GTA:V Custom Mapping - MLOs & Interiors Walkthrough

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alright hey everybody it's been a very long time since I've made a tutorial but we're gonna be doing a GTA 5 interior or an MMO is what it's known as I've gone ahead and put it together this really large document of information regarding everything that has to do with GTA 5 mapping and some of the general information that you may not be aware of so what you need is 3ds max you need open Ivy you need code Walker and you also need Jim Zeebo which is a plug-in for 3ds max and we use 3ds max 2016 service pack 2 it's a little hard hard to obtain sometimes so without further ado let's go ahead and get started with this so what you need to know is that once you have all these things installed we're gonna start off in code Walker so make sure you go to there discord and get the latest release for that so we're gonna go ahead and hop into code Walker here and make sure that you has entity turned down here and go ahead and give this a second to load actually it looks I have never seen it look like this before that is really interesting we're gonna go ahead and restart code Walker real quick alright so I do have a building already picked out that we're gonna go ahead and use and I'll tell you why we're gonna use it exactly because it seems like it's a pretty good interior to work with or not interior exterior so we have exteriors and we have interiors alright so down here in paleto Bay a little building over here it is this yellow one here right so we have all this wonderful stuff on top of it and what we need to do is we need to determine quite a few things from this ok so I have open Ivy open in the background and it's pointing towards a completely separate GTA v copy right now same with GTA 5 actually have it installed in a totally different directory and that's how we're gonna be working with it so I don't corrupt anything on accident so we're gonna take a look and figure out what building this might be ok so we have this little arrow if you press T this will bring up the toolbar scroll in and out to change the how much you move around when you are pressing WASD to move around if you left click you can move your camera if you hold it down and such and if you have the mouse select here in the selection section and you right-click you'll be able to select different things all right so what we're gonna do is we're gonna look for this building specifically so we need to figure out which one this is and what we can do because we will be able to just delete the stuff that we don't need so in this instance I'm just gonna delete like some of these exterior things so I can get a better view of the building and try and get the right model selected so that's closer to what we want so it looks like it is this one so what I've done is deleted all the stuff that we don't need and that will allow us to easily figure out which building we need to be clicking on here so it's going to be C s103 SHP s1 so that is the name of the model that we will be modifying so we're gonna search for it and down here we're gonna click on search and all archives and there we go so it looks like we have just this one hopefully that's what it looks like mmm there might be an hir hid our model as well but we can open it up to verify what it looks like and that definitely does look like our building so let's go ahead and export this so we're going to export to open format it's gonna go on your desktop I made a folder called best building so what we're gonna do is we're gonna name these folders one is open Ivy experts two is 3ds exports and then the final folder we're just going to call it final so our first step is open Ivy exports so we're gonna select that folder and that's going to get extracted inside of there so let's do a double check here and make sure that we do not have any additional ydr files in here just in case so it looks like they all have the same name there is this details one we could go ahead and take a look at it just to make sure and yeah that's not gonna really affect us so we can pretty much ignore this one all right so we have that one all done now the next step is figuring out collisions so collisions are fun so we're gonna go to collision and what we're gonna do is try and determine which collisions we need so there may be more than one so if I right click one of these polygons I'll be able to tell which collisions belong where so the first one I have is CS 1 0 3 0 okay so we're gonna copy that we're gonna go to our search we're gonna search for it and this is for open Ivy by the way make sure you're an open Ivy for this part click on this we have 0 3 0 right so we could take a look at it just to double-check what this looks like and that is our building there all right so we'll go ahead and do exports open format and we're just gonna export it to the open Ivy exports and then we're gonna take a look at it again so here's where things get weird sometimes Rockstar likes to do this so you see how there's this big you know object just kind of blocking this ya know there's actually something else behind it so if you move it out of the way and you click it you'll actually find potentially another one so we're gonna copy the name of that one and we're gonna search for it that looks like it's gonna be this one here so we're gonna do right click export open format save to open Ivy exports alright and now let's uh because now we got this one out of the way let's just you know if I can do another check you know because yeah you never know you never know with Rockstar what they have in here and that looks like that's all of the collision and it seems okay so that's pretty good so we've just like messed up this building and you know all that sort of stuff in game we don't have to restore it or anything because it doesn't save so don't be afraid of just moving and deleting stuff to try and get to what you actually need the last thing that we need is an occlusion actually so this is a little more interesting so this is this is kind of difficult to figure out what the hell I'm talking about so there's like these blue cubes inside of some of these buildings and they prevent you from like going inside so what we need to do is figure out which ones are blocking us from going inside and as you can see there's like this white little box and if I right-click it it's gonna tell us a little about where this specific occlusion belongs so if I go ahead and search for it we're gonna see cs1 occlusion ten okay we're gonna go to the original file then we're gonna go and right click it and go show in mods folder right right click show mods folder it's gonna bring us to the one in our mods folder now and this is the one that we want to modify so make sure that edit is on and then you go to edit on it and we're gonna try and figure out which occlusion this might be it says I Center X is negative 66 for this box so hopefully we'll be able to find that so if we do minus 66 and it looks like the Y Center is two five nine four six it's gonna be this one right here it's what you're gonna do delete it it's now gone hit save and that's one of them it looks like there might be another one so it looks like there's another box