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

 3dmax script pack

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Deniska  
Posted: Thursday, May 10 2007, 19:35
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Here some scripts for easier modding

DOWNLOAD

1. DFF export ...for map objects only

You dont have to reimport your models for NVC. just put your DAY colors into
VertexColor channel... And NIGHT colors to VertexIllumination channel...
if you use VertexPaint modificator, you can selects needed channel in
PARAMETERS \ CHANNEL section..

2. Animation export (for map object)
3. UV anim export + TV anim helper
4. Export col script files (cst) for COLLEDITOR2 (Steve M)...
Mainly usable for big map
5. Brakable objects
6. Train Paths IO
7. CULL IO (Mirrors, no rain zones)
8. OCCLU IO

Sorry, but not all help translated to english... I have problem with this...
But most needed script like DFF export help translated...
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Ryder35  
Posted: Thursday, May 10 2007, 20:03
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Your script looks cool , what sort of translation do you need ?

By the way i can't read your read me ! my note pad don't display russian letters bored.gif


This post has been edited by Ryder35 on Thursday, May 10 2007, 20:11
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dertyjerzian  
Posted: Friday, May 11 2007, 09:07
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NICE! any known bugs? What are the plans for the future? How much more work will you [or the author] be putting into GTA max scripts? I'm especially interested in a water.dat info exporter. What is in the future? ty <3
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Deniska  
Posted: Saturday, May 12 2007, 13:16
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About bugs.. I dont know... But i make and export about 4000 objects in my mod
(Alien city), and no problems. But sometimes have little splits between objects in games.
I dont know why 3dmax writes float numbers not exacly it is (little offset). But its not
problem...
water stript. No i havent it.
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Gforce  
Posted: Saturday, May 12 2007, 14:37
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this looks like a stunning set of max scripts Deniska smile.gif

not had a chance to play with them yet but for those people who like pretty pictures here's one for you ..........

user posted image

thank you for making these script's Deniska, hopefully you will expand the set soon with 2DFX sections etc wink.gif

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dertyjerzian  
Posted: Saturday, May 12 2007, 17:37
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yea, those damned floats. I had that problem, but it turned out it was my own error, it was an easy error to make though, I moved some verts.

@Gforce: Thanks for the screen man! Yea, I think I will be trying a few of these. Is this a start up script of do you run them all individually?
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Deniska  
Posted: Saturday, May 12 2007, 18:55
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QUOTE (dertyjerzian™ @ May 12 2007, 17:37)
Is this a start up script of do you run them all individually?

In startup just script runner utility... Exacly like in KAM's scripts...

And about floats.. From 3dmax script help :
CODE

Input Value___Stored Value______Displayed Value

1.23456789___1.23456788_______1.23457
1.1__________1.10000002_______1.1
1.0001_______1.00010001_______1.0001
1.000001_____1.00000095_______1.0

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dertyjerzian  
Posted: Saturday, May 12 2007, 18:59
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yes, I know they're off, but mine was my own error tounge.gif I was lucky wink.gif

Anything big planned for your scripts in the near future?
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xrk  
Posted: Saturday, May 12 2007, 20:41
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Wow looked at this just now, that IDE script will be a big time saver for new maps and the batch dff exporter too (exports new models unlike kams), those two have been needed for ages inlove.gif

QUOTE
I'm especially interested in a water.dat info exporter.


There has been one of those for a while, by ocram88.

This post has been edited by xrk on Saturday, May 12 2007, 20:45
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xmen  
Posted: Sunday, May 13 2007, 10:45
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thats really gud script for max after the kams..!!
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Gforce  
Posted: Wednesday, May 16 2007, 01:31
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i got around to trying out a few of these scripts and i've got to say they work amazingly well.

i used the train paths script and found that it will allow for exporting a tracks.dat file without the user having set the mandatory 6 stations.

maybe you could include that in any future update as a warning that 6 haven't been set, as the game tends to behave strangely with more or less than 6 stations set.

here is a screenie for you of a train path in max.

user posted image

and one ingame..

user posted image

these really are impressive max scripts biggrin.gif

thank you once again icon14.gif

PS: i did some minor editing of your max scripts for personal use, i hope you don't mind, i renamed a few sections of the scripts to more suit the functions they do, you can see what i've done in the screenshot from max above, i still need to alter ifp exporter to animated dff export wink.gif
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Deniska  
Posted: Wednesday, May 16 2007, 11:18
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about ifp exporter...

1. You need model with heirarchy for animation.. create DUMMY and name it same as
you DFF file name will be... This DUMMY must be at top of heirarchy
2. Export all parts of your model and dummy to DFF... (better if NVC included)
3. Run script, select just DUMMY and press "get hierarhy selected" on script panel...
You will see all subs of DUMMY list... If subobject not used in animation then set
"EXCLUDE" flag for it... If object have just rotation keys then set "SKIP POS" flag for
this object...
4. Press EXPORT and save animation file...
5. in IDE you should write you object in ANIM/END section...

