Changing the tram

How can I edit it?

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matt1314
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Changing the tram

Postby matt1314 » Tue Oct 28, 2008 3:57 pm

Hi everyone.

I wanted to ask you, if it's possible to drive the new tram made by MNS-Creations, like the Trolly made by HummersRock. So is it possible to edit it to drive with it, like with the HummersRock one?

Thanks in advance. :D
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Postby Riva » Tue Oct 28, 2008 5:47 pm

Sure. Like the traffic and cops cars, you can edit these one to play with them as selected cars.
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Postby matt1314 » Tue Oct 28, 2008 6:20 pm

Yes, but how? :roll:
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Postby Tonywolfe121 » Tue Oct 28, 2008 6:27 pm

ARH just as you make a regular car just us the tram or whatever as the 3d model instead of the (insert car name here)'s model

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Postby Franch88 » Tue Oct 28, 2008 7:29 pm

Of course is possible, you have to get the 3D model of that tram and make it as player car.
I remember that the .ar file of that mod is locked, so you've to get it in another way or directly from GTA SA.
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Postby matt1314 » Tue Oct 28, 2008 7:38 pm

Thanks for topic moving. Well, I haven't GTA SA, so I can't get it directly from there. Maybe I could PM Maks12 or VW-Tuner-Oburg to get the 3D Model. :wink:
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Postby Riva » Wed Oct 29, 2008 1:55 pm

Export both folders of the Maks mod then with ZM 1.05 final import the PKG (from the GEOMETRY folder) and the tram appears.

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Postby matt1314 » Wed Oct 29, 2008 2:33 pm

Do you mean maybe "Extract" the both folders? I know, how to import them, but all kinds of other files, like the BOUND and the other stuff, where will it come from? And can I do this also with ZM v1.07?
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Postby wilder » Wed Oct 29, 2008 2:59 pm

forsure you can drive it . the *.ar file isn't locked so you can modify it . you can do the same (what riva said) with ZM 1.07 , Import pkg file in geometry , and export all and change name . YOU MUST AVOID "va_cablecar_f.pkh" name file , just rename it

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Postby matt1314 » Wed Oct 29, 2008 3:06 pm

Thanks, but how can I drive it now? I have imported it, then exported it as a *.pkg file (I named it "cablecar.pkg"). How should I put it into the game now?
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Postby Riva » Wed Oct 29, 2008 7:24 pm

You must to read the Silent's tutorial to know how import a car to MM2. You must to create a BOUND folder and to take the TUNE folder of another car, then rename each name file, edit if need (like another vehicle) and use the same base name (e.g. "matt_tram_" for each files). For this kind of vehicle, you need to create simple 3D wheels but don't forget to attribute them a totally transparent textures to hide them in-game because WHLx_H:m are obligatory objects.
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Postby matt1314 » Wed Oct 29, 2008 7:41 pm

All other things are clear (tune, aud etc.), but how do I get the BOUND file? That's the important thing I would like to know. :wink:
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Postby Franch88 » Wed Oct 29, 2008 8:16 pm

Nice to have got it in ZModeler.
All other things are clear (tune, aud etc.), but how do I get the BOUND file? That's the important thing I would like to know. :wink:
The .bnd BOUND object file is created after the export. Just make at least a simple box that includes all the vehicle model for the BOUND object and then export the .pkg file.
Of course before you have to make the folders structure.
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Postby matt1314 » Wed Oct 29, 2008 9:09 pm

What box should I make? How can I do it? :roll: And do you mean with the folders structure, that I have to make the folders, like "texture", "aud", "bound" etc.?
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Postby Franch88 » Wed Oct 29, 2008 9:37 pm

What box should I make? How can I do it? :roll:
Is very easy to create a simple box in ZModeler, there's the button to make it. In the Silent1Unknown's tutorial explains without too much steps how to make a more complex BOUND object.
Anyway you can take it from another vehicle.
And do you mean with the folders structure, that I have to make the folders, like "texture", "aud", "bound" etc.?
Yeah, I mean that. The six folders for an MM2 car are called Aud, Bound, Geometry, Jpg, Texture and Tune.

Check the Silent1Unknown's tutorial in the .ar file car making steps for more.
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