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Pages: (3) [1] 2 3   ( Go to first unread post ) Reply to this topicStart new topicStart Poll

 *.DFF converter

 Idea
 
AleXXX  
Posted: Friday, Jun 17 2005, 16:14
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Hi to all visitors.
In SA other format of DFF-files, therefore I offer to make the program - converter DFF from ViceCity to SA.
I think, it to make not difficultly. If already Steve M has developed MapViewer, in which it is possible to look through all models.
Please, somebody make such program!!! I shall be very grateful.
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SubConscious  
Posted: Friday, Jun 17 2005, 16:28
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you should be able to do that with zmodeler soon, but you would have to add a load more stuff to them to make them compatible with SA.
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AleXXX  
Posted: Friday, Jun 17 2005, 16:39
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More quickly you would make it!
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AleXXX  
Posted: Friday, Jun 17 2005, 16:41
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More quickly you would make it!
Steve M, Delphi, Hammer 83....
Can will make???
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silver007  
Posted: Friday, Jun 17 2005, 18:19
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A converter wont do the trick

although useful yes....

San Andreas takes ONE wheel inside the wheel_rf_dummy and copies it to the other dummys

you have to delete the other wheels unless youll get multiple wheels ingame,
plus theres things you got to edit to make the licence plates and brakelights work
im not sure though if thats possible

unless Zmodeler 2's filter can support creating .dff files which load textures from the vehicles.txd and the cars own .txd
or if were lucky...... San andreas the game itself, when it detects the textures in the vehicles.txd on the model, it automatically dose it for you, you dont need to add them to the TXD therefore, licence plates and brakelights will work on custom cars!

although we wont know untill we get our hands on the filter which wont be for awhile
QUOTE (Oleg M. on his Zmodeler forum)
later. I'm leaving for vacation and will return on june'29.



This post has been edited by silver007 on Friday, Jun 17 2005, 20:28
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Frazprg  
Posted: Saturday, Jun 18 2005, 06:15
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QUOTE
unless Zmodeler 2's filter can support creating .dff files which load textures from the vehicles.txd and the cars own .txd


Hmm I cant help but wounder if it could work the way vice cars do but a lil bit more complicated. When you import vice cars and you want textures to show up you need to make a folder named after the car as if the folder were the txd its self. So maybe you can use both vehicles txd and the cars own txd by making 2 folders and puting the corresponding textures in each. If its anything like vice it would lookin both places as long as the folders are set up in the like the file structer as the games txd archives. Although it may be more coplicated because of subdirectories but this can be corrected with folders inside of folders to recreate the pathway to the vehicles.txd. At least that kinda how battlefield 1942 always worked.

I would test this theory but there isnt a tutorial on how to make custom cars san an compatible yet. Its doable but i just havent found all the seperate topics where they talk about how to set up the hierachy and textures yet.
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AleXXX  
Posted: Saturday, Jun 18 2005, 06:23
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I speak not about automobiles. I speak about models on the map!
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THE HERO  
Posted: Sunday, Jun 19 2005, 07:30
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Somebody from gta-action.com can import all models. It doesn't work with car models only. But he won't tell us how he did it.
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DexX  
Posted: Sunday, Jun 19 2005, 08:00
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got a link? gta-action isnt very specific..
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THE HERO  
Posted: Sunday, Jun 19 2005, 11:18
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AleXXX  
Posted: Sunday, Jun 19 2005, 16:53
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I know in German maximum 15 words! Please, explain, Tommy 1986 has made DFF-exporter for Zmodeller to SA?
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Fragdieb  
Posted: Sunday, Jun 19 2005, 17:45
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no, he hasn't got one...the only thing he achieved to do is to somehow modify the San Andreas DFF files so that it's possible to open them with Zmodeler or use them in VC. He apparently doesn't want to say how he did that, though. All the screenshots in this threat are from Vice City, btw, and he says that his method doesn't work properly on car models.
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silver007  
Posted: Sunday, Jun 19 2005, 21:46
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Tommy 1986 kinda stole my idea! lol, well im sure he didnt, but it was along the lines of what i wanted to do for us VC users, but its not my fault i didnt crack the .dff format...

i hate when people come up with cool stuff like this and want to keep it all to themselfs and not say how they did it, the GTA community is built off of people sharing info... but i guess we just have to wait for the Zmodeler 2 import filter for regestered users after june 29th
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123abc  
Posted: Sunday, Jun 19 2005, 22:17
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QUOTE (silver007 @ Jun 19 2005, 21:46)
Tommy 1986 kinda stole my idea! lol, well im sure he didnt, but it was along the lines of what i wanted to do for us VC users, but its not my fault i didnt crack the .dff format...

i hate when people come up with cool stuff like this and want to keep it all to themselfs and not say how they did it, the GTA community is built off of people sharing info... but i guess we just have to wait for the Zmodeler 2 import filter for regestered users after june 29th

Dude.......settle the f*ck down, seriously.



