Welcome to this gaming guide on converting and importing car models from GTA III, Vice City, and San Andreas to No Time. In this guide, you will learn how to transfer these car models to your game with easy-to-follow instructions. Let’s get started!
Programs/ADD-ONS needed for this operation
Importing models and textures
However, .txd files are texture files, thanks to them we can export textures from the game.
Now click File and look for the location of GTA from which you want to export the model, in my case it will be GTA Vice City.
Click on folder named models
Now we open the file gta3.img, this is where the assets are located.
Now we are looking for the model we are interested in and its textures.
Now we create a folder with the name of the vehicle we are interested in in an easily accessible place.
To export the textures and vehicle model, click on the export section.
Now we make sure that all files have been exported correctly.
Importing models to 3D modeling software (Blender)
It must be version 3.6
To change the Blender version, we need to go to the Beta section on Steam, in the Blender application properties.
Once we have the appropriate version of the program and the add-on has been successfully installed, an additional option will appear in the Import[/b] tab.
Installing ADD-ONS to Blender
In this section we install the plugin.
Preparing the model for No Time
It looks this way because it is in four phases.
– Main model LOD0
– Second model LOD1
– Collisions (Only important in GTA)
– Destruction
We need to clean it of unnecessary elements by removing them.
Unfortunately, this model does not have wheels, so there are two options
– We model them ourselves
– We leave the default one
Please remember that our model should not exceed 20 thousand of Faces, otherwise No Time will not read the model.
When the model has more than 20,000 and we want to optimize it, we must use the Decimate[/b] option, but a guide to this function can be found in my second guide related to GTA IV and V.
One important thing, Faces must have the same value as Tris.
To check whether the textures have loaded correctly, we can check it using this option.
Remember to place all animated elements properly in the center of your model (3D cursor), otherwise doors/bonnets/boots will not animate properly.
After all of this you are ready to export your model as .obj and next you are doing everything as for typical No Time’s Car Mod.
And that wraps up our share on No Time: Converting and importing GTA III | VC | SA car models to No Time. If you have any additional insights or tips to contribute, don’t hesitate to drop a comment below. For a more in-depth read, you can refer to the original article here by Mroczny Gracz, who deserves all the credit. Happy gaming!