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

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Supdario
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#31

Posted 07 October 2005 - 04:26 PM

Kam.....
Have you fixed my error? dontgetit.gif
With couple of models i get this error nervous.gif

Kam
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#32

Posted 07 October 2005 - 05:41 PM

GMax version export some code to listener, you need to copy and paste to a text file. And convert it with command-line program t2b.exe.

Not a straight way, but GMax is free!!!!

Supdario: Sorry, have not check you file, will definate correct it! Send me more of those error files please!

Simon.
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#33

Posted 08 October 2005 - 10:00 AM

QUOTE (Kam @ Oct 7 2005, 07:58)
PS: No one test  those chars for me?  catspider.gif

Well I loaded the cskendl.dff and watched the first cutscene with Kendl in it and I'm afraid to say.... it failed it suceeded!! biggrin.gif Unless I did something wrong but I'm positive all was good.

Now I bet someone's going to say "that isn't cskendl, cskendl is the blonde lady in the 69 shirt!" and I will be sad.

user posted image

Supdario
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#34

Posted 08 October 2005 - 11:38 AM

QUOTE (Kam @ Oct 7 2005, 17:41)
GMax version export some code to listener, you need to copy and paste to a text file. And convert it with command-line program t2b.exe.

Not a straight way, but GMax is free!!!!

Supdario: Sorry, have not check you file, will definate correct it! Send me more of those error files please!

Ok......
I'll send you another file wink.gif
I get this error with Gmax, too confused.gif
Now I send you a COLL Model........
I get the same error with this dontgetit.gif

Ducati996
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#35

Posted 08 October 2005 - 05:35 PM

hey KAM, you are back in action... cool

I have to test the latest scripts then... been struggling with the old one's still...

I have a question though... I have been playing around with some wheels for the tuning shops, but now I wanna export it for SA I have no .col file for the export! Any idea where I can get a .col for the export of wheels?

Anyway, good to see you seem to be getting back on track.

Supdario
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#36

Posted 09 October 2005 - 08:27 AM

Don't need col.....
Select "Car Parts" and export normally biggrin.gif

Kam
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#37

Posted 09 October 2005 - 08:00 PM

Collision IO bug fixed!

Supdario, you should be happy.

Bebop
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#38

Posted 10 October 2005 - 02:21 AM


Im using the Gmax dff io, once i use t2b to convert the txt to a dff i get this error 'i' is not a valid integer value.

Supdario
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#39

Posted 10 October 2005 - 12:14 PM Edited by Supdario, 10 October 2005 - 12:22 PM.

biggrin.gif biggrin.gif biggrin.gif
Kam! smile.gif
Thank you Thank you Thank you Thank you
Thanks Thanks Thanks biggrin.gif colgate.gif
Now works colgate.gif

Now i've found a new bug... smile.gif
I insert 1,5 in the scale factor before pressing Load.....
All Ok biggrin.gif
I select collision mesh colgate.gif
Select all......
And Append (or export colgate.gif )
But when I reopen the exported or appended col the model is not scaled dontgetit.gif bored.gif


EDIT: When I change Col Name works blink.gif
But I need it with its original name notify.gif

Kam
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#40

Posted 10 October 2005 - 08:50 PM Edited by Kam, 10 October 2005 - 08:59 PM.

Map IO updated!

New->rewrite of Bones/Skin import finished!

PS: I deleted my original GTA_DFF_IO_(25Aug05).zip from my site! cry.gif Anyone still got it? Could you send it back to me, please!

tom14141414
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#41

Posted 10 October 2005 - 11:46 PM

This may not be answered here but i am going to ask just in hope.

I am using your gmax dff io and it exports to txt fine but then when i try to convert it using the T2B.exe the program loads up and i get the message Usage: T2B "source file" "dest file" - i click on ok and then nothing happens i dont see a dos window or anything, if anybody has any idea why this could be, please tell me. Thanks.

