Quantcast

Jump to content

» «
Photo

[Q] How to create 2DFX ?

34 replies to this topic
hristobg
  • hristobg

    Thug

  • Members
  • Joined: 01 Aug 2009
  • None

#1

Posted 03 January 2010 - 02:57 PM

Hi, guys! I started to convert models from IV to SA. And I got to that model of
Earth with fountains. But I want to not only model well and the fountains and
lights .. how to do this? RWA May still maintains 2DFX and is there any way
to put the spout of water as a fountain and some lights? Please help me!

Here's a screenshot:

user posted image

I apologize for my English, I use Google Translator ..

JohnPro
  • JohnPro

    GTAHalo.com

  • Members
  • Joined: 12 Apr 2007

#2

Posted 04 January 2010 - 03:23 PM

Download Dexx SA tools for max,

Run his script, click Run SA Effects

Place a dummy where you would like the fountain to be.

Click "Add particle info" to the selected dummy.

Expand the "setup/Edit Particles"

In the drop down box look for fountain or whatever particle you want.

Click "apply to dummy" making sure your dummy is selected of course.

Once done "Export Effect Info"

You will now have an SAE file.

Open the Dff using RW analyzer, scroll all the way down, look for BIN MESH PLG (you will see its a sub of the Blue Extension).
Right click the Blue Extension, click "Add Section Data", In the list look for 2dFX R* or something like that.
Click ok and you will now see an orange 2dfx section. Now right click on this orange thing and click "IMPORT SECTION DATA" now you simply point it to the SAE file and click ok. It should now be GREEN.

Save and test.

hristobg
  • hristobg

    Thug

  • Members
  • Joined: 01 Aug 2009
  • None

#3

Posted 04 January 2010 - 04:56 PM

Does not exist "2dFX R*".. or something like that.
It's have other sections with "2d", but I didn't find 2dFX..

Look my RW_secs.ini

CODE
#######################################
#                                     #
#            RW_Secs.ini              #
#            ~~~~~~~~~~~              #
#                                     #
#      RW section IDs and names       #
#         used by RW Analyze          #
#                                     #
#      Last updated: 02/28/2004       #
#                                     #
#         © 2004 by Steve M.          #
#       http://www.steve-m.com        #
#                                     #
#######################################
#                                     #
#     Based on the definitions by     #
#       Criterion Software Ltd.       #
#                                     #
#######################################

[Main]
# General Settings

# Caption for unknown sections:
Unknown=UNKNOWN

# Set of names to be used in RWA:
Set=SectionTypes
#Set=SectionTypes_Orig
#Set=SectionTypes_Old

#######################################

[SectionTypes]
# Modified section names

# Core: -------------------------------
0000=N/A Object
0001=Struct
0002=String
0003=Extension
0005=Camera
0006=Texture
0007=Material
0008=Material List
0009=Atomic Section
000A=Plane Section
000B=World
000C=Spline
000D=Matrix
000E=Frame List
000F=Geometry
0010=Clump
0012=Light
0013=Unicode String
0014=Atomic
0015=Texture Native
0016=Texture Dictionary
0017=Animation Database
0018=Image
0019=Skin Animation
001A=Geometry List
001B=Anim Animation
001C=Team
001D=Crowd
001E=Delta Morph Animation
001f=Right To Render
0020=MultiTexture Effect Native
0021=MultiTexture Effect Dictionary
0022=Team Dictionary
0023=Platform Independent Texture Dictionary
0024=Table of Contents
0025=Particle Standard Global Data
0026=AltPipe
0027=Platform Independent Peds
0028=Patch Mesh
0029=Chunk Group Start
002A=Chunk Group End
002B=UV Animation Dictionary
002C=Coll Tree

