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 Can anyone create a .dff importer/exporter for C4D

 Would be really helpfull
 
Jet Li  
Posted: Sunday, Jun 12 2005, 21:37
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I dunno how difficult or time consuming making a plugin which imports/exports .dff for the program MAXON Cinema 4D (website) is but I saw that the Hollower made one for Bender, so I thought perhaps someone would be so kind to create one for C4D?

Please do not flame this or say things like "are you crasy, no one will create a plugin just so a few people can participate in creating mods", which probably is true, though I rather not hear it sad.gif. And I do know that the chances of anyone replying or trying to do this thing is about 1 to a 100, but I figured it was worth a shot confused.gif
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Jet Li  
Posted: Tuesday, Jun 14 2005, 19:11
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I'd like to refraise my request to a question instead.

I know that 3ds max will get a importer/exporter for .dff and .x (GTA SA), but, is there any chance of anyone creating a .dff and x. exporter for C4D to GTA SA format (so that its possible to get stuff ingame from C4D) in the near future?

Like, is there any chance at all or am I just dreaming here? Cause if so, I would have to stop dreaming and learn 3dsmax (cause the size of my "mod" will be too big to retexture in 3dsmax just cause C4D doesnt have a proper .3ds exporter), its just that, I prefer C4D and for (near)future work I will learn Softimage XSI since its co- with AVID when I make VFX, which means I will have to learn yet a THIRD 3D software, which is just cry.gif.

So anyone with the knowledge please shed some light to this matter, thanks smile.gif
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ciroman  
Posted: Tuesday, Jun 14 2005, 19:16
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QUOTE
I know that 3ds max will get a importer/exporter for .dff and .x (GTA SA)

1. how do you know that
QUOTE
(cause the size of my "mod" will be too big to retexture in 3dsmax just cause C4D doesnt have a proper .3ds exporter)

2. why not export the thing from C4D to 3ds max and the UV's
QUOTE
I will learn Softimage XSI since its co- with AVID when I make VFX

3. its very easy to learn which i figured out in a couple of days and very powerfull.
Why would you have to learn it and what is VFX?
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Jet Li  
Posted: Tuesday, Jun 14 2005, 22:29
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QUOTE
QUOTE
I know that 3ds max will get a importer/exporter for .dff and .x (GTA SA)

1. how do you know that


Well, perhaps know was a wrong choice of word, but I know that there are so much "gifted" people here, and that nothing is impossible. Which means if they really want it, which I presume they do, they'll find a way.

QUOTE
QUOTE
(cause the size of my "mod" will be too big to retexture in 3dsmax just cause C4D doesnt have a proper .3ds exporter)

2. why not export the thing from C4D to 3ds max and the UV's


There aint no exporter to get the textured uv's to go along with the models. Everytime I export, I can only import the models, the textures arnt supported in the exporter.

QUOTE
QUOTE
I will learn Softimage XSI since its co- with AVID when I make VFX

3. its very easy to learn which i figured out in a couple of days and very powerfull.
Why would you have to learn it and what is VFX?


VFX stands for visual effects, which is basically every digital created things in movies. Nowadays most movies have digital made blood spatters, bullets, bulletholes, surroundings (like say superman is flying through the sky, he will be filmed infront of a screen which has a color that can be masked out later, and place a digital made city fly-by behind him) etc. Lots of stuff in movies are made digitally.
And I got lots of jobs which involve that, so I need to learn Softimage XSI, as it works great with AVID which they use to edit movies, which means it will be easier to composite the digital with the real footage.

I allready know 3D (still learning though of course), and I have done 2 big productions which were architectual visualizations of complex facilities which will be built in the near future. And now I decided I wanted to create a little game mod to add to my portfolio, and, well its a rather large scale thing, and will take some months, but I can do it, just I rather do it all in C4D where things get created alot faster then any other program (me thinks) because of its simplicity.

So anywayse, anyone know if its worth starting the project in C4D and wait for a plugin or is just dreaming and better off spending some days learning 3dsmax's interface confused.gif

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DexX  
Posted: Tuesday, Jun 14 2005, 23:43
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to be honest i think your the only person ive seen posting in here, who even knows what C4D IS, let alone uses it. short answer; no exporter. atleast not from the people who frequent these forums, since no one else seems to use it.

i havent used C4D myself, but i've heard of it. a better place to ask around for this sort of thing might be @ a C4D forum, which i assume theres atleast some communiy for smile.gif
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Jet Li  
Posted: Wednesday, Jun 15 2005, 08:51
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True, though thats the problem heh, I've asked at the biggest forum for that proggy, though the problem is that they (or at least one guy who seemed to know how to do it) said that he needed a source code of some sort (.dff source code :S), which he asked the creator of zmodeler for but didnt get. So, well I dunno. I just felt more secure of asking you guys since youre for real. Anyways, I'll decided to create the thing in C4D and then when complete I will post some screenies and perhaps some people mite get interested and want to help either in creating an exporter or converting it (meaning I export models and give the textures, then we retexture it in like zmodeler or 3dsmax sleepy.gif ). In anycase I will have something else to add to my portfolio, so theres no loss situation for me, I just want to play it ingame. I was even thinking of using stuff I've allready created for the architecture section, like perhaps have this dojo to be the one for the training out in SA:

user posted image

I only got to remodel it a bit to reduce the polycount somewhat. Anyway, thanks for the replies confused.gif

This post has been edited by Jet Li on Wednesday, Jun 15 2005, 09:13
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dertyjerzian  
Posted: Wednesday, Jun 15 2005, 10:01
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that dojo looks madddd nice man. Good work. I had to tell you that.

