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Pages: (30) [1] 2 3 ... Last »  ( Go to first unread post ) Closed TopicStart new topicStart Poll

> 3D studio max SA DFF import / export script topic
 
Kam  
Posted: Jun 28 2005, 12:43
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GTA DFF IO (25Aug05) released:


Updated 25Aug05
- 'lock' export added
- auto condense un-used materials
- check collision file before export
- more user friendly

- GTA3 dff bug fix
- nice popup rather that crash when non standard dff detected

- 'Vehicle Parts' checkbox for bumpers, spoilers, wheels etc
- Non-Standard DFF import disabled!
- Char/Bones import fix
- Internal bug fix
- GTA_Helper script updated

- fixed GTA Material problem when reopen Max file reset all checkbox!
- multi-Clump import is back
- Auto Skin fixed
- Helper tool now with Auto Hierarchy Link

What it export:
- vehicles with COLL/COL3 quick hack
- no COLL export for weapon, building etc.
- special vehicle parts like bumpers, spoilers, wheels etc
- 2nd UV Map should work!
- GTA Material

I didn't test them all since I don't have SA. So it works when it works.

And the Exporter only works in MAX

*Now you can NOT import non-standard DFF(like zmod2) any more. For further development on this, Please read this topic!



Good Luck every modder! tounge2.gif

PS: another choice for dff export is lw and zmodeler2!

Before asking any question, make sure you got EVEWRYTHING LATER than this:

user posted image


Don't post this script anywhere without my permission! Or I will stop/destroy it immediately!

This post has been edited by Kam on Aug 25 2005, 13:05
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Rokas[LTU]  
Posted: Jun 28 2005, 14:48
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QUOTE (Kam @ Jun 28 2005, 12:43)
< - >
Just in case anyone who can't wait. Here is the new fn to support(using above UV order, but Texture not correct) SA dff import into (G)Max. Replace the old one for GTA3/VC!

So this means we finaly could replace new models ?
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ZanderZ  
Posted: Jun 28 2005, 14:50
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From what I can tell, it's import only so you can't export models to use in SA. But I haven't tried it so I can't be sure...

QUOTE (Kam)
Here is the new fn to support SA dff import into (G)Max
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BhaaL  
Posted: Jun 28 2005, 16:06
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I tested the script a bit, and only thing that worked so far was savanna.dff. (Only a Wheel imports and display correct, rest of model is shown as dummys)

Bikes, no way, and other models like buildings dont work. (MAXScript runtime-error: Invalid setFace Vertex index: [x,y, very high z value])
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Kam  
Posted: Jun 28 2005, 17:06
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It NOT a full functioning script! It just a test and need help on it!!!

I only have 3 car to test, texi.dff pjc600.dff and infernus.dff. They work fine! biggrin.gif

If anyone want to support on this script. Sent me a dff that not read from here! So I hope I could figure out the format!
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BCspeed34  
Posted: Jun 28 2005, 17:29
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I can send you lots of SA files, give me a PM or message me on MSN smile.gif
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AleXXX  
Posted: Jun 28 2005, 17:38
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Great! biggrin.gif
This script work on all SA models!
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Black-hawk  
Posted: Jun 28 2005, 18:02
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Kam, you are God of Scripts.
It works (On cars anyway).
Oh and here's a .zip with some SA vehicles.

Click
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Kam  
Posted: Jun 28 2005, 20:15
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Don't be so excited yet guys. Even you can get cars into MAX, the texture coordinates are wrong! You can see the models in Max but it is still rubbish sleepy.gif

Anyone working on dff ??
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Majestic  
Posted: Jun 28 2005, 23:02
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I basically have a fully working dff export filter for lightwave and a fully working dff viewer, there are a bit buggy, but everything works.

About the uvs, there are 2 bits - 4 and 128. If 4 is true, theres 1 uv map. If 128 is true, then the "Unknown" dword after the geometry flags specifies the # of uvs in the model. Most of the cars i've looked at have 2 uvs everywhere except on the 'wheel' object, which has 1 uv.

The first uv is used for the body color and texture, and the second one is used for the reflection map.

user posted image

This post has been edited by Majestic on Jun 28 2005, 23:06
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Kam  
Posted: Jun 28 2005, 23:22
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Thanks for the expain, Majestic. But what I really want to know is how they(UV coordinates) store in a dff!

