being the rectangular selection, this will allow you to mark “stuff” by drawing a square, there are also other methods of marking/selecting for the Select and Move tool, you can find these by holding down your left mouse button on the button shown in the picture.) In 3ds Max, select the Select and Move tool with the Rectangular Selection If everything is done right, you should have something like this:Ĥ. txd, you won’t be needing it anymore in this tutorialĭ) Close the program and move back to 3ds Max Note: If you choose to export as BMP, it might be giving you errors later while importing.Ĭ) Delete the object’s. You can minimize 3ds Max for a little while.įire up TXD Workshop, I assume you have this already.Ī) Click on Open TXD, locate your object’s texture and open it, in my case the texture file is called bandblue.txd, after you’ve done that, it should look something like this:ī) Click on export and export the picture in any format you like, I chose to export as. We’re now going to add a texture to the object, before we start doing that you might want to save your scene (CTRL + S). Press delete and the boneset should go away.ģ. You do this by pressing CTRL + A to mark everything, then holding CTRL down while clicking on the object (deselecting it). Tip: You can move around in a route by holding down your Mouse 3 button (scroll) and dragging.Īs you probably can see, the object came together with a boneset, what we’re going to do now, is to delete it. You should now have successfully imported the object, if you can’t see it, click in a route and scroll up, it will zoom into it. Likely, it will prompt you like this and tell you that it has 3 clumps, click Ok and select “Import”, the import button that is above Import DFF. At first we will import the object we want to attach. Expand the import section by clicking on the +, now select Import DFF.
Click on the Utilities button, it’s shown as a hammer on the right-hand side, under Kam’s GTA Scripts you will see “DFF IO”, click on it, it will open a new window on the left side. When everything above is set, start following the next steps:ġ. If you cannot see Kam’s Scripts under Utilities, go to “MAXScript” from the top and select Run Script, shown here:Įnter the startup folder and open GTAScript_Controller from there:
#TXD WORKSHOP HOW TO#
Make sure Kam’s Scripts are activated, how to check this is shown here: Kam’s Scripts can be found here:Īfter you’ve installed Kam’s Scripts, fire up 3ds max and wait for everything to load up. In the next steps we’ll be starting to use 3ds Max, but before that, you have to make sure that you’ve installed Kam’s Scripts, it’s vital if you wish to continue. If you’ve kept them organized, it should now look like this: txd and extract it (CTRL + E), I chose bandblue.txd Press CTRL + L and choose player.img, here you will find objects that CJ can wearĦ. When you’ve found the desired ped, press CTRL + E and extract it to somewhere you know of, remember to extract both the. Hit F2 and type in the name of the ped you want to export, press enterĤ. Choose GTA3.img from the browser and click open, this is where all the peds are (and other models of course), the bandana object I’ve used in this tutorial lays in player.imgģ. The following steps will show you how to export a model/ped from gta3.img and player.img using IMG Tool, if you already have your ped’s. If you’re unsure about what your ped is called, look it up here: Note: Always remember to take backups, one mistake may ruin it all.
In this case my ped is bmycr (), my object being bandmask from player.img. Note: There are probably hundreds of different ways to do this on, this is my way.įirst off, you need to have your ped’s. This tutorial will show you how to attach an object to a pedestrian using 3dx Max 8, in this case I’ve chosen to attach a bandana to a ped. Tutorial: How to attach objects to peds in 3ds Max