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dextermods2011
  • dextermods2011

    Gta dexter city v3 - download it!

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#31

Posted 29 March 2011 - 07:44 PM Edited by dextermods2011, 31 March 2011 - 11:26 AM.

Thank you again...xD
Any tutorials for this scripts and programs?

Can you look at this?
Find the "problem with f key in gta sa...game shutdown" on gtaforums with google.soory for my bad english.THEME Posted by me,I have problems wit f key.Do you know why?

xmen
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#32

Posted 01 April 2011 - 02:24 AM

QUOTE (dextermods2011 @ Mar 30 2011, 01:14)
Thank you again...xD
Any tutorials for this scripts and programs?

Can you look at this?
Find the "problem with f key in gta sa...game shutdown" on gtaforums with google.soory for my bad english.THEME Posted by me,I have problems wit f key.Do you know why?

no idea

dextermods2011
  • dextermods2011

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#33

Posted 01 April 2011 - 06:50 PM

Ok.I dont have any idea,too...
This is the bug of my modded game...Maybe...??
I'm try with new clear gta sa,and mapclean them,and then install my modded game map.
Maybe that is the problem....

Soory for my bad english....xD colgate.gif

dextermods2011
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#34

Posted 02 April 2011 - 12:20 PM

Can anyone solve my problem???

Look at this topic http://www.gtaforums...howtopic=472923

GTA-Monster
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#35

Posted 04 December 2012 - 05:39 PM

What if i dont have autodex 9. Any other free software???

xmen
  • xmen

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#36

Posted 05 December 2012 - 02:24 AM

QUOTE (GTA-Monster @ Tuesday, Dec 4 2012, 23:09)
What if i dont have autodex 9. Any other free software???

You can use trial version smile.gif

GTA-Monster
  • GTA-Monster

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#37

Posted 05 December 2012 - 05:15 AM Edited by GTA-Monster, 05 December 2012 - 05:24 AM.

Thanks man, but can i use those water io sript.confused.gif Any link for download autodex and useful scripts for autodex:D:D. And thanks for reply.

stilldre
  • stilldre

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#38

Posted 29 January 2013 - 02:02 PM

This scripts does not seem to work in 3ds Max 2012. Or am i doing something wrong?

xmen
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#39

Posted 29 January 2013 - 02:05 PM

QUOTE (stilldre @ Tuesday, Jan 29 2013, 19:32)
This scripts does not seem to work in 3ds Max 2012. Or am i doing something wrong?

Last tested was on version 9 of 3ds max. Not sure about 2012

stilldre
  • stilldre

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#40

Posted 29 January 2013 - 03:01 PM

QUOTE (xmen @ Tuesday, Jan 29 2013, 15:05)
QUOTE (stilldre @ Tuesday, Jan 29 2013, 19:32)
This scripts does not seem to work in 3ds Max 2012. Or am i doing something wrong?

Last tested was on version 9 of 3ds max. Not sure about 2012

I'm having runtime error that it can't open CharDEFF...mse and asking for some GTA Tools?!
with this script window:
CODE
rollout import_progress "Importing..."
(
progressbar c_prog color:[131,177,29]
)
if DFFinInfo == undefined then fileIn (scriptspath+"\\GTA_Tools\\CharDFFimp.mse") quiet:true
else if DFFinInfo() != 051215 then fileIn (scriptspath+"\\GTA_Tools\\CharDFFimp.mse") quiet:true

if DFFinInfo() != 051215 then messagebox "You didn't have the right import function to run this script!\nTry Install it again!" title:"Import Function Error"

if XImporter != undefined do destroyDialog XImporter

global dffFilePaths = #()

rollout XImporter "X Importer" --width:162 height:300
(
group "Textures File Type" (
radiobuttons textype "" labels:#("tga", "bmp","png") columns:3
)
button importBtn "Import DFF(s)" align:#center width:150 height:21
button importIPLBtn "Import IPL" align:#center width:150 height:21
label lbl2 "NOTE : This script use KAMS DFF Import Script"  align:#left width:120 height:30
label lbl1 "©2008 Xmen"  align:#right-- width:66 height:14