Are they stalled like this:
CODE
UV MAP 1
 u1,v1,u2,v2,u3,v3...u100,v100...
UV MAP 2
 u1,v1,u2,v2,u3,v3...u100,v100...
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wiseblood  
Posted: Jun 29 2005, 01:09
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does this work with gmax 1.2?
do you put it in the scripts file? when i try to run it nothing happens.
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Majestic  
Posted: Jun 29 2005, 02:18
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QUOTE (Kam @ Jun 28 2005, 19:22)
Thanks for the expain, Majestic. But what I really want to know is how they(UV coordinates) store in a dff!

Are they stalled like this:
CODE
UV MAP 1
 u1,v1,u2,v2,u3,v3...u100,v100...
UV MAP 2
 u1,v1,u2,v2,u3,v3...u100,v100...

Yes, every UV map is an array of float, of size 2x#VERTICES
There is no separation between the uv maps, they just go one after another.
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BhaaL  
Posted: Jun 29 2005, 08:14
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QUOTE (Majestic @ Jun 29 2005, 01:02)
I basically have a fully working dff export filter for lightwave and a fully working dff viewer, there are a bit buggy, but everything works.

Share it with us smile.gif
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DexX  
Posted: Jun 29 2005, 09:46
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QUOTE (BhaaL @ Jun 29 2005, 02:14)
QUOTE (Majestic @ Jun 29 2005, 01:02)
I basically have a fully working dff export filter for lightwave and a fully working dff viewer, there are a bit buggy, but everything works.

Share it with us smile.gif

wait until the bugs are out of it?
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dertyjerzian  
Posted: Jun 29 2005, 09:57
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Ashdexx, how is your gmax/max exporter coming along?
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Nipa  
Posted: Jun 29 2005, 10:04
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Woah it actually works! Now, I might work on a SA Infernus -> VC! But this is very weird.... when I orginally opened the infernus.dff, it was REALLY REALLY small! I'm going to use VC Infernus as a base on how big it should be + so I can strip the parts not needed.

Nipa cool.gif
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DexX  
Posted: Jun 29 2005, 10:43
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QUOTE (Nipa @ Jun 29 2005, 04:04)
Woah it actually works! Now, I might work on a SA Infernus -> VC! But this is very weird.... when I orginally opened the infernus.dff, it was REALLY REALLY small! I'm going to use VC Infernus as a base on how big it should be + so I can strip the parts not needed.

Nipa cool.gif

import the cars at 1.0, thats how big your models need to be when you export.
actually, you can import at any scale you want, as long as you use that same multiplier when you export.

QUOTE
Ashdexx, how is your gmax/max exporter coming along?

ok. but its only for max atm, and it will be different to kams. but i wont spam up his topic with details about it smile.gif
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Majestic  
Posted: Jun 29 2005, 13:45
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QUOTE (Kam @ Jun 28 2005, 08:43)
CODE
what the the use of 'Right to Render'? Or when will it appears?

I need to know how specular map affect the dff ingame, any ingame provided?

Is that collision data stall in the dff as well?

Right To Render, i ignore it for now.

all the specular info is in the material extension section
MaterialEffects which contains the env map
Reflection section - 0x253F2FC
Specular section - 0x253F2F6

Ask ashdexx, he documented these in great detail.

and yes collision data is in the dff

This post has been edited by Majestic on Jun 29 2005, 13:49
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DexX  
Posted: Jun 29 2005, 14:00
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QUOTE (Majestic @ Jun 29 2005, 07:45)
QUOTE (Kam @ Jun 28 2005, 08:43)
CODE
what the the use of 'Right to Render'? Or when will it appears?

I need to know how specular map affect the dff ingame, any ingame provided?

Is that collision data stall in the dff as well?

Right To Render, i ignore it for now.

all the specular info is in the material extension section
MaterialEffects which contains the env map
Reflection section - 0x253F2FC
Specular section - 0x253F2F6

Ask ashdexx, he documented these in great detail.

and yes collision data is in the dff

and at that, there are quite a number of sections that i ripped apart tounge.gif

i documented them all in this topic.
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