Creating Custom IFP's
Posted 22 February 2011 - 05:24 PM
I try to make a new file without changing anything except deleting the top line and i still get this error.
What is wrong? What should I do ?
Posted 02 March 2011 - 08:36 AM
i need help
when i try to convert any .txt to .ifp
| Exception EConvertError in module T2B.exe at 00006236. |
| 'c' is not a valid integer value |
i tried with differ .txt file but same error
what to do now
help me !
Posted 02 March 2011 - 03:27 PM
Posted 07 April 2011 - 08:11 PM
Posted 08 April 2011 - 12:14 AM
Posted 08 April 2011 - 05:42 PM
Posted 16 June 2011 - 10:09 AM Edited by ceedj, 17 June 2011 - 10:06 AM.
| If you want more anims than there are in the IFP, select the whole text from one anim. From the Header (The Start part) down until you reach the next animation Start (Dont include it). Copy it and paste it at the bottom until you counted the number of anism you want.|
Remember to update the "Total Animations Number" in the IFP Header at the top of the TXT.
I could just make one animation per ifp, but that seems kind of silly...
EDIT: Also, for me (Win 7) the batch file never works, just open cmd as administrator and type (without quotes) "T2B.exe file.txt file.ifp" I tend to put my files and the T2B files into an easy folder on a secondary drive (example G:/stuff) and do it from that (G:, then cd stuff).
EDIT 2: Solved my problem, needed to add more keyframes so Max could interpolate a 360 rotation from 90.0 to -270.0. Sorry to make a mess in your thread.
- SpockerLoquendero likes this
Posted 01 July 2011 - 03:38 PM
i followed exactly the same as your tutorial
even the ifp name, animation name and everything
but when I load it in max, it says "Header Data Not Correct!"
This is the header
//This is Header Section
And I'm using 3ds Max 2011, and Kam's script dated 21 Dec 05
Oh. And also i save the text file using ANSI encoding (tried using other, but can't convert it to .ifp)
Posted 07 September 2011 - 03:41 AM
it shows this message when i remove any animation from txt,
i need help....
Posted 08 September 2011 - 01:58 PM
Posted 21 October 2011 - 10:48 PM
whenever I try to use dump ifp, it just gives me out this error: -- Unknown property: "count" in undefined
talking about vice city, not san andreas. Yes, I chose the export as 'GTA 3 / VC'
also I'm a real noob in 3dsmax, could someone explain how do i 'copy' and 'paste' animations?
like i open up lalala.ifp, there's animation player_Dildo3. I can get the animation to render on the model, but how do I 'copy' it, then open up hehehe.ifp, and replace animation 'player_boobs' with it?
another problem I have, the model lies on his back and while applying animation, it is edited by adding animation of him going from laying position to standing position, thus if i replace anim it's f*cked.
sorry for my retarded questions..
Posted 12 March 2012 - 04:40 PM
Posted 12 March 2012 - 04:43 PM
|QUOTE (goin-god @ Monday, Mar 2 2009, 04:59)|
Why create a new IFP?
Well, if you dont do it ,you will need to replace existing animations. And that sometimes is annoying for Modders, specially when creating Total Conversions. So with this tutorial you will learn how to Create your own IFP or Add new Animation slots in an existent IFP.
Wait a minute! I can add new anims to SA original IFP's?
Sure!, if you know how to create an IFP, you will know how to add new anims to an existent IFP file.
In order to do this you will need a copy of 3D Studio MAX, in this tutorial i will use version 9. And in order to import/export Skeleton Data and Aniamtions you will need the KAM Max Scripts. To convert a Dumped IFP back to IFP you will need the TSB from GMAX scripts by KAM.
You can get a useless free 30-Trial version of 3D Studio Max from here:
And you may download the KAM scripts from here:
You will need this tools too, from KAM's GMAX scripts:
Note: If this is your first attempt with 3D Studio Max, i recommend you to read some tutorials in the Net to cover the basics of the program. Or read the Help and mini tutos that came with the program Itself.
2. Loading an IFP
To make your own IFP, you need another one as a Base. So, open up 3D Studio Max. Once done run the IFP IO Kam script and load a DFF model.
Select the whole model + bones and hit the "M" button in the IFP dialog box.
Now click on Load IFP and open any IFP from gta3.img
We wont work with the "ped.ifp" as it is very big, and it will take much time in the Dumping part.
Ok, so you loaded an IFP file. I loaded the Colt 45 animations.
Anim. File: The IFP file name.
Total Animation: Total Number of Anims inside the IFP.
Internal Name: The name the game uses to call the IFP.
And in the list you see each anim by name. You can double clcik one and it will apply the anim on your Model. You can see it by messing aournd with the Time Line buttons.