fn GetMultiOpenFilenames caption:"Open" filename:"" types:"All Files (*.*)|*.*" default:1 =
(
 local dlg = DotNetObject "System.Windows.Forms.OpenFileDialog"
 dlg.multiSelect = true
 dlg.title = caption

 local p = getFilenamePath filename
 if doesFileExist p then
  dlg.initialDirectory = p

 if types[types.count] == "|" then
  dlg.filter = (substring types 1 (types.count - 1))
 else
  dlg.filter = types
 
 dlg.filterIndex = default

 local result = dlg.ShowDialog()
 if (result.Equals result.OK) then
  dlg.filenames
 else
  undefined
)

fn importdffs =
(
 texEx = case textype.state of
 (
  1: ".tga"
  2: ".bmp"
  3: ".png"
 )

 createDialog import_progress 200 30

 format "Importing Dff(s)\n"
 for a = 1 to dffFilePaths.count do
 (
  f = fopen dffFilePaths[a] "rb"
  dffFileName = getFilenameFile dffFilePaths[a]
  no_clump = checkClump f
  if no_clump.count == 0 then
   format "Couldn't open %\n" dffFileName
  else
  (
   nefile = DFFin f 1 texEx dummysize 0 0 dffFileName
   nefile.name = dffFileName
   format "%\n" dffFilePaths[a]
  )
  import_progress.c_prog.value = 100.0 * a / dffFilePaths.count
  fclose f  
 )    
 DestroyDialog import_progress
 if queryBox "Do you want to collect the garbage that will free up all useless memory as well as it will remove all UNDO stack ?" beep:true then
  gc()
 dffFilePaths = #()
)
on importBtn pressed do
(
 files = GetMultiOpenFilenames caption:"Select DFFs" types:"DFF|*.dff"
 if files != undefined then
 (
  dffFilePaths = files
  importdffs()
  format "Done\n"
 )
)

on importIPLBtn pressed do
(
dffDialog = getSavePath caption:"Select the dff(s) path"
if dffDialog != undefined then
(
 fname = getopenfilename caption:"Read IPL File" types:"IPL|*.ipl|"
 if fname != undefined then
 (
  ---GLOBAL DFF
  createDialog import_progress 200 30
  import_progress.title = "Reading IPL..."
  counter = 1

  IPLstream = openfile fname
  cLine = readLine IPLstream
  inst_bol = false
  nameArr = #()
  tmpUniqueNames = #()
  --positionArr = #()
  positionArr = #()
 
  rotationArr = #()
  format "Reading IPL...\nIPL Path : %\n*************************************\n" fname
  while eof IPLstream != true do
  (
   if cline == "inst" then
     inst_bol = true
   else if cline == "end" then
    inst_bol = false
   else if inst_bol == true then
   (
    splitstring = filterstring cLine ", "    
    if (findItem tmpUniqueNames splitstring[2]) == 0 do
    (
     append tmpUniqueNames splitstring[2] -- add to dff path array
     tmpPath = dffDialog + "\\" + splitstring[2] + ".dff"
     if ((getfiles tmpPath).count != 0) then    
      append dffFilePaths tmpPath      
     else
      format "[ E R R O R ] Dff not found : %\n" tmpPath
    )
    append nameArr splitstring[2]
    tmp_posx = splitstring[4] as float
    tmp_posy = splitstring[5] as float
    tmp_posz = splitstring[6] as float
    tmp_posi = Point3 tmp_posx tmp_posy tmp_posz
    append positionArr tmp_posi
   
    tmp_x = splitstring[7] as float
    tmp_y = splitstring[8] as float
    tmp_z = splitstring[9] as float
    tmp_w = splitstring[10] as float    
    tmp_quat = Quat tmp_x tmp_y tmp_z tmp_w
    append rotationArr tmp_quat
   
