saIvatore
Silver Member
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- Feb 25, 2016
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By no means is this a comprehensive guide, but it should give you a basic outline of how to better utilize objects and textures, as well as the furnishing system at large.
Texture Websites, Application & Vertex Fixing: Starting with textures, I find that these three sites are your best bet for when in-game textures aren't enough.
1. SA-MP Textures (https://textures.xyin.ws/?page=textures) - This site has a fairly large selection of textures, but the search queries can be confusing to figure out.
2. Gtatxd (https://gtxd.net/?search=&page=1&show=20) - This one has been invaluable. Compared to SA-MP Textures, it's easier to find what you need, but I believe the texture selection is roughly the same, if not slightly more extensive.
3. dev.prineside (https://dev.prineside.com/gtasa_samp_game_texture/view/) - More for finding model IDs than textures, but still a useful tool.
After finding a texture, the process for applying it is fairly straightforward.
What's shown at the end of this video is something called vertex fixing - which is essentially the act of fixing oversaturated lighting on objects. This is demonstrated with the drum when I applied a custom texture.
Texture Utilization: There's a completely different side to textures, however. This is where things get slightly more nuanced, and trial and error comes into play. Basically, the rule to follow is that most objects can be repurposed in a variety of ways.
Example:
Finding the right texture for the right object is, again, simply trial and error. This comes with ease over time.
Custom Objects: Whether you prefer to download and use custom models or create them through a mishmash of different objects, the idea here is the same; most objects can be repurposed to fit different uses.
Example:
Sometimes it can look awkward, but it doesn't hurt to experiment. Try some things out and see how it ends up. Remember - this process is ultimately about problem solving.
Measurements, Object Mirroring & Alignment: This is probably the most tedious part of furnishing, but also the most rewarding. With planning, patience and sleight of hand, this can easily be boiled down to a science.
Instead of a long write-up, here's a couple examples of these three practices in action:
In this video, I use two objects nudged in opposite directions in order to find a center for a roof beam.
In this one, I mirror the angle of a slanted wall so that its rotation can be copied on the other side of the interior. (This is a bandaid solution until rotation values are added.)
Lastly, there are measurements. In furnishing terms, measurements can really be anything. For example, if I wanted an interior to be X long and Y wide, those measurements could be taken in the form of long walls, floors, etc. You get the idea. These measurements are what allow an interior to be cohesive while also remaining consistent with the exterior; which brings me to my last point - scale.
Scale is important, within reason. You're not gonna buy a trailer and turn it into a nightclub, in other words. Try to think about the scale of your exterior and factor that into what your plans are for the interior.
That's pretty much everything I can think of off the top of my head. I might add more in the future, but I hope this helps. Good luck.
Texture Websites, Application & Vertex Fixing: Starting with textures, I find that these three sites are your best bet for when in-game textures aren't enough.
1. SA-MP Textures (https://textures.xyin.ws/?page=textures) - This site has a fairly large selection of textures, but the search queries can be confusing to figure out.
2. Gtatxd (https://gtxd.net/?search=&page=1&show=20) - This one has been invaluable. Compared to SA-MP Textures, it's easier to find what you need, but I believe the texture selection is roughly the same, if not slightly more extensive.
3. dev.prineside (https://dev.prineside.com/gtasa_samp_game_texture/view/) - More for finding model IDs than textures, but still a useful tool.
After finding a texture, the process for applying it is fairly straightforward.
What's shown at the end of this video is something called vertex fixing - which is essentially the act of fixing oversaturated lighting on objects. This is demonstrated with the drum when I applied a custom texture.
Texture Utilization: There's a completely different side to textures, however. This is where things get slightly more nuanced, and trial and error comes into play. Basically, the rule to follow is that most objects can be repurposed in a variety of ways.
Example:
Finding the right texture for the right object is, again, simply trial and error. This comes with ease over time.
Custom Objects: Whether you prefer to download and use custom models or create them through a mishmash of different objects, the idea here is the same; most objects can be repurposed to fit different uses.
Example:
Sometimes it can look awkward, but it doesn't hurt to experiment. Try some things out and see how it ends up. Remember - this process is ultimately about problem solving.
Measurements, Object Mirroring & Alignment: This is probably the most tedious part of furnishing, but also the most rewarding. With planning, patience and sleight of hand, this can easily be boiled down to a science.
Instead of a long write-up, here's a couple examples of these three practices in action:
In this video, I use two objects nudged in opposite directions in order to find a center for a roof beam.
In this one, I mirror the angle of a slanted wall so that its rotation can be copied on the other side of the interior. (This is a bandaid solution until rotation values are added.)
Lastly, there are measurements. In furnishing terms, measurements can really be anything. For example, if I wanted an interior to be X long and Y wide, those measurements could be taken in the form of long walls, floors, etc. You get the idea. These measurements are what allow an interior to be cohesive while also remaining consistent with the exterior; which brings me to my last point - scale.
Scale is important, within reason. You're not gonna buy a trailer and turn it into a nightclub, in other words. Try to think about the scale of your exterior and factor that into what your plans are for the interior.
That's pretty much everything I can think of off the top of my head. I might add more in the future, but I hope this helps. Good luck.