Kam
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#42

Posted 11 October 2005 - 12:50 PM

These Chars are direct export form my new script (un-release yet)

Test it for me please!

Thanks

MoeRonimoe
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#43

Posted 11 October 2005 - 01:13 PM

I tested the cscatalina and my game crashed cry.gif

GSS
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#44

Posted 11 October 2005 - 05:16 PM

I rename cscatalina.dff to cskendl.dff.
And I tested.This is first cutscean.
It's cscatalina model and work good.
in nomal game,bfybe.dff and claude.dff work good too.
maybe I think it succeed and method of MoeRonimoe's test is not good.
but my test may be bad.

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Kam
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#45

Posted 11 October 2005 - 10:06 PM

Now I am confused! cry.gif

Could some more people test it for me if they work!? I have only 3 day left!!!

I don't want to give you false hope to release non-working tools!

justa_newbie
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#46

Posted 12 October 2005 - 03:45 AM Edited by justa_newbie, 12 October 2005 - 06:44 AM.

Kam,

Here's what I got with a real quick test of your export of the
bfybe.dff file using DFF Viewer 0.1 Beta:

user posted image

It seems the dummies (bones) are off in terms of coordinates.

All I did was import your file into the viewer and take a screen,
then import the original .dff file in and take a screen.

Here's 2 more shots for reference:

user posted image

user posted image

Hope it helps. smile.gif


*** EDIT ***

Just tested your "bfybe.dff" (replaced .dff in the original gta3.img, rebuilt the .img file, then ran SA)
and it seems to work!

Started a new game, ran the "lifesabeach" cheat-code, and your bfybe.dff
model can bicycle, ride a scooter, run, fight, etc.!!! rah.gif

This is VERY good news! Will try a few more of the models and see how
they do...

******

*** EDIT #2 ***

Was hoping to get away with using your cscatalina.dff as a replacement
for hfybe.dff to speed the testing process (even tho I know that one is a
cutscene model and one is not)...anyhow, after renaming and replacing
the .dff, SA crashed before fully loading sad.gif

Perhaps you can export out some other peds for testing (not just cutscene models,
but regular peds that can be tested upon starting a
new game, or accessed by using a handy cheatcode?)

If you need some of these regular ped .dff's (as I know you don't have
SA) to tweak, for example, move polys and export, here are some in a .zip file:

http://www.savefile.com/files/9359703

<crossing fingers that this is of some use to you, Kam> smile.gif

******

justa_newbie

Supdario
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#47

Posted 12 October 2005 - 12:10 PM Edited by Supdario, 12 October 2005 - 12:15 PM.

QUOTE (justa_newbie @ Oct 12 2005, 03:45)
Kam,

Here's what I got with a real quick test of your export of the
bfybe.dff file using DFF Viewer 0.1 Beta:

user posted image

It seems the dummies (bones) are off in terms of coordinates.

All I did was import your file into the viewer and take a screen,
then import the original .dff file in and take a screen.

Here's 2 more shots for reference:

user posted image

user posted image

Hope it helps. smile.gif


*** EDIT ***

Just tested your "bfybe.dff" (replaced .dff in the original gta3.img, rebuilt the .img file, then ran SA)
and it seems to work!

Started a new game, ran the "lifesabeach" cheat-code, and your bfybe.dff
model can bicycle, ride a scooter, run, fight, etc.!!!  rah.gif

This is VERY good news! Will try a few more of the models and see how
they do...

******

*** EDIT #2 ***

Was hoping to get away with using your cscatalina.dff as a replacement
for hfybe.dff to speed the testing process (even tho I know that one is a
cutscene model and one is not)...anyhow, after renaming and replacing
the .dff, SA crashed before fully loading sad.gif

Perhaps you can export out some other peds for testing (not just cutscene models,
but regular peds that can be tested upon starting a
new game, or accessed by using a handy cheatcode?)

