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 Lightobjects and Objects with 2dfx effects

 with DexX's Maxscript
 
ZAZ  
Posted: Saturday, Sep 29 2012, 12:33
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Lightobjects and Objects with 2dfx effects with DexX's Maxscript


You need

Kam's Maxscript: http://www.gtagarage.com/mods/show.php?id=9172

DexX's Maxscript: http://www.gtagarage.com/mods/show.php?id=5656

Steve-M RWAnnalyse tool: http://www.gta-modding.it/area/index.php?act=view&id=33

Lightobjects or Objects with 2dfx effects are done in different ways but very similar

2dfx effects needs to create a "Dummy"
and
Lightobjects needs to create a "omni"

DexX's 2dfx Export Script have 2 different sections to apply light or effect

Lightobjects allows to modify size and color

2dfx effects attaches an effect of 3dsmax7\scripts\saparticle.ini which should contain the same effects like GTA SA\models\effect.fxp

Video Tutorial


Both object version needs to assigne dummy/omni in Graph Editor: shematic view: 2dfx

Goldkillers 2dfx Video Tutorial
http://www.youtube.com/watch?v=w6UCAS_GIYE

shows this step very good by making an object with effect
take care for this step:

select OBJCET!! then go to
Graph Editor: shematic view: 2dfx


********************************

2dfx Effekt Export:Tutorial (short description)



~ Load Objekt in 3dsmax
~ create Dummy where the Effekt should be

~ Select OBJCET!! then assigne Dummy in Graph Editor: shematic view

~ Start "DexX Tool" in 3dsMax
~ Select Dummy [important!!!] und DexX's 2dfx Export Script
~ At "Setup / Add Effects" click "Add Particel Info (Dummy)"
important: click only one time
~ Open Section "Setup / Edit Particels"
~ Choose Effekt and "Apply to Dummys"
~ Click Section "Export Effect Info" and export info file.sae (name is unimportant).

~ Select Dummy + Object [ALL] and export all with Kam's maxscript as *.dff (skip col)


~ Start RW Analyze and open the *.dff to assigne the effect
~ Go to "Clump > Geometry List > Geometry > Extension"
~ Rightclick on "Extension" and add "Add Section"
~ Insert Section Type -0x253F2F8 2dfx(R*)
~ 0x253F2F8
~ Rightclick on 2dfx(R*),Import Section Data and insert *.sae

for LIGHTOBJECTS is it the same but with these differences:

2dfx effects needs to create a "Dummy"
and
Lightobjects needs to create a "omni"

DexX's 2dfx Export Script have 2 different sections to apply light or effect

********************************

Add Light , Image Tutorial from oCain

Load Objekt in 3dsmax and create Omni where the Light should be

user posted image

Select OBJCET!! then assigne Omni

user posted image

Select Omni [important!!!] und DexX's 2dfx Export Script

user posted image

~ At "Setup / Add Light" click "Add Light Info (Omni)"
important: click only one time

user posted image

~ Open Section "Setup / Edit Light"
Choose Effekt and "Apply to Lights"

user posted image

Click Section "Export Effect Info" and export info file.sae (name is unimportant)

user posted image

Select Omni + Object [ALL] and export all with Kam's maxscript as *.dff (skip col)

user posted image

Start RW Analyze and open the *.dff to assigne the light
Go to "Clump > Geometry List > Geometry > Extension"
Rightclick on "Extension" and add "Add Section"

user posted image

Insert Section Type -0x253F2F8 2dfx(R*)
0x253F2F8
user posted image

Rightclick on 2dfx(R*),Import Section Data and insert *.sae

user posted image

Save the file and import it into your game

Tool to make extensions (*.sae), by xmen



2dfx-Editor..





This post has been edited by ZAZ on Saturday, Sep 29 2012, 20:14
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Michael-Knight1  
Posted: Monday, Oct 1 2012, 11:01
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Thanks , I'll Try icon14.gif
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arijitsen  
Posted: Monday, Oct 1 2012, 12:21
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Oh really nice ....cookie.gif cookie.gif breadfish_by_Moto.gif
I really wish I had 3 Ds Max..
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TheLordYugi  
Posted: Saturday, Oct 27 2012, 16:35
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tanks for your tutorial ZAZ!!! smile.gif

I Need Help with SA Lights, this lights not functional in game...

