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[IV][REL][SCR]DFF2WDR

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Shadow-Link
  • Shadow-Link

    Li'l G Loc

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#1

Posted 15 July 2009 - 10:00 PM Edited by Prince-Link, 15 September 2009 - 08:51 PM.

user posted image


Current version: 0.1b Beta
Date: 16.07.2009
Download from my website
Download from GTAGarage


What does it do?
With this tool you can convert SA dff files to the IV engine.
It will create a wdr file from scratch. The following data will be converted:
- Vertex (Position, UV, Material)
- Faces
- All textures will be added as default gta material

Todo:
- Vertex Colors

Ignored Data:
- 2DFX (Handled by wpl)
- Night Vertex Colors

You can post Comments/Requests/Bug Reports/etc in this topic!

NOTE: This is a public beta, and as such it is crucial that you backup all files you replace with models created with dff2wdr! I won't be held responsible for any loss of files that may result due to use of dff2wdr.

Requirements
- You need to have Java installed
- Version 1.0, 1.01, 1.02, 1.03, 1.04 of GTAIV.exe

Usage
- Make sure all vertices have a texture applied.
- Click "File->Open Stock/Custom DFF".
- Select the file you want to convert/Select the directory that contains the dff files you want to convert.
- Files will be saved as <DFFNAME>.wdr.
- Import model with SparkIV/OpenIV.

Tip: Use WDR Analyze and check if there are just as many Shaders as Geometrys, if that's not the case don't import the model in IV it will crash.

Known issues
- Weapons are possible but with bugs.
- You can't convert peds/player. (Also contain bones)
- When the dff is in the same folder as dff2wdr.exe the program will stop at "Adding padding till *".

Changelog
Version 0.1b
-Added normals (To give models normals you'll need to export your dff with Kam's script and check the "Norm" button.)

Version 0.1
-Initial beta release

Credits
A very special thanks to (in no specific order):
Aru, Cool Fire, DexX, Gforce, Jost Vice, Paroxum, REspawn, supermortalhuman, Tim (and everyone I forgot)

who have been invaluable in the research of game code/file formats which made this program possible.

Legal
This program is provided "as-is" without any implied warranty or support.
Use of modified files during online play may result in being banned.
Use at your own risk!

Webmasters
Please don't reupload this to your website. Link to this forum topic or my website instead. This tool is still a WIP and there are many many more updates/fixes to come.

Tutorial
This tutorial is made by quechus13! It's shows how to import weapons into IV.

JostVice
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    realtime, not prerendered

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#2

Posted 15 July 2009 - 10:03 PM Edited by Jost_Vice, 15 July 2009 - 11:16 PM.

This will be fun, you're the boss inlove.gif

Will edit post with any problem I have!

Can't choose 'Custom DFF', and Stock f*cks the models sad.gif

Fixed!

supermortalhuman
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#3

Posted 15 July 2009 - 10:12 PM

Glad to see it made to public! I will have to put some stank on getting myself yet-another-video-card wink.gif

Will your users be testing/showing screens here, or will you start a test topic like the vehicle one in IV editing discussion?

Impressive feat here, Prince, I am happy to have been around while you created this!

crashsilumator234
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#4

Posted 15 July 2009 - 10:21 PM Edited by crashsilumator234, 15 July 2009 - 10:37 PM.

YOU MADE IT TO THE TOP PRINCE!

Uhh how do i put textures to the file?

here it is a failed attempt of converting GTA SA sawn off shotgun
user posted image
can you help me, but you have a good tool!

you may notice a rare line on the trigger too, do you see it?

quechus13
  • quechus13

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#5

Posted 15 July 2009 - 10:27 PM

Well i like it but im gonna try some more stuff LOL


PIC:
user posted image

crashsilumator234
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#6

Posted 15 July 2009 - 10:32 PM

QUOTE (quechus13 @ Jul 15 2009, 22:27)
Well i like it but im gonna try some more stuff LOL


PIC:
user posted image

lol, what is that dude?

chasez
  • chasez

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#7

Posted 15 July 2009 - 10:33 PM Edited by chasez, 15 July 2009 - 10:37 PM.

