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[IV][Rel]GTA-IV Scripts Centre

121 replies to this topic
.Andrey.
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#91

Posted 05 December 2009 - 12:36 AM

Does not works for me sad.gif

unopieceo
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#92

Posted 04 January 2010 - 04:55 AM

Hey man whats going on, are you still working on this?

Gforce
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#93

Posted 10 January 2010 - 01:55 AM

my apologies for ignoring this topic for so long ...........

yes i'm still working on them, i just haven't had a great deal of time to do anything lately, i took a few weeks off from maxscript at the end of 2009 to give my brain a break.

i will be continuing with these in the next couple of weeks as i have some time off from real life commitments.

hopefully i will be releasing a newer wpl and ide script soon, with continuing work on the wdr exporter to support multiple geometry sections and maybe some updated work on the wbd/wbn script.

thanks for the previous kind words of support guys :-)

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#94

Posted 16 January 2010 - 12:26 PM

sweet, good to know its still coming along.

oinkoink
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#95

Posted 17 January 2010 - 12:03 AM

Agree...totally...Keep it up, G-Force! icon14.gif

@OnePeace: Thanx for your sig...now I know which movie I will watch tonight...'Taxi Driver' Rules!

mortalhuman
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#96

Posted 17 January 2010 - 06:18 AM

I am betting all the marbles on you and shadow-link, man. Your script centre and to see Shadow Mapper mature will be the much needed push for GTA modding into the next generation. I'm glad you're still working icon14.gif

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#97

Posted 17 January 2010 - 09:14 PM

Great work but havent worked for me sad.gif

Monkeygun
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#98

Posted 21 January 2010 - 09:15 PM

Will this make it possible to rig wdr models (player img) ?

_Rob_
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#99

Posted 21 January 2010 - 09:36 PM

QUOTE (Monkeygun @ Jan 21 2010, 21:15)
Will this make it possible to rig wdr models (player img) ?

We'd need to figure out how to rig them first, i do however know the characters in IV were rigged in Maya so it may cause complications, anyways the scripts look great keep it up Gforce, can't wait to see some maps etc out for IV

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#100

Posted 10 March 2010 - 08:39 PM

Any news with WDR/WFT scripts?

GTARandom
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#101

Posted 14 March 2010 - 09:17 PM

Zmodeller has it all now.

unopieceo
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#102

Posted 17 March 2010 - 04:49 AM

zmodeler is ass though

Shadow-Link
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#103

Posted 17 March 2010 - 07:55 AM

QUOTE (GTARandom @ Mar 14 2010, 23:17)
Zmodeller has it all now.

Seems like you are incorrect. According to oleg himself tounge.gif

GTARandom
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#104

Posted 17 March 2010 - 09:40 AM

QUOTE (Prince-Link @ Mar 17 2010, 07:55)
QUOTE (GTARandom @ Mar 14 2010, 23:17)
Zmodeller has it all now.

Seems like you are incorrect. According to oleg himself tounge.gif

Yea i heard about it , scripts are in there , can be viewed but dont work.

Gforce
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#105

Posted 17 March 2010 - 09:38 PM

not sure where to start, but here goes ............

i do intend to finish off these scripts, however, i have recently moved home and before that real life work has been a bit full on, i've had no time so far this year to do anything more on them, i'm hoping to get back working on them some time in April but that is merely a personal target to try and start again.

also sort of been waiting for EFLC-PC to arrive, just in case R* have made some file format changes.

i suspect that a lot of people will prefer to be modding on either BOGT or TLaD anyway given that they both have extra features within the game, personally i'll be targeting TLaD ;-)

i also figured there wasn't really much point in rushing out a wdr script when there is not much info around on the wbd/wbn file formats, no point having map models without collisions wink.gif

and just to clear one final thing up, i have, and never have had any intention of making a wft export script, Oleg has that nicely worked out and to me Zmodeler has always been best for car modelling and "export" anyway, "maybe" in the future when i have more time on my hands.

simkas
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#106

Posted 19 March 2010 - 11:44 AM

QUOTE (Gforce @ Mar 17 2010, 21:38)
and just to clear one final thing up, i have, and never have had any intention of making a wft export script, Oleg has that nicely worked out and to me Zmodeler has always been best for car modelling and "export" anyway, "maybe" in the future when i have more time on my hands.

So? Zmodeler costs money, no one is gonna buy zmodeler just to export cars to GTAIV, when they already have a far superior tool, like 3ds max.

