GTA III/VC/SA 3ds max .dff importer
Posted 27 October 2011 - 09:20 AM Edited by seggaeman, 30 December 2011 - 06:57 PM.
UPDATE 26/10/2011 Added support for night vertex colors.
Night vertex color and alpha are imported to mapping channels 3 and 4 (x-coordinate only) respectively; let me know if you are able to view and edit the information.
In addition to 3ds max you need to have .NET framework 4 and Max.NET installed.
You will also need Kam's gta_material.ms which is included with his scripts.
Download the Max.NET installer here.
Download Kam's 3ds max scripts here.
But it's important to note that the plugin will not work with versions prior to 3ds max 9 since they do not have in-built support for the .NET framework.
Copy GTADffImporter.dll into <3ds max root folder>\plugins. It's advisable to run 3ds max as administrator; sometimes it didn't work when this step was omitted.
The plugin is accessible from the utilities tab: Expand the "Utilities" rollout and click the "More... " button. In the list you should find an entry for "GTA DFF importer".
The utility brings up a dialog. Click the "open" button to choose a file. One or more numbers will appear in the listbox; these represent clumps in the .dff file. The numbers are the offsets(i.e addresses) of the clumps relative to the beginning of the file. Select one of them and click the "Import" button to perform the import.
Most .dffs are single clump.
Imports GTA III, Vice City and GTA SA models.
Imports materials, normals, both UV maps and vertex colors.
Limited support for peds: mesh is imported but bones are represented by dummy nodes.
UV and other animations not supported.
2dfx not supported.
Does not import collision data.
Posted 27 October 2011 - 11:13 AM
Posted 31 October 2011 - 08:38 PM
Posted 01 November 2011 - 05:41 AM Edited by seggaeman, 01 November 2011 - 05:09 PM.
Posted 22 December 2011 - 07:51 PM Edited by pmillett, 22 December 2011 - 09:56 PM.
Posted 25 December 2011 - 10:45 PM
|QUOTE (pmillett @ Thursday, Dec 22 2011, 21:51)|
|This is a good tool... However, I feel you should take into consideration protecting the models that are locked. It's nice to import models into 3ds Max that were made in Zmodeler and ZModeler2, but will you protect locked models out of respect for the modelers that made them?|
I don't really think it's a good idea. Though what's wrong if someone opens your DFF that is for free anyway. If someone can open DFF, it may be improved especially when no domage parts were made. Even taking someone's hard work isn't a reason to block DFF as everyone is unknown and anonymous on internet. We don't glory anyone for making mods it is wrong to try to get rid of the mod reuse by another.
Posted 26 December 2011 - 12:39 AM
Posted 26 December 2011 - 05:57 PM Edited by seggaeman, 26 December 2011 - 06:34 PM.
Another alternative is to use the "non standard .dff" workaround, but if I do that no Zmodeler file will import. It will defeat the purpose of the tool as I see it.
It remains though that I have ceased work on the .NET version of the importer, if there are going to be further updates they will only apply to the native SDK plugin (also posted on gtagarage).
Pmilett if you or anyone else would like to have locking for this tool I'll supply you the source code.
Btw an exporter is coming.
Posted 26 December 2011 - 08:46 PM
Posted 26 December 2011 - 09:43 PM
Posted 27 December 2011 - 12:07 AM
Posted 27 December 2011 - 12:35 AM
|QUOTE (ALMOST610 @ Monday, Dec 26 2011, 21:07)|
|Is He Talking About Collision? It looks like the person is falling through the fence.|
He wasn't talking about colision, he was talking about Bump Maps.
Posted 27 December 2011 - 12:38 AM
Posted 27 December 2011 - 06:18 PM
I wasn't aware of this.
Posted 04 January 2012 - 12:27 AM
Could you look into it Seggaeman?
Posted 05 January 2012 - 09:51 AM
Posted 06 January 2012 - 02:45 AM
I think that ZMod might have import/export capabilities can you not reverse engineer that plugin and create a max script, all I can say is try and do what you can, and it will be more than I can comprehend, not sure how all these scripts and plugins work to begin with.
Posted 06 January 2012 - 06:31 AM
(a) Scripts. Stored and run in text format itself, script instructions are evaluated/compiled by the scripting engine each time they are executed. Often use a language specific to the modeling program (e.g. MAXScript). Reverse engineering isn't so complex unless they are encrypted.
(b) Compiled plugins. These are developed using C++ or sometimes .NET languages and are typically implemented as a .dll. This describes my tool as well as the Zmodeler filters. The .dll contains mostly assembly instructions and data in binary format. If you don't have the original source code it's near impossible to reverse engineer.
In this case it may be easier to do it by analyzing the game files instead. Too bad those who've done it already already don't want to share their knowledge.
Posted 29 August 2012 - 05:52 AM
The reason being that some scripts I'm working with don't recognize the "GTA Material" and if the objects were imported with the standard max material I can work with them more easily. I can convert them manually, but this is extremely time consuming since I will lose the texture information for each material I change the material type on. I would have to then redefine what texture file each material will use if I go that route.
Posted 19 February 2014 - 04:48 PM Edited by flame1251, 19 February 2014 - 05:03 PM.
Sorry for writing in old thread.
On Windows 7 64-bit I faced with the problem (on XP and, it seems, 7 34-bit all OK) - when I import DFF (GTA SA format), textures displaying incorrectly (for example, one of texture mapped on the whole object). How to fix this?
Plugin was installed correctly (I have copied DffImporter_2010x64 to 3ds Max\plugins, GTA_Material.ms to Scripts\Startup).
Posted 20 February 2014 - 05:50 AM
Tell me what 3ds max version you are using. Send me also a sample file by PM.
- Flame likes this
Posted 20 February 2014 - 09:01 AM Edited by flame1251, 20 February 2014 - 09:47 AM.
seggaeman, I forgot say about the version: 3ds Max 2011 x64. And problems like that only with my new DFF, but textures correctly displayed in original game and when I import it with Kam's script - all is OK too (but when I import with Kam's script - prelight will be broken).
By the way, thanks for your plugins. These are best GTA .DFF plugins for 3ds Max. I have send file in PM.
UPD. Same problem and on XP (3ds Max 2011 32-bit). It turns out my DFF somehow damaged.
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