here yeah so we're gonna go ahead and delete this one too so we're gonna right-click that specific one and it's in the same file so we're gonna go ahead and check that out the shell mods folder number ten and let's just make sure that we remove number 66 it is gone that is great so let's take a look at what the coordinates for this are and they give 68 they give 68 on the I Center X two five nine four four and we're gonna remove that one as well perfect all right so now we have what seems like both occlusions that are blocking our way at least from what I can tell so we may have to go back to this in the future and remove another one but it does look like we got most of them I think it was just the two oh wait yeah it looks like it was just the two that were here that were causing us issues all right so now that we have that resolved we should just have to export the one that we modified which is this one to our open ivx words actually this one goes into our final or yeah this is gonna go into our final so we'll go ahead and put that in there okay so occlusion is done it's in our final folder let me show you what we just I did or what we just did we extracted two collision files that's what OPM is and we have one model file and we have a folder with model textures okay very cool now we're ready to begin the process of modding our interior so we're gonna open up 3ds Max and get started with that so let's open that up and we're gonna import our models we're not gonna import them all at once because that's just not a good thing to do but we're gonna work on them one at a time so first what we're gonna do is the Obion file so let's open that up give it a moment and as you can see we have nothing here but that's not entirely true if you just scroll out you will see it very far away in the distance so if you click on any part of it and then press Z that'll bring you right on over to it all right so here is our first test for this okay so what we're gonna do we're gonna remove this big ugly block from this model specifically so I'm just gonna click on the box just hit delete it is now gone okay it's gone we're gonna leave that little square up there not too worried about it so we're gonna now export this model to 3ds exports because we this is a step to process so it means that we've now processed this collision we've removed what we don't want to be a collision and now we can move on to the next port or part so now that we have that we can go ahead and delete everything that was inside of here just go ahead and delete now we're in Port our next one so we're gonna go to best building open who the exports we did this one already so let's do hi at cs1 so this is the one where we're going to be cutting out the door okay so we have this door here right and what we want to do is we would just wanna we want to remove the polygons for us we're gonna minimize that we're gonna click on it we're gonna go over here to whatever this is modify okay we're gonna click on polygon so we have these different polygons here for the door and we want to remove them we might be able to get away with elements yeah we could probably away with element so we're gonna click on all this stuff and just start cutting out our door right just remove whatever we need to get our door to look as good as it can right we might need to do polygons on this it seems like this is a whole different model here so we're gonna need figure out what this one is oh yeah so we're gonna keep going through it until we figure out what we need to delete from this just like this there we go and it looks like we have our door alright so that's totally cut out at this point so that means that we can't export this model and it is now ready to go so let's do export think I accidentally just opened another copy of stream Labs let's give it a second for everything to respond all right there we go so export we're gonna do three D s exports we're gonna hit okay and that's the one we want to do and then I just want to state one more thing it is incredibly important that you do not move anything don't move anything because it will mess things up don't move coordinates you can resize boxes and stuff but be very very careful about how you manage these collisions because it will affect other parts of his map so make sure you're selecting the right stuff make sure you're deleting the right stuff because it's all very very very important okay so now that I've gotten that out of the way we are now done with this part here so we can go ahead and delete it and now we are going to import our final model which is our actual model that is drawn it's the ten kilobyte one super-tiny so let's open this one up and it's gonna ask us for a texture folder and that's what that that's what see what that is what the other folder is inside up open Ivy exports so we're gonna click on that and it's gonna go ahead and export that for us or import sorry give that a second let it figure out what it needs and a bunch of textures didn't load but that's that's not a it's not a big deal uh and as you can see we don't really know where we are so what you can do is click on this little Home icon over here that'll take us right back to the center of the grid cool so here is our really weird-looking building and what we're gonna do is we are going to modify this building just the editable mesh we're gonna remove some polygons cuz just like before you don't really need these polygons so we can make a proper door you know I mean so let's go ahead and get this all figured out so we'll just delete some of our polygons in here getting a little bit close there so let's just make sure we get every one of them that we can just like this and that looks pretty clean it looks good to go alright so we have our door so what we can do with this model now we can export it because it's now ready to be exported we're gonna go to 3s exports hit okay continue give it a moment it's very important okay excellent so we have all of that ready to roll and before we start our interior I actually want to set up our DLC pack first okay so what we're gonna do is we're gonna minimize this down we're gonna open IV again or go to open IV is again and we're gonna go ahead and start working with this so inside of DLC packs we have what we have - it's gonna be mods Update x64 DLC packs in order to get this file you kind of have to modify some things so if you want to get to that point pretty quickly what you can do is we need to go to minimize some of this so we're gonna go to update okay in the original game files we're gonna go update RPF common data DLC list go ahead and make sure edit mode is on yes and then you right-click it and you go show in mods folder right and once it's in the mods folder you're gonna have this XML file here and we're gonna go edit this or go all the way down to the bottom and we're gonna determine what our DLC name is going to be okay we're gonna make an item here I'm gonna remove some of these other ones for now and we're gonna have we're gonna call it best building okay that is gonna be the name of our DLC pack just best building we're gonna hit save and then in x64 you can make a new folder and then another new folder and this folder that's inside of DLC packs is gonna be called