    format "%\n" Cline    
   )
   cLine = readLine IPLstream
   import_progress.c_prog.value = 100.0 * counter / 400
   counter = counter + 1
  )
  close IPLstream
  DestroyDialog import_progress
  format "*************************************\nReading Completed\nAll these dff gonna import\n"
  for a = 1 to dffFilePaths.count do  
   format "%\n" dffFilePaths[a]
  format "Now "
  importDffs()
  format "*************************************\nPlacing Objects...\n"
  firstUsed = #()
  for a = 1 to nameArr.count do
  (
   b = undefined
   if (findItem firstUsed nameArr[a]) == 0 then
   (
    append firstUsed nameArr[a]    
    b = getNodeByName nameArr[a]
   )
   else    
    b = copy (getNodeByName nameArr[a])    
   
   if b != undefined then
   (
    b.pos = Point3 0 0 0
    b.rotation = Quat 0 0 0 1
    tmp_erot = rotationArr[a] as eulerangles

    move b positionArr[a]
    rotate b tmp_erot
    format "% placed at % %\n" b.name positionArr[a] rotationArr[a]
   )
  )
  format "*************************************\nDone\n"  
  --print tmpUniqueNames
 )
)
)
)
createDialog XImporter

xmen
  • xmen

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#41

Posted 29 January 2013 - 03:17 PM

QUOTE (stilldre @ Tuesday, Jan 29 2013, 20:31)
QUOTE (xmen @ Tuesday, Jan 29 2013, 15:05)
QUOTE (stilldre @ Tuesday, Jan 29 2013, 19:32)
This scripts does not seem to work in 3ds Max 2012. Or am i doing something wrong?

Last tested was on version 9 of 3ds max. Not sure about 2012

I'm having runtime error that it can't open CharDEFF...mse and asking for some GTA Tools?!
with this script window:
CODE
rollout import_progress "Importing..."
(
progressbar c_prog color:[131,177,29]
)
if DFFinInfo == undefined then fileIn (scriptspath+"\\GTA_Tools\\CharDFFimp.mse") quiet:true
else if DFFinInfo() != 051215 then fileIn (scriptspath+"\\GTA_Tools\\CharDFFimp.mse") quiet:true

if DFFinInfo() != 051215 then messagebox "You didn't have the right import function to run this script!\nTry Install it again!" title:"Import Function Error"

if XImporter != undefined do destroyDialog XImporter

global dffFilePaths = #()

rollout XImporter "X Importer" --width:162 height:300
(
group "Textures File Type" (
radiobuttons textype "" labels:#("tga", "bmp","png") columns:3
)
button importBtn "Import DFF(s)" align:#center width:150 height:21
button importIPLBtn "Import IPL" align:#center width:150 height:21
label lbl2 "NOTE : This script use KAMS DFF Import Script"  align:#left width:120 height:30
label lbl1 "©2008 Xmen"  align:#right-- width:66 height:14


fn GetMultiOpenFilenames caption:"Open" filename:"" types:"All Files (*.*)|*.*" default:1 =
(
 local dlg = DotNetObject "System.Windows.Forms.OpenFileDialog"
 dlg.multiSelect = true
 dlg.title = caption

 local p = getFilenamePath filename
 if doesFileExist p then
  dlg.initialDirectory = p

 if types[types.count] == "|" then
  dlg.filter = (substring types 1 (types.count - 1))
 else
  dlg.filter = types
 
 dlg.filterIndex = default

 local result = dlg.ShowDialog()
 if (result.Equals result.OK) then
  dlg.filenames
 else
  undefined
)

fn importdffs =
(
 texEx = case textype.state of
 (
  1: ".tga"
  2: ".bmp"
  3: ".png"
 )

