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[REL] Kam's Maxscript going over quick update!

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Kam
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#1

Posted 03 October 2005 - 12:50 PM Edited by REspawn, 14 February 2007 - 02:08 PM.

Since my job position changed, I have no chance to play around with MAX at work.
And my online home computer is 10years old P200 which impossible to run GMax as well. What a miracle GMax run on my computer! rolleyes.gif
So these should be last update for my scripts here! I should be able to bug fix the errors!

Thank you so much all you guys for support/suggest and bug report!
I will still hanging around here for a while, hope that I can help you out how to make these script works!


Here is Kam's All-in-one Mod Scripts:
These are actually a repack of all my GTA modding tools for MAX/GMAX.
I had updated the controller script(in Utility Panel) for you to easily access all my scripts

KAMS includes:
- DFF IO import/export all 3d models used in GTA game
- COL IO import/export all Collision used in GTA game
- IFP IO import/export all animations used in GTA game
- Map IO import/export all map data used in GTA game
- Modelling Helper
- Envelopes Helper for char/body part skinning

How to Install & Run:
Delete all my old scripts , you don't need them anymore!
Unzip this to your MAX/GMAX root folder with 'Folder' option on.
All files will go to the right place!
Read the included 'Must_Read' for detail

Last but not least, if you use my script to release any mod.
Please include a line saying that you are using this tools.
This will be my reward of it. Thanks


Updated(21Dec05)
- SA Char. body part export added
- New envelopes helper tools added to ease the skinning job
- Added png selection for texture import
- GTA_Material updated to version 2
>added 4 color paintjob
*You must enable the section checkbox for reflection/Specular etc.
- All envelopes will set to 0 when using 'Auto Skin' to import Char/body part
*These changes help you to study how original char/body part skinned!
- 'White' material problem fixed
- Reflection export for VC fixed
*I did it worng from the beginning so now the reflection may be too
strong with the new script, use 'reflection tunning' from controller
script to tune all reflection up/down!
These new scripts only works with New GTA_Material, so you MUST replace the old one!

- multi-clump import error fixed
- vehicles light error should fixed
- reported wrong error in Animation IO fixed
- another 'white' material bug fix
- standardmaterial export bug in GMax fixed
- 'white' material problem should fixed
- Bug fix for the 1st time export bones/skins crash (Max version)
- Major bug fix for missing faces (GMax version)
- Minor bug fix for import problem (both version)


News for GMax User
Since AK-73 made a handy helper program 'GTAmax.exe' for auto grab and convert listener's test to DFF.
So there is not need to run t2b.exe manually for DFF and COL export any more.
for details on how to use it, read the included readme!
(If you don't want to use this GTAmax.exe, just goto 'about' rollout and uncheck to disable it.)


Download Max version (21Dec05)
Download GMax version (21Dec05)

MoeRonimoe
  • MoeRonimoe

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#2

Posted 03 October 2005 - 02:56 PM

I want the maxDFFscript to import and export the CJ Parts (and the clothes, hairs etc...). The Playermodel you know smile.gif
I'll send you files if you need colgate.gif

Nice to hear that things are going better for you smile.gif

mickarrow
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#3

Posted 03 October 2005 - 04:09 PM

Hey you're back. Big re-welcome smile.gif

Will the coll export be in the col3 format?
Any chance you could make your scripts work with Max R3? , 'cause that's all I got right now confused.gif .

deNULL
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#4

Posted 03 October 2005 - 04:37 PM

When I import any DFF object with your script and then try to pick material from it to material library, I get an "Unknown system exception". Can you fix that? I have 3DSMax5 and latest version of your script.

Kam
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#5

Posted 03 October 2005 - 05:23 PM

mickarrow, I write all my scripts in Max3.1 so they should all work in Max3!
And new collision IO should do all COll/COL3 job!

deNULL, try create a new max file. Open material editor, assign/callout GTA_Material to see if it works?

MoeRonimoe, I wish I won't let you down. It's in my to do list!


PS: Actually I am not back! It the opposite way round. I am going to lose Max as well. When I am on my new position. I will have no chance to play with 3D at work barf8bd.gif
That way I said. Quick! Two week deadline!

deNULL
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#6

Posted 03 October 2005 - 06:12 PM

QUOTE (Kam @ Oct 3 2005, 17:23)
deNULL, try create a new max file. Open material editor, assign/callout GTA_Material to see if it works?

Yes, it works fine and without any exceptions. And, by the way, materials from imported objects works too, although there is an error message.

MoeRonimoe
  • MoeRonimoe

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#7

Posted 03 October 2005 - 06:12 PM

Just one thing i have ...
The game uses the default plane muzzle if you convert a weapon and not the muzzle you put in there ....
if you fix that i would be very happy smile.gif

Glad to hear you got a job happy.gif dont know but lol.gif

Kam
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#8

Posted 03 October 2005 - 07:14 PM

QUOTE (MoeRonimoe @ Oct 3 2005, 19:12)
Just one thing i have ...
The game uses the default plane muzzle if you convert a weapon and not the muzzle you put in there ....
if you fix that i would be very happy smile.gif

Sorry, I don't understand?
A screenshot may help!?

MoeRonimoe
  • MoeRonimoe

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#9

Posted 03 October 2005 - 07:34 PM

Hope you see what i mean smile.gif
... and also hope that you can fix it :]

user posted image

Kam
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#10

Posted 04 October 2005 - 12:43 PM

Could anyone test these Chars for me?