# Toolkit: ----------------------------
0101=Metrics PLG
0102=Spline PLG
0103=Stereo PLG
0104=VRML PLG
0105=Morph PLG
0106=PVS PLG
0107=Memory Leak PLG
0108=Animation PLG
0109=Gloss PLG
010a=Logo PLG
010b=Memory Info PLG
010c=Random PLG
010d=PNG Image PLG
010e=Bone PLG
010f=VRML Anim PLG
0110=Sky Mipmap Val
0111=MRM PLG
0112=LOD Atomic PLG
0113=ME PLG
0114=Lightmap PLG
0115=Refine PLG
0116=Skin PLG
0117=Label PLG
0118=Particles PLG
0119=GeomTX PLG
011a=Synth Core PLG
011b=STQPP PLG
011c=Part PP PLG
011d=Collision PLG
011e=HAnim PLG
011f=User Data PLG
0120=Material Effects PLG
0121=Particle System PLG
0122=Delta Morph PLG
0123=Patch PLG
0124=Team PLG
0125=Crowd PP PLG
0126=Mip Split PLG
0127=Anisotrophy PLG
0129=GCN Material PLG
012a=Geometric PVS PLG
012b=XBOX Material PLG
012c=Multi Texture PLG
012d=Chain PLG
012e=Toon PLG
012f=PTank PLG
0130=Particle Standard PLG
0131=PDS PLG
0132=PrtAdv PLG
0133=Normal Map PLG
0134=ADC PLG
0135=UV Animation PLG
0180=Character Set PLG
0181=NOHS World PLG
0182=Import Util PLG
0183=Slerp PLG
0184=Optim PLG
0185=TL World PLG
0186=Database PLG
0187=Raytrace PLG
0188=Ray PLG
0189=Library PLG
0190=2D PLG
0191=Tile Render PLG
0192=JPEG Image PLG
0193=TGA Image PLG
0194=GIF Image PLG
0195=Quat PLG
0196=Spline PVS PLG
0197=Mipmap PLG
0198=MipmapK PLG
0199=2D Font
019a=Intersection PLG
019b=TIFF Image PLG
019c=Pick PLG
019d=BMP Image PLG
019e=RAS Image PLG
019f=Skin FX PLG
01a0=VCAT PLG
01a1=2D Path
01a2=2D Brush
01a3=2D Object
01a4=2D Shape
01a5=2D Scene
01a6=2D Pick Region
01a7=2D Object String
01a8=2D Animation PLG
01a9=2D Animation
01b0=2D Keyframe
01b1=2D Maestro
01b2=Barycentric
01b3=Platform Independent Texture Dictionary TK
01b4=TOC TK
01b5=TPL TK
01b6=AltPipe TK
01b7=Animation TK
01b8=Skin Split Tookit
01b9=Compressed Key TK
01ba=Geometry Conditioning PLG
01bb=Wing PLG
01bc=Generic Pipeline TK
01bd=Lightmap Conversion TK
01be=Filesystem PLG
01bf=Dictionary TK
01c0=UV Animation Linear
01c1=UV Animation Parameter

# World: ------------------------------
050E=Bin Mesh PLG
0510=Native Data PLG

# Miscellaneous: ----------------------
F21E=ZModeler Lock
0253F2FE=Frame

#######################################

[SectionTypes_Orig]
# Original names defined by Criterion

# Core: -------------------------------
0000=rwID_NAOBJECT
0001=rwID_STRUCT
0002=rwID_STRING
0003=rwID_EXTENSION
0005=rwID_CAMERA
0006=rwID_TEXTURE
0007=rwID_MATERIAL
0008=rwID_MATLIST
0009=rwID_ATOMICSECT
000A=rwID_PLANESECT
000B=rwID_WORLD
000C=rwID_SPLINE
000D=rwID_MATRIX
000E=rwID_FRAMELIST
000F=rwID_GEOMETRY
0010=rwID_CLUMP
0012=rwID_LIGHT
0013=rwID_UNICODESTRING
0014=rwID_ATOMIC
0015=rwID_TEXTURENATIVE
0016=rwID_TEXDICTIONARY
0017=rwID_ANIMDATABASE
0018=rwID_IMAGE
0019=rwID_SKINANIMATION
001A=rwID_GEOMETRYLIST
001B=rwID_ANIMANIMATION
001C=rwID_TEAM
001D=rwID_CROWD
001E=rwID_DMORPHANIMATION
001f=rwID_RIGHTTORENDER
0020=rwID_MTEFFECTNATIVE
0021=rwID_MTEFFECTDICT
0022=rwID_TEAMDICTIONARY
0023=rwID_PITEXDICTIONARY
0024=rwID_TOC
0025=rwID_PRTSTDGLOBALDATA
0026=rwID_ALTPIPE
0027=rwID_PIPEDS
0028=rwID_PATCHMESH
0029=rwID_CHUNKGROUPSTART
002A=rwID_CHUNKGROUPEND
002B=rwID_UVANIMDICT
002C=rwID_COLLTREE
#002D=rwID_COREPLUGINIDMAX