How exactly it works? I add the dff file and it stops at 95% with message ''adding padding till 12288'' and that's it nothing else, where it creates the wdr file? some of us already are making weapons but you said that we can't convert weapons and can't convert peds/player but I can't convert even a building sad.gif

crashsilumator234
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#8

Posted 15 July 2009 - 10:34 PM

QUOTE (chasez @ Jul 15 2009, 22:33)
How exactly it works? I add the dff file and it stops at 95% with message ''adding padding till 12288'' and that's it nothing else, where it creates the wdr file?

I think desktop

Shadow-Link
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#9

Posted 15 July 2009 - 10:37 PM

@crashsilumator234: As mentioned in the readme/this topic/my website/gta garage weapons are not supported yet. You'll have to add the textures to the WTD that's associated with the WDR.

@chasez: A log file should be generated, maybe you can mail/post it (only the last few lines). And send me the model you are trying to convert.

Edit: It creates the file in the same directory as the dff.

quechus13
  • quechus13

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#10

Posted 15 July 2009 - 10:39 PM

QUOTE (crashsilumator234 @ Jul 15 2009, 22:32)
QUOTE (quechus13 @ Jul 15 2009, 22:27)
Well i like it but im gonna try some more stuff LOL


PIC:
[IMG]PIC[IMG]

lol, what is that dude?

a toilet plunger XD

Another test:

user posted image

Shadow-Link
  • Shadow-Link

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#11

Posted 15 July 2009 - 10:42 PM

Oh forgot to mention this:

When you try to convert models exported with kam's script, Use the "Open Custom DFF" option in the menu. else Vertices will screw up

crashsilumator234
  • crashsilumator234

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#12

Posted 15 July 2009 - 10:43 PM

QUOTE (quechus13 @ Jul 15 2009, 22:39)
QUOTE (crashsilumator234 @ Jul 15 2009, 22:32)
QUOTE (quechus13 @ Jul 15 2009, 22:27)
Well i like it but im gonna try some more stuff LOL


PIC:
[IMG]PIC[IMG]

lol, what is that dude?

a toilet plunger XD

Another test:

user posted image

LOL, Awesome bat

Stress2
  • Stress2

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#13

Posted 15 July 2009 - 10:48 PM

Custom DFF's are disabled in this version?

Shadow-Link
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#14

Posted 15 July 2009 - 10:51 PM Edited by Prince-Link, 15 July 2009 - 11:12 PM.

EDIT: Download again if your "Convert Custom model" menu item is gray

Stress2
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#15

Posted 15 July 2009 - 10:53 PM

Yes in my case it is gray sad.gif

crashsilumator234
  • crashsilumator234

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#16

Posted 15 July 2009 - 10:56 PM

QUOTE (Stress2 @ Jul 15 2009, 22:53)
Yes in my case it is gray sad.gif

same here

Shadow-Link
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#17

Posted 15 July 2009 - 11:06 PM

Redownload. Sorry Uploaded an old version! smile.gif

JostVice
  • JostVice

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#18

Posted 15 July 2009 - 11:06 PM Edited by Jost_Vice, 15 July 2009 - 11:15 PM.

Guys, Prince-Link updated it, so redownload.

