[Tutorial] Create custom pools/water using Sollumz Blender

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hey guys welcome back to another tutorial in this tutorial we are going to see how we can create custom water mesh or custom pools for a gta 5 so let's just hop on into our blender i'm just going to delete all the default props and i'm gonna add a new cube and let's just give it a shape of a pool so you can just scale it on x and y axis and maybe a little bit more on z-axis and now we can just duplicate the cube move it up a little bit scale it down and now to give this big cube the shape of the pool we can do is go to our modifiers panel add modifier and we can select boolean and now with the eyedropper we can select the smaller queue go on apply and now we can just delete the smaller cube and now we have our pool so let's just rename it to custom underscore pool and now we can just give it a shader to it before giving it to shader let's just talk about how the how the water mesh works in the game so you need static collision for the water mesh to interact with it and to perform the physics actions like to swim or to have a bullet collision or the weapon collision so we need to make a static collision and not an ambulance collision and also we need to create a water machider for a water so what we are going to do is select our cube or select a custom pool go back to edit mode make sure we are in face selection mode select the bottom face and then we can just duplicate it using shift d and move it up on z axis oh we can just keep a little bit margin from the top and now we can just give this plane the shader of water and the rest of the cube the shader off let's say brick so let's just create a default texture first and we can say it as brick i'm just going to go to the shader tab and we can use the bright texture i'm not gonna you be unwrap it but if you want to you can and now to give this mesh a water shader we're just gonna go to our drawable tools create shader and if we just click this small arrow over here and search for water we can select water pool env and click on create shader material and now if you just again select the cube and go back to our edit mode make sure the face is selected and select the water pool env shader and click on assign so now we have our water mesh and our external pool mesh now we can just duplicate it and create our static collision so if you just shift d and right click there will be a prop placed at the same position so we can just rename it pool underscore call so this is going to be our collision we're just gonna hide it for now and now we can just create our pool to a drywall just go to create travel objects and click the create drawable and now we have a prop for our game and now to create a y type for the prop what we can do is press n go to the arc type definition click on create archetype and rename it to let's say custom pool and now just select our custom pool and click on auto create and we can just embed our textures so what we can do is just select our mesh and click on and click on set all textures embedded under the create shader panel so just select the default shader and click on set all textures embedded [Music] and now we can just delete the arc type again select it and click auto create so now we have our texture dictionary set as the prop name and for the physics dictionary we're just gonna give it a temporary name for now so we have our collision name as custom pool call so we can just paste it right over here and now we can just select the export wire type and i'm just gonna place it right over here in our solemn's water tutorial folder just export now before exporting the model let's talk about it a little bit so if we just select our waterfall in the shader and select the solums panel and if we just go to our values parameter we have few values which we can tweak so let's say for color and specular falloff and specular intensity and the ripple scale like how much the ripples will be generated in the water mesh and ripple and the ripple bumpiness so we can just configure that i'm just gonna leave it at default values to show how the default water looks but you can obviously go ahead and tweak it out so i'm just gonna select our custom pool select hierarchy and we're is gonna export it select our solen's water tutorial folder disable the use parent transform click on selected objects and click on export codeworker xml and now if we go over here we have our bar type and that ydr so we can just open our rpf explorer go to mods updates x64 dlc packs and i'm gonna place it in my add-on props dlc i'm just gonna go ahead and enable the edit mode first and just drag and drop all these files over here [Music] so this is our custom pool as you can see the game has already generated the water mesh we don't need to assign it a texture from ourselves and this is our y type so what we can do is let's just place the prop in the game where we want it to be so let's just launch our walker enable toolbar [Music] enable our dlc it's add-on props for me [Music] and once our dlc is loaded let's go to some nice location where we can place our tool so let's say right over here in the legion square so just create a new wire map select the biomap go to wire map click on new entity and a prop name was custom pool just in the r type you can just write custom pool you can just use the move tool to place it on ground [Music] and we can just rotate it a little bit [Music] and this should be fine go back to our project window select the wi-map click on calculate all plans and calculate all extents and then we can just save the wire map i already have my stream folder ready so i'm just going to save it right over here go to tools manifest generator generate and save manifest click on save and now what we can do is open up our stream folder and now we can import our wire map in our blender so we can create static collision for it so if we just drag and drop our wire map in our ipad explorer like this and then we can just right click export xml and i'm just gonna export it right over here save and now we can just open our solums panel select general tools go to ymap tools and import biomap go to our solums folder and select our ymap file click on import and as you can see our prop has been placed right over here so it's far away from the origin if you want to see the exact codes we can just press n and go to items so these are our quads for our prop placement and right at these codes we want to place our static collision so if we just unhide our static collision mesh and go back to static