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3dmax script pack

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xmen
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#31

Posted 27 May 2007 - 02:47 PM

QUOTE (Deniska @ May 27 2007, 20:13)
QUOTE (xmen @ May 24 2007, 11:33)
i found a mistake in this script that is it isnt able to export dff that have more than 10000 faces but kams script can export
i think after some editing it will able to export it too

I dont know why you have this error... Just for test - i create sphere with
150 segments (22200 faces) and it exports OK... But i dont know what
kind of map model have more then 10000 faces... In my mod maximum
what i have - about 5000 faces for buildings or ground...

no man , you exported the normal model ,
its working on me too
i said when i add vertex paint on it then that error is coming

dertyjerzian
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#32

Posted 09 June 2007 - 07:45 PM

Deniska, did I hear through the grapevine that you are working on v2.0 of your wonderful scripts, even adding new functionality? <3

JKM
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#33

Posted 10 June 2007 - 10:18 PM

and pls can you fix the bug smen told us?

I know that San Andreas should have low poly models. But I made an undergroundstation with a lot of details and its really long. So I need a script which supports nvc with this model typw.

Thanks
JKM

JKM
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#34

Posted 17 June 2007 - 07:51 PM

Sry for dubleposting, but I found a new bug.

I've exported an object with vertex colors and night vertex colors and suddenly the axle is rotated 90.
I didn't change any IPL option or the pivot.

Pls have a look at it because its a fantastic tool!

xmen
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#35

Posted 18 June 2007 - 04:41 AM

you should use "Size/Alignment solver" of kams max script

string227
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#36

Posted 26 June 2007 - 12:52 AM

does this script pack support gmax?


xmen
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#37

Posted 26 June 2007 - 03:17 AM

QUOTE
does this script pack support gmax?

nope

Jestic
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#38

Posted 17 July 2007 - 09:41 PM

Hoi,

When i export a train path with Train Paths IO i got this error:
user posted image

When i only make 1 line i can export it with no problem.
When i have 2 lines and i attach them together, i get that error

Anyone knows how to fix it ? inlove.gif

pantheforemc
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#39

Posted 11 September 2008 - 12:07 PM

hey deniska i want a help i can find 3dmax bu i have script can you give me a link for download and give me a tutorial haw to instal gta tools plss rolleyes.gif

(My english is not very good) plss

Flat Face
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#40

Posted 22 September 2008 - 07:01 AM

is this SA only or does it have uses in VC?

Areppon
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#41

Posted 28 December 2008 - 09:21 PM Edited by Areppon, 28 December 2008 - 09:35 PM.

Since editing traffic light functions does not work properly with APE, Aschratt suggested I use these max scripts to do so. I have downloaded and played with Alien City a while back and noticed that there were some intersections with working traffic lights. So how do I do it? How do I add, remove or adjust the positions and directions where the cars stop? I will use the game's original paths. Also will these scripts work with Gmax or is there a compatible version?

xrk
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#42

Posted 29 December 2008 - 10:10 AM

Path maxscript by Deniska
you cant edit existing paths unless you already have them as splines in a max scene afaik.

http://www.gtaforums...=283684&hl=path

metalistas2
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#43

Posted 02 July 2010 - 09:26 AM

dosn't work startup sript on 3D max 2010

GritEngine
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#44

Posted 02 July 2010 - 11:09 AM

You may be able to leave out the startup script and run single scripts, these are likely to have bugs or be outright broken as well, though.

metalistas2
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#45

Posted 06 July 2010 - 05:33 PM

maybe dozingoff.gif

vans123
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#46

Posted 06 July 2010 - 11:06 PM

Yeh they work, i have them installed even in 2011

Tosyk
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#47

Posted 13 October 2010 - 04:06 PM

Can i import DFF in 3ds max with your script Deniska?

hristobg
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#48

Posted 13 October 2010 - 04:08 PM

No, you can't. smile.gif You can only export dff, also col. If you want to import dff, use Kam's max scripts.

smile.gif

backsage
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#49

Posted 27 June 2016 - 09:36 AM

Whoa! Thanks for the script! I was modifying a dff in 3DS Max 2012. I imported it with Kam's Max Scripts. Then I replaced the texture of the object with something else. Then I used this tool to export it. Then I opened it in MTA and I got the original vertex color back!


ermaccer
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#50

Posted 01 July 2016 - 10:59 AM

Whoa! Thanks for the bump!




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