woo Im recognised, u need to remove all the bones in a prog called rw analyse, thats all the sections named HanimPLG (just click them and press delete), import into zmodeler, get the tommy vercetti skin from the vc player.txd in the vc gta3.img or from models>generic>player.bmp,
then flip it vertically in paint, and save, go to material, load the flipped image,
delete all the sections with dummies, on root[0] is the main models mesh, for models to function correctly in gta3, the head, torso, upperarms, lower arms, upperlegs, lowerlegs etc etc, need to be all seperate pieces on the model, rather than dummies on the model which deform the mesh to the animation sequence defined, to seperate them u can either, keep deleting the polysof the rest of the body, until u have one body part, such as the head, save it as head.z3d and keep doing that until u have seperate body parts then merge them in one file, u may have to remap the skin using uv assign, once that is done, open up a gta3 player model to make sure all body parts are seperated into their right places and named poroperly (although maybe you should have done this before hand to get the names and seperate pieces) export it as a dff, add to gta3.img, stick the non flipped player.bmp in ur gta3 skin folder
and PLAY!
to do this all you need to have quite alot of experience in zmodeler and understand the interface, failing that their are some custom made tommy vercettis for gta3 on http://www.codenamegta3.co.uk however most look like a pile of shit