Quantcast

Jump to content

» «
Photo

[IV][Rel]GTA-IV Scripts Centre

121 replies to this topic
quechus13
  • quechus13

    Boss

  • Members
  • Joined: 19 Dec 2008

#31

Posted 12 April 2009 - 09:14 PM

When are you making a WDR one? inlove.gif

Gforce
  • Gforce

    "Segregate and Rearrange" "The Hills"

  • Feroci Racing
  • Joined: 17 Sep 2003
  • United-Kingdom

#32

Posted 12 April 2009 - 09:37 PM

WDR-IO is already in the making but i'm having a few teething problems with the mesh coords exporting correctly.

all i get ingame atm is something that looks like a mesh explosion and thats just with a single cube, i haven't even tried getting the collada style multi-object export working yet confused.gif

PS: for anyone who just downloaded Script Centre V2, download again for V2b, i included the wrong WPL-IO (has bugs) in V2 wink.gif

MadManForever
  • MadManForever

    MadnessRussia

  • BUSTED!
  • Joined: 05 Mar 2009

#33

Posted 13 April 2009 - 01:59 AM

monocle.gif Ok... ... cookie.gif Shifty41s_beerhatsmilie2.gif

KnightProwl
  • KnightProwl

    Trick

  • BUSTED!
  • Joined: 19 Apr 2007

#34

Posted 13 April 2009 - 02:41 AM

OMG this is great!, so how is the .wdr comming, and what about vehicles .wft, i just think that your probably the only one that will ever do this man, so plz try and make a .wdr and .wft IO, sooner or later, atleast i hope you can do it, anyways, thanks in advance, ttyl, peace, and good luck man smile.gif

KP

jjcoolj91
  • jjcoolj91

    "Snipin's a good job mate...Challenging Work."

  • Members
  • Joined: 13 Nov 2007

#35

Posted 13 April 2009 - 08:14 PM Edited by jjcoolj91, 13 April 2009 - 08:16 PM.

QUOTE (Gforce @ Apr 12 2009, 14:37)
WDR-IO is already in the making but i'm having a few teething problems with the mesh coords exporting correctly.

all i get ingame atm is something that looks like a mesh explosion and thats just with a single cube, i haven't even tried getting the collada style multi-object export working yet  confused.gif

PS: for anyone who just downloaded Script Centre V2, download again for V2b, i included the wrong WPL-IO (has bugs) in V2  wink.gif

i hope you good luck man for getting that fully ready

edit: will there be WDD IO as well ?

Gforce
  • Gforce

    "Segregate and Rearrange" "The Hills"

  • Feroci Racing
  • Joined: 17 Sep 2003
  • United-Kingdom

#36

Posted 03 May 2009 - 01:52 AM

just a quick update post.

i've completely re-written the particle section of 2dfx-io, i will eventually be incorporating it as part of the IDE-IO

here's a couple of screens.

user posted image

user posted image

and for anyone wanting to see it ingame, add the following lines of code to the '2dfx' section of the nj_liberty.ide.

fire on the Coffee cup
CODE
stat_hilberty01, 5.14099, 4.35071, 19.7466, 1, -0, -0, -0, -1, AMB_FIRE_GENERIC, 0, 0, 25, 100, 4, 255, 255, 255