best building okay so here is our best building folder and in the documents that we have here you will find an RPF file a little bit down inside of recommended way of handling mapping you'll find a Google Drive link and click on that and we're gonna go ahead and download this file and I'm just gonna overwrite the one on my desktop because it's just an example anyway and we'll minimize that allow so let's add our RPF file so we're gonna go to new add you go to desktop DL crpf hit open here it is gonna go inside of here we're gonna go to content first we're gonna edit this we're gonna change the name of DLC stuck to DLC best building and we're gonna change objects that RPF to object right so DLC best building and we're gonna do that for everything that's inside of here that says DLC stuck or whatever else and then we're gonna rename this YT p YP file as well so we're gonna call that best building dot YT y P so best building YT YP down here we have the same stuff we're just gonna go ahead and make it object and we're gonna do best building YT YP all right so if everything should look good your best building for all your DLCs you have object RPF and then you hit save cool so let's go ahead and head on into the object RPF file here and you're gonna see there's a bunch of old stuff in here we're gonna go ahead and remove it so you guys can kind understand how to copy and you know modify a DLC pack so that it's easy to understand so we're gonna do is we're gonna remove all these static collisions yes delete them we're gonna keep it manifest keep yty P keep mlo delete the rest of these Y Maps and we're going to delete these as well all these ydr files and there we go so we have three files left in here and the first thing that we're gonna do we're not gonna modify these right away we're gonna import some of the stuff that we've already done so let's do import open formats we're gonna go to best building 3ds exports we're going to import all three of these that we have just modified very cool so if we tech check out this drawable object you should see a nice open hole there which is great let's take a look at this one we're gonna go double check it's a nice open hole good to go and our last one double check which is I'm sorry where the heck is it ah right here didn't see it because of the what we did do it alright so the entire front part of that is now missing okay so that's all modified it's all removed and that sort of stuff as well alright so what is next our next step here is going to be that we need to create the interior I mean we have all this stuff here but we can't really use it yet because we need to do some other things first but to really make sure that all of this is loading the way that it should what we can do is we can restart code Walker after all of this is set up and make sure you have your dlc list set up for this specific building we're going to go take a look in the actual code Walker to make sure everything is good to go and one other thing that I'm going to do is actually I'm going to import that that y map file that was finalized we're gonna get that imported in here as well so let's go to edit let's go add now let's go ahead and go to final we're gonna open that one up as well just to get that in this in this little DLC archive we got right and that's all saved okay so let's open code Walker and one of the things that I like to check I go to tools options and I make sure that it's using my second copy of GTA 5 I always try to make sure and we're gonna do enable mods and then enable DLC okay we're gonna wait for that to load it might take just a few moments I'm gonna press T once it's loaded there we go good to go and we're gonna load our DLC so we should see it in here it's called best building from the DLC level click on that and then once we go over there to check out the building we should not see any collision we're gonna verify a few things to make sure everything is going the way that it should be so we're gonna go ahead and zoom on over there real quick I'm gonna zoom in our scroll wheel and it looks like it doesn't seem to give a so here's what we're gonna check collision it does not seem to be loading what we want to be loading at least that's when what it seems so we may have forgotten a step here but we can verify all of this so let's go to best building let's go to common DLC list and it looks like we owe wait that's the wrong file let's go to the right file update data DLC list yeah best building is definitely in here let's double check our content DLC best building it looks good maybe we should try and reloading some of these or renaming these will do best building why typ and we'll call this best building a mellow oops rename best building and Loan and manifest should be fine let's take a look at manifest let's go ahead and get manifest figure it out here so we'll just do best oh because we renamed a best building ml oh we're gonna use the same name inside of manifest so inside of manifest ymf later bar ml oh it's gonna be the best building m alone then we're gonna do best building point DYP we're basically replacing all the old data that's gonna be inside of here this one down here our interiors we're not gonna be able to modify that just yet so we'll just hit save and let's try and load this again because that's really interesting that does not want to load our modified files here so let's restart code Walker once more if it doesn't work I will take the extra steps so that we can go double-check and game that this is working the way that it should because sometimes things just don't always go the way that you want them to go when you're trying to make a tutorial because it does happen from time to time nothing is ever perfect so let's give it a second and wait okay that's building let's go take a look and if it doesn't show up with the missing collisions and things like that we will try loading it in game just to double-check and make sure we're all good there so yeah that does not seem to care about us whatsoever we could try reloading it one more time maybe near it just to see and then best building yeah it seems to not care that's fine now okay so we're gonna go ahead and just we're gonna export some of these files here we have our YB ins and our yd ours and everything else as well we're doing just explore the ye ry map ybn and the other ybn we're gonna go ahead and take those we're gonna make a new DLC I use alt B so that is my choice for working with GT of five and things like that I'm gonna make a copy of this example building and I'm just gonna name this I don't know why I did that we're just gonna give best building that's what we're gonna call it all under all lowercase then go stream just delete everything that's in there and I'm gonna export this over to life resources best building stream select we're gonna go check and see what this looks like in game okay and if you're wondering what this looks like as far as content and stuff goes we're gonna load it in our server CFG like this and instead of best building we have two files we have a resource CFG looks like this and we have streamed on CFG and that looks like that okay very simple don't have to do anything else to it and we have our stream files in there okay so what we're