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3D studio max SA DFF import / export script topic

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Kam
  • Kam

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#1

Posted 28 June 2005 - 12:43 PM Edited by Kam, 25 August 2005 - 01:05 PM.

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! tounge2.gif

PS: another choice for dff export is lw and zmodeler2!

Before asking any question, make sure you got EVEWRYTHING LATER than this:

user posted image


Don't post this script anywhere without my permission! Or I will stop/destroy it immediately!

Rokas[LTU]
  • Rokas[LTU]

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#2

Posted 28 June 2005 - 02:48 PM

QUOTE (Kam @ Jun 28 2005, 12:43)
< - >
Just in case anyone who can't wait. Here is the new fn to support(using above UV order, but Texture not correct) SA dff import into (G)Max. Replace the old one for GTA3/VC!

So this means we finaly could replace new models ?

ZanderZ
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#3

Posted 28 June 2005 - 02:50 PM

From what I can tell, it's import only so you can't export models to use in SA. But I haven't tried it so I can't be sure...

QUOTE (Kam)
Here is the new fn to support SA dff import into (G)Max

BhaaL
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#4

Posted 28 June 2005 - 04:06 PM

I tested the script a bit, and only thing that worked so far was savanna.dff. (Only a Wheel imports and display correct, rest of model is shown as dummys)

Bikes, no way, and other models like buildings dont work. (MAXScript runtime-error: Invalid setFace Vertex index: [x,y, very high z value])

Kam
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#5

Posted 28 June 2005 - 05:06 PM

It NOT a full functioning script! It just a test and need help on it!!!

I only have 3 car to test, texi.dff pjc600.dff and infernus.dff. They work fine! biggrin.gif

If anyone want to support on this script. Sent me a dff that not read from here! So I hope I could figure out the format!

BCspeed34
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#6

Posted 28 June 2005 - 05:29 PM

I can send you lots of SA files, give me a PM or message me on MSN smile.gif

AleXXX
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#7

Posted 28 June 2005 - 05:38 PM

Great! biggrin.gif
This script work on all SA models!

Black-hawk
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#8

Posted 28 June 2005 - 06:02 PM

Kam, you are God of Scripts.
It works (On cars anyway).
Oh and here's a .zip with some SA vehicles.

Click

Kam
  • Kam

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#9

Posted 28 June 2005 - 08:15 PM

Don't be so excited yet guys. Even you can get cars into MAX, the texture coordinates are wrong! You can see the models in Max but it is still rubbish sleepy.gif

Anyone working on dff ??

Majestic
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#10

Posted 28 June 2005 - 11:02 PM Edited by Majestic, 28 June 2005 - 11:06 PM.

I basically have a fully working dff export filter for lightwave and a fully working dff viewer, there are a bit buggy, but everything works.

About the uvs, there are 2 bits - 4 and 128. If 4 is true, theres 1 uv map. If 128 is true, then the "Unknown" dword after the geometry flags specifies the # of uvs in the model. Most of the cars i've looked at have 2 uvs everywhere except on the 'wheel' object, which has 1 uv.

The first uv is used for the body color and texture, and the second one is used for the reflection map.

user posted image

Kam
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#11

Posted 28 June 2005 - 11:22 PM

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...

wiseblood
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#12

Posted 29 June 2005 - 01:09 AM

does this work with gmax 1.2?
do you put it in the scripts file? when i try to run it nothing happens.

Majestic
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#13

Posted 29 June 2005 - 02:18 AM

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.

BhaaL
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#14

Posted 29 June 2005 - 08:14 AM

QUOTE (Majestic @ Jun 29 2005, 01:02)
I basically have a fully working dff export filter for lightwave and a fully working dff viewer, there are a bit buggy, but everything works.

Share it with us smile.gif

DexX
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#15

Posted 29 June 2005 - 09:46 AM

QUOTE (BhaaL @ Jun 29 2005, 02:14)
QUOTE (Majestic @ Jun 29 2005, 01:02)
I basically have a fully working dff export filter for lightwave and a fully working dff viewer, there are a bit buggy, but everything works.

Share it with us smile.gif

wait until the bugs are out of it?

dertyjerzian
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#16

Posted 29 June 2005 - 09:57 AM

Ashdexx, how is your gmax/max exporter coming along?

Nipa
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#17

Posted 29 June 2005 - 10:04 AM

Woah it actually works! Now, I might work on a SA Infernus -> VC! But this is very weird.... when I orginally opened the infernus.dff, it was REALLY REALLY small! I'm going to use VC Infernus as a base on how big it should be + so I can strip the parts not needed.

Nipa cool.gif

DexX
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#18

Posted 29 June 2005 - 10:43 AM

QUOTE (Nipa @ Jun 29 2005, 04:04)
Woah it actually works! Now, I might work on a SA Infernus -> VC! But this is very weird.... when I orginally opened the infernus.dff, it was REALLY REALLY small! I'm going to use VC Infernus as a base on how big it should be + so I can strip the parts not needed.

