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GTA Modification Forums
3dmax script pack ...........
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Deniska  |
Posted: Thursday, May 10 2007, 19:35
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Square Civilian

Group: Members
Joined: Feb 1, 2005


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Here some scripts for easier modding DOWNLOAD1. 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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Gforce  |
Posted: Saturday, May 12 2007, 14:37
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Group: Members
Joined: Sep 17, 2003



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Deniska  |
Posted: Wednesday, May 16 2007, 11:18
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Square Civilian

Group: Members
Joined: Feb 1, 2005


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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
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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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Deniska  |
Posted: Wednesday, May 16 2007, 20:25
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Square Civilian

Group: Members
Joined: Feb 1, 2005


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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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Deniska  |
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Square Civilian

Group: Members
Joined: Feb 1, 2005


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| QUOTE (dertyjerzian™ @ May 18 2007, 16:39) | Hey Deniska 
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 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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JKM  |
Posted: Saturday, May 19 2007, 14:44
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[BM] Projectleader

Group: Members
Joined: Jul 16, 2005


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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  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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