fire on her head spikes
CODE
stat_hilberty01, 1.24731, 3.89426, 13.8602, 1, -0, -0, -0, -1, AMB_FIRE_GENERIC, 0, 0, 6, 100, 4, 255, 255, 255
stat_hilberty01, -1.46583, 3.36369, 13.2872, 1, 0.0, 0.0, 0.0, 1.0, AMB_FIRE_GENERIC, 0, 0, 6, 100, 4, 255, 255, 255
stat_hilberty01, 3.9477, 3.36369, 13.2872, 1, 0.0, 0.0, 0.0, 1.0, AMB_FIRE_GENERIC, 0, 0, 6, 100, 4, 255, 255, 255
stat_hilberty01, 5.41612, 2.18323, 12.1358, 1, 0.0, 0.0, 0.0, 1.0, AMB_FIRE_GENERIC, 0, 0, 6, 100, 4, 255, 255, 255
stat_hilberty01, -2.93356, 2.18323, 12.1333, 1, 0.0, 0.0, 0.0, 1.0, AMB_FIRE_GENERIC, 0, 0, 6, 100, 4, 255, 255, 255
stat_hilberty01, -3.59964, 0.5811, 10.4628, 1, 0.0, 0.0, 0.0, 1.0, AMB_FIRE_GENERIC, 0, 0, 6, 100, 4, 255, 255, 255
stat_hilberty01, -3.59964, 0.5811, 10.4628, 1, 0.0, 0.0, 0.0, 1.0, AMB_FIRE_GENERIC, 0, 0, 6, 100, 4, 255, 255, 255


works with all versions of GTA IV

as for a wdd-io, not sure yet, i still need to do more file investigations.

MaDDoX
  • MaDDoX

    Player Hater

  • Members
  • Joined: 07 May 2009

#37

Posted 07 May 2009 - 03:54 PM

Hi,

i have short question...when GTA-IV WDR-IO will be supported?


MaDDoX


Fabio206
  • Fabio206

    GTA-Expert.it Webmaster

  • Members
  • Joined: 20 Oct 2006

#38

Posted 12 May 2009 - 12:20 PM

Great work Gforce icon14.gif

Istructions for beginners smile.gif


Copy GTAIV_Script_Centre.mse (in "startup" folder in the archive) in:

..\%Your 3DS\Scripts\Startup

(i.g.: ..\Autodesk\3ds Max 2009\Scripts\Startup)


Copiate la cartella "Gforce_IV_Scripts" in:

..\%Your 3DS\Scripts\

(i.g.: ..\Autodesk\3ds Max 2009\Scripts\)


Run 3DSM, then click on "MaxScript", then "Run Script.." and load "GTAIV_Script_Centre.mse", located in ..\Scripts\Startup


smile.gif

REspawn
  • REspawn

    REgent

  • Members
  • Joined: 06 Jul 2002

#39

Posted 12 May 2009 - 06:24 PM

Some excellent work Gforce

Gforce
  • Gforce

    "Segregate and Rearrange" "The Hills"

  • Feroci Racing
  • Joined: 17 Sep 2003
  • United-Kingdom

#40

Posted 12 May 2009 - 07:42 PM Edited by Gforce, 12 May 2009 - 08:07 PM.

thank you for the kind words guy's biggrin.gif

@Fabio206: thanks for posting some install instructions, i keep forgetting that some people don't know how to install these wink.gif

@MaDDoX: a wdr-io is still quite a way off atm, i have a working mesh export script for collecting and exporting the mesh data (vert points, uvw mapping, normal mapping etc) and i have some working max mesh to dotnet array code, i just need to bolt it all together then try to work out where to go next but i'm too busy irl to get into learning .net atm confused.gif

i finally finished ironing out a few bugs in the zon-io script and i have an updated occlu-io with a minor bugfix ready to go.

anyway, here are some pics of the revamped wpl-io that i will be releasing soon.

user posted imageuser posted imageuser posted imageuser posted image

and here's another pic from circa my last post that i've whored a bit on irc wink.gif
user posted image

Thunderfuckrapist
  • Thunderfuckrapist

    Turdler Durpden

  • $outh $ide Hoodz
  • Joined: 21 Jun 2005
  • None
  • Best Vehicle 2012 [HD GTA Cars]

#41

Posted 13 May 2009 - 07:35 AM

This is looking great dude, I hope it ends up as the definitive max tool set for IV. Keep it up!

Dhatz
  • Dhatz

    editor of GTA.CZ/GTA4

  • Members
  • Joined: 02 Feb 2007

#42

Posted 16 May 2009 - 02:43 PM

So, no editation of model files yet?

xrk
  • xrk

    ..

