Notes on GTAIV PlayerPed Conversion to Cutscene Ped


Deadpool as ped in cutscene (playermodel originally converted by Wapadell)
First you must convert the Niko playerped model to a ped model (Doesn't work if the playermodel is not niko). There are two components to this, first you have to convert the actual model, and second you have to create a .wtd texture archive. You have 3 options for converting the actual model. The .wtd you will have to convert yourself. In addition I also have a texture script that will help you duplicate the textures you need for a ped (will avoid the invisible mesh issue) Then you will have to use niko's TLAD or TBOGT cutscene skeleton for the ped cutscene skeleton. It's uploaded below, or just get from the cutscene archive.

1. TO CONVERT THE MODEL (pick one of the below):
Use my Python conversion script (experimental):
Put it in the path with all the exported player .odr files then run via a command prompt:
full_path_to_python.exe Conversion.py name_that_you_want_to_use_for_odd
Ver 0.1 DL here:
http://www.mediafire.com/file/ap9nmyaym37eo2i/PlayerpedConversionTool.zip

Or ac amirs manual method:
I recommend Notepad++ for this, it's got colorcoding and tells you what bracket goes to what.
http://gtaiv-skins.blogspot.com/2014/08/tutorial-how-to-convert-player-to-ped.html

The 3ds Max (also manual) way:
By metalwarz:
https://www.youtube.com/watch?v=ZunPnlKy7go

2. AFTER THIS MAKE YOUR WTD FILES: (you can see how to do that in ac amir's or metalwarz method).

I also have this script that will automatically duplicate (and resize (if images are huge)) your textures for a ped archive. The duplication is to avoid the invisible mesh issue. The resizing is to prevent the wtd from becoming too large (this causes a cutscene to crash your game or hang), this script does have a bug at the moment where if your texture files are smaller, it will resize your textures to the ones specified in the script. Note that you must export your textures as png since PIL does not have support for dds. Requires Python3 and PIL image library:
http://www.mediafire.com/file/d3memuq0vicuri5/TextureConversion.py/file

3. REPLACE THE PED SKELETON with Niko's cutscene skeleton from TLAD or TBOGT. I've uploaded the tlad skel here. You can also just get it from TLAD's cutsprop archive:
http://www.mediafire.com/file/hilx3m833xfssr2/tladskel.wft

Pitfalls:
If you use the manual methods you may get the invisible mesh issue where parts of the ped models or their textures are missing. My script will automatically duplicate meshes for you so this shouldn't happen (although if it happens to a certain body part, increase the number of duplicates).

In addition if you're missing a texture, you can also get the invisible mesh issue. My texture conversion script should automatically duplicate your textures if you give it a set of 000s named properly.

Manual replacement notes:
Make sure there are multiple copies of the mesh, mainly multiple upprs and lowrs and feet in the odd file. At least 4 of each upper and lower, 3 types of feet, 2 types of heads, and 2 types of hands. Otherwise you might run into a missing mesh where the ped is missing part of their body.
Many peds also have associated accessories, ex. Niko has a bag/ski mask in TBOGT. If you don't include these, I think they just don't show up in their respective cutscenes.
-The reason for this is because some ped models change outfits (Ex Roman), so different upprs and lowrs correspond to those outfits. You can also use this for having different outfits for characters as well. If you create your wtd like this, you should be able to substitute your model for any ped without worry that GTAIV will crash if it tries to load a nonexistent part of the ped.
Make sure there are as many multiple copies of each texture in the texture archive, named exactly like the wdrs for the player, so a feet color (diffuse) texture would be feet_diff_000_a_uni. and a copy of that would be feet_diff_001_a_uni. It does not matter if your odd files all point to feet_diff_000_a_uni, you'll still get an invisible texture if the game decides to load 001. If you're missing a texture, mesh will be invisible.

Here is a sample .odd file of mine:
http://www.mediafire.com/file/h9u09n506ra5464/UltMado.odd
Note that in the odd file, all texture references have no folder, its just the name of the texture. This indicates that the textures are all contained within the .wtd. This keeps the wdd file size much lower, since if you have embedded textures, size can grow massively. Embedded textures are usually only used in the player model and only for normal and spec.

my wtd:

4 comments:

  1. how to convert ped model to cutscene model ?

    ReplyDelete
    Replies
    1. Hi, the only way you can do that is to rig the ped model to Niko's skeleton, then use his cutscene bones. There is a different bone hierarchy between the player model skeleton and the ped skeleton if you compare Niko's ingame and cutscene bones, but I haven't been able to modify a different ped skeleton's files and actually have it work the same way.

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  2. why cant u made a YTvideo? This is extremely complicated for someone who does not know tech

    ReplyDelete
    Replies
    1. Hi, I haven't gotten around to remaking a video because I tend to forget due to managing/updating a lot of mods, I'll put that on my to do list. In the meantime, let me know what you need help on and I can walk you through it.

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