# Toolkit: ----------------------------
0101=rwID_METRICSPLUGIN
0102=rwID_SPLINEPLUGIN
0103=rwID_STEREOPLUGIN
0104=rwID_VRMLPLUGIN
0105=rwID_MORPHPLUGIN
0106=rwID_PVSPLUGIN
0107=rwID_MEMLEAKPLUGIN
0108=rwID_ANIMPLUGIN
0109=rwID_GLOSSPLUGIN
010a=rwID_LOGOPLUGIN
010b=rwID_MEMINFOPLUGIN
010c=rwID_RANDOMPLUGIN
010d=rwID_PNGIMAGEPLUGIN
010e=rwID_BONEPLUGIN
010f=rwID_VRMLANIMPLUGIN
0110=rwID_SKYMIPMAPVAL
0111=rwID_MRMPLUGIN
0112=rwID_LODATMPLUGIN
0113=rwID_MEPLUGIN
0114=rwID_LTMAPPLUGIN
0115=rwID_REFINEPLUGIN
0116=rwID_SKINPLUGIN
0117=rwID_LABELPLUGIN
0118=rwID_PARTICLESPLUGIN
0119=rwID_GEOMTXPLUGIN
011a=rwID_SYNTHCOREPLUGIN
011b=rwID_STQPPPLUGIN
011c=rwID_PARTPPPLUGIN
011d=rwID_COLLISPLUGIN
011e=rwID_HANIMPLUGIN
011f=rwID_USERDATAPLUGIN
0120=rwID_MATERIALEFFECTSPLUGIN
0121=rwID_PARTICLESYSTEMPLUGIN
0122=rwID_DMORPHPLUGIN
0123=rwID_PATCHPLUGIN
0124=rwID_TEAMPLUGIN
0125=rwID_CROWDPPPLUGIN
0126=rwID_MIPSPLITPLUGIN
0127=rwID_ANISOTPLUGIN
0129=rwID_GCNMATPLUGIN
012a=rwID_GPVSPLUGIN
012b=rwID_XBOXMATPLUGIN
012c=rwID_MULTITEXPLUGIN
012d=rwID_CHAINPLUGIN
012e=rwID_TOONPLUGIN
012f=rwID_PTANKPLUGIN
0130=rwID_PRTSTDPLUGIN
0131=rwID_PDSPLUGIN
0132=rwID_PRTADVPLUGIN
0133=rwID_NORMMAPPLUGIN
0134=rwID_ADCPLUGIN
0135=rwID_UVANIMPLUGIN
0180=rwID_CHARSEPLUGIN
0181=rwID_NOHSWORLDPLUGIN
0182=rwID_IMPUTILPLUGIN
0183=rwID_SLERPPLUGIN
0184=rwID_OPTIMPLUGIN
0185=rwID_TLWORLDPLUGIN
0186=rwID_DATABASEPLUGIN
0187=rwID_RAYTRACEPLUGIN
0188=rwID_RAYPLUGIN
0189=rwID_LIBRARYPLUGIN
0190=rwID_2DPLUGIN
0191=rwID_TILERENDPLUGIN
0192=rwID_JPEGIMAGEPLUGIN
0193=rwID_TGAIMAGEPLUGIN
0194=rwID_GIFIMAGEPLUGIN
0195=rwID_QUATPLUGIN
0196=rwID_SPLINEPVSPLUGIN
0197=rwID_MIPMAPPLUGIN
0198=rwID_MIPMAPKPLUGIN
0199=rwID_2DFONT
019a=rwID_INTSECPLUGIN
019b=rwID_TIFFIMAGEPLUGIN
019c=rwID_PICKPLUGIN
019d=rwID_BMPIMAGEPLUGIN
019e=rwID_RASIMAGEPLUGIN
019f=rwID_SKINFXPLUGIN
01a0=rwID_VCATPLUGIN
01a1=rwID_2DPATH
01a2=rwID_2DBRUSH
01a3=rwID_2DOBJECT
01a4=rwID_2DSHAPE
01a5=rwID_2DSCENE
01a6=rwID_2DPICKREGION
01a7=rwID_2DOBJECTSTRING
01a8=rwID_2DANIMPLUGIN
01a9=rwID_2DANIM
01b0=rwID_2DKEYFRAME
01b1=rwID_2DMAESTRO
01b2=rwID_BARYCENTRIC
01b3=rwID_PITEXDICTIONARYTK
01b4=rwID_TOCTOOLKIT
01b5=rwID_TPLTOOLKIT
01b6=rwID_ALTPIPETOOLKIT
01b7=rwID_ANIMTOOLKIT
01b8=rwID_SKINSPLITTOOKIT
01b9=rwID_CMPKEYTOOLKIT
01ba=rwID_GEOMCONDPLUGIN
01bb=rwID_WINGPLUGIN
01bc=rwID_GENCPIPETOOLKIT
01bd=rwID_LTMAPCNVTOOLKIT
01be=rwID_FILESYSTEMPLUGIN
01bf=rwID_DICTTOOLKIT
01c0=rwID_UVANIMLINEAR
01c1=rwID_UVANIMPARAM