  • Members
  • Joined: 04 Feb 2004

#43

Posted 16 May 2009 - 05:12 PM

Nice work G-force. Looking forward to using this once we have a working Max script for models.










Gforce
  • Gforce

    "Segregate and Rearrange" "The Hills"

  • Feroci Racing
  • Joined: 17 Sep 2003
  • United-Kingdom

#44

Posted 02 June 2009 - 01:15 AM

update post

new Ide-io screens

user posted imageuser posted imageuser posted image

fully functioning, just got to finish off the 2dfx section for Lights wink.gif

BR_Stipp
  • BR_Stipp

    Player Hater

  • Members
  • Joined: 31 Oct 2008

#45

Posted 12 June 2009 - 08:27 AM

Nice scripts, thx for sharing inlove.gif

FunGt
  • FunGt

    GTA-Modding.com

  • Members
  • Joined: 10 Jun 2005
  • Italy

#46

Posted 12 June 2009 - 08:50 AM

What 3dsm version do you have Gforce? It seems doesn't work on 3dsm7.

Fabio206
  • Fabio206

    GTA-Expert.it Webmaster

  • Members
  • Joined: 20 Oct 2006

#47

Posted 12 June 2009 - 09:18 AM

QUOTE (FunGt @ Jun 12 2009, 09:50)
What 3dsm version do you have Gforce? It seems doesn't work on 3dsm7.

It works for me.. (first page)
Last update: I didn't test it

Intendi l'ultimo aggiornamento o gli altri? perch a me gli altri li caricava dontgetit.gif

_Rob_
  • _Rob_

    Game Dev, Graphics Artist

  • Members
  • Joined: 24 Sep 2006
  • None

#48

Posted 12 June 2009 - 09:19 AM Edited by bammargera, 12 June 2009 - 09:37 AM.

Nice work i can't wait to see map mods for GTAIV nervous.gif (cough, and a vice city conversion cough)

Gforce
  • Gforce

    "Segregate and Rearrange" "The Hills"

  • Feroci Racing
  • Joined: 17 Sep 2003
  • United-Kingdom

#49

Posted 13 June 2009 - 02:01 AM Edited by Gforce, 13 June 2009 - 02:06 AM.

QUOTE (FunGt @ Jun 12 2009, 08:50)
What 3dsm version do you have Gforce? It seems doesn't work on 3dsm7.

i'm using 3DS Max 9 with service pack 2 and hotfix 4, i can confirm that the scripts do not work on a stock install of Max9, you must have the SP2 installed.

i can only assume that there are coding methods available within Max 9 that are not present in Max 7.

as for a VC conversion, i hope you don't mean putting the IV map onto the VC engine, because i will not be supporting (for the public) the importing of IV map files at this time, because i'm fed up with seeing all those map conversion topics wink.gif

thanks once again for the kind words of support smile.gif

edit: PS, the majority of the released scripts have already had major updates and new versions of wpl-io, ide-io, occlu-io and a new zon-io will be released very soon.

Gforce
  • Gforce

    "Segregate and Rearrange" "The Hills"

  • Feroci Racing
  • Joined: 17 Sep 2003
  • United-Kingdom

#50

Posted 17 June 2009 - 06:49 PM Edited by Gforce, 17 June 2009 - 07:45 PM.

for anybody that wants to beta test GTAIV IDE-IO, there is a link to a test script in the first post of this topic.

Edit: also added a beta test of GTAIV ZON-IO to the first post.

vulkan
  • vulkan

    Power Of Nature

  • Members
  • Joined: 31 Dec 2007

#51

Posted 18 July 2009 - 09:54 PM

Give me please a non-coded version of scripts. Coded versions not work. Reported error.

