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WFT/XFT to DFF

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Rockeroller
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#31

Posted 27 July 2014 - 12:36 PM

Has anyone here sent _DK models from mcla to look at?

Automan
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#32

Posted 18 August 2014 - 10:44 AM

Oh, my master! This is very good for ZModeler226! :D
Please made xtd2dds! :D
GTA V Console Texture Editor no open my DLC xtd file:
GTAVCTError.jpg

Jestic
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#33

Posted 18 August 2014 - 01:41 PM



 

Oh, my master! This is very good for ZModeler226! :D
Please made xtd2dds! :D
GTA V Console Texture Editor no open my DLC xtd file:
GTAVCTError.jpg

 

Use OpenIV, it can extract DDS, as well as open DLC XTD files.


Automan
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#34

Posted 18 August 2014 - 05:13 PM Edited by Automan, 18 August 2014 - 05:16 PM.

No, Open IV 2.1.0 error:

Spoiler
Open_IVxtd_View1.jpg
Open_IVxtd_View2.jpg

GooD-NTS
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#35

Posted 18 August 2014 - 05:39 PM Edited by TJGM, 07 February 2015 - 01:26 PM.

No, Open IV 2.1.0 error:
Open_IVxtd_View1.jpg
Open_IVxtd_View2.jpg

It is works fine in OpenIV:
http://googledrive.c.../2014.08/02.gif

Automan
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#36

Posted 19 August 2014 - 10:30 AM Edited by Automan, 21 August 2014 - 12:06 PM.

I have extracting the files xtd from the file rpf with Open IV,
instead of Liberty V r47, and the textures works perfectly
also in Open IV, now. :)

rokistaking187
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#37

Posted 23 October 2014 - 10:10 AM Edited by rokistaking187, 23 October 2014 - 10:38 AM.

does this tool automatically convert WFT/XFT to dff ? :catspider:

 

edit:my bad wasn't lookin' on the post ...


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#38

Posted 23 October 2014 - 10:19 AM

You haven't read the first post, have you?

direstraits
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#39

Posted 26 October 2014 - 03:18 PM

I'm trying to convert a car from gta V Xbox, but I'm getting a error. "Incorrect Pointer"

Conversion started...

Model C:\New Folder\ambulance_hi.xft

Resource (XDR) Sys size: 98304 Gfx size: 647168

v1RxwpG.jpg

 

Please Help


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#40

Posted 26 October 2014 - 05:27 PM

Try to extract .xft files by LibertyV instead of OpenIV.

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direstraits
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#41

Posted 26 October 2014 - 11:43 PM

Thank you, It worked.
I don't get it why Open IV dosen't extract files correctly.


DK22Pac
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#42

Posted 27 October 2014 - 08:49 AM

OpenIV extracts files fine, but it doesn't decompress them (it actually shouldn't do it),

XFT2DFF works with decompressed files only.

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Rented
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#43

Posted 08 November 2014 - 01:06 AM

If it does not work with models exported via OpenIV then what programs do you use to export?


Jestic
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#44

Posted 08 November 2014 - 11:26 AM Edited by Jestic, 08 November 2014 - 11:27 AM.



If it does not work with models exported via OpenIV then what programs do you use to export?

 

LibertyV.

http://gtaforums.com...lgtav-libertyv/


Rented
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#45

Posted 08 November 2014 - 12:14 PM

 



If it does not work with models exported via OpenIV then what programs do you use to export?

 

LibertyV.

http://gtaforums.com...lgtav-libertyv/

 

Sorry my bad, I forgot to mention that I want to export Max Payne 3 models.

 

Thank you anyway, but I can already edit GTA V models, I read through the topic, unfortunately no one mentioned a program for MP3.

 

But could I ask you to link the "load IPL" plugin that you mentioned, please.


Jestic
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#46

Posted 08 November 2014 - 12:20 PM

 

 



If it does not work with models exported via OpenIV then what programs do you use to export?

 

LibertyV.

http://gtaforums.com...lgtav-libertyv/

 

Sorry my bad, I forgot to mention that I want to export Max Payne 3 models.

 

Thank you anyway, but I can already edit GTA V models, I read through the topic, unfortunately no one mentioned a program for MP3.