gonna do is we are hopefully going to start the game or the game and the server we're gonna go in game we're gonna check and see if our collision and our stuff is working because from what I can tell I'm pretty sure we've removed the collision for the piece so that's a little strange that it doesn't want to show up in code Locker this time yep I'll remove there as well and also removed there as well so in that regard we will be in game in just a moment and then we can determine where we are at as far as this process goes all right so we are now in game we're gonna teleport over to that building and take a look for ourselves because we're gonna be using it just for multiplayer anyway so it is what it is teleport and it looks like yeah looks about right so very strange it might look it kinda looks like there might be a little bit of an occlusion issue there but it does seem to be working so we're gonna leave it as that and we're gonna go ahead and take a look at what needs to be done next okay so mm-hmm let's minimize this go back to 3ds Max and we're gonna go ahead and delete actually we're gonna keep this we're gonna remove this little thing here we're gonna make a new layer so if you go down here and you do sort by layer that's what you need to do there and then you do a create new layer we're gonna call this our shell and we're gonna begin mapping our interior so how does this work we're gonna leave this here because we're gonna use that as a reference to create our interior right so what I need to determine is where we need to draw our interior okay so I'm looking at this and I'm getting a reference it looks like it's gonna be on this side this looks like our door frame is what that looks like yeah okay so we're gonna go ahead and draw an interior inside of this so we have quite a few things overhanging the top so we're gonna remove those from the original model because we're not gonna save this we can just kind of remove them and that'll help us figure out where everything is specifically okay so that looks like this that is our doorway right there that's that's what we needed out of that all right we're gonna leave the top part there let's see if we can delete this whole element here hopefully save us a little bit of a little bit of a hassle let's make this top like fully top like this oh I did it again all right so we're gonna leave it like that so that we can just get the stuff that we need to remove so we can easily see what we're working with here and we have a what looks like yeah that's exactly what we need there and then we have the doorframe which is really far up there okay now I know what we're working with here so let's go ahead and we're gonna do the lining of our interior here okay so what I want to do is I want to create a entry hall as well as some other things so what I did is I went to create and then I went to shapes okay what we're gonna do is we're gonna draw something that's going to literally fit this doorway okay so I'm gonna start right up here in the front I'm gonna go backwards a little bit like this and then I'm gonna go this way over here to the side I'm gonna probably go about right there I'm just gonna give the interior quite a bit of room to breathe around the edges and we're gonna just go all the way around with our little line tool here right just like this we're gonna get right up on this line that we have here's a reference we're going to go right up to the doorway and we want to go to there but we need to go here first so we're gonna kind of just eyeball this like this get that right on in there and did we go to the first one oh he went to the second line so we'll go to there like that we will click like that closed spline yes all right so somewhere in there we do have a proper align going on in there hopefully actually it's a little higher up you can kind of see the edging of it right there so what we have now if we have a box inside of here right so what we can do to see that looks like this okay so if we use this little light bulb here we'll be able to toggle things on and off to see what we're working with so what we're gonna do is we're gonna take this line and we're gonna move it hopefully we're gonna move it down actually we may not be able to do that just yet okay yeah we can if you just click on it again it'll bring it up we're gonna move it down just a little bit try and get it as low as we can to the actual floor so it looks like the floor is about by this first or second line here is what it looks like so there we go that is our little interior there right so we're going to hide the model this gonna right-click this we're gonna do editable poly okay so now we have a single plane that we can work with this is our flooring so to speak what we're gonna do is we're gonna open this up we're gonna to go to border click on the edge go to extrude we're gonna change width to 0 just like that and now we're going to make some walls and we need to make sure that these walls are confined within the space of the original model all right so we're gonna change this up and down until it is probably about right there would be okay let's take a look yeah that looks pretty good so we're gonna hit this little OK button here and our next step is we're going to cut out the door okay so we need to we need a good look at this door right make sure everything is as good as it can be so this looks like it was in the front view let me just double check that at least I believe it was it's very hard to see so what we're gonna do is we're gonna hide line and she'll just kind of collapse that for now we're gonna remove some polygons that we don't exactly need anymore because it is making it quite difficult to figure out what we're working with so we're gonna remove some of this just like the other parts of the building so we can really really get a good focus on the doorframe itself if that makes sense so let's remove just some of that some of this over here and maybe a little bit yeah that might that might be good enough that we can work with it yeah so now we have something that's a little easier to see hopefully oh yeah much easier see how we have a door frame right there perfect yeah so we're gonna open up that shell again and we're gonna take a look at how we can cut the door into our building I mean we could cut a window in as well but we're not we're not doing that for this one we're just doing the the door so you can walk on in there so here's where this begin its let's make sure that we're on our front view here or whatever view gives you a perfect view of your doorframe and we're gonna go ahead and select our align model here we're gonna do a little bit of slicing so in order to do that we're gonna do we're gonna do in vertex I believe we go down a quick slice and we are going to hopefully cut out our door so we're gonna zoom really really far in on here and we're gonna try and do a slice that's directly across so it's gonna look just like this I'm gonna do a direct slice like this so if you go further out it's gonna change the angle but if you get really really close you can get a nice flat line just like this and then we click and that is now sliced all the way across okay so we have this beautiful slice in our entire interior now and actually