# World: ------------------------------
050E=rwID_BINMESHPLUGIN
0510=rwID_NATIVEDATAPLUGIN

#######################################

[SectionTypes_Old]
# Old names used in RWA 0.2x

0000=N/A Object
0001=Struct
0002=String
0003=Extension
0005=Camera
0006=Texture
0007=Material
0008=Material List
0009=Atomic Sect
000A=Plane Sect
000B=World
000C=Spline
000D=Matrix
000E=Frame List
000F=Geometry
0010=Clump
0012=Light
0013=Unicode String
0014=Atomic
0015=Texture Native
0016=Texture Dictionary
0017=Anim Database
0018=Image
0019=Skin Animation
001A=Geometry List
001B=Anim Animation
001C=Team
001D=Crowd
001E=Delta Morph Animation
001F=Right To Render
0020=MultiTexture Effect Native
0021=MultiTexture Effect Dict
0022=Team Dictionary
0023=Platform Independent Texture Dictionary
0024=TOC
0025=PrtStdGlobalData
0026=AltPipe
0027=Pipeds
0028=Patch Mesh
0029=Chunk Group Start
002A=Chunk Group End
002B=UV Anim Dict
002C=Coll Tree
0116=Skin
011E=Bone
011F=User Data
050E=Material Split
0510=VC Geometry Data
F21E=ZModeler Lock
0253F2FE=Frame

DexX
  • DexX

    Black Hat

  • Feroci
  • Joined: 16 May 2002

#4

Posted 04 January 2010 - 05:52 PM

You nee to add that section to your Rw_secs.ini. Change this..
CODE
F21E=ZModeler Lock
0253F2FE=Frame

...to this...
CODE
F21E=ZModeler Lock
0253F2F8=2dfx Data
0253F2FE=Frame


vans123
  • vans123

    Thompson 1928

  • Members
  • Joined: 23 Jul 2008

#5

Posted 04 January 2010 - 09:51 PM

Thanks for the little Guide johnPro tounge.gif
i putted some great effects to my IV to SA MOD tounge.gif

quechus13
  • quechus13

    Boss

  • Members
  • Joined: 19 Dec 2008
  • None

#6

Posted 04 January 2010 - 09:54 PM

does it works on cars?

JohnPro
  • JohnPro

    GTAHalo.com

  • Members
  • Joined: 12 Apr 2007

#7

Posted 05 January 2010 - 12:09 PM

QUOTE (quechus13 @ Jan 4 2010, 21:54)
does it works on cars?

Sure does! Heard of ghost rider mod? He added flames (particle effect to the motorbike) biggrin.gif

hristobg
  • hristobg

    Thug

  • Members
  • Joined: 01 Aug 2009
  • None

#8

Posted 05 January 2010 - 01:27 PM

Thank you, JohnPro ! Thanks to DexX, too tounge.gif
Now I have 2dFX in game ! smile.gif
And.. another question:
Can I create more than one dummy for particle in .sae file ?
Because the model has 4-5 places for fountains !

THANKS !!!