If you need some of these regular ped .dff's (as I know you don't have
SA) to tweak, for example, move polys and export, here are some in a .zip file:

http://www.savefile.com/files/9359703

<crossing fingers that this is of some use to you, Kam> smile.gif

******

justa_newbie

During loading Models cannot crash SA.......
Your problem is an other bored.gif


EDIT:

3 DAYS????? cryani.gif
Can you fix my problem with COL IO?? confused.gif
The script appends successfully files lol.gif
But file don't replaces confused.gif

Kam
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#48

Posted 12 October 2005 - 12:45 PM

Another Char export test

It's my char to replace 'bfybe'. Test it please!



PS:Collision IO still have problem but will fix it!

MoeRonimoe
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#49

Posted 12 October 2005 - 01:58 PM

It works Kam biggrin.gif

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GSS
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#50

Posted 12 October 2005 - 02:30 PM

GREAT!! inlove.gif

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Squiddy
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#51

Posted 12 October 2005 - 02:56 PM

Awesome job Kam! You're a great guy, investing so much time to deliver us some outstanding tools. I hope you get everything going well in your future. smile.gif

demonj0e
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#52

Posted 12 October 2005 - 03:12 PM

wow awsome works kam good to see sum progress with player models

Supdario
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#53

Posted 12 October 2005 - 03:20 PM

Awsome colgate.gif

opusdream
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#54

Posted 12 October 2005 - 04:46 PM

Kam, is able to create any tool or filter to import player_face.dff to 3dstudio to midify the CJ face in the way of a white man?

Kam
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#55

Posted 12 October 2005 - 05:19 PM

Bones/Skins DFF IO ready for Max user to test! biggrin.gif

Quadropheniac90
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#56

Posted 12 October 2005 - 06:35 PM

The bones/skin exporter did export my modified CJ head, but the game crashed. Should I do something with the envelopes, or is it because the model normally has 3 clumps. I'm no modeler, so I don't know. sad.gif Great script anyway! Sorry you have to leave. smile.gif

MoeRonimoe
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#57

Posted 12 October 2005 - 07:06 PM

Same problem here confused.gif
A tut would be nice biggrin.gif

justa_newbie
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#58

Posted 12 October 2005 - 07:09 PM

Kam,

Any chance you can write up a brief "how-to" with a step-by-step
on how to export characters with your script?

Specifically, how were you able to export your "mono" character
for successful replacement of the bfybe.dff ped?...select all bones
and mesh? is there a generic col file you used?

Thanks for any help! smile.gif

justa_newbie

Kam
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#59

Posted 12 October 2005 - 07:51 PM

A Working Collision IO was out!
all you have to thank you our behind the scene hero ocram88!



For Char export tutorial, I have one in tutorial forum for VC, but it's the same as in SA!
Even quicker tutorial:
- check the 'A'(autoskin) checkbox and import any SA char. You should now have fully skinned char in Max.
- Select the char model, and press 'export bones/skin' button to export!

- To replace with your own model, use the imported bones.
---> Rotate/Move your model to fit the bones.
---> OR rotate/move 'Root' bone to fit your model.
---> Add skin modifier to you model, and add ALL bones.
---> modify the envelops one by one
---> export

justa_newbie
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#60

Posted 12 October 2005 - 08:32 PM Edited by justa_newbie, 12 October 2005 - 08:39 PM.

Kam,

Thanks.

Guess I wasn't being very specific...

I've got a character ready for export (skinned/weighted, etc.),
but I just tried to export with your new script by selecting
all bones, the root, and the mesh...then hit the "export dff"
button in your script and Max6 froze (had to quit the program).

My question is what did you select to get your "mono" character
to work in-game...did you select the root only and then what
did you use for a .col file? Or did you select all bones? Or did
you select root and mesh?...

Sorry for being dense, but is this it?---> "Select the char
model, and press 'export bones/skin' button to export!" ???

justa_newbie




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