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[IV][Rel]GTA-IV Scripts Centre

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oinkoink
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#61

Posted 11 September 2009 - 12:40 AM

Whoops...
...how could I miss your progress. I'm such a blind punk sometimes.
Great Job, Dude! *HappyHappyJoyJoy*

Greetz! smile.gif

Gforce
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#62

Posted 11 September 2009 - 09:27 PM Edited by Gforce, 11 September 2009 - 09:44 PM.

i wasn't actually aware of the 2dfx lights being in some of the wdr's, then again i'm at the mercy of a handful of decompressed wdr's from Prince-Link.

i intend to use some of the SparkIV source code within a dll for the decompressing and compressing of wdr's but i've been struggling to work out which parts i can use, then i need to work out the dotnet calls from max in order to implement them.

what i really need is a little app that can decompress files for me, unfortunately i'm not a coder atm.

it will happen in time when i've got my head around it all.

learning new stuff is hard work confused.gif

Edit; thanks for the words of encouragement from everyone and help from oinkoink with the dll stuff smile.gif

and plans for the future using SparkIV source code ...........

user posted image

miclin
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#63

Posted 11 September 2009 - 11:41 PM

did you already started with .wdd , .wft , .wdr format in your script centre?

JKM
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#64

Posted 12 September 2009 - 12:15 AM

omg really nice... this will be a big step forward..... never seen any scripts like this for GTA in general.... 3ds max will be a round up program i think and good luck smile.gif
here for you cookie.gif cookie.gif cookie.gif

Shadow-Link
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#65

Posted 12 September 2009 - 12:32 AM

QUOTE (miclin @ Sep 12 2009, 01:41)
did you already started with .wdd , .wft , .wdr format in your script centre?

Think he'll add wdd support along side wdr. wdd files basically are a couple of wdr files in one.

simkas
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#66

Posted 12 September 2009 - 08:54 AM

QUOTE (Prince-Link @ Sep 12 2009, 00:32)
QUOTE (miclin @ Sep 12 2009, 01:41)
did you already started with .wdd , .wft , .wdr format in your script centre?

Think he'll add wdd support along side wdr. wdd files basically are a couple of wdr files in one.

Could someone make a tool that would separate the wdr's from a wdd into several files while at it?

Gforce
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#67

Posted 18 September 2009 - 07:39 PM

QUOTE (simkas @ Sep 12 2009, 08:54)
QUOTE (Prince-Link @ Sep 12 2009, 00:32)
QUOTE (miclin @ Sep 12 2009, 01:41)
did you already started with .wdd , .wft , .wdr format in your script centre?

Think he'll add wdd support along side wdr. wdd files basically are a couple of wdr files in one.

Could someone make a tool that would separate the wdr's from a wdd into several files while at it?

that will work from wdr-io if i decide to implement importing of IV files.

as for wft script .................... i have no plans for making one atm.

Gforce
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#68

Posted 28 September 2009 - 07:21 PM

user posted image

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#69

Posted 28 September 2009 - 07:45 PM

Animated texture? That's great! Please release it! I give bribe: cookie.gif cookie.gif cookie.gif cookie.gif cookie.gif cookie.gif xD

jjcoolj91
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#70

Posted 28 September 2009 - 10:59 PM

This Looks Great G-Force, i am just wondering what will be done with the Peds/Players for Rigging next, after this is released.

oinkoink
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#71

Posted 30 September 2009 - 08:41 PM

Yeahhhh Boyyy! *flavorflavstyle*
Looks awesome and makes me dance for a while. (I'm actually not a dancer) wink.gif

Greetz and all the best! smile.gif

SLAYERMAGGOT
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#72

Posted 04 October 2009 - 06:09 PM

I personally can't wait for the WDR Script biggrin.gif
Hope you gonna release it soon icon14.gif

Gforce
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#73

Posted 05 October 2009 - 09:45 PM Edited by Gforce, 06 October 2009 - 01:51 AM.

thanks for the words of encouragement guys, i won't be releasing this any time soon, the more i go into the wdr files the more i'm finding and the more changes i end up making to the script.

here's a couple of screens of the latest changes to the main WDR-IV interface.

user posted imageuser posted image

PS; i still haven't managed to get time to work out file compression yet moto_whistle.gif

jjcoolj91
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#74

Posted 06 October 2009 - 12:17 AM

No problem, Im glad you have improved it alot though

Really looks even more advanced now tounge.gif

SLAYERMAGGOT
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#75

Posted 09 October 2009 - 01:24 PM

Wow, very great work.
Are there any news on the wdr script? When will you release it? smile.gif

SLAYERMAGGOT
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#76

Posted 14 October 2009 - 05:02 PM

Hi gforce, any news?
sorry for double post...

quechus13
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#77

Posted 14 October 2009 - 07:16 PM

any news this is awesome!

