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 3DS Max breaks original GTA models

 I posted few screenshots, before after.
 
jm220  
Posted: Sunday, Aug 26 2012, 11:04
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Hey

user posted image


1. Original San Andreas Car model
2. Open 3DS Max
3. Maxscript -> Run Script -> GTA_DFF_IO (Kam's DFF Importer)
4. Import DFF -> Any car example that bravura.dff (There I can see it's already bugged like in the picture)
5. I select whole model
6. "Select COL3/COLL" -> Another same model.dff
7. Export DFF
8. And also in game it's bugged like that.

So how to solve this? Nobody knows?

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Bad.boy!  
Posted: Sunday, Aug 26 2012, 11:30
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It's same 3d model, one is hard and one is smooth. Just make it smooth.
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jm220  
Posted: Sunday, Aug 26 2012, 11:42
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How to make it correctly smooth?

Moving any vertex and this happens:
user posted image

If I select all those 3 vertex, and "collapse" them, it looks like an original and good. But takes hours to do this for all.



This post has been edited by jm220 on Sunday, Aug 26 2012, 11:57
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jm220  
Posted: Friday, Sep 14 2012, 11:05
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bumb
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jm220  
Posted: Sunday, Oct 14 2012, 11:13
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bump
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DexX  
Posted: Saturday, Oct 27 2012, 20:44
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QUOTE
3. Maxscript -> Run Script -> GTA_DFF_IO (Kam's DFF Importer)

Kam's scripts don't import the vertex normals properly (at all?). One option is to weld the vertices and set the smooth groups again for the mesh. Another, and the one i would suggest, is trying seggae's 3ds max dff importer. He has a couple different versions, and an exporter.
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jm220  
Posted: Saturday, Nov 3 2012, 20:10
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Thanks for reply... Seems like it's not working with Max 2009.

Whatever, I'm currenlty bored to San Andreas, and modelling own car. smile.gif
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Caencel  
Posted: Saturday, Nov 3 2012, 23:11
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QUOTE (jm220 @ Saturday, Nov 3 2012, 14:10)
Thanks for reply... Seems like it's not working with Max 2009.

Whatever, I'm currenlty bored to San Andreas, and modelling own car. smile.gif

it is known that Kam's Script do not import smooth groups at all and as far as i know neither do export them so you'll be facing the same problem even if you use a custom car, what you can do is select the faces you want to correct and unify them with the vertex weld tool at "0.001", all the faces will unite and the only thing you have to do is select certain parts and detach them using the option "detach to element" this way you can correct the surfaces of your model
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