 createDialog import_progress 200 30

 format "Importing Dff(s)\n"
 for a = 1 to dffFilePaths.count do
 (
  f = fopen dffFilePaths[a] "rb"
  dffFileName = getFilenameFile dffFilePaths[a]
  no_clump = checkClump f
  if no_clump.count == 0 then
   format "Couldn't open %\n" dffFileName
  else
  (
   nefile = DFFin f 1 texEx dummysize 0 0 dffFileName
   nefile.name = dffFileName
   format "%\n" dffFilePaths[a]
  )
  import_progress.c_prog.value = 100.0 * a / dffFilePaths.count
  fclose f  
 )    
 DestroyDialog import_progress
 if queryBox "Do you want to collect the garbage that will free up all useless memory as well as it will remove all UNDO stack ?" beep:true then
  gc()
 dffFilePaths = #()
)
on importBtn pressed do
(
 files = GetMultiOpenFilenames caption:"Select DFFs" types:"DFF|*.dff"
 if files != undefined then
 (
  dffFilePaths = files
  importdffs()
  format "Done\n"
 )
)

on importIPLBtn pressed do
(
dffDialog = getSavePath caption:"Select the dff(s) path"
if dffDialog != undefined then
(
 fname = getopenfilename caption:"Read IPL File" types:"IPL|*.ipl|"
 if fname != undefined then
 (
  ---GLOBAL DFF
  createDialog import_progress 200 30
  import_progress.title = "Reading IPL..."
  counter = 1

  IPLstream = openfile fname
  cLine = readLine IPLstream
  inst_bol = false
  nameArr = #()
  tmpUniqueNames = #()
  --positionArr = #()
  positionArr = #()
 
  rotationArr = #()
  format "Reading IPL...\nIPL Path : %\n*************************************\n" fname
  while eof IPLstream != true do
  (
   if cline == "inst" then
     inst_bol = true
   else if cline == "end" then
    inst_bol = false
   else if inst_bol == true then
   (
    splitstring = filterstring cLine ", "    
    if (findItem tmpUniqueNames splitstring[2]) == 0 do
    (
     append tmpUniqueNames splitstring[2] -- add to dff path array
     tmpPath = dffDialog + "\\" + splitstring[2] + ".dff"
     if ((getfiles tmpPath).count != 0) then    
      append dffFilePaths tmpPath      
     else
      format "[ E R R O R ] Dff not found : %\n" tmpPath
    )
    append nameArr splitstring[2]
    tmp_posx = splitstring[4] as float
    tmp_posy = splitstring[5] as float
    tmp_posz = splitstring[6] as float
    tmp_posi = Point3 tmp_posx tmp_posy tmp_posz
    append positionArr tmp_posi
   
    tmp_x = splitstring[7] as float
    tmp_y = splitstring[8] as float
    tmp_z = splitstring[9] as float
    tmp_w = splitstring[10] as float    
    tmp_quat = Quat tmp_x tmp_y tmp_z tmp_w
    append rotationArr tmp_quat
   
    format "%\n" Cline    
   )
   cLine = readLine IPLstream
   import_progress.c_prog.value = 100.0 * counter / 400
   counter = counter + 1
  )
  close IPLstream
  DestroyDialog import_progress
  format "*************************************\nReading Completed\nAll these dff gonna import\n"
  for a = 1 to dffFilePaths.count do  
   format "%\n" dffFilePaths[a]
  format "Now "
  importDffs()
  format "*************************************\nPlacing Objects...\n"
  firstUsed = #()
  for a = 1 to nameArr.count do
  (
   b = undefined
   if (findItem firstUsed nameArr[a]) == 0 then
   (
    append firstUsed nameArr[a]    
    b = getNodeByName nameArr[a]
   )
   else    
    b = copy (getNodeByName nameArr[a])    
   
   if b != undefined then
   (
    b.pos = Point3 0 0 0
    b.rotation = Quat 0 0 0 1
    tmp_erot = rotationArr[a] as eulerangles

    move b positionArr[a]
    rotate b tmp_erot
    format "% placed at % %\n" b.name positionArr[a] rotationArr[a]
   )
  )
  format "*************************************\nDone\n"  
  --print tmpUniqueNames
 )
)
)
)
createDialog XImporter

You must have Kams Script installed

stilldre
  • stilldre

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  • Joined: 05 Jul 2011

#42

Posted 29 January 2013 - 04:10 PM

QUOTE (xmen @ Tuesday, Jan 29 2013, 16:17)
You must have Kams Script installed

Allright, it works now thanks cookie.gif
But what i'm trying to do is to make of my max scene a hud map for GTA IV. Do i need to import something into my scene? Or just export?

