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 GTA III/VC/SA 3ds max .dff importer

 compiled plugin
 
seggaeman  
Posted: Friday, Jan 6 2012, 06:31
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Ace
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XXXXX



These scripts and plugins are extensions to the modeling program. They are possible because the developer(s) of the modeling program made provision for them through what you call an API (applications programming interface). Now these tools can be of two types

(a) Scripts. Stored and run in text format itself, script instructions are evaluated/compiled by the scripting engine each time they are executed. Often use a language specific to the modeling program (e.g. MAXScript). Reverse engineering isn't so complex unless they are encrypted.

(b) Compiled plugins. These are developed using C++ or sometimes .NET languages and are typically implemented as a .dll. This describes my tool as well as the Zmodeler filters. The .dll contains mostly assembly instructions and data in binary format. If you don't have the original source code it's near impossible to reverse engineer. whatsthat.gif

In this case it may be easier to do it by analyzing the game files instead. Too bad those who've done it already already don't want to share their knowledge.
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Apache Thunder  
Posted: Wednesday, Aug 29 2012, 05:52
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Hey seggaeman, any possibility of adding an option to the importer to choose between the "standard" max material and the "GTA Material".

The reason being that some scripts I'm working with don't recognize the "GTA Material" and if the objects were imported with the standard max material I can work with them more easily. I can convert them manually, but this is extremely time consuming since I will lose the texture information for each material I change the material type on. I would have to then redefine what texture file each material will use if I go that route. sad.gif
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