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[3DSMAX|REL] OpenIV openFormats I/O

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Alexander Blade
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#151

Posted 19 April 2014 - 01:55 PM Edited by Alexander Blade, 19 April 2014 - 01:55 PM.

indra.

there is no point of bounds at all until you will remake all anims


indraCG
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#152

Posted 19 April 2014 - 02:07 PM

sorry.. i dont understand...is that mean, even if i can make a custom ped bone i still need to edit all animation to make it work? could you explain what "bounds" is?


MIXAZZZ
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#153

Posted 19 April 2014 - 02:07 PM

you can do it in a notepad, openFormat has text data, open .skel file and replace the values ​​of the bone position.


Alexander Blade
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#154

Posted 19 April 2014 - 02:21 PM

sorry.. i dont understand...is that mean, even if i can make a custom ped bone i still need to edit all animation to make it work? could you explain what "bounds" is?

ped fragments have only bounds inside , all bone cords and rotations are being duplicated almost everywhere what game uses for peds - wdd (main ped parts) , wdr (clothes mostly) , wft (bounds only) and in every ped anim , it's not really possible to change one ped bone related stuff without changing lots of other things


indraCG
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#155

Posted 19 April 2014 - 02:51 PM Edited by indra., 19 April 2014 - 02:52 PM.

sounds so complicated...so i will never can expect  ped with custom bones in gtaIV? ...

i thought the ped bone are only in ped's wft ...just like the player.dff in gta sa...


Frank.s
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#156

Posted 19 April 2014 - 03:44 PM Edited by Frank.s, 19 April 2014 - 03:54 PM.

Indra, Player ped skeleton editing is probably much easier than ped skeleton editing because the player just uses one unique skeleton afaik.

Alexander/Mixazzz/anyone who can, could someone make a max script that does this:

1) user selects their breakable objects parts (4 fragments would equal = 8 objects, 4 collision poly and 4 visible mesh)
2) then script creates root bone and anchors it to the ground (similar to how many IV wft objects work like fire hydrant etc.)
3) then script creates dummys, bones, hierarchy, sets all object properties on fragment objects/bones/dummys (no need for user input, force script to use a default value for weight and uproot limit etc. and this can be changed to more appropriate settings by the user later)
4) then the script tests collision models for bugs and tessellates if necessary
5) Done.
Would that be possible?


Using this hierarchy, no special dependencies.
8IHtk.jpg

MIXAZZZ
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#157

Posted 19 April 2014 - 04:12 PM

Rather not. OFIO designed specifically for handmade, all moments to bilding must make himself the creator of the content. Error messages are displayed only for the key points.
 
What you have to offer - it's too much code, and as a consequence of reduced productivity. What you want - is the realization GIMS Evo, but it is not known when it will release. 
 
OFIO - hardcore modding, completely handmade.
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Frank.s
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#158

Posted 19 April 2014 - 06:47 PM Edited by Frank.s, 19 April 2014 - 06:47 PM.

I see your point, ok.

Josnz
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#159

Posted 26 April 2014 - 02:07 PM Edited by Josnz, 26 April 2014 - 02:12 PM.

Alexander Blade

 

I still have the same problem when i try import .ODR of a ped in 3DSMax.

 

I have uploaded one example of .odr that i want import, i need help, please.

 

http://www.sendspace.com/file/sqpbus

 

And other image of the Error:

 

CWLHLqV.png


MIXAZZZ
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#160

Posted 28 April 2014 - 07:29 AM Edited by MIXAZZZ, 28 April 2014 - 07:56 AM.

Your .wdr  is broken.
 
Spoiler

Originally game .wdr with skeleton imported successfully.
 
Specify how you got this .wdr 
To work with the current version you need to use OFIO OpenIV 1.6
 
H6eY.jpg

Alexander Blade
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#161

Posted 28 April 2014 - 07:53 AM Edited by Alexander Blade, 28 April 2014 - 07:54 AM.

This drawable is really f*cked up , first of all there is no head_000_r folder in your distrib and mesh declaration in odr has 65535 as bone id , this value must be 0 , fix this and it will import correctly


Limiter
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#162

Posted 28 April 2014 - 05:52 PM

May I ask, which one will look better? :) :blush:

 

Did anyone try GIMS and the latest OFIO (with corrected tangents) wdr and compare results?


MIXAZZZ
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#163

Posted 28 April 2014 - 07:34 PM

Results are the same in GIMS and OFIO, you can confidently work with OFIO.

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Limiter
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#164

Posted 29 April 2014 - 09:35 PM

Not exactly like gims , but the effect should be the same

 


 

Results are the same in GIMS and OFIO, you can confidently work with OFIO.

 

Thanks for the reply. :)

 

But as you can see the reason I asked is because of Alexander's earlier reply.


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#165

Posted 03 May 2014 - 10:28 PM

Well guys? Who works with the .OFT? Show off your projects, to prove that we are not wasting our time.

Spoiler

quechus13
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#166

Posted 03 May 2014 - 11:05 PM

Well guys? Who works with the .OFT? Show off your projects, to prove that we are not wasting our time.

Spoiler

It is not that you wasted your time.
It is that the tool came too late, not many people like GTA IV anymore.


Alexander Blade
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#167

Posted 05 May 2014 - 01:48 AM Edited by Alexander Blade, 05 May 2014 - 01:48 AM.