Now you see how the anims are shown in the IFP.
3. Dumping the IFP
Now we have to "decompile" the IFP, to do so we can close the IFP IO dialog box. And we run the IFP Dump script from the Kam's Animation Panel.
Now the Dump IFP dialog box is open, click on "Dump GTA IFP" and select the IFP we saw before. In my case the colt45.ifp.
While the Dump prossess is active you will see alot of numbers and letters flash in the bottom left of the screen, when the flashing is over and the text is static again the Dump i over.
So now press "F11" and you will see the MAX SCRIPT Listener. Select all the text there and copy it.
Open up the Notepad and paste everything there. Now save that as you want, in my case colt45.txt
4. Editing the TXT
Now, lets see what we have done. We converted an IFP file to a TXT. So it can be read by a human beeing.
Lets try to understand it.
First off, delete the Path Line.
In my case this one:
Now let me explain some values:
The Header section is this part:
ANP3: Animation Package 3, Version identifier. However there is no pack with ANP2.
COLT45: This is the Name the Game uses to call this IFP file. (As seen in the IFP IO as "Internal Name")
7: Total Number of Animations (As seen in the IFP IO as "Total Animmation")
You must change the name of the IFP, there cant be more than 1 with the same name. So you may call it with the name that reprsent what kind of anims you will add in there. So, in my example i will use "PARKOUR".
If you know how many anims you will add, then change the "7" with number of anims you need inside this IFP. In my case 5.
So this is it:
Now lets move down, to the start of the first anim:
Thats the header of the first animation, below that you see each bone coordinates (Nothing important now).
2guns_crouchfire: Thats the name of the animation, you have to change it in the "Start here" text and below "c 24" too, must be the same name.
So, if you know what anim will go there, then just put the name of the anim. In my case it will be "BckHndSpingBTuck"
So this is the result:
Each new anim beggings with the "Animation [Anim Name] Start Here", so its easy to see each of them. This IFP has 7 anims, and I only need 5. So i will go to the bottom of the text file and delete 2 anims.
Once done you will have 5 anims declared and 5 anims writed, so everything is ok. Remember to rename the other anims, in my case the other 4 anims are:
Note: Remember to delete all the Bones keys when deleting the unused anims!
If you want more anims than there are in the IFP, select the whole text from one anim. From the Header (The Start part) down until you reach the next animation Start (Dont include it). Copy it and paste it at the bottom until you counted the number of anism you want.
Remember to update the "Total Animations Number" in the IFP Header at the top of the TXT.
If everything is OK, you can save the changes and prepare for next step.
Now its time to compile the TXT, convert it to IFP again.
You will need the TSB file.
Inside you will see an exe called "T2B.EXE", its a command prompt aplication. If you are not familiar with this kind of aplication dont worry i made a Batch file to exeucte it, you will only need to change the name of the TXT to "package.txt".
Here its the batch file:
Open a Notepad paste that code and save as "Compiler.bat".
Put the compiler, the T2B.EXE and your package.txt in the same folder. Run compiler.bat and it will compile the txt.
Now you created your own IFP file!, but wait! It still has the anims from the Colt 45 IFP.
Its time to go to the last Step to finish everything!
Ok, now open up your new IFP file with IFP IO in 3D MAX. I changed the name of the IFP to Parkour.ifp
Awesome! The Internal Name of the ifp is Parkour and the anims are listed with the new names!
But the anims are still Colt 45 ones.
So now you have to make your anims and replace them in their correct place.
What i mean is that I will make a Front Hand Spring anim, when its done i will replace the "FrntHndSrping" slot with it!
Do the same with the rest of the anims and the IFP will be ready!
Congratulations, you created you first IFP with custome anims inside!
Download the IFP i created during this tutorial:
IFP FileType Description
Custom Player Animations
Wesser, with out him this tuto wouldnt Exist.
Kam, Great Scripts.
Mirror Link Please -Mediafire- -4shared- Or anything that i can download [SIZE=14][COLOR=yellow]
Posted 12 March 2012 - 07:46 PM
Posted 7 hours ago
i truly don't understand the compiling step, could you please explain me easily that how i use TSB to convert .txt to .ifp
so can you plz make a video tutorial for that so i can be understand it, because it write that i have to covert .txt to .ifp but how you do that this is hart to understand for me
Posted 2 hours ago
i create one ifp, but why there is a glitch while i use my custom ifp, well i want to create bicycle kick mod of liu kang from mortal kombat, there is a glitch when i edit a file name FightB_1 and decompile it then compile it whole file, but when i run in game, that is shrink then back to normal, that is annoying and creepy, i want to remove this glitch, but how i can remove it, please tell me, or if you don't understand what is my problem so i can make a video to explain it and you will understand it well
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