collision we want to convert this mesh into a collision mesh so we can just go back to our solemn stool go to the collision tool click on create bounds and click create boundary so this is our collision so let's just delete the shader for now the mesh shader and now we can just create collision materials so for the bricks we can just search up a brick collision material and for the water mesh we can just search for water and add the water collision material now what we want to do is we don't want to assign the water texture right over here we want to separate the water mesh because we are going to apply different flags with water mesh and different flags for the exterior of the pool so if we just go back to our edit mode select our face the water face right click go to separate and click selection exit the edit mode and now obviously we have our water mesh separate from our collision mesh or the exterior mesh we can just revert our movement and now if we look at our scene here is a bottom mesh so i'm just gonna rename it to water and rename this one to let's say brick so now we want to separate our water mesh from this bb edge so what we can do is just go back to our collision tool select create bounds and while selecting the bound poly mesh water we're just gonna click the create bounce so this is our bound poly mesh water open it and now while selecting the geometry bbh shift click and drag it into the custom pool collision so now we have our separate water collision mesh with its own bbh and the brick mesh with its own bbh we can just delete this extra bound poly mesh so just right click and delete you can just hide our panel and now we can just select our mesh remove the brick texture from it so now the mesh has only the water texture and if you just select our mesh we can remove our water texture from it now we want to apply plaques for it so first of all let's apply flags for a water mesh now please follow carefully because if you just mess up the flags it's not going to work in game so if you are under the materials panel go to the solemns water the collision flags and make sure the water shader is selected the water collision material and just click on see through and click on shoot through effects then select our water mesh bbh i'm just going to rename it to water so bound geometry bbh water go to the object properties panel go to solemn's and we can just set the inertia to one and the volume to one for our collision flags under the composite flag one we only want to tick mark the map river under the composite flag 2 we want to check mark our test vehicle wheel this weapon test camera test ai and test script and with the shape we can set the margin to 0.005 now we can just minimize the water bh coming back to our mesh the brick mesh we don't want to do anything with it for our brick bvh you can just apply the default flags for it just open the solenoids panel go to flags preset and click on apply flags preset now we want to place this mesh this whole mesh at the custom pool location so if you just press n go to items we see the custom pool location of the world where which we placed our model so we can just select our custom pool collision and set the same quads as our drawable model so we can just copy paste so custom pool select the x-axis select the collision and paste the x-axis select our custom pool copy the y axis location select our custom pool paste the y axis location and then we can just copy our z axis location for custom pool select our customer pool collision and paste the z-axis similarly we can copy the rotation if there are any rotations so over here we have a z rotation as 55 we can just copy it the letter collision and paste the z-axis rotation as 45 and now while selecting the collision and if you press period on a numpad we teleport to our location [Music] and now if we just hide our mesh we see that our collision is exactly at the same place but now you see that the collision is at this location but we want to keep the collision the main parent at zero zero zero so just select our collision right click select hierarchy and in our viewport press ctrl a and select all transforms and now if you see that everything has changed to zero so everything should be at zero instead of a random code for our collision mesh so our main hierarchy is at zero our brick bvh is at zero our brick mesh is at zero our water bh is at zero and our water meshes at zero [Music] and now everything should be fine now we can simply just select our collision right click select hierarchy go to files click on export and select code block xml and we can just export it and make sure you have disabled the parent transform option over here now we can just import our collision so this is our custom pool collision dot ybn just drag and drop it over here in the rpv explorer and if we just view it we have our collision right over here [Music] and now we can just put all of this in our stream folder so let's just go to our stream folder select the pool by dr whole y type and pool collision drag and drop it right over here and then we can just start a server start firebam ensure our water ensure our water test resource and then we can just join a server and test it if we just teleport to let's say right over here at a legion square the pool should be right around here so as you can see the water is visible let's test our collisions so our exterior collision works fine let's give us some weapons and if we just move up a little bit equip our weapon and if you're just sure you can see that there is a water effect of shooting like you would see in a river or let's any pool you can just try to swim right now and as you can see we can swim and dive as well so everything works fine can also try to let's say use water vehicles in it so let's just spawn a vehicle vehicle spawner boats and just use some other vehicle maybe as you can see the water vehicles also work fine like this you can create the water or the water mesh or any water pool at any location you want it should mostly work fine for most of the locations but there might be a few locations or interior instances where it might not work so you can use water quotes for that so that's it for this tutorial hope you liked it hope it helped you and i'll see you next time
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Channel: Anurag Verma
Views: 20,325
Rating: undefined out of 5
Keywords: sollumz, blender, gta5, gta, modding, custom, water, pool
Id: sIORD5dO5CU
Channel Id: undefined
Length: 19min 19sec (1159 seconds)
Published: Sun Apr 10 2022
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