This post has been edited by dertyjerzian on Wednesday, Jun 15 2005, 10:09
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ciroman  
Posted: Wednesday, Jun 15 2005, 13:10
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this is what XSI can do in 3 days(well i didnt spend a lot of time doing it)... it has 1600 polys but i cant render it cuz the mod tool doesnt support the render but it has all of the features of XSI 2.4(except for the render)
user posted image
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Jet Li  
Posted: Wednesday, Jun 15 2005, 15:21
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Nice gun ciroman (btw lovin' your avatar biggrin.gif ) colgate.gif

@ dertyjerzian: thanks, took me about 4 hours to do it (modelling/texturing = 2hours, but the lighting and rendering took another 2).

Thanks for the replies, but I think its obvious now that there wont be a plugin made, though perhaps later when I have my thing completed people mite be interested in helping out smile.gif

This post has been edited by Jet Li on Wednesday, Jun 15 2005, 15:23
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DexX  
Posted: Wednesday, Jun 15 2005, 16:42
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QUOTE
I've asked at the biggest forum for that proggy, though the problem is that they (or at least one guy who seemed to know how to do it) said that he needed a source code of some sort (.dff source code :S), which he asked the creator of zmodeler for but didnt get.

Where did you ask him, or how can i get ahold of him?

zmodeler 2 will have a filter, majestic is doing one for lightwave, and i know there will be one for max, thats SA compatible; may as well try to get one for C4D as well tounge.gif
that is, i can help him out a bit, but i dont know how C4D handles plugins and/or scripting. but im all up for anythign extends the modability of gta, whatever the program.
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ciroman  
Posted: Wednesday, Jun 15 2005, 16:43
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QUOTE (Jet Li @ Jun 15 2005, 15:21)
Nice gun ciroman (btw lovin' your avatar biggrin.gif ) colgate.gif

thanks, i know was watching the video and he was very very very funny so i made this avatar biggrin.gif
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Jet Li  
Posted: Wednesday, Jun 15 2005, 17:56
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QUOTE (ashdexx @ Jun 15 2005, 16:42)
QUOTE
I've asked at the biggest forum for that proggy, though the problem is that they (or at least one guy who seemed to know how to do it) said that he needed a source code of some sort (.dff source code :S), which he asked the creator of zmodeler for but didnt get.

Where did you ask him, or how can i get ahold of him?

zmodeler 2 will have a filter, majestic is doing one for lightwave, and i know there will be one for max, thats SA compatible; may as well try to get one for C4D as well tounge.gif
that is, i can help him out a bit, but i dont know how C4D handles plugins and/or scripting. but im all up for anythign extends the modability of gta, whatever the program.

His nick is: jibe
Mine is: Pvt. Jackson

The topic is here, though I guess I left out the most important thing lol, he doesnt have time according to his post. And after reading it a second time, it seems hes new there so I dunno how reliable he is. But, uhm, nah, forget I mentioned him, I didnt really know what he was implying, if he knew how to do it but he didnt have time, or if its just possible but takes time.

He mentions you could create the plugin by using another plugin for C4D which is a good "model" for it? I dunno, I aint that skilled when it comes to coding and english lol. =>

QUOTE
Yes, with the sdk. The plugin Terra4d (for Terragen) is a good model for that. Open it in a text reader.
But the .dff format is a litlle more intricate...
You can make any importer on this model. Just a question of time !


I can get you the plugin Terra4d (google tounge.gif) and mabye you could have a look at if you dont mind/have time?
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Jet Li  
Posted: Thursday, Jun 16 2005, 09:10
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Heres the plugin if you want to take a look at it? (download the one at the top)

clicky

I can talk to the person through that forum and ask like, which files needs to be changed, how etc.?

This post has been edited by Jet Li on Thursday, Jun 16 2005, 11:50
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Dangta  
Posted: Saturday, Jun 18 2005, 04:47
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I've used C4D many times. I found a plugin which exports to direct x .x and it keeps the uv map. You can then import it into 3dsmax and export as a .dff

Download XPort 1.1 for what ever version you have here:

http://www.spackenz.de/~philipp/download.php
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Jet Li  
Posted: Saturday, Jun 18 2005, 09:24
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Cool another C4D user! inlove.gif I'll definatly try this out biggrin.gif

So will it export the model with every type of texture applied? Like uvmapped, cubic mapping, flat mapping, sphere mapping etc.? Or will all have to be uvmapped? And where do I place the textures? Like where I save the .x file?

Also, will it work with C4D R.9.1? Cause I dont see it there. Though I could just reinstall without the update. And last question (if you havnt fallen asleep yet smile.gif ) is the 1.2 version for C4D 9.0 not working, or is 1.1 just better and thats why you suggested it?

Thanks ALOT!!! I'm gonna start on me project right away now, this will help me be motivated alot more, now that I can make it playable and not just a another portfolio part rah.gif

This post has been edited by Jet Li on Saturday, Jun 18 2005, 09:30
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Dangta  
Posted: Saturday, Jun 18 2005, 17:04
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I haven't actually tried 1.2 yet but 1.1 does the job for me. I was and am also frustrated about the fact that while C4D has a whole SDK, none of the GTA gurus have actually made a plugin.
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Jet Li  
Posted: Saturday, Jun 18 2005, 20:33
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Kewl, well thanks for the help m8!
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