Gforce
  • Gforce

    "Segregate and Rearrange" "The Hills"

  • Feroci Racing
  • Joined: 17 Sep 2003
  • United-Kingdom

#52

Posted 20 July 2009 - 01:25 PM

QUOTE (vulkan @ Jul 18 2009, 21:54)
Give me please a non-coded version of scripts. Coded versions not work. Reported error.

you need to be running 3DS Max9 sp2 +hotfix4 and above to run these scripts.

they do not work on any Version of Max below that spec.

please explain what it was you were trying to do when you got the error.

Gforce
  • Gforce

    "Segregate and Rearrange" "The Hills"

  • Feroci Racing
  • Joined: 17 Sep 2003
  • United-Kingdom

#53

Posted 02 August 2009 - 06:38 PM

for anyone testing the last version of IDE-IO, i made an error with the bounds section.

i have since updated things, here's a screen of the next version.

user posted image

kickflipkid687
  • kickflipkid687

    Contract 3D Artist

  • Members
  • Joined: 15 Jun 2002

#54

Posted 03 August 2009 - 03:17 PM

So this doesn't export vehicles yet? sad.gif

Gforce
  • Gforce

    "Segregate and Rearrange" "The Hills"

  • Feroci Racing
  • Joined: 17 Sep 2003
  • United-Kingdom

#55

Posted 04 August 2009 - 07:52 AM

QUOTE (kickflipkid687 @ Aug 3 2009, 15:17)
So this doesn't export vehicles yet? sad.gif

i have no plans to incorporate Vehicle support.

anyway, i have updated WPL-IO with some new features which include the following:

import and export of wpl's in binary format (although i still have a little problem with incorrect import file reading)

modelname hash generating via an external dll

hashes.ini file creation/updating on wpl export, this updates the hashes.ini with any new/custom models created,

i could possibly incorporate the ability to select a different hashes.ini file that's used for any of the other wpl apps but it would mean every wpl app using a standardised hashes.ini format, this way they could read and display custom model names correctly.

here's a pic of the test script in action and all 3 available other wpl apps reading the exported wpl file.

user posted image

massive thanks go to oinkoink for all his help with the hash generating info and dll. cookie.gif
thanks also go to Dageron for his help with me understanding the wpl section headers. smile.gif
also thanks go to Tanjes for pointing out my mistakes with the bounds sphere section in IDE-IO wink.gif

supermortalhuman
  • supermortalhuman

    522A4EA9

  • BUSTED!
  • Joined: 09 Jun 2009

#56

Posted 09 September 2009 - 01:36 AM

looking forward to this to at least see how it goes, and a progress report, bump for the nuggets and the glory - how is the script set coming along?

Gforce
  • Gforce

    "Segregate and Rearrange" "The Hills"

  • Feroci Racing
  • Joined: 17 Sep 2003
  • United-Kingdom

#57

Posted 09 September 2009 - 01:43 AM

the set is pretty static in it's completion atm due to the work i'm doing on wdr-io wink.gif

screenie that won't mean much to many, but some will see it as progress, still a lot left to do.

user posted image

_CP_
  • _CP_

    Group: Vice City Stories team

  • Feroci Racing
  • Joined: 27 Dec 2007
  • Poland
  • Best Map 2013 "ViceCityStories PC Edition"

#58

Posted 09 September 2009 - 07:35 AM

Nice, you can export WDR at this moment from 3DS?

Gforce
  • Gforce

    "Segregate and Rearrange" "The Hills"

  • Feroci Racing
  • Joined: 17 Sep 2003
  • United-Kingdom

#59

Posted 09 September 2009 - 10:36 PM

QUOTE (City_Poke912 @ Sep 9 2009, 07:35)
Nice, you can export WDR at this moment from 3DS?

not yet, i still have a lot more work to do with address pointers etc.

but it is coming wink.gif

JKM
  • JKM

    [BM] Projectleader

  • Members
  • Joined: 16 Jul 2005

#60

Posted 09 September 2009 - 11:11 PM

Nice progress... I am following your progress from the beginning... just to say icon14.gif

Another question. I realized on www.zmodeler2.com that there are some light infos in wdr files... will it be able to create lights inside wdr with your script too?




1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users