JohnPro
  • JohnPro

    GTAHalo.com

  • Members
  • Joined: 12 Apr 2007

#9

Posted 06 January 2010 - 03:37 AM

Yes you can have more than 1. I'm not sure though if you need to add multiple 2dfx sections in the dff. I havent personaly tested multiple effects but it is possible. smile.gif

DexX
  • DexX

    Black Hat

  • Feroci
  • Joined: 16 May 2002

#10

Posted 06 January 2010 - 06:50 AM

Add all particles and/or lights you want, and select them *all* when exporting. Only one .sae file is created and needs to be added.

hristobg
  • hristobg

    Thug

  • Members
  • Joined: 01 Aug 2009
  • None

#11

Posted 10 January 2010 - 09:54 AM

I tryed this method. And when I selected all dummys and import it to my model with RWA,
the model was invisible.. The 2dFXwas there, but the model was invisible.
And how to "enable" the

Add 2D Text (Plane)
Add Escalator Info

from the Setup\Add Effects

user posted image

DexX
  • DexX

    Black Hat

  • Feroci
  • Joined: 16 May 2002

#12

Posted 13 January 2010 - 06:02 PM

QUOTE
I tryed this method. And when I selected all dummys and import it to my model with RWA,
the model was invisible.. The 2dFXwas there, but the model was invisible.

i've heard of this from other people as well, but haven't experienced it myself, so it's difficult to diagnose. Make sure you only select objects with valid 2dfx data added to them.

QUOTE
And how to "enable" the

Add 2D Text (Plane)
Add Escalator Info

They're disabled because they didn't work properly. I suggest using Ashcratt's 2dfx Editor.

hristobg
  • hristobg

    Thug

  • Members
  • Joined: 01 Aug 2009
  • None

#13

Posted 18 January 2010 - 02:41 PM

A-a-a-h ! Another question (hope is not a request.. but it is, maybe..)
For now I only created 2dfx, but I want lights..
Two questions:

1. In RWAnalyze the 2dfx is not for lights (I think, because when I choose 2dfx and import .sae,
the lights does not show up in the game!)

2. How to change color of the light ? In original SA have one "Circus Light" in Las Venturas with three
colors of light. Does your tool can change the color or something like that ? Hope to understand me smile.gif

The Circus lamp:

user posted image

JohnPro
  • JohnPro

    GTAHalo.com

  • Members
  • Joined: 12 Apr 2007

#14

Posted 22 January 2010 - 08:11 AM

QUOTE (hristobg @ Jan 18 2010, 14:41)
A-a-a-h ! Another question (hope is not a request.. but it is, maybe..)
For now I only created 2dfx, but I want lights..
Two questions:

1. In RWAnalyze the 2dfx is not for lights (I think, because when I choose 2dfx and import .sae,
the lights does not show up in the game!)

2. How to change color of the light ? In original SA have one "Circus Light" in Las Venturas with three
colors of light. Does your tool can change the color or something like that ? Hope to understand me smile.gif

The Circus lamp:

user posted image

same problem as you buddy, particles work lights dont but I believe a 2dfx editor can help with this.

Use dexx script to export sae
2dfx editor to edit the sae data.

I know about a 2dfx editor by xmen however I cant understand most of it. You might have more luck.

X-squares.com/2dfx editor

Good luck and keep us informed if you get lights working smile.gif

olmstead007
  • olmstead007

    fisherman

  • Members
  • Joined: 29 Aug 2008
  • Canada

#15

Posted 30 December 2013 - 01:46 PM Edited by olmstead007, 30 December 2013 - 02:38 PM.

Hi guys, i currently am in the process of adding the shamal omni lights from the original dff to my own remodeled version of the shamal, of course the 2dfx data would be compatible with my Shamal.... but it's more complicated than i first thought and i could use some help. First of when i launch rw analyze under the right path wich is usually  "Clump > Geometry List > Geometry > Extension > 2dfx". instead of 2dfx it says "Uknown" and it's 4 bytes, right above also in green is "BinMesh PLG" so i know it's probably where i should export this ection data and then re-import in my custom dff using RW analyze. Am i right? When i open the original Shamal with RW analyze under the same path i find TWO "Uknown" in green instead of one. But unlike my custom Shamal that i have worked on using Zmodeler2 there is 3 identicle sections under "Atomic > Light" with and orange lite sub named "Extension" 0 bytes u'll find them if you scroll all the way down. And i have an updated RWsecs.ini  i am still wondering if i import SAE data of one light from 3ds max using deXx tools, repeating the same procedure for every light of i can slect all 3's. Is there any easier way, since both models are practically the same, the position  of the 2dfx would be the same.. do i really have to go through all these steps 