we might be able to just do it on the individual polygon we might be able to let's give that a try actually maybe that'll save us some some trouble here in the future so let's hide these why can't I oh there we go we got to do to select a move all right so we're gonna select that let's do a quick slice again show our model and we're just gonna try and slice just our little doorway here just our doorway so I start right over here and get a nice hopefully nice slice right across it's really hard to see if you can't tell it's like hiding behind everything but if you just kind of just get close enough to it and then you just kind of assume and you left-click it should just slice it right in half for us so let's take a look and we will see how we did so let's turn off quick slice let's hide the other model let's check our polygons it looks like yes we did we got it so now we have just the one little door there that we can now delete so now we have our little hallway that will go right into the front entrance of our building right and then the other thing that we may need to worry about here this might actually clip through so that is something that we need to take into consideration here so we need to figure out how we're gonna handle that specifically so what we could do is we could probably slice here as well as here and then make a bridge across and then look at this the hallway that we pretty much need exactly so let's go ahead and get that resolved so to speak so we're gonna use a little polygon here and we're gonna try and get these perfectly slice we're just gonna select those two there we're gonna go to our I think we're gonna go to a side view so we're gonna go to like a left view quick slice let's take a good look at it and we have our reference line here which is great so now what we can do is just kind of get it just a little bit similar to it because it's gonna end up getting deleted anyway so we're just gonna slice right across just like that and it should have sliced yep let's slice the other one as well perfect cool cool cool all right so let's delete this upper portion here we're gonna delete this we're gonna delete this over here as well so now we have like a little entrance thingy going on there and if we select our edges let me reset my home here make it a little easier on myself we should oh that's interesting what happened there they are not even at all hold on hold on oh it looks like we made a mistake hold up ooh that's not good let's try that again we're gonna go all the way back there we go all right let's try this again and hopefully yeah we won't have the issue that we just had so we're gonna select oh no no we're good we're good so if we just delete those yeah that's so strange I guess we just like accidentally sliced a few things when we were doing the modifications okay that's fine that's fine all right so now we can actually work with this properly all right so we got the two edges here that we're selecting we're gonna hit bridge yeah we're gonna hit bridge and now we have a bridge between those two edges right and next one we're gonna do is these two edges up here we're going to bridge those as well and there we go we have our little entrance helper we have our walls and the last thing that we can do is our roof and we can just do that by selecting two edges hitting bridge and we have a full room cool so now that all that all of that is complete we can Center our model because at this point we have everything else we can just go ahead and delete the original and now we have just our okay and what we're gonna do is we're gonna go ahead and separate some of this stuff so that we can work with it in a little bit of an easier manner so XY and Z zero zero zero okay we got our little box room good to go so what do we do at this point texturing texturing is what we do at this point we have it in the zero access for the whole thing if you weren't able to change the position of it make sure you have select and move selected here at the top it's very very important we're gonna rename this to room and we're gonna start actually separating some things so our first thing roof we're gonna separate that so we're gonna go ahead and we selected it down here we have a detach dude attached I will call this roof hit okay okay next one floor click on the floor it should select all the little individual elements there and then if you just do detach rename it to floor and then your last one which is room which should just be all of this let me just double check yep that is our room we're gonna go ahead and take it and rename it to walls okay so here's our full room totally ready to go we're gonna save this for now I'm going to call this best building because that's going to name it make sure you always save when you can and we can begin the process of getting this room to work okay it's give me one second take a drink of water okay so where do we begin let's begin with walls we're gonna do some texturing on the walls so we're gonna go up here to material editor you're gonna go to modes and you just set it to compact material editor okay and what we're gonna do is we're gonna select one of these balls up here I'm selecting number seven we're gonna go down to this drop-down menu we're gonna name this my walls standard make it Jim's V material it's just to the right of it so click on Jim's view material we're gonna make this a wood wall and we're gonna make it a solid I'm gonna make the room ID one okay so wood solid large room ID one and now that we have that we open up jim's evo we're gonna go to oh actually we're gonna do show shaded material in viewport we're gonna go to apply okay so it should be a slightly different color for all of your walls now and that is exactly what we needed now go to material editor you can see just my walls in here usually if you don't reapply it a couple times it'll eventually go hit options we're gonna go to let's see diffuse texture I'm gonna go embed don't do this normally you should just use a texture dictionary but for this tutorial we're just going to embed we're gonna click on empty and we're gonna go ahead and determine what texture we're gonna use um so let me go figure out documents textures I have a couple textures in here I'm gonna use this wooden one right here hit OK it's gonna be slightly darker no texture you're gonna be like what the heck why does it look like that well if you don't know models need UVW mapping so let's talk about what that is basically you take textures and you apply them to the surfaces of an individual model that's what UVW mapping is and to make it incredibly easy because we're working with buildings this is really easy to do you can do unwrap UVW for anything that's super super complex otherwise you can just do UVW map and as you can see we have something going on there if we change this to a box because it is a box and we set all of our length width and height to 2.5 which is the standard rock style or a rock star style we have a perfectly a perfectly UVW map object so you even inside you can see it so cool so we just did our first material so let's do our next one so this one's gonna be walls standard jims V material room ID - one let's do oh no what if we call this yeah that's walls we're gonna