 

But could I ask you to link the "load IPL" plugin that you mentioned, please.

 

 

Here goes:

https://www.dropbox...._tools.rar?dl=0

 

And MP3 models, you can only convert *.WFT, so not *.WDR or *.WDD. Use OpenIV.


SAULTHEONE
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#47

Posted 22 December 2014 - 01:05 AM

does any one know of any conveters that convert san andreas models to rage models


shawn0317
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#48

Posted 22 December 2014 - 10:04 PM

hey i get error same as other guy it saying not enouph room in buffer 


Automan
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#49

Posted 29 December 2014 - 09:05 AM

DK22Pac, The Massacre Racer from GTA-V DLC Festive Surprise, for example,

has the UV-Mapping for livrery on channel 2.

But wftxfttodff to Bonnet and Boot assigns only one channel UV Channels, and the mapping is lost...

Can you do something? :)


BMWSauberF1.08
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#50

Posted 06 February 2015 - 07:31 PM

sorry for bumping this topic

DK22Pac, The Massacre Racer from GTA-V DLC Festive Surprise, for example,

has the UV-Mapping for livrery on channel 2.

But wftxfttodff to Bonnet and Boot assigns only one channel UV Channels, and the mapping is lost...

Can you do something? :)

it happen also on the jester,the secound uv-channel is missing from the doors and the boot


DK22Pac
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#51

Posted 07 February 2015 - 01:32 PM Edited by DK22Pac, 07 February 2015 - 01:32 PM.

Try with this updated tool
http://www.mediafire...a6n/xdr2dff.rar
If this won't work, send me these models (xdr files).

Automan
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#52

Posted 07 February 2015 - 02:06 PM

Not work... :(

Massacro and Jester, file 3D and Texture:

(The file 3D is xft, no xdr).

http://www.mediafire...sacroJester.rar


Automan
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#53

Posted 14 February 2015 - 11:18 AM

...and if possible:

 

XFTto_DDF.jpg


BMWSauberF1.08
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#54

Posted 14 February 2015 - 12:18 PM Edited by Aztecas_5, 14 February 2015 - 12:18 PM.

the original v prelight color can be useful if you want to convert the dff to a wft and the flipped faces problem is not a big issue,but yes the broken uv channels for dlc vehicles need to be fixed


Automan
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#55

Posted 15 February 2015 - 11:34 AM

Certainly it is not essential, but it would work less to do! :D

I would not mind, since I am converting them all! :D


Automan
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#56

Posted 20 March 2015 - 11:07 AM Edited by Automan, 21 April 2015 - 03:07 PM.

DK22Pak, the program has worsened:
xft_TOdff2error_UVmapping.jpg

 

---

 

Occured a YFT to DFF converter, now! :D


DK22Pac
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#57

Posted 14 May 2015 - 04:14 AM Edited by DK22Pac, 14 May 2015 - 04:17 AM.

Update - added ytd/ydr/ydd/yft > txd/dff/col converter.
Main features:
-2dfx export
-Day/night prelight calculation
-Collision file generation
-Breakable model generation
-Wide list of settings
Vehicle models are currently exported as skinned mesh. Auto-splitting may be added in future.
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Automan
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#58

Posted 15 May 2015 - 08:23 AM Edited by Automan, 15 May 2015 - 09:20 AM.