 

Well guys? Who works with the .OFT? Show off your projects, to prove that we are not wasting our time.

Spoiler

It is not that you wasted your time.
It is that the tool came too late, not many people like GTA IV anymore.

 

 

Ppl are still making vehicles for IV


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#168

Posted 05 May 2014 - 05:51 AM

 

 

Well guys? Who works with the .OFT? Show off your projects, to prove that we are not wasting our time.

Spoiler

It is not that you wasted your time.
It is that the tool came too late, not many people like GTA IV anymore.

 

 

Ppl are still making vehicles for IV

 

Not to mention that R* still isn't arsed to release a PC version of V.


quechus13
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#169

Posted 05 May 2014 - 07:50 PM

 

 

Well guys? Who works with the .OFT? Show off your projects, to prove that we are not wasting our time.

Spoiler

It is not that you wasted your time.
It is that the tool came too late, not many people like GTA IV anymore.

 

 

Ppl are still making vehicles for IV

 

This is very true but there are fewer people now.
Skyrim has a bigger modding community now thanks to R* not releasing or announcing V for PC.


miclin
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#170

Posted 05 May 2014 - 09:10 PM

Well, The reason why Skyrim is more popular is easy.
It has a offical modding support ;)..

quechus13
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#171

Posted 09 May 2014 - 03:10 AM

Well, The reason why Skyrim is more popular is easy.
It has a offical modding support ;)..

Very True.
But GTA SA probably has a bigger community than GTA IV.

I mean it has been 3 days and back in the day it was hours or a day when people posted on a topic.
Everything is just slowly dying.

I for one wanted custom particle textures for IV and since that is impossible, I kind of got bored of IV.
Cars will always be there but no more fun mods like particles, scripts and more.

The only good scripter I know for IV is JulioNIB but even he can't do 1K scripts that are as successful as the Iron Man mod and scripts like that are in SA but SA is far too outdated for my liking.
I want my models to look good, plus I hate prelighting a lot.

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Alexander Blade
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#172

Posted 09 May 2014 - 08:09 AM

Everything is just slowly dying.

Modding is going nowhere in general , I wrote about this a while ago here http://gtaforums.com...entry1063466112

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lpgunit
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#173

Posted 09 May 2014 - 11:37 PM

Everything is just slowly dying.

Modding is going nowhere in general , I wrote about this a while ago here http://gtaforums.com...entry1063466112

I don't think that the modding scene is dying, but then again the industry's current business model of DLCs is partly to blame.

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#174

Posted 16 May 2014 - 06:56 AM

 

Well, The reason why Skyrim is more popular is easy.
It has a offical modding support ;)..

Very True.
But GTA SA probably has a bigger community than GTA IV.

I mean it has been 3 days and back in the day it was hours or a day when people posted on a topic.
Everything is just slowly dying.

I for one wanted custom particle textures for IV and since that is impossible, I kind of got bored of IV.
Cars will always be there but no more fun mods like particles, scripts and more.

The only good scripter I know for IV is JulioNIB but even he can't do 1K scripts that are as successful as the Iron Man mod and scripts like that are in SA but SA is far too outdated for my liking.
I want my models to look good, plus I hate prelighting a lot.

 

 

I hear you quechus, I really wanted to do custom particles myself but that has been confirmed by Good NTS as not going to happen.


Alexander Blade
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#175

Posted 06 June 2014 - 03:40 PM

Fixed:

- oft importing for some bikes 

- exporting when common_mesh consists from 1 object

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#176

Posted 11 June 2014 - 11:19 PM

HI Alexander, great work with these scripts

 

been out of the modding scene for a while but it's nice to come back to see these still being worked on, not had a chance to have a good play with them yet but I sure will be in the coming months around fall time.

 

on a side note, have the animated texture sections of the map wdr's been found and included in exporting ?

 

thanks for all your work with the whole project, we have some great tools to mod with :D :cookie:


Alexander Blade
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#177

Posted 12 June 2014 - 09:56 PM

Hi , nice to see old school guyz here again :) 

Btw both animation types (skeleton and UV) for drawables are supported .

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#178

Posted 19 June 2014 - 11:09 PM

Hi , nice to see old school guyz here again :)

Btw both animation types (skeleton and UV) for drawables are supported .

yeah, the forums need a few more of the old bunch back.

 

that's cool to know, the animated models and textures always were one of my favourite things to play with in GTA modding, the Pleasure Pier is going to be one of my targets for some modding fun. :)


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#179

Posted 30 June 2014 - 07:24 PM Edited by Frank.s, 07 July 2014 - 06:05 PM.

It seems that the blending may be broken (or i may be using it incorrectly). In my example i chose a brick wall texture because it would stand out against the grass (i recognise that it's an inappropriate texture to use for terrain :p)
The brick wall texture is barely visible even though i set the map channel 3 so that it shows each texture %100 in certain areas. The shader i used was gta_terrain_va_2lyr.

Also when i re-imported the object the map channel 3 was changed from my original white to yellow, is this a bug?


I chose incorrect map channel numbers, fixed now, Awesome. :D

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#180

Posted 03 July 2014 - 09:20 AM

How in the f*ck do I get Open Format I/O into my 3ds max?!





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