ID, DFFname, TXDname, ANIMATION, DIST, FLAGS

and you should put your DFF, TXD and ANIM file to .IMG

----------------------------------------

about train station - i did make new paths with just one station and it working normal...
actually dont really tested this script...
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oCain  
Posted: Wednesday, May 16 2007, 14:31
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Whooohieee!!! *Dance!*
It works perfect... icon14.gif
...just wanna give you an feedback.
user posted image
Here's an Anim-Object-Test-Pic...with NVC!

Greetz!
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Jost_Vice  
Posted: Wednesday, May 16 2007, 18:23
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YAY! thanks! I love the anim objects and for the trains. Just one question:

Does your COL script export the more dark vertex with less bright? that would be awesome.

Does the stations works for the tram?
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Deniska  
Posted: Wednesday, May 16 2007, 20:25
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Col export just exports col script files (cst) for COLLEDITOR2 (Steve-M)...
I use this if making land with many bits. Mainly becose CE2 imports
multiply *.cst files... Little manual :
1. copy your scene with land and open it (ex. COLscene.max)
2. you can use KAMs COL material for defining type of surface,
or if you not use this material then you can define surfase by
face mat id
3. Run script and choose export path
4. Run COLLEDITOR2 (Steve-M) and use EDIT\ADD and select all
creates cst files... Then edit it in CE2 as you want...

This script not needed if you export building etc... For this better use KAMs
COL IO, and CE2 after that for britnes control... Becose building collision needs
more work (boxes, spheres, less faces)

QUOTE
Does the stations works for the tram?


it must... but not tested
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dertyjerzian  
Posted: Friday, May 18 2007, 16:39
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Hey Deniska smile.gif

I've installed your tool kit here but I havent done much work in the past three days. I do have a couple questions, maybe you can get me a little more comfy wink.gif I'll quote the readme:

QUOTE
-- If you turn off GEOMETRY LIGHTS flag - you can see effect, like SA tunnels (very dark)


Is that how that is done? And leaving it on... Does that mean that if I create lights around my objects and get it just so that I can export the DFF and it will remember that lighting, or is that flag for how the game's day lighting/atmospheric light itself handles the model? Basically, by exporting with geometry lighting, am I also exporting the lighting I set up in Max or am I thinking wrongly here?

and

QUOTE
supports multiexport. If its ON then files wil be names same as exported objects in directory you choose


Does that mean that the script does not take all the names of my models in Max and name them what they are named in Max, it names according to a directory? I'm a little confused at this one. I like to understand a lot before I dive in. tia <3
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Deniska  
Posted: Friday, May 18 2007, 20:44
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QUOTE (dertyjerzian™ @ May 18 2007, 16:39)
Hey Deniska smile.gif

I've installed your tool kit here but I havent done much work in the past three days. I do have a couple questions, maybe you can get me a little more comfy wink.gif I'll quote the readme:

QUOTE
-- If you turn off GEOMETRY LIGHTS flag - you can see effect, like SA tunnels (very dark)


Is that how that is done? And leaving it on... Does that mean that if I create lights around my objects and get it just so that I can export the DFF and it will remember that lighting, or is that flag for how the game's day lighting/atmospheric light itself handles the model? Basically, by exporting with geometry lighting, am I also exporting the lighting I set up in Max or am I thinking wrongly here?

and

QUOTE
supports multiexport. If its ON then files wil be names same as exported objects in directory you choose


Does that mean that the script does not take all the names of my models in Max and name them what they are named in Max, it names according to a directory? I'm a little confused at this one. I like to understand a lot before I dive in. tia <3

1. Actually i dont know what is mean "GEOMETRY LIGHTS". This flag have named in
RW analize (Steve M)... So then i tested without this flag, i have seen what surfaces
in game is very dark if used dark prelit (like in some tunnel in SA)

2. Its mean - if you have more then 1 object for export... You turn on multiexport flag,
select all your objects and press export... Objects will be exports to directory, and
your dffs will named same as objects...(ooo...my mother told me : learn english)
another words -
you have objects - box01, sphere01, Union01, House .... Select them all, press export,
choose path and you will have files in this path -
box01.dff , sphere01.dff , Union01.dff , House.dff ...

But if you export by 1 object, you dont need this...Turn off this flag and name you dff
like you want...

This post has been edited by Deniska on Friday, May 18 2007, 20:49
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dertyjerzian  
Posted: Friday, May 18 2007, 23:09
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excellent. That was clear to me wink.gif Thank you for the fast response.

Any new stuff on these tools themselves? What did you think of Gforce's alterations? Find those to be of use at all?
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ParoXum  
Posted: Saturday, May 19 2007, 11:38
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Wow, nice, years and years after, we have now someone to bring back to life modding eases, this deserve the karma whore.

Nice for the batch feature, smarter than Kams one. turn.gif

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JKM  
Posted: Saturday, May 19 2007, 14:44
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Hi.
Ive got some questions, too.
What is the difference between "type 1" and "type 2"?

And why are the night vertex colors darker with the prelight-option "mapping"?
This is really confusing!

But thanks for the great tool smile.gif

Edit: Another question:
My object has ~11 k Polys. While exporting it with nvc the script damaged.
Following error follows:
"-- Runtime error: Out of scripter memory - use options to increase"

This post has been edited by JKM on Saturday, May 19 2007, 16:24
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