Good things come to those who wait......
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AleXXX  
Posted: Monday, Jun 20 2005, 05:15
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QUOTE (silver007 @ Jun 19 2005, 21:46)
Tommy 1986 kinda stole my idea! lol, well im sure he didnt, but it was along the lines of what i wanted to do for us VC users, but its not my fault i didnt crack the .dff format...

i hate when people come up with cool stuff like this and want to keep it all to themselfs and not say how they did it, the GTA community is built off of people sharing info... but i guess we just have to wait for the Zmodeler 2 import filter for regestered users after june 29th

But the registration Zmodeller 2.0 costs 37 $!
Whether there will be a DFF-converter for 3ds max or Blender?
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dertyjerzian  
Posted: Monday, Jun 20 2005, 06:36
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QUOTE (AleXXX @ Jun 20 2005, 05:15)
QUOTE (silver007 @ Jun 19 2005, 21:46)
Tommy 1986 kinda stole my idea! lol, well im sure he didnt, but  it was along the lines of what i wanted to do for us VC users, but its not my fault i didnt crack the .dff format...

i hate when people come up with cool stuff like this and want to keep it all to themselfs and not say how they did it, the GTA community is built off of people sharing info... but i guess we just have to wait for the Zmodeler 2 import filter for regestered users after june 29th

But the registration Zmodeller 2.0 costs 37 $!
Whether there will be a DFF-converter for 3ds max or Blender?

Whether $37 should even bother your wallet since you have max?

pffft
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THE HERO  
Posted: Monday, Jun 20 2005, 06:44
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I talked with steve-m in icq and now I know how to import these dffs.
1.Open it in rwanalyze
2.Convert it in rw 3.4
3.save
4.import in zm or whatever.
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DexX  
Posted: Monday, Jun 20 2005, 07:10
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that only works for *some* models, not all. none of the vehicles i've tried with that method worked.
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silver007  
Posted: Monday, Jun 20 2005, 17:59
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QUOTE (123abc @ Jun 19 2005, 17:17)
QUOTE (silver007 @ Jun 19 2005, 21:46)
Tommy 1986 kinda stole my idea! lol, well im sure he didnt, but  it was along the lines of what i wanted to do for us VC users, but its not my fault i didnt crack the .dff format...

i hate when people come up with cool stuff like this and want to keep it all to themselfs and not say how they did it, the GTA community is built off of people sharing info... but i guess we just have to wait for the Zmodeler 2 import filter for regestered users after june 29th

Dude.......settle the f*ck down, seriously.



Good things come to those who wait......

ok First off i am calm

all i am, and all i was tring to say in the picture post and commentart thread

is that i have mod plans, and i have several people bugging me to do SA mods....
now i cant, or i have to waiti dont own San Andreas, so i cant mod it, although i can afford it, my PC cant handel it and i cant afford to upgrade to the min. requirements

i have to wait for SA .dff importers/converters cause thats all i can do, i accepted that fact along time ago,

just that car conversion mod.. that i wanted to do, Marco bistros and Francis Int. interior, and portland snow mod, which were requested by a few people of me, now i cant do, thats all im saying, so i get these people who are asking me to convert a mod over to stop...

i try to state a fact and i get jumped on because they think im impateint,
if you think im impateint, you should see some of the guys on msn that add me, constainly asking if its possible to install cars in SA yet, believe me, im extremely pateint compared to them,

thats the only reason why i say all that... so please, get off of my back..

anywho... interesting to know just converting *some* dff files to 3.4 makes them editable... hmmmm.... very interesting



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THE HERO  
Posted: Tuesday, Jun 21 2005, 07:16
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@ashdexx: It doesn't work because some vehicles need 2 uv coordinates one for the normal texture and the other for the dirt texture. And this is the problem.
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