It works fine for me

Click link

here is my test, model is opaque, not dynamically lit, but producing shadow. whatsthat.gif

user posted image

Looks like it is in a big shadow, the model doesn't cast shadow from other stuff

quechus13
  • quechus13

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#19

Posted 15 July 2009 - 11:20 PM

I love your program! cookie.gif cookie.gif cookie.gif cookie.gif cookie.gif

user posted image


crashsilumator234
  • crashsilumator234

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#20

Posted 15 July 2009 - 11:21 PM

QUOTE (quechus13 @ Jul 15 2009, 23:20)
I love your program! cookie.gif cookie.gif cookie.gif cookie.gif cookie.gif

user posted image

from what model is that music tone? Could you post a dl link smile.gif

Gforce
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#21

Posted 15 July 2009 - 11:30 PM

it's great to see you finally fixed those nasty little bugs and made this a public release colgate.gif

any chance you could upload a video tutorial on how to use this for us n00bs ? wink.gif

quechus13
  • quechus13

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#22

Posted 15 July 2009 - 11:35 PM

QUOTE (crashsilumator234 @ Jul 15 2009, 23:21)
QUOTE (quechus13 @ Jul 15 2009, 23:20)
I love your program!  cookie.gif  cookie.gif  cookie.gif  cookie.gif  cookie.gif

user posted image

from what model is that music tone? Could you post a dl link smile.gif

I made it for SA

If you want a download link
here it is:
HERE

Replaces the grenade
also it looks funny ingame because you throw it and then explodes XD
Just replace the files in weapons.img

Also tested something awesome!

user posted image

Shadow-Link
  • Shadow-Link

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#23

Posted 15 July 2009 - 11:41 PM

Me likes that. Glad people got my program working biggrin.gif

quechus13
  • quechus13

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#24

Posted 15 July 2009 - 11:44 PM

QUOTE (Prince-Link @ Jul 15 2009, 23:41)
Me likes that. Glad people got my program working biggrin.gif

Yes i do like it
I will be making weapons for GTA IV now biggrin.gif

Moderators should give you a reward or something you are a GOD now XD

chasez
  • chasez

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#25

Posted 15 July 2009 - 11:46 PM

This is great smile.gif To add new buildings you need OpenIV. to create WTD you need DDS converter 2 and g-texture. just have to figure out the place where to put the building and its done biggrin.gif

crashsilumator234
  • crashsilumator234

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#26

Posted 15 July 2009 - 11:52 PM

QUOTE (quechus13 @ Jul 15 2009, 23:35)
QUOTE (crashsilumator234 @ Jul 15 2009, 23:21)
QUOTE (quechus13 @ Jul 15 2009, 23:20)
I love your program!  cookie.gif  cookie.gif  cookie.gif  cookie.gif  cookie.gif

user posted image

from what model is that music tone? Could you post a dl link smile.gif

I made it for SA

If you want a download link
here it is:
HERE

Replaces the grenade
also it looks funny ingame because you throw it and then explodes XD
Just replace the files in weapons.img

Also tested something awesome!

user posted image

THANKS

Shadow-Link
  • Shadow-Link

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#27

Posted 16 July 2009 - 12:06 AM Edited by Prince-Link, 16 July 2009 - 12:09 AM.

New Release! Download dff2wdr again to get the newest version.

New Version supports normals. Which gives models real lighting!
To give models normals you'll need to export your dff with Kam's script and check the "Norm" button.
JV Will post some screen in the next post wink.gif

JostVice
  • JostVice

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#28

Posted 16 July 2009 - 12:09 AM

user posted image

user posted image

Excuse the textures. I'm on medium. Model shows correctly, 3 different materials, cast shadows, lighting and all that stuff. I found a weird bug, where depending of the camera angle one of the geometry blocks (geometry blocks = different materials IDs) dissapeared. Could be something external?

Shadow-Link
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#29

Posted 16 July 2009 - 12:14 AM Edited by Prince-Link, 16 July 2009 - 12:25 AM.

@JV: It could be the bounding box values in the wpl. Or the Unknown vectors (got an idea what those are, so will implement that tomorrow).

Gforce
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#30

Posted 16 July 2009 - 12:21 AM

QUOTE (Prince-Link @ Jul 16 2009, 00:14)
@JV: It coulb be the bounding box values in the wpl. Or the Unknown vectors (got an idea what those are, so will implement that tomorrow).

could also be the bounds dimensions in the ide too wink.gif




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