do roof okay we're gonna do hard terrain concrete no color don't worry about that and we're gonna make sure we select roof just like that make sure you hit show shaded material in viewport and then hit apply and it changed color and we're gonna Tyrael editor roof open this up diffuse texture embed empty we're gonna use this Avenger Warren there we go did we apply it let me check it doesn't look like we made it sometimes this happens it's really annoying when it does so the way it works is sometimes you just have to apply it a couple more times what I like to do is all try and just select the polygons again and then I'll drag it on there sometimes or I'll apply it and then all material edit again and then I usually try to just like reselect the material again oops through diffuse texture let's try a different one there we go okay so Avenger Warren there we go alright so that's good to go now we just need a UVW map this section as well so we just go here UVW map just do a box 2 / 5 2.5 and 2.5 done and done good to go next one let's do our flooring so we rename this to floor standard jim's v material hard terrain concrete room ID 1 select floor select show she ate him Tyrael apply to your floor go to material editor floor option not options I'm sorry you could just click little globe to bring it up make sure you embed before you select the texture and there we go good to go let's go ahead and UVW map that's let's my some of that go in here and UVW map box 2.5 2.5 and 2.5 just like that beautiful so we have everything ready to go there we have all of our different textures that pretty much concludes the creation of our shell for our for our interior so we're gonna save this what we're gonna do is we're gonna select all this stuff right here we're gonna make a new layer and if you don't see layers still make sure you hit sort by layer and you hit you'll be able to make a new layer based on this so what we knew is we're gonna copy we're gonna clone a new clone make sure this says copy do not do its instance you will have issues so once you have it as copy hit OK go up here hit new layer it'll move everything into your new layer and you could call this layered collision okay what we're gonna do is we're gonna hide the shell we're gonna select one of these I make sure you collapse your uvw maps as well apparently I didn't do that so let me just collapse those yeah let's collapse those real quick collapse - there we go and make sure everything is nice and collapsed ok so we're going to combine all three of these together to create our collision the way that we can do that is if you click on any of them and you go down here over to attach there is a little attached list a little box next to it select the ones you want to attach it attach hit okay good to go now you have one avid individual model here we're gonna call this the best building see is what we're gonna call it so best building see alright so that is our collision so to speak okay who there's a lot to take in oh that's a lot to cover as well but anyway so we're at the point where what we need to do now is get everything to show up an open IV so how do we do that well we select all three of these and the first thing that we're gonna do is we're gonna go open Jim's Evo and what we're working with is the shell so we're creating the object portion first so you're gonna go to create object you're gonna go to models and we're gonna do model and then we're just gonna click and that's gonna put it right in the center which is perfect and we're gonna take the one that just was just created and if it's not in the correct place make sure you move it over to shell because mine was not I were to call this best underscore building and that is gonna be the name of our model when it's done okay we're gonna modify these law distances we're going to just make hi 1,000 and everything else we're just gonna set down to zero now for the rest of it select all three of these roof walls and floor we're gonna do game mesh modifier and they should now have a game mesh on them which is perfect exactly what we need so now these four are all ready to go and what we can do is we can go and hide collision for a second go to schematic view at the top and you will see a green one called best building we're gonna put that one above we're gonna select all three of these we're gonna do Kinect we're gonna move it right up like that and there we go okay so that's all good there and we're gonna go ahead and move this other one out of the way because we're gonna need it in the future here so make sure this one is detached because it belongs to something else so this is how you specify what belongs to a game model so this is our game model and then this is the stuff that it's gonna be drawing cool now that's ready to go let's take a look at best buildings see and we have edible poly so what we need to do is we need to do create object we two collisions we're gonna go to composite we're gonna click and make sure it's in the right place we're gonna call this thus building collision and we can turn on the render for that and make sure that we click on best building C once more and then we do mesh modifier all right so now we can go back on Jim's Evo minimize it for a moment as we work on this next part so we have flags lots and lots of flags going on here so we're gonna do map animal map cover map dynamic map vehicle map weapon then you're gonna do the next one you're gonna do map animal cover dynamic vehicle weapon and if you have stairs you need to export it separately and do like a whole different like map stairs type of thing but in that regard we are now done with both of these and we just need to add collision to a schematic so this one just to double check has a mesh ok mesh a mesh game mesh and everything else is good so let's go to our schematic view hook up the final one which is this one here it's gonna right-click this and we're gonna do connects and it's now connected make sure all of your arrows are pointing down it's safe go to games Evo again and we are going to export to 3d s exports so hit OK we're gonna double check everything here just open it up look at it see if it kind of looks similar to this continue we're gonna go ahead and export it all and we are now completely done with collisions getting our model ready so what's next open IV ok so we're gonna open up our DLC pack that we made for best building we're gonna import those models so open up edit mode go to open import formats uh let's say we're gonna go to our desktop here best building three yes exports and we are going to include the new ones that we made best building and best building collision so once we get these in we'll open these up and we'll take a look looks pretty freakin good it's all there it's good to go is so it seems one thing I forgot to mention is that we should have welded all the vertices just to make sure everything was good we might have some light bleeding through if we do not weld them so please make sure you weld your vertices because I totally forgot but in that regard that is our ybn and then this is going to be our other one so there we go all in game so don't worry about this being all like dark like that it won't show up like that in game so yeah so we're now