 

 

 

 

 

 

 

 

 

 

 

,   .. Can anyone help me ?


i know it's been 4 years since you guys we're here... still worth asking


ZAZ
  • ZAZ

    Kernlochbohrer

  • Feroci
  • Joined: 10 Jan 2005
  • European-Union
  • Contribution Award [Mods]
    Helpfulness Awards [Mods]

#16

Posted 31 December 2013 - 07:55 AM

I don't know if vehicle lights must be done in that way
But i have good skills in make objects with light or effect
seems to be what you mean, regarding to this tutorial: import dff with 3dmax, create omni, assigne omni in Graph Editor. Add Light Info with DexX's 2dfx Export Script/ Edit Light/ Apply to Lights/ Export light info file.sae
Select Omni + Object [ALL] and export dff, then open it with RW Analyze. Go to "Clump > Geometry List > Geometry > Extension" , Rightclick on "Extension" and add "Add Section", Insert Section Type -0x253F2F8 2dfx(R*)
0x253F2F8
Rightclick on 2dfx(R*),Import Section Data and insert *.sae

The dff loose the light info by importing in 3d max
making new lights is a bit puzzling, you should do it as final job of your model
you can make more different light info files, different color or size, for one model, if nothing changed unless *.sae
and use the indentical dff model as "master" dff to import these light infos (one light info for each model)
to create several "child" models with light

  • olmstead007 likes this

olmstead007
  • olmstead007

    fisherman

  • Members
  • Joined: 29 Aug 2008
  • Canada

#17

Posted 31 December 2013 - 10:02 AM Edited by olmstead007, 31 December 2013 - 07:37 PM.

 

 

Hi ZAZ thanks so much for replying.  Well let's begin to say that i did everything as told in your tutorial, i thought i had done it correctly but it still won't work, i'm just getting started with 3ds max 10. Anyways... i'm at that point now, i know i'm doing everything correctly but when i export the dff, after scaling it down to the exact size as the original standard SA shamal, i figured much didn't matter as long as i had the sae data registering 3 lights when i opened it with 2dfx editor, and i am starting to get used to 3ds as i progress, i figured i could probably attach the omnis in the shematic view and then export without a problem in dff, then re-open it as standard dff in 3ds max. But it doesn't save the model's position correctly, it's upside down, the hierachy is fine, i think im pretty close of getting it to work. The add section import data part i have no problem with.. it shows up as supposed.


olmstead007
  • olmstead007

    fisherman

  • Members
  • Joined: 29 Aug 2008
  • Canada

#18

Posted 31 December 2013 - 01:24 PM Edited by olmstead007, 31 December 2013 - 07:40 PM.

 

Also i was wondering if i had to select >convert to editable mesh before attaching the omnis, and must i attach them to the dummy  thats under -door_lf_ok - while in the hierarchy under  the chassis?.  When you mentioned  Add Light Info with DexX's 2dfx Export Script/  what object must i select, the dummy that i have linked the omnis to? or higher in the hierarchy? and finally when i export omnis _ the aircraft must i select vehicle parts or skip col?  and when i first import my 3ds model do i convert when prompted? because otherwise it fragments the model into multiple default files. so i tested the dff  in zmodeler once exported from 3ds and the col file is fragmented(i didn't convert when prompted when importing), but the model itself is alright, though it looks quite rubbish and the plane is nose down , i don't know how to fix this.. i tried to rotate and save in 3ds... didn't work, i see some textures but most of it doesn't look the same.. i guess it's the col ... good news is.. i see the omnis, and they're where they should be, but it crashes when i launch SA, obviously. :(


DK22Pac
  • DK22Pac

  • Feroci
  • Joined: 12 Apr 2009
  • Ukraine
  • Best WIP Mod 2014 [Grand Theft Auto 3D Contribution]
    Contribution Award [Mods]

#19

Posted 31 December 2013 - 11:52 PM

http://gtaforums.com...or-your-models/
  • olmstead007 likes this

olmstead007
  • olmstead007

    fisherman

  • Members
  • Joined: 29 Aug 2008
  • Canada

#20

Posted 01 January 2014 - 03:21 AM Edited by olmstead007, 01 January 2014 - 03:48 AM.

that's awsome.... but after downloading 2dfx tool v2... it won't launch, it says it's not a valid win 32 application. And i have pasted 0253F2F8=2d Effect in it's right place in RWrecs.ini but the 2d effect/2dfx section still woudn't show up.  Although it did show up at some point but now it says unknown 4 bytes under Bin Mesh PLG... 


