Vice City: Multiplayer

VC:MP Discussion => Support => Tutorials => Topic started by: PunkNoodle on Dec 18, 2019, 01:40 AM

Title: [MVL] How to import objects from GTA
Post by: PunkNoodle on Dec 18, 2019, 01:40 AM
Introduction

Since I often get asked on the procedure on how to import objects from other GTAs, I thought I will post a tutorial that hopefully makes it clear for everyone. It's no rocket science, it just takes some time and patience. I'll list below the tools I personally use, you can of course use others if you prefer. With that being said let's move on the actual stuff.



Tools:

- MEd (https://www.gtagarage.com/mods/show.php?id=1053) there are other map editors out there but this is newer and better than Moo Mapper and KEd
- Collision File Editor II (http://www.steve-m.com/downloads/tools/colleditor2/) Again I recommend this over the older CollEditor or Col - IO



Steps:

Part I - Retrieving the needed files


(https://i.imgur.com/Fz0zNLe.png)


(https://i.imgur.com/VKSAPRF.png)
- This will provide the name of the model and texture in this case dinerind.dff and newbuildind.txd respectively.


(https://i.imgur.com/uqz6xKZ.png)
- This will show you the collision name and in which file you're going to find it. In this case the name is dinerind located inside INDUSTSW.col file.


(https://i.imgur.com/M3Ryp9Z.png)


Now that we have a model, a texture and a collision file. Let's move on the next section.





Part II - Importing it to VC:MP

- I chose to name mine dinerind_unp.7z

- the ID that you assign to it within VC:MP
- the model name and its draw distance
- the texture name
- the collision name
- the flag values, which I'll explain in the next section

<?xml version="1.0" encoding="ASCII"?>
<objectlist>
<object id="0">
<model path="dinerind.dff" distance="300" />
<texture path="newbuildind.txd" />
<collision path="dinerind.col" />
<flags value="0" />
</object>
</objectlist>


And that's done!! Those were all the essentials. The subsequent section focuses instead on minor facts you might need to know.





Part III - Details


(https://i.imgur.com/M0PqTLa.png?1)

<?xml version="1.0" encoding="ASCII" ?>
<itemlist>
<item model="6000" name="dinerind">
<position x="0" y="0" z="0" />
<rotation format="axisangle" x="0" y="0" z="0" angle="0" />
</item>
</itemlist>
- This is an example of how the XML file could look like



And that's now really all. I hope it helped and thank you for reading! :)[/list]
Title: Re: [MVL] How to import objects from GTA
Post by: D4rkR420R on Dec 27, 2019, 12:19 AM
Props to you, NoodlePunk!
Title: Re: [MVL] How to import objects from GTA
Post by: PunkNoodle on Jan 19, 2020, 04:30 PM
Update

Since I've learnt something new today I decided to update this thread. I'll add my discovery to the Details sections as well.

- GTA SA uses a more complex collision type (type 3) thus before you import your object in VC:MP you need to adjust the collision type to the one compatible with GTA VC and III (type 1). You can do it by opening your object collision file with Coll Editor II, right-clicking on it and then selecting Target Version and Col 1, save it and you're good to go.


.
Quote from: DarkRaZoR^ on Dec 27, 2019, 12:19 AMProps to you, NoodlePunk!
Thank you ;)