This post has been edited by TheLordYugi on Saturday, Oct 27 2012, 18:01
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ZAZ  
Posted: Sunday, Oct 28 2012, 05:49
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QUOTE (TheLordYugi @ Saturday, Oct 27 2012, 17:35)
I Need Help with SA Lights, this lights not functional in game...

sounds not like a question but i assume you didn't got it
well, this method is not easy
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TheLordYugi  
Posted: Sunday, Oct 28 2012, 12:23
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QUOTE (ZAZ @ Sunday, Oct 28 2012, 05:49)
QUOTE (TheLordYugi @ Saturday, Oct 27 2012, 17:35)
I Need Help with SA Lights, this lights not functional in game...

sounds not like a question but i assume you didn't got it
well, this method is not easy

forgiveness my particles is 100% functional, more no lights appear.
confused.gif
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ZAZ  
Posted: Sunday, Oct 28 2012, 22:01
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QUOTE (TheLordYugi @ Sunday, Oct 28 2012, 13:23)
QUOTE (ZAZ @ Sunday, Oct 28 2012, 05:49)
QUOTE (TheLordYugi @ Saturday, Oct 27 2012, 17:35)
I Need Help with SA Lights, this lights not functional in game...

sounds not like a question but i assume you didn't got it
well, this method is not easy

forgiveness my particles is 100% functional, more no lights appear.
confused.gif

try mlampost as Light Type in section "Setup/Edit Light"
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DK22Pac  
Posted: Sunday, Oct 28 2012, 23:54
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Don't forget you can add 2dfx with .ipl too.
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TheLordYugi  
Posted: Monday, Oct 29 2012, 20:58
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tanks, not functional, I have use particles in my project...

my english is poor...
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ZAZ  
Posted: Friday, Nov 2 2012, 07:53
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QUOTE (DK22Pac @ Monday, Oct 29 2012, 00:54)
Don't forget you can add 2dfx with .ipl too.

I assume that you mean ide. I never tried it and saw it only in VC.
The 2dfx sections of SA -ide are used by unknown methods to spawn peds and furnitures in connection with entries of furnitur.dat
In every cases are the 2dfx associated to an object, written as first entry in the line, so i thought that this object must have a dummy or extension or something
I'll check it now ... would be nice if you could give example and description

_____________
edit

I tried without success to show Light above of TEE PEE Motel signe in Las Barrancas
CODE
11432, des_tepesign01, desn_teepee, 290, 0


and inserted this into countryN.ide and in other tests in countryN.ipl
CODE
2dfx
11432, -841.4631, 1438.8392, 25.5849, 246, 19, 238, 200, 0, "mlampost", "shad_exp", 100, 20, 0, 0, 40, 1, 0, 0, 4
11432, -841.4631, 1440.8392, 25.5849, 246, 19, 238, 200, 0, "coronastar", "shad_exp", 100, 20, 0, 0, 40, 1, 0, 0, 4
end


nothing happend, no light

This post has been edited by ZAZ on Friday, Nov 2 2012, 12:34
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DK22Pac  
Posted: Friday, Nov 9 2012, 17:52
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Yes, I meant .IDE.
If I remember right, each 2dEffect type works via .ide.
CODE
0  LIGHT
1  PARTICLE
3  PEDS
4  SUN_FLARE
5  FURNITUR
6  ENEX
7  ROADSIGN
8  SLOTMACHINE_WHEEL
9
10  ESCALATOR

QUOTE (ZAZ)
so i thought that this object must have a dummy or extension or something

It creates 2d effect relatively to the centre of model.
Format for LIGHT type:
CODE
iModelId, fX, fY, fZ, iType, iRed, iGreen, iBlue, iAlpha, sCoronaTex,
sShadowTex, fCoronaFarClip, fPointlightRange, fCoronaSize, fShadowSize,
iShadowColorMultiplier, iCoronaFlashType, iCoronaEnableReflection,
iCoronaFlareType, iCoronaFlags, iShadowZDistance, iSomeOffsetX, iSomeOffsetY,
iSomeOffsetZ
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TheLordYugi  
Posted: Saturday, Nov 10 2012, 14:30
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DK22Pac, is possible, your make a functional example to use this code?

tanks...
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DK22Pac  
Posted: Saturday, Jan 19 2013, 13:55
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I've researched PED effect type a bit...
Updated stream info
CODE
4b - INT32      - Type (1 - Sitting, 5 - Standing...)
36b - VECTOR3[3] - Rotation
8b - CHAR[8]    - External script name
4b - INT32      - PED-Existing-Probability
1b - BYTE       - Unknown
1b - BYTE       - Not used
1b - BYTE       - Unknown
1b - BYTE       - Not used

.Ide version
CODE
modelId, x,  y,  z,  type, eventType, right_x, right_y, right_z, top_x, top_y, top_z, at_x, at_y, at_z, pedExistingProbability, unknown, externalScriptName
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