DK22Pac
  • DK22Pac

  • Feroci
  • Joined: 12 Apr 2009
  • Ukraine
  • Best WIP Mod 2014 [Grand Theft Auto 3D Contribution]
    Contribution Award [Mods]

#21

Posted 01 January 2014 - 03:46 AM

1) Which OS do you have? I tested SA_2dfx only on Win7.
2) Actually you won't see the section if it's not present in .dff file. Try to look into lamppost models.
  • olmstead007 likes this

olmstead007
  • olmstead007

    fisherman

  • Members
  • Joined: 29 Aug 2008
  • Canada

#22

Posted 01 January 2014 - 04:04 AM Edited by olmstead007, 01 January 2014 - 04:21 AM.

1) Which OS do you have? I tested SA_2dfx only on Win7.
2) Actually you won't see the section if it's not present in .dff file. Try to look into lamppost models.

First of, thanks for helping out in any way you can. I run xp 32, so i'll stick with 2dfx editor, besides i have no plan to change the light parameters, i just want the see the same light of the SA original shamal, on my custom shamal, which only has a bigger chassis but the same hierarchy structure.  So i figured editing the SAE woudn't help my cause, i just want to insert them as they we're showing on the dff in 3ds, exported the data, shows up as 3 lights in 2dfx editor. ...... So if i'm getting this right, i'll have to find an existing 2dfx already in polace in a lamppost model, then exporting it's section and adding section it into my custom dff with RWA then importing my own SAE data from the original shamal wich already had the omnis in palce?


DK22Pac
  • DK22Pac

  • Feroci
  • Joined: 12 Apr 2009
  • Ukraine
  • Best WIP Mod 2014 [Grand Theft Auto 3D Contribution]
    Contribution Award [Mods]

#23

Posted 01 January 2014 - 04:30 AM Edited by _DK, 01 January 2014 - 04:31 AM.

Are you sure these lights are inside .dff? I don't see 2dfx section in shamal.dff.

Edit: found it.
  • olmstead007 likes this

olmstead007
  • olmstead007

    fisherman

  • Members
  • Joined: 29 Aug 2008
  • Canada

#24

Posted 01 January 2014 - 04:35 AM Edited by olmstead007, 01 January 2014 - 04:48 AM.

Are you sure these lights are inside .dff? I don't see 2dfx section in shamal.dff.

Edit: found it.

exactly my point... i coudn't find the section in RW but the omnis showed up in 3ds, then i only saved it;'s SAE. Edit: OK it worked, i opened up gta3.img, searched for lampost, found a gay_lampost -_-, so i exported it's data, added section then imported into my shamal... i'll post pics in a few minutes.. the only problem is: they're like 100 times bigger... i'll have to edit the SAE after all...... i'm really happy i've got this working.. woudn't have been possible without you guys, especially you, ZAZ DexX, Johnpro, RanxeroX

 and others on this forum. Big Thanks to all of you. so how do i get these lights scaled down? and how far you think the distance and other params should be edited? or would you recommend a more specific lampost... or other sources i might find smaller lights?


DK22Pac
  • DK22Pac

  • Feroci
  • Joined: 12 Apr 2009
  • Ukraine
  • Best WIP Mod 2014 [Grand Theft Auto 3D Contribution]
    Contribution Award [Mods]

#25

Posted 01 January 2014 - 04:36 AM Edited by _DK, 01 January 2014 - 04:51 AM.

