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GTA Modification Forums
[REL|Beta] DFF Import/Export script for Blender player models, prelighting, and more...
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Hollower  |
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theomachist

Group: Members
Joined: Sep 9, 2002


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I've been working on this for a while, and I think it's finally ready for public testing. Keep in mind you will need to be familiar with Blender before you think about trying to use this. Click here for home page and download linkEdit (May 12th): A few changes to note. The free hosting I was using really sucked so the above link is now my home. I'll put redirects on the old page if I can get into it. Also, I fixed a bug for Blender 2.33 and seperated the tutorial from the script download. | QUOTE (readme.txt) | Introduction =============
This is the first public beta version of a new script for importing and exporting models for GTA3 and GTA:VC. I am pleased to be able to offer a new alternative which surpasses many of the limitations of the other options available to the modding community.
"Beta" means the script has only been tested under a limited set of conditions (my own PC). By using this script you are participating in experimental testing. I offer no guarantee that the program will run properly, and like everything there exists the remote possibility that it could damage your computer.
Requirements =============
Blender 2.31 or above (for Windows): www.blender3d.org
Supported DFF Features =======================
- hierarchy (meshes+dummies) - materials - vertex colors - normals (export only) - UV textures - alpha maps - reflection maps (export only) - bump maps (export only) - skeletal mesh (with limitations) - file locking
Known limits/bugs ==================
- object names are limited to 20 characters in length - limit of 16 materials per mesh - importing more than one model can cause name conflicts, messing up hierarchy - import can "hang" on high-poly models with 'msplit' option enabled - DFF UV coords and vertex colors are shared by adjacent faces, Blender's are not - normals are not imported, they are calculated automatically - quads are not automatically converted to triangles (exports a corrupt file) - VC skeletal models are partially supported (must reuse skeleton of existing model) - VC cutscene models are not yet supported (mesh works, but no skeletal support) - multi-clump DFFs are not yet supported (only first clump will be imported) - cannot import DFFs exported by the old 3DS Max R3 plugin
Acknowledgements =================
Special thanks to the following people for their help:
Alastair Burr ('KCow') ... file format help Oleg M ... file format help Steve M ('ST.MU') ... file format help 'ashdexx' ... example models 'Theeth' ... code tips JM Soler ('jms') ... code tips Nick Winters ('z3r0_d') ... code tips
And of course Rockstar Games, Blender Foundation, and the online communities, for providing me with a fun and challenging hobby.
| This post has been edited by Hollower on Wednesday, May 12 2004, 20:13
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DexX  |
Posted: Saturday, Mar 6 2004, 03:17
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Black Hat

Group: Retired Staff
Joined: May 16, 2002


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wee! im downloading blender as i type this. maybe its jsut alot of people downloading it at once, but i had a transfer rate of 400 BYTES per second, when i tried to get your script from your site. at the risk of sounding rude and/or ungrateful (im not, i swear!), i have a few ideas id like to toss around for future versions... -.ipl / ide support for map modding. since you support vertex coloring, its ideal to make buildings in blender and add the lighting in there end export right to the game. if we could generate / import the ipl / ide data right from blender with multiple objects, that would streamline the process a bit. just a thought. collision support would be neat too, but not as much. actually, that was the only idea im comfortable mentioning right now. congrats on the release. i hope it works well
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Hollower  |
Posted: Saturday, Mar 6 2004, 03:43
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theomachist

Group: Members
Joined: Sep 9, 2002


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| QUOTE (ashdexx) | | maybe its jsut alot of people downloading it at once, but i had a transfer rate of 400 BYTES per second, when i tried to get your script from your site. |
Hmm. I've been trying to find a decent free host. Gone through several already with similar problems. Bleh, there's always a catch isn't there.  I'll keep looking. I'll try to get some mirrors up on other hosts that haven't deleted me yet. [quote=ashdexx] if we could generate / import the ipl / ide data right from blender with multiple objects, that would streamline the process a bit. just a thought. collision support would be neat too, but not as much. [/qoute] Not a bad idea. Currently it's not coded well for exporting multiple objects at the same time, but maybe eventually. And I was already planning to support collision files. edit: gah, what is with these quote tags? This post has been edited by Hollower on Saturday, Mar 6 2004, 04:01
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Hollower  |
Posted: Saturday, Mar 6 2004, 03:58
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theomachist

Group: Members
Joined: Sep 9, 2002


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| QUOTE (JBandit @ Mar 5 2004, 21:30) | | Nice. I am gonna try to add arthas from WC3 into vice with this. Hope it works. BTW, could i add this and the other things you made to my site? Also, have you made any player models with this? |
I have of course made test models enough to know it works, but they are definately not releasable. I still have problems with deformed joints, but it's a modelling/weighting problem not a bug. I need more practice.
BTW I warn in the tutorial not to dive straight into a mod project, let alone a player model, without first getting very cozy with Blender usage. Maybe you can handle it, but I felt it bears repeating before everyone's excitement turns to frustration.
Sure, you can put it on your site. Just make sure people know it's a beta, and try to update it when I release a new version.
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