we're ready to modify the mlo the white eyp and everything else that we left in here so under manifest at yml let's open that one first we're gonna go through make sure everything is looking good that's building MLL good to go that's building white eyp good to go little bar collision that does not look like something we need so we need to make it best building collision okay so that's that portion there I'm good to go save all right next one we're gonna do we're gonna do the Y map edit that take a look at it we have Polito bar collision in here a couple times so let's uh let's fix that that's going to be poo best building collision that's building collision and then this is gonna be the name of the the file here so this is just gonna be best building a mellow and invest building I don't know so make sure all of those are the correct names for yourself okay and we're gonna go ahead and save and now we are moving on to our white eyp file so go to edit I'm going to go through and replace what we need to so pleat a bar used to be the name of the original model that came from this so this is actually just gonna be best building okay so we're gonna just copy that and paste it and go scroll down a little bit we have Pulido bar coalition here so we're gonna do this we're gonna just paste it in there type in collision we're gonna paste it where we need it and then we're gonna do it down here as well so this is gonna be best building and you're just gonna kind of go down and replace everything that matches that specific kind of like style and format we're just going through check the rest oh good the cope we missed one sake right here Lito best building collision so what that is and then done at the bottom this is Pulido borrow I typ rename that to best building yty Pete Cole so we have the entire Y typ file almost ready we just need to do the portal which is the last one so what I'm gonna do is I'm gonna save for now we're going to open that up again we go down to the bottom and we have all these coordinates in here okay so how do we determine these portal coordinates well if you go into 3ds max we're gonna take a look at just the collision just this one and we're gonna zoom in on here and we're gonna take a good look at this little vertex is here so the way this works is you take it from the bottom right it's counterclockwise so bottom right top right top left bottom left so I'm gonna start with the bottom right and we have negative 2 dot for 2 and then this other ones like negative 1 but we're gonna start with this bottom right 1 so negative 2 dot for two so go into your open IV text editor here and we're gonna get that first coordinate right in this first section here so we're gonna get all these in here so we gonna do negative 4 2 4 negative 2.4 to 4 0 and then for additional more zeros so you need 8 numbers after the decimal point so 1 2 3 4 1 5 1 1 2 3 4 and 0.0 there we go so that's our first bit here this next one is 2.6 9 5 for the z axis so we can save time by just copying this pasting it and then just adding in our number that we need 6 9 5 ok that's our first 2 coordinates do the next one like so oops I can't see now ok hold on let's let's try again there we go this folder file ok so let's try this again so negative 1.5 0 7 make sure you add enough decimals 2.4 to 6 and 2.6 9 5 0 0 0 now we could just copy this paste it on the bottom change this final one to just zeros and just to really make sure that we got this right we're just gonna double-check the moment that everything decides to work with me instead of against me that would be great alright one five zero seven two four two six zero looks good alright let's minimize this and we are now officially ready to actually get this in game so let's do that so we're gonna take all this data here we're gonna do extract we're gonna extract it to our desktop best building final just go ahead and extract it all there and we're gonna minimize this and we're gonna go ahead and go into a code Walker but let's restart it maybe we'll luck out and we'll get it to show up properly otherwise I'm not sure what step we missed there to get it to show properly usually it does sometimes you're not so lucky but that just seems to be the case this time around so we're gonna do enable mods label DLC wait for this to load what we're gonna do is open our Y map file okay in the background I'm going to start GTA 5 okay so we can get everything running and we can start adding like props and things to our interior and get in the place that we needed to be okay so we're gonna do we're gonna load our DLC for best building and if all goes well we may or may not see it in here probably not since it had issues with it earlier yeah it still does that's okay so what we're gonna do we're gonna do open we're gonna get a Y map go to desktop best building final and we are going to open just best building mlo okay open that up go to entities click on best building collision go to go to and it's gonna take us to it so it's somewhere in this building right so what we need to do is we need to move it to the location that we want it all right so we're gonna move that on over all the way over to where we need it and sometimes it does not exactly like being moved so once we get it over here we're gonna probably reload the Y map after we save it so that we can properly work with it because it doesn't always like to show up oh there it is but only for a second there we go yeah we can go with that all right so this is our Y map what we're gonna do is we're gonna rotate it you can do snapping up here go down to rotation snapping you can change the degree I think we'll be okay with five hopefully if we're lucky I'm trying to remember how to there's a specific key here for this I can remember which one it is it actually changes the way like nope no it doesn't seem to matter okay so we're just gonna move this over here and we're gonna try and just get this this little front part lined up with it I hope you lost it hold on hold on yeah it seems we lost the oh no it's right there it's right there okay so we're just gonna get that nice and lined up in there hopefully something like that should be good okay so we're gonna save this why map now so now that we have it in place we're gonna go up here we're gonna calculate extents calculate flags save okay I'm gonna close this down if you like of course and then close the project we're gonna reopen it hopefully we will be good to see inside yes we are okay so somewhere included with this RPF file if you look at the bounds we have a few entities here we have a couple lights right so what we do to add objects to our our interior is you right-click on these right and then you go add to project and it's gonna open the white eyp file for you and this is always the way that you should do it always always always do it this way as much as you can and we're gonna take these lights so we're gonna just move them on inside okay put them in our interior we're just gonna throw them over in that direction and just hope that maybe they're gonna be in the right places and then the last thing that we're gonna do is we're gonna take this door we're gonna get that rotated over here as well make it look all good and such as well let's do a little