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GTA Modification Forums
DFF Exporter (3ds Max plugin)
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seggaeman  |
Posted: Saturday, Apr 21 2012, 15:03
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Ace

Group: Members
Joined: Mar 29, 2010


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Here's a DFF exporter I wrote myself. Supports GTA III, GTA VC and GTA SA models (PC only). The binaries were developed with the 3ds max C++ SDK and can be accessed through File > Export. DOWNLOAD LINK(This is temporary. Files haven't yet been approved on gtagarage  Updated on 13 May 2012 to fix light export problem pointed out by blaster_nl). Sample screenshot:  (The vehicle in the screenshot has already been released & is available at gtainside. ) This tool doesn't offer major breakthroughs. Kam's scripts and Zmodeler2 have been around for a while and most of the stuff they can't do has since been made possible through tools like DexX's SAGFX, Deniska's Maxscripts or Steve M's CollEditor 2. Well MOST but not everything. So here's some of the new stuff you can do with this tool: (a) Export non-zero vertex alpha. Applies for both normal and night vertex colors. (b) Store face data as Tristrip. Two algorithms supplied. © No need to waste time manually detaching smooth groups to ensure that hard edges aren't lost in the model. The tool does all the dirty work while leaving the original objects in your scene intact. You can also leave the modifier stack uncollapsed. (d) Possible to export more than 1 hierarchy at the same time (in case you want to generate a multiclump file). (e) All four car colors. And there's support for both UV maps, UV anim export, lights and night vertex colors. Nothing new there but could be handy to have everything in the same interface. In general, I hope this is a more robust tool that gives fewer buggy models. See the readme for more information. Credit is due to guys who evaluated this tool and also those who uncovered the file format (didn't do any investigation myself). Thanks to fastman92, DexX, The Hero, RESpawn, Kam, Deniska, Steve-M and everybody else who contributed to format information on gtamodding.com This post has been edited by seggaeman on Sunday, May 13 2012, 18:26
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DexX  |
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Black Hat

Group: Retired Staff
Joined: May 16, 2002


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| QUOTE (XEPOMAHT007 @ Sunday, Apr 22 2012, 07:59) | | QUOTE (seggaeman @ Sunday, Apr 22 2012, 14:24) | No bump map support right now. Actually I don't know much about this feature. Send me a sample GTA III model using bump map and I'll investigate. |
Number section = 288. Used in material on some generic objects in GTA3.

I do not know that until now did not support it in KAM scripts or ZModeler. |
What models in gta3 use it? I can provide some samples for rwg 3.6/7, but i seem to recall there being slight differences between versions. A bump mapped material exported in rw 3.6 wouldn't load properly in rw 3.4 (VC), something to do with the length of the texture name string. I'll have to install a newer version of max than 2008 to test it, but if it does everything you claim, that's awesome. Especially the smoothing groups  | QUOTE | | - Version specific ambient, diffuse and specular figures apply to GTA III and GTA VC (RW 3.3.0.2). These values aren't used in GTA VC (3.4.0.3) and GTA San Andreas. |
Renderware spec isn't used in SA, but i know ambient and diffuse are. Both values are blended with the material color when RwD3D9SetMaterial is called, mostly noticeable on vehicles or other dynamically lit objects. They likely work in GTA3/VC as well. And in gta3, the specular part of the material is used as the "reflection multiplier" for the reflective material on the default vehicles.
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seggaeman  |
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Ace

Group: Members
Joined: Mar 29, 2010


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Thanks DexX and XEPOMAHT007 for your info on those bump maps. @DexX: Alright I'll try to investigate those sample files if you find them (I don't have GTA III unfortunately). Btw that ambient, diffuse and specular data I mentioned occurs in the geometry struct. (hope your cough isn't too bad.  ) See here. http://www.gtamodding.com/index.php?title=...28RW_Section%29("For all versions below 3.4 also some lighting color values are stored"). Material specific ambient, diffuse and specular figures can be set in the material editor. Yeah could be the specular is not used in SA (even if it occurs in the file) but I never tried to verify this. @KingShady. Nope no ped support yet. : / Not finding time to add it right now.
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seggaeman  |
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Ace

Group: Members
Joined: Mar 29, 2010


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@blaster_nl Thanks for informing about those black lights yes there's certainly a problem there.  This is how I've interpreted the light information: { float attenuation; float RGBcolor[3]; float FallSize; short unknown; //always 3 short lightType; //0x80 if omnilight, 0x81 otherwise }; FallSize seems to be the culprit. Kam forces this value to 0 (it is zero in several R* files). So I guess I'll do the same. @The Hero: Great job figuring out the bump maps  . I'll check your source for info on that (as well as on lights).
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DexX  |
Posted: Wednesday, May 30 2012, 00:40
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Black Hat

Group: Retired Staff
Joined: May 16, 2002


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Some sample files for material effects, and a tool to generate them; http://www.gtagarage.com/mods/show.php?id=20834The renderware exporter won't work with the newer versions of 3ds max that i have installed, hence the hack-job tool  Seggae, am i missing it, or did you not code an export "Scale" option? It would be handy instead of manually scaling each object in a hierarchy, resetting the xform an re-linking to the bone/dummy/helper objects, etc. | QUOTE | Btw that ambient, diffuse and specular data I mentioned occurs in the geometry struct. (hope your cough isn't too bad. ) |
Ahh yes. I haven't looked at pre-3.6 models in a loooooooooooooooooooong time
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