Gforce
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#78

Posted 14 October 2009 - 07:24 PM

i haven't had much time to do any work on the wdr script since my last post, been busy with real life and i've been working on something else.

besides, there's no real rush or need for a wdr maxscript until we have a way of exporting wbd/wbn files wink.gif

Gforce
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#79

Posted 17 October 2009 - 10:13 PM Edited by Gforce, 17 October 2009 - 10:15 PM.

updated version of IDE-IV released, see first post in this topic.

Edit:
feel free to post any feature requests that you may want added to any of these scripts wink.gif

Gforce
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#80

Posted 20 October 2009 - 04:47 AM

i decided to go back to finishing off the WPL-IV script, i have finally found a solution to a problem i was having exporting multiple Hash ID's.

as you will see from the screenshot below i have decided to go with the hashes.ini format used by 'Dageron' with his "GTA IV Placement Tool", this format allows for custom model names exported from WPL-IV to be recognised by his tool, by simply copying and pasting from the hashes.ini created by WPL-IV into his hashes.ini or you can simply directly replace his with the one that WPL-IV creates, the hashes.ini created by WPL-IV will be constantly updated as and when you export a new custom model/name.

user posted image

here is a screenshot of a custom model name being used by "GTA IV Placement Tool"

user posted image

if other WPL tool makers use a similar format for reading the hashes, we could have a uniform format for displaying all model names correctly in all tools. wink.gif

Shadow-Link
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#81

Posted 20 October 2009 - 02:01 PM

Great idea, I use the same ini wink.gif for Shadow Mapper.

Puma06111991
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#82

Posted 01 November 2009 - 12:02 PM

One question: Why don't you release a beta version? There is hell a lot of people waiting for this and you don't even release a beta. I guess the simple exporting stuff works, so why not release it? Extra scripts can be added in later versions, the most important thing is that people that work with 3dsMax can do stuff too now.

gr8man
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#83

Posted 01 November 2009 - 12:50 PM

It's a good idea to release a beta version,because everyone is "hungry" for this script.

Gforce
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#84

Posted 04 November 2009 - 09:09 PM

i haven't had much time to do any work on the wdr script since my last post, been too busy with real life, yes i do have one !!

besides, i've only just updated my PC to a point where i can now actually play IV on PC.

as for the sarcastic PM mentioning the [Rel] in the topic title, i made this topic and released 'other' IV scripts long before i made the decision to even make a wdr script !!

PCM_Bxbugs123
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#85

Posted 06 November 2009 - 07:24 AM

dude you got to make a wft (gta 4 car models) script for 3ds max so many ppl are waiting for one

Cyberdyne Systems
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#86

Posted 09 November 2009 - 08:06 AM

This is brilliant work Gforce, please keep it up. A wft importer/exporter would be cool too..

nkjellman
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#87

Posted 09 November 2009 - 10:20 PM

Will the bounds tool be able to hack map bounds. For example if you go outside the map you start loosing helth and also how high the helis can go.

gr8man
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#88

Posted 09 November 2009 - 10:20 PM

I think an .wdd importer/exporter is more needed because there is an .wft importer/exporter.

supermortalhuman
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#89

Posted 17 November 2009 - 12:42 AM Edited by supermortalhuman, 17 November 2009 - 12:45 AM.

I'd really like to see some people all pull together and make some world model and collision exporters, I'll be a happy bitch then.

Then all of these files would become more useful and Prince-Link's mapper would probably get a big boost for motivation...

Chezy
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#90

Posted 04 December 2009 - 11:58 PM

This is some great work, thanks! smile.gif

But a wft-car-script would be totally awesome. I mean, I've been modding SA for many years now with 3ds max and I'm sick of seeing such great cars being released for IV while I fight with zMod, cause I totally can't get used to it xD I know, a car script would be lots of work, also because of the material stuff, but believe me, I would totally appreciate it, and I think lots of other persons out there, too biggrin.gif




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