rotation BAM just like that get that on in here and lower that a little bit and maybe we should change the model of the door as well that would be pretty wise so what we can do to look for a door is if you go to our via RPF Explorer you can look for a similar door the underscore I love is what I like to look for and usually you'll find a door in here that you'll be able to work with so let's go with what does door one look like that's a pretty good looking door let's try and use that one so we'll copy the name of that over here so it's gonna be the Isle of CT doors or the one there we go and it doesn't seem to have shown up weirdly enough probably cuz it says think it's valid that's okay try another one see I live CT door 0-3 there we go about two one there we go alright I guess I just missed typed it that's okay it happens so we may have done the frame too high but again that's okay sometimes things just don't go the way you want them to but we're gonna put this door right up in here right in the front and that's it so once we have all that setup good to go we're gonna recalculate everything just to be super sure that everything's okay so you go to your Y map calculate extents calculate all flags and you're gonna save it then you go to YT YP you're gonna do file save as gonna overwrite the one in your final and then the last thing is the manifest generator make sure you hit generates save and we're gonna save that in our final as well there we go so we're all ready to go ahead and check out the interior so we're gonna go ahead and say no to all the rest of that so we should be at the point where we just take the files from best building and get them into our stream so earlier on in this we were covering all of the getting that all loaded in there so I got a best building final we're gonna copy everything in here paste it gonna start our server and we are gonna see if we successfully created our interior once we are in its let's get the let's take a look I probably fell through the map if I'm not mistaken yep let's let that get me back up to where I need to be and as you can see we can see inside because our Dorf our door doesn't fit but that's totally okay and there's a little looks like a little decal there as well and if we are correct we have our very own interiors and we can double check that this is actually an ml ml oh by doing a rain command actually so yeah make it rain kind of rain going and if it's raining inside then it's not correct but as you can see it is not raining inside so there we go we have our interior we're inside everything's looking pretty good we can even do set time tonight and we have a little bit of lighting going on in here as well from just these things but we can also add our own lights but those need to be exported in a completely different way but there we go and the only issue is like the as you can see like the lighting is a little weird it's because we did not cover vertex painting and that's actually a really important thing that we should cover so actually before we end this tutorial let's cover vertex painting because it's so important so let's talk about what vertex painting does it's a little weird let's take a look we did actually have a little thing on it for text colors for lighting so here's how this works vertex colors for lighting will control the ambient occlusion of the model during night most except for night lights will have a top to 255 so it's very dark when night falls so if you have it the way this there's a better way to look at this there's a really great image down here basically our is ambient occlusion G is artificial light and B is moonlight okay so what we need to do is we need to paint our vertexes and there's a little guide in this document that'll tell you exactly what you need to do but we're gonna show you so let's take a look at the model that again and because I always forget this like this is just one of those things we're gonna do the walls first okay so what you do go to edible mesh select all your vertex is like this and I think we need to yeah just scroll all the way down go to color we're gonna make it pink all right so two five five zero two five five all right we're gonna do that for all of them okay so that one's pink we're gonna do the roof next edible mesh vertex liked everything color two five five zero two five five all right that's also pink now as well and then the last one we need to do floor edible match vertex select all go down to the bottom color two five five zero two five five all right all of our vertexes should be colored pink now okay so now what we can do is we just export this again so we can do export we new 3d s export we're just gonna export the model with our new vertex coloring go ahead and close that out and our next step is getting it an open IV open the game of the background mmm edit yes I want to continue we're gonna just import it right on in here so best building okay let's export this so we can do export to open format I mean we're gonna do extract sorry extract I go to final select it good to go go back over to your final your final folder copy everything inside put in your stream folder I'm gonna take a look how that looks at night and if everything is going the way I hope it is this will not be a waste of your time so let me make sure I restart the game so we get our new files and then well let's see we'll see what happens I mean already an hour and 13 minutes into this tutorial so what could possibly go wrong right connects and if everything goes well let's see let's see how we do all right let's take a look let's take a look hopefully we get what we want if not it's not the end of the world it does happen all right so we should get the same lighting in and out hopefully yes beautiful so as you can see we have the inside dark like it should be there are little lights inside it's great that is exactly what we needed beautiful okay so there it is everybody that is how you do your ml oh how you do interiors how you get into interiors it's a very long process I mean come on there's so much going on but yeah that pretty much covers it so I really hope this tutorial will help a lot of you out there because figuring this all out has been a huge pain in the ass I just want to say thank you do all the people that have contributed you know deck C decks effects and the crew inator ultron's and thar cane for his tutorials and breeze and honey nut and gabs and everybody else as well because this hopefully covers the entire process of getting an interior done so my voice is shot that's pretty much it for the end of this tutorial so I do hope that it is useful for some of you out there but thank you for watching and I don't know if all probably I I doubt I'll make anything like this in a while so there we go
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Channel: Stuyk
Views: 153,615
Rating: undefined out of 5
Keywords: gtav, gtav mapping, gtav mlo, gtav interiors, gtav custom interior, fivem mlo, fivem mapping, ragemp mapping, ragemp mlo, codewalker, gtav codewalker, gtav custom mapping, gtav maps, gtav interior mapping
Id: ccA70vQjp44
Channel Id: undefined
Length: 74min 34sec (4474 seconds)
Published: Fri Mar 13 2020
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