They are cutscene models but will some code modification inside! Test anyone in the 'Cutdown' folder will do. They are the same!
If the above not work, try anyone in 'ibm' folder!

Thanks

MoeRonimoe
  • MoeRonimoe

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#11

Posted 04 October 2005 - 01:31 PM

I tested the cscatalina out of the cutdown folder and it works fine smile.gif

Kam
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#12

Posted 04 October 2005 - 05:08 PM

DFF IO script updated. Download from the Top!

Quadropheniac90
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#13

Posted 04 October 2005 - 05:30 PM

Just a question, dunno if this will help you perfecting your script: I imported CJ's head.dff and altered it just by moving vertices and stuff, for our mod. (in my sig) I also moved the bones a bit so they would fir the changed model, but when I try to export it, I can't export the bones and the head model in one file, and I do think this necessary for the model to work. (Dunno if SA accepts my changed head.) Why is this and how do I get it right, I'd really like to see my new head ingame. smile.gif Not in a hurry though, other alternatives for player models can allways be thought up, but still...

Kam
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#14

Posted 04 October 2005 - 05:41 PM

My current script can't export correct SA bone/skin chars. It's broken. Even some people having trouble export VC chars!
I'm sure it works for VC and definately not work for SA!

If there is another program can export bone/skin chars. Go for it! Since I am not sure I can make it within next week and I have no SA!

liam247
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#15

Posted 04 October 2005 - 06:42 PM

Thank you, Thank you, Thank you and Thank you Kam
your a fu**ing wizard m8, i have all my dff's back to normal
and unlocked!!

Great job m8 and keep up the awsome work colgate.gif

Supdario
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#16

Posted 04 October 2005 - 07:15 PM

Kam......
I've opened countn2_4.col and a list appeared biggrin.gif
I've inserted 1,5 to the textbox to scale, selected des_savhngr and pressed Load!
Everything OK smile.gif (The previous script don't work devil.gif )
I've picked CM_des_savhngr in Collision mesh........
Selected All.......
I pressed Export......
Inserted filename.... Pressed Save and..... dontgetit.gif
I get this error: Unknown Property: "material" in Undefined dontgetit.gif nervous.gif
Can you fix it?
I use 3D Studio Max 7 sarcasm.gif

Quadropheniac90
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#17

Posted 04 October 2005 - 07:24 PM

OK, lol, just wanted to know. Love your script though, it imports everything. inlove.gif I love changing characters, but is it for example possible to put my modded CJ head on Tommy's body, export it as a whole, and rig it?

deNULL
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#18

Posted 04 October 2005 - 08:03 PM

Thanks, Kam! Now materials works absolutely correct.
And... I think I found bug in your collision IO script. After opening an original COL file I can't append new collision meshes to it (COL files, previously exported by your script, works fine). There is no error message and it looks like script works (there is a small pause after pressing "Append" button), but name of new mesh does not appear in the list (not ever after re-opening COL file).

Kam
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#19

Posted 04 October 2005 - 08:05 PM

Here is Another Char Test.

Again, test anyone will do!

Thanks

MoeRonimoe
  • MoeRonimoe

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#20

Posted 05 October 2005 - 08:46 AM

i tested again just the catalina and my game crashed when i made a mission where she came in the cutscene.
Hope thats enough and i don't have to test the rest of these player models smile.gif

Quadropheniac90
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#21

Posted 05 October 2005 - 11:48 AM

How can you make cutscenes anyway? The models never load ingame, and the animations I think are made not to be customized, because I tried coding one once, and a big crash occured... biggrin.gif

Kam
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#22

Posted 05 October 2005 - 12:42 PM

Collision IO append function fixed!

Eclipse_nl
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#23

Posted 05 October 2005 - 03:12 PM

Could you make a script map with all your GTA-scripts inside (a great final pack). And a "control panel" in 3dsmax to run all scripts by one click.

That would be nice. inlove.gif

Supdario
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#24

Posted 05 October 2005 - 03:45 PM

QUOTE (Kam @ Oct 5 2005, 12:42)
Collision IO append function fixed!

Thanks biggrin.gif

Kam
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#25

Posted 05 October 2005 - 05:24 PM

A. DFF IO updated! Now you should have correct lock function and correct 'MMC' export!


B. Char test again. If these work, I will start rewrite the bones/skins export part!


C. GMax DFF IO version on the way. Will release tomorrow or friday!


deNULL
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#26

Posted 05 October 2005 - 05:32 PM

QUOTE (Kam @ Oct 5 2005, 12:42)
Collision IO append function fixed!

Thank you, Kam! Now I can add my collision objects to existing COL files smile.gif

Um... Today I have tried to pick material from DFF model with just one material (not a multimaterial) and I have got a system exception again! sad.gif Please, fix it.

P.S. I think I'm too annoying... confused.gif

Kam
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#27

Posted 06 October 2005 - 07:58 PM

DFF IO GMax version finally out!

PS: No one test those chars for me? catspider.gif

demonj0e
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#28

Posted 06 October 2005 - 08:49 PM

good work cam sorry cant test the models atm can u make the script menue work with all ure scripts cuz i cant use em all
btw whats mmc export?

Kam
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#29

Posted 06 October 2005 - 09:40 PM

MMC = ModulateMaterialColor
In GTA, it's a swith to control you can use primary/secondary color or not!

And I will release a final all-in-one zip file contain all these scripts. Controller will work fine at last! Wait till next friday then.

Supdario
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#30

Posted 07 October 2005 - 11:37 AM

What's new in the GMax version? Can export? tounge.gif




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