Here how's data looks:
NumEntries       3
######################### 1 #########################
2dfxType         LIGHT
Position         10.017549 -1.967795 0.447428
Color            33 188 44 200
CoronaFarClip    200.000000
PointlightRange  1.000000
CoronaSize       0.200000
ShadowSize       0.000000
CoronaShowMode   DEFAULT
CoronaReflection 0
CoronaFlareType  0
ShadowColorMP    40
ShadowZDistance  0
CoronaTexName    coronastar
ShadowTexName    shad_exp
Flags1           AT_DAY,AT_NIGHT
Flags2           BLINKING3
ViewVector       0 0 110
######################### 2 #########################
2dfxType         LIGHT
Position         -10.017683 -1.967502 0.447428
Color            188 33 33 200
CoronaFarClip    200.000000
PointlightRange  1.000000
CoronaSize       0.200000
ShadowSize       0.000000
CoronaShowMode   DEFAULT
CoronaReflection 0
CoronaFlareType  0
ShadowColorMP    40
ShadowZDistance  0
CoronaTexName    coronastar
ShadowTexName    shad_exp
Flags1           AT_DAY,AT_NIGHT
Flags2           BLINKING3
ViewVector       0 0 110
######################### 3 #########################
2dfxType         LIGHT
Position         -0.000000 -7.397428 2.618248
Color            255 255 255 200
CoronaFarClip    200.000000
PointlightRange  1.000000
CoronaSize       0.200000
ShadowSize       0.000000
CoronaShowMode   DEFAULT
CoronaReflection 0
CoronaFlareType  0
ShadowColorMP    40
ShadowZDistance  0
CoronaTexName    coronastar
ShadowTexName    shad_exp
Flags1           AT_DAY,AT_NIGHT
Flags2           BLINKING3
ViewVector       0 0 110
Do you need to change anything here? Offsets?

Edit: SA_2dfx is a tool for editing 2dfx parameters.

olmstead007
  • olmstead007

    fisherman

  • Members
  • Joined: 29 Aug 2008
  • Canada

#26

Posted 01 January 2014 - 05:10 AM Edited by olmstead007, 01 January 2014 - 05:11 AM.

https://www.flickr.c...[email protected]/

 

 


DK22Pac
  • DK22Pac

  • Feroci
  • Joined: 12 Apr 2009
  • Ukraine
  • Best WIP Mod 2014 [Grand Theft Auto 3D Contribution]
    Contribution Award [Mods]

#27

Posted 01 January 2014 - 05:15 AM

What is it?

You must be signed in to see this content from olmstead007.


Do you need to change any parameters there ^ ?

olmstead007
  • olmstead007

    fisherman

  • Members
  • Joined: 29 Aug 2008
  • Canada

#28

Posted 01 January 2014 - 05:22 AM Edited by olmstead007, 01 January 2014 - 05:30 AM.

What is it?

You must be signed in to see this content from olmstead007.


Do you need to change any parameters there ^ ?

 

http://www.flickr.co...05/11680486374/  sry wrong link it's a screenshots of the lights. I don't know... is that the SA shamal omni parameters ? if i would have to, i woudn't know exactly what to change... the lights aren't blinking. so i assume it kept the size and light parameters from the lamppost.   EDIT: i don't think i could edit the prams without 2dfx tool v2... so i guess i'll have to find another source of light.


DK22Pac
  • DK22Pac

  • Feroci
  • Joined: 12 Apr 2009
  • Ukraine
  • Best WIP Mod 2014 [Grand Theft Auto 3D Contribution]
    Contribution Award [Mods]

#29

Posted 01 January 2014 - 05:32 AM Edited by _DK, 01 January 2014 - 05:32 AM.

is that the SA shamal omni parameters ?

YES, I got them from shamal.dff. Didn't you got it already? :p
Just tell me what to change and I'll send you file for importing to dff with RWA.
  • olmstead007 likes this

olmstead007
  • olmstead007

    fisherman

  • Members
  • Joined: 29 Aug 2008
  • Canada

#30

Posted 01 January 2014 - 05:40 AM Edited by olmstead007, 01 January 2014 - 05:49 AM.

 

is that the SA shamal omni parameters ?

YES, I got them from shamal.dff. Didn't you got it already? :p
Just tell me what to change and I'll send you file for importing to dff with RWA.

 

yes i got them imported after adding the lampost 2dfx section with RWS in my shamal.dff. I added the section myself, there was no 2dfx section in the original dff,  so i had to import the original shamal in 3ds, then export the sae. All i want is the most realistic params for an airplane, like the stock version had. Or better, better distance maybe, that'd be all i would tweak. But i have different concepts based of the same model that could use different colors, like orange instead of the white green red...  maybe. what do you think? should i change anything, expet distance to the original effects set by R*?   Edit: thanks that's much appreciated, and i will mention the technical help you've contributed in creating my mod, giving you credits is the least that i could do. Edit: and i more thing... is there anyway i can lock this file in zmodeler or 3ds after the lights are installed?





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users