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GTA Modification Forums
3D studio max SA DFF import / export script topic
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Kam  |
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JINX

Group: Members
Joined: Dec 17, 2004



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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! PS: another choice for dff export is lw and zmodeler2! Before asking any question, make sure you got EVEWRYTHING LATER than this: 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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BCspeed34  |
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Evolve

Group: $outh $ide Hoodz
Joined: Jun 24, 2004


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I can send you lots of SA files, give me a PM or message me on MSN
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Black-hawk  |
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Boss

Group: Members
Joined: Mar 28, 2004

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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  |
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JINX

Group: Members
Joined: Dec 17, 2004



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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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Majestic  |
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dirty commie

Group: $outh $ide Hoodz
Joined: May 22, 2002


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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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Majestic  |
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dirty commie

Group: $outh $ide Hoodz
Joined: May 22, 2002


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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?
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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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