Nipa cool.gif

import the cars at 1.0, thats how big your models need to be when you export.
actually, you can import at any scale you want, as long as you use that same multiplier when you export.

QUOTE
Ashdexx, how is your gmax/max exporter coming along?

ok. but its only for max atm, and it will be different to kams. but i wont spam up his topic with details about it smile.gif

Majestic
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#19

Posted 29 June 2005 - 01:45 PM Edited by Majestic, 29 June 2005 - 01:49 PM.

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?

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

DexX
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#20

Posted 29 June 2005 - 02:00 PM

QUOTE (Majestic @ Jun 29 2005, 07:45)
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?

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

and at that, there are quite a number of sections that i ripped apart tounge.gif

i documented them all in this topic.

Kam
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#21

Posted 29 June 2005 - 05:36 PM

QUOTE (ashdexx @ Jun 29 2005, 14:00)
and yes collision data is in the dff

Is there new COL3 document availiable then?

steve-m
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#22

Posted 29 June 2005 - 06:37 PM

QUOTE (Kam @ Jun 29 2005, 19:36)
QUOTE (ashdexx @ Jun 29 2005, 14:00)
and yes collision data is in the dff

Is there new COL3 document availiable then?

No, not yet, but I'm currently working on the new CollEditor. The old col 1 format also works for cars, you just won't have shadows, so that could be used in the meantime.

BhaaL
  • BhaaL

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#23

Posted 30 June 2005 - 02:11 PM

Tried both Files.

copyCOL3 works without any problems
without_COL3 crashes SA (used garage editor, no PCJs drivin around....)

Kam
  • Kam

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#24

Posted 30 June 2005 - 05:58 PM

So SA DFF MUST HAVE collision file inside then!

I did another export test, try them for me please!

suzumebachi
  • suzumebachi

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#25

Posted 30 June 2005 - 07:43 PM

tested with COLL, loads up and works, but the UV maps are reversed it seems (i think you've got the reflection map where the color map should be).

testing COL3...

suzumebachi
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#26

Posted 30 June 2005 - 07:47 PM Edited by suzumebachi, 30 June 2005 - 07:48 PM.

stupid white page double post thing damnit.

anyways, COL3 also works, and has the same problem mentioned above.

BhaaL
  • BhaaL

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#27

Posted 30 June 2005 - 07:51 PM Edited by BhaaL, 30 June 2005 - 08:12 PM.

QUOTE
PS: A little roar - I recently recieved about 20 people asking for SA exporter.
Only 7 feedback and sent me files. The first test model I sent. Only 2 reply left!
That why I said in my first email that I havn't got enough feedback to doing this!!!
I did have a post in GTAForum also, that was read 500 times but no report at all.
So you two, if you stop, I stop!


NEVER! biggrin.gif
I want a working Script, and I'm sure all the other ppl want one too.
You will have my full support till everything works fine!

COL3:
Stinger destroyed
Stinger side
Stinger back
Stinger front
Stinger door open
Stinger damaged front
Stinger flipped over

COLL:
SA crashes

Thanks for the ButtonGroup thingie, got the Script in a handy toolbar now smile.gif

Need more DFFs? Drop a post.

Oh, and just btw. Kam, you got MSN or ICQ? Add me plz, Contact stuff entered in profile tounge.gif

Edit: COLL works for suzumebachi? Dunno what happened with my game then, maybe malfunction of Garage Editor. Trying COLL once again....

Editē: COLL doesnt work for me, Game crashes as the garage opens...

JernejL
  • JernejL

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#28

Posted 30 June 2005 - 09:00 PM

QUOTE (steve-m @ Jun 29 2005, 19:37)
QUOTE (Kam @ Jun 29 2005, 19:36)
QUOTE (ashdexx @ Jun 29 2005, 14:00)
and yes collision data is in the dff

Is there new COL3 document availiable then?

No, not yet, but I'm currently working on the new CollEditor. The old col 1 format also works for cars, you just won't have shadows, so that could be used in the meantime.

does the old coll still work for map objects as well?

wiseblood
  • wiseblood

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#29

Posted 30 June 2005 - 09:01 PM

user posted image
user posted image
both work fine for me.

Kam
  • Kam

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#30

Posted 30 June 2005 - 09:07 PM

QUOTE
but the UV maps are reversed it seems (i think you've got the reflection map where the color map should be).


suzumebachi, What do you mean by "the UV maps are reversed"?

left-right flipped? Or up-side-down ?

QUOTE
Oh, and just btw. Kam, you got MSN or ICQ? Add me plz, Contact stuff entered in profile


BhaaL, I don't have any! But you can always contact me by email or here! sigh.gif

Thanks for the ingame shots, a bit dark though




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