Yft converter (version with gerarchy) locked DFF file:
dff_is_locked.jpg

[GENRL]
;
; Write info to log.txt
;
bEnableLog = 0
;
; Use hashes instead of real file names. This is useful since there's a limit with 20 symbols for file name inside IMG archive
;
bHashedFileNames = 0
;
;
;             TEXTURES
;
;
; Lower dimensions for textures - 1 to use 2nd level, 2 - 3rd ...
;
iBaseTextureLevel = 0
;
; Anisotropy level for textures
;
iAnisotropyLevel = 0
;
; Extended texture name - don't use this if you don't know what is this
;
bExtendedTextureName = 0
;
;
;
;             MODELS
;
;
;
; Scale models
;
fScaleMultiplier = 1.0
;
; Level of detail (0-3, 0 - high)
;
iLodLevel = 0
;
; Generate collision models (they will be stored in separated .col files, use col_merge tool to pack them into one .col file
;
bGenerateCollision = 0
;
; Make collision mesh optimization
;
bOptimizeCollisionMesh = 1
;
; Generate AABB tree for collision model
;
bGenerateCollisionAABBTree = 1
;
; Collision model default lighting intensity (0-255)
;
iCollisionModelLighting = 255
;
; Skip large (and thus invalid) col model or try to delete excess faces.
; Disable this if you wan to fix invalid models manually
;
bSkipLargeCol = 1
;
; Export bones and hierarchy data (don't enable this if you want to convert map objects)
;
bExportSkeleton = 1
;
; Export vertex colors - this is skipped if bGenerateDayPrelight is enabled
;
bExportVertexColors = 0
;
; Export normals
;
bExportNormals = 1
;
; First UV channel (-1 - export all, 0 - first, 1 - second,...)
;
iFirstUVChannel = -1
;
; Second UV channel. This is ignored if iFirstUVChannel is set to -1. If iFirstUVChannel is not set to -1
; and iSecondUVChannel is set to -1, iSecondUVChannel is not used (so only one UV channel will be exported)
;
iSecondUVChannel = 1
;
; Calculate day lighting
;
bGenerateDayPrelight = 0
;
; Calculate day lighting for dynamic (yft) models
;
bGenerateDPForDynamicObjects = 0
;
; Calculate night lighting
;
bGenerateNightPrelight = 0
;
; Calculate night lighting for dynamic (yft) models
;
bGenerateNPForDynamicObjects = 0
;
; Sun prelight parameters
;
fPrelightSunX = 1.0
fPrelightSunY = 1.0
fPrelightSunZ = 0.5
iPrelightSunColorR = 255
iPrelightSunColorG = 255
iPrelightSunColorB = 255
fPrelightSunRangeA = 0.5
fPrelightSunRangeB = 1.0
;
; Night lighting parameters
;
fNightPrelightBaseLevel = 0.1
fNightPrelightMultiplier = 0.2
;
; 2dfx parameters
;
f2dfxCoronaSizeMultiplier = 1.0
f2dfxPointlightSizeMultiplier = 12.0
f2dfxShadowSizeMultiplier = 7.0
i2dfxShadowIntensity = 100 ; (0-255)
f2dfxCoronaFarClip = 150.0
;
; Default material properties
;
fMaterialDiffuse = 1.0
fMaterialAmbient = 1.0
;
; Export vehicle colors info
;
bExportVehicleColors = 1
;
; Generate breakable data for dynamic (yft) models
;
bGenerateBreakableModel = 0
;
; Breakable model lighting. This is used only when bGenerateNPForDynamicObjects is disabled
;
fBreakableLighting = 0.3
;
; Broken model lighting - this will be multiplied with breakable model lighting
;
fBrokenLighting = 0.5

The problem is:

; First UV channel (-1 - export all, 0 - first, 1 - second,...)
;
iFirstUVChannel = -1

This is fine for UV-mapping:

; First UV channel (-1 - export all, 0 - first, 1 - second,...)
;
iFirstUVChannel = 0
;
; Second UV channel. This is ignored if iFirstUVChannel is set to -1. If iFirstUVChannel
is not set to -1
; and iSecondUVChannel is set to -1, iSecondUVChannel is not used (so only one UV
channel will be exported)
;
iSecondUVChannel = 0
Channel_UV_mapping.jpg

 

So, if now UV-mapping is not correct, channel 2 to 1:
Channel_2_to_1.jpg

 

- - - -

 

And only 1 mesh?...:
only_1_mesh.jpg


SilverRST
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#59

Posted 15 May 2015 - 04:12 PM Edited by SilverRST, 15 May 2015 - 04:18 PM.

Update - added ytd/ydr/ydd/yft > txd/dff/col converter.
Main features:
-2dfx export
-Day/night prelight calculation
-Collision file generation
-Breakable model generation
-Wide list of settings
Vehicle models are currently exported as skinned mesh. Auto-splitting may be added in future.

 

 

Is it also possible in future to add LODs import? GTAIV has different LODS, or better said, just the low-poly meshes for distance for example.


_CP_
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#60

Posted 15 May 2015 - 05:34 PM

@SilverRST

; Level of detail (0-3, 0 - high)
; 
iLodLevel = 0




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