JKM
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#107

Posted 19 March 2010 - 01:59 PM

export is freeware... only import is shareware wink.gif

Puma06111991
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#108

Posted 21 March 2010 - 04:11 PM

QUOTE (Gforce @ Mar 17 2010, 21:38)
not sure where to start, but here goes ............

i do intend to finish off these scripts, however, i have recently moved home and before that real life work has been a bit full on, i've had no time so far this year to do anything more on them, i'm hoping to get back working on them some time in April but that is merely a personal target to try and start again.

also sort of been waiting for EFLC-PC to arrive, just in case R* have made some file format changes.

i suspect that a lot of people will prefer to be modding on either BOGT or TLaD anyway given that they both have extra features within the game, personally i'll be targeting TLaD ;-)

i also figured there wasn't really much point in rushing out a wdr script when there is not much info around on the wbd/wbn file formats, no point having map models without collisions wink.gif

and just to clear one final thing up, i have, and never have had any intention of making a wft export script, Oleg has that nicely worked out and to me Zmodeler has always been best for car modelling and "export" anyway, "maybe" in the future when i have more time on my hands.

Good to hear that you're still somehow working or going to work on this mod, but can why don't you release the scripts in it's current status and later on the 100% finished ones? I guess it doesn't take much time to wrap them up in a .rar with a readme etc. and release them...

unopieceo
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#109

Posted 22 March 2010 - 01:47 AM

QUOTE (JKM @ Mar 19 2010, 23:59)
export is freeware... only import is shareware wink.gif

good luck figuring out how the hell to rig anything for IV without an imported model to go on.

GTARandom
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#110

Posted 22 March 2010 - 07:41 PM

QUOTE (OnePiece @ Mar 22 2010, 01:47)
QUOTE (JKM @ Mar 19 2010, 23:59)
export is freeware... only import is shareware wink.gif

good luck figuring out how the hell to rig anything for IV without an imported model to go on.

True you cant do jack sh*t without importing first.

nfsx
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#111

Posted 10 May 2010 - 09:36 PM

please make wft importer and exporter.

If you can which i know you can. smile.gif

_CP_
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#112

Posted 13 May 2010 - 08:22 AM

Something new in this issue?

higibo
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#113

Posted 02 June 2010 - 04:34 AM

i need you scripts badly i can't import any object at gta 4 i'm getting error at 3ds max 9 why? confused.gif

unopieceo
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#114

Posted 07 August 2010 - 11:51 AM

ECHO Echo echo... Is this moving anywhere?

Gforce
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#115

Posted 07 August 2010 - 09:37 PM

you guys love bumping this from page 2 biggrin.gif

i have been quietly working away on these lately, a very simple wdr exporter is almost complete around 85%.

i have also been investigating the wbn/wbd files, no point having wdr export without having collisions imo.

more news when it happens wink.gif

miclin
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#116

Posted 08 August 2010 - 02:43 PM

Nice, to hear some news:D. Only export or import also?

Gforce
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#117

Posted 10 December 2010 - 01:03 PM

Update time

i've been a bit too busy with real life this year to work on these scripts as much as i would like to, but now that Shadow-Link has released a working wdr script i see some of you may need a working wpl export script for mapping, i have an updated working script still in progress, i have included a wpl viewer so that you can visually see your wpl before you export it to a binary file, this way you can check it for any errors before exporting.

here's a screenshot and a little workflow video of the script in action

user posted image

the script still has a couple of minor bugs i want to iron out before i release it with a full update pack that has most of the previously released scripts in updated form.

release date: when it's done wink.gif



unopieceo
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#118

Posted 10 December 2010 - 01:07 PM

Can you and shadowlink somehow join your projects to make one plugin?

GTARandom
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#119

Posted 11 December 2010 - 08:04 PM

QUOTE
Everything done since the GTA Modding community exist was done by good people... We've lost a lot of those good guy
From UZI-I


Looks like he was correct , and even 2 years in advance.. We just lost a very good guy , Shadow-Link , and i still can't believe it sad.gif

Only because community doesn't want to work togather but instead everyone makes their own crap and end up retiring sooner than normally expected.

Gforce
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#120

Posted 11 December 2010 - 11:09 PM

QUOTE (OnePiece @ Dec 10 2010, 13:07)
Can you and shadowlink somehow join your projects to make one plugin?

these scripts work perfectly alongside Shadow's work, we did discuss merging them together but we never got around to it, and now it seems he's quit making his scripts and mapper confused.gif

and GTARandom, if you're implying that i don't share any research knowledge, take a close look at the modding wiki and you'll see that i have contributed a lot regarding IV format research, including the entire pages for IV wpl's and ide and had absolutely no recognition for it with the exception of Shadow-Link, my contributions into IV file formats on that wiki took me from 0 to top ten all time contributors wow.gif

anyway, here's a screenshot of the latest ide script, i have finally started removing the coords and bounds info entries from the UI's which were originally there for my dev work to show the code was working.

user posted image





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