xmen
  • xmen

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  • Joined: 02 Jun 2005

#43

Posted 29 January 2013 - 04:12 PM

QUOTE (stilldre @ Tuesday, Jan 29 2013, 21:40)
QUOTE (xmen @ Tuesday, Jan 29 2013, 16:17)
You must have Kams Script installed

Allright, it works now thanks cookie.gif
But what i'm trying to do is to make of my max scene a hud map for GTA IV. Do i need to import something into my scene? Or just export?

its not for gta 4 but may work and yes you will need to import entire map.

stilldre
  • stilldre

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  • Members
  • Joined: 05 Jul 2011

#44

Posted 29 January 2013 - 04:17 PM

QUOTE (xmen @ Tuesday, Jan 29 2013, 17:12)
QUOTE (stilldre @ Tuesday, Jan 29 2013, 21:40)
QUOTE (xmen @ Tuesday, Jan 29 2013, 16:17)
You must have Kams Script installed

Allright, it works now thanks cookie.gif
But what i'm trying to do is to make of my max scene a hud map for GTA IV. Do i need to import something into my scene? Or just export?

its not for gta 4 but may work and yes you will need to import entire map.

Well Terreur, converter from Gostown has said to me that i can use this tools.. But as i look into your tutorial i need to import ipl or dff for that.
GTA IV just haves the texture dictionaries in 2 img's for the hud map and menu map, unless i maybe need to use your X Radar Editor first to create this ipl or dff?

xmen
  • xmen

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  • Joined: 02 Jun 2005

#45

Posted 29 January 2013 - 04:19 PM

QUOTE (stilldre @ Tuesday, Jan 29 2013, 21:47)
QUOTE (xmen @ Tuesday, Jan 29 2013, 17:12)
QUOTE (stilldre @ Tuesday, Jan 29 2013, 21:40)
QUOTE (xmen @ Tuesday, Jan 29 2013, 16:17)
You must have Kams Script installed

Allright, it works now thanks cookie.gif
But what i'm trying to do is to make of my max scene a hud map for GTA IV. Do i need to import something into my scene? Or just export?

its not for gta 4 but may work and yes you will need to import entire map.

Well Terreur, converter from Gostown has said to me that i can use this tools.. But as i look into your tutorial i need to import ipl or dff for that.
GTA IV just haves the texture dictionaries in 2 img's for the hud map and menu map, unless i maybe need to use your X Radar Editor first to create this ipl or dff?

Its a tutorial of SA, I have no idea about IV.

stilldre
  • stilldre

    StillDre Productions

  • Members
  • Joined: 05 Jul 2011

#46

Posted 29 January 2013 - 04:21 PM

QUOTE (xmen @ Tuesday, Jan 29 2013, 17:19)
QUOTE (stilldre @ Tuesday, Jan 29 2013, 21:47)
QUOTE (xmen @ Tuesday, Jan 29 2013, 17:12)
QUOTE (stilldre @ Tuesday, Jan 29 2013, 21:40)
QUOTE (xmen @ Tuesday, Jan 29 2013, 16:17)
You must have Kams Script installed

Allright, it works now thanks cookie.gif
But what i'm trying to do is to make of my max scene a hud map for GTA IV. Do i need to import something into my scene? Or just export?

its not for gta 4 but may work and yes you will need to import entire map.

Well Terreur, converter from Gostown has said to me that i can use this tools.. But as i look into your tutorial i need to import ipl or dff for that.
GTA IV just haves the texture dictionaries in 2 img's for the hud map and menu map, unless i maybe need to use your X Radar Editor first to create this ipl or dff?

Its a tutorial of SA, I have no idea about IV.

Hehe, ye i know but maybe you could send me on right way. If you can't tell i'll just wait when he'll be back online blush.gif

TutorIndia
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#47

Posted 03 April 2013 - 12:34 PM

Great Trick devil.gif




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