. After that I don't remove them because it's easier for me. EDIT: Which program do you use?
(02-19-2012, 02:41 PM)Peardian Wrote: Hmmm. There are a few things wrong with the DAE, though I'm not sure what would cause them.

The biggest problem is that the bones are there, but not there. All of the bones are just Null Objects, and the rigging data is gone.

A less serious but still important problem is the material on the object when imported. Specifically, the color (diffuse) channel isn't defined. The texture paths in the file are also wrong, (Same problem as the MKDD .MTLs, see here for details) and they also refer to TGA instead of PNG, though you can't really tell because the paths don't get used at all.


If I knew anything about 3DS Max, I'd help, but I'm afraid I don't. Oh, and of course, you don't need to include the thumbnail or preview images in the pack, since they're for the site's use and are being posted right here. Tongue




RE: GTA San Andreas carrotman42 co-op - Peardian - 02-20-2012

Well, if it's okay with you, I'm going to go into the RARs and remove them before uploading. Tongue



The program I use is Cinema 4D. However, the problem is definitely with the exported model. I looked at the internal structure of the Andre model and compared it with one that had a functioning skeleton. All of the defined bones are set as type "NODE" (aka null) instead of "JOINT" and there are absolutely no bone weights defined. No matter what program you open it with, it won't work properly. Looks like you'll need to find a better DAE plugin for 3DS Max.


RE: GTA San Andreas carrotman42 co-op - Peardian - 05-14-2012

Did you ever get the export problem figured out, TGE?


RE: GTA San Andreas carrotman42 co-op - TGE - 05-15-2012

This is a very old thread Peardian, it was the plugin problem that I fixed months ago. You can remove the thread so I can just post in carrotman42's thread.