69 - Valley with waterfall

69 - Valley with waterfall

Thor's Modding Corner

54 года назад

1,357 Просмотров

Comments are not actively monitored. For any questions consider joining MTA forums or Discord:
https://forum.multitheftauto.com/forum/177-modelling/
https://discord.com/invite/mtasa

Music (Sweden remix) by OSRSBeatz
Narration by ElevenLabs

Splines for download:
FBX 2020+ https://cdn.discordapp.com/attachments/308955445568077824/1208032941515735081/splines.fbx?ex=65e1cf59&is=65cf5a59&hm=755d6f910fb89b8f0ead914e2090c047f6ea383cb6c50833f562dc29e2787177&
FBX 2010+ https://cdn.discordapp.com/attachments/308955445568077824/1208032941809213440/splines_2010.fbx?ex=65e1cf59&is=65cf5a59&hm=ad442d246ae298c800449bd1b86973cb4a541027cd822fb2b1d63b063bff8a69&

The water is fake! Use createWater to create water with physical properties, and make it invisible.

Change grass scale in .lua script (code by MegaDreams)
Regex: **\{ model = 806(.+)scale = 1,**
Replace: **{ model = 806$1scale = 0.5,**

Waterfall particles: https://wiki.multitheftauto.com/wiki/CreateEffect ///
"waterfall_end"

Water UV scroll shader: https://wiki.multitheftauto.com/wiki/Shader_examples#UV_scroll ///
Add your texture name to c_uv_scroll.lua.
In uv_scroll.fx, replace **float posV = 0;** with **-fmod( gTime/8 ,1 )** and set your desired speed by changing 8 to a different value like 4 or 2. In float posU, change to ** = 0;**

Sky and fog:
https://wiki.multitheftauto.com/wiki/SetFarClipDistance
https://wiki.multitheftauto.com/wiki/SetFogDistance
https://wiki.multitheftauto.com/wiki/SetSkyGradient


00:00:00 Intro
00:02:24 Preparing the scene
00:03:27 Terrain: create shape
00:04:20 Terrain: create lakes
00:05:50 Terrain: create river
00:08:03 Terrain: cut-out objects
00:10:34 Terrain: add quad topology
00:11:31 Terrain: extra changes
00:13:19 Water plane: create shape
00:15:00 Terrain: displacement
00:19:02 Terrain (hut): displacement
00:21:21 Cliff: create shape
00:26:27 Cliff: cleanup
00:27:11 Cliff: displacement
00:27:50 Cliff: UV mapping
00:28:29 Cliff: cleanup (retopology)
00:29:25 Cliff: optimization
00:31:10 Waterfall: create shape
00:33:40 Waterfall: UV mapping
00:34:10 Waterfall: transparency
00:36:29 Waterfall: flow mesh
00:40:30 Waterfall: ripple mesh
00:44:58 Prelight: daytime system
00:47:33 Prelight: nighttime system
00:51:39 Prelight: seabed color
00:52:41 Terrain: UV mapping
00:54:07 Terrain: grass blend
00:56:34 Terrain: cliff border blend
01:00:00 Terrain: riverside blend
01:01:26 Water: UV mapping
01:05:08 Water: edge smoothing
01:05:39 Water: UV mapping
01:08:17 Preparing scene for foliage
01:11:15 Scatter the foliage
01:16:22 .ipl: Prepare coordinates export
01:18:02 .ipl: Export coordinates
01:18:33 .ipl: Save coordinates to .ipl file
01:18:57 .ipl: Convert to .lua script
01:19:51 .col: Export collisions
01:25:20 .dff: Export model
01:28:20 .txd: Create TXD
01:29:36 .col: Finalize collision creation
01:30:28 Mission complete!

How to find GTA SA DFF, TXD, etc: https://www.youtube.com/watch?v=MZLyiEQ9UMY
How to use 3ds Max for GTA SA modding: https://www.youtube.com/watch?v=v5oOv8R-DRc
The Hero's DFF importer/exporter for 3ds Max: https://www.youtube.com/watch?v=HTWORoA5ywU
Setting up a MTA server for testing mods: https://www.youtube.com/watch?v=8q-Y4P8zDqM

Тэги:

#mta_sa #mta_modding #mta_3d #mta_mod #mta_skin #mta_poly #mta_mod_guide #mta_3ds_max #mta_blender #mta_rwanalyze #mta_txd_workshop #mta_dff #mta_txd #mta_col #mta_collision #mta_magic_txd
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