Quantcast

Jump to content

» «
Photo

[REL] Renderware file converter

142 replies to this topic
The Hero
  • The Hero

    Into TheGame!!!

  • Feroci
  • Joined: 25 Jan 2005
  • Germany
  • Most Helpful Modding 2016 [Honorable mention]
    Best Script or Plugin 2016 [SkyGfx]
    Contribution Award [Mods]

#1

Posted 03 December 2014 - 04:28 PM Edited by The Hero, 10 January 2016 - 04:51 PM.

This thread is about the RW file conversion programs I had linked in my signature for a while now.
In the PS2 reflections topic we already talked about differences of PS2 files, converting them to PC files and so on. Here will be the place to discuss these things.
 
First of all, here are the binaries:
http://aap.papnet.eu/gta/rwconv.zip
and here the source:
https://github.com/aap/rwtools
 
These tools arose of my obsession to understand all RW files used by GTA (especially the non-PC formats) and use them in my programs (I wrote a map viewer and some other programs using these). Of course the library can also write files so writing converters was very easy.
The three tools are:
- dffconv: converts any dff file to a generic (PC) file
- txdconv: converts any txd file to a PC file
- txdex: extracts the textures of any txd files into tgas
 
Bugs:
- converted peds aren't apparently usable on PC games (haven't tried myself yet, probably bone related)
 
Please let me know of any bugs you find that aren't mentioned yet.
 
 
Update: As part of my librw project (https://github.com/aap/librw) I release a new and much better dff converter now:
http://aap.papnet.eu...bin/convdff.exe

The version of the file written will be the same as the input by default (unless you set the version explicitly with the -v switch, see this for information on RW versions: http://www.gtamoddin...wiki/RenderWare).
Some terminology:
- Instancing means converting the platform independent geometry data into a platform specific format that can be saved to a dff file (these dff files are called pre-instanced because instancing no longer happens at runtime). This is done in the PS2 and mobile games starting with VC and all xbox games. d3d8 and d3d9 pre-instanced geometry is not used by the games by default but the game should be able to read such dffs.

- Uninstancing is something the original RenderWare engine cannot do, but which librw can: it means converting the platform specific geometry back into a platform independent format again.
The -u and -i switches tell convdff to uninstance or instance a dff (note that not everything has been tested an implemented yet, expect bugs or problems).

Even non-instanced can be platform-specific (the -o switch sets the output platform, d3d8 being the default). Most noticeably ADC optimized geometry on the PS2 (to improve tristripping) and custom vertex formats on the xbox.

Example: to convert a ps2 file into the platform independent format and write it as version 3.3.0.2 use it as
convdff.exe -u -v 33002 input.dff output.dff
To pre-instance a file into xbox format:
convdff.exe -i -o xbox intput.dff output.dff
I will implement more features in the future but the basic conversions should be working. I don't guarantee all conversions will work, i can't test everything. Please report bugs or unexpected behaviour.

Notes:
- files with multiple clumps are not supported (everything after the first clump is ignored).
- uninstancing Xbox night normals is not supported yet
- instancing and uninstancing of SA mobile dffs is not (completely?) implemented yet.

Update: After taking a look at LCS TXD files I wrote a converter which converts PS2 CHKs and iOS TXDs (which are basically the same file format) to d3d8 TXDs.
Update: The same program now converts PS2 MDLs and iOS DFFs to regular dffs.
http://aap.papnet.eu...storiesconv.exe
  • gamerzworld, Frank.s, Blackbird88 and 22 others like this

Tomasak
  • Tomasak

  • The Yardies
  • Joined: 04 Jan 2009
  • None
  • Spam Commando 2017
    Best Conversion 2016 [GTA: Underground] [Contribution]

#2

Posted 03 December 2014 - 04:42 PM

Count this as not mentioned bug?

Spoiler


Snoops27
  • Snoops27

    Hustler

  • Members
  • Joined: 10 Aug 2013
  • United-Kingdom

#3

Posted 03 December 2014 - 04:42 PM

We can talk about this stuff here? Well here I go again :D. Bugged sunglasses models on PC, think they're fine on the PS2.

 


The Hero
  • The Hero

    Into TheGame!!!

  • Feroci
  • Joined: 25 Jan 2005
  • Germany
  • Most Helpful Modding 2016 [Honorable mention]
    Best Script or Plugin 2016 [SkyGfx]
    Contribution Award [Mods]

#4

Posted 03 December 2014 - 04:57 PM

The glasses bug cannot be fixed in the DFF or TXD I think. This has to do with the alpha test and draw order.

  • Snoops27 likes this

Jinx.
  • Jinx.

    my nama jeff

  • Facade Corporation
  • Joined: 15 Dec 2010
  • None
  • Best WIP Mod 2014 [Grand Theft Auto 3D]

#5

Posted 03 December 2014 - 05:51 PM

Holy damn!

We need an Android GTA 3 Peds to be importable in 3ds aswell. Hope you will do it too! :)

  • Davve95 likes this

The Hero
  • The Hero

    Into TheGame!!!

  • Feroci
  • Joined: 25 Jan 2005
  • Germany
  • Most Helpful Modding 2016 [Honorable mention]
    Best Script or Plugin 2016 [SkyGfx]
    Contribution Award [Mods]

#6

Posted 03 December 2014 - 06:02 PM

You can convert mobile dffs already. Have you tried if peds work?


Blackbird88
  • Blackbird88

    DualShock 3 Buttons EVERYWHERE

  • Members
  • Joined: 21 Jul 2008
  • Czech-Republic

#7

Posted 03 December 2014 - 07:58 PM Edited by Blackbird88, 03 December 2014 - 07:58 PM.

I tried to convert mobile DFF, but no matter what I do it stays white and won't load its texture :(

How do I find out which texture it's looking for?


d3jan
  • d3jan

    Prime

  • Members
  • Joined: 01 Jun 2011
  • None

#8

Posted 03 December 2014 - 09:13 PM

Very helpful tools :D

 

Here's a batch code for txdex. It creates folders for every txd and then it puts all the textures extracted from each txd in those folders:

for %%i in (*.txd*) do txdex %%i & if /i not "%%~nxi"=="%~nx0" md "%%~ni" 2>nul & move "*.tga*" "%%~ni" >nul
  • Tomasak, Mr. Jago, Snoops27 and 1 other like this

Mr. Jago
  • Mr. Jago

    wosh u face

  • Members
  • Joined: 10 May 2011
  • United-States

#9

Posted 04 December 2014 - 12:39 AM Edited by Mr. Jago, 04 December 2014 - 12:40 AM.

Count this as not mentioned bug?

Spoiler

not a bug, vice city on the ps2 lacks backface culling I believe so that model would look fine under normal circumstances

 

also I'm glad to see that these tools have finally gotten a big release, I've been using them for the past year and they're just awesome!  :^:


The Hero
  • The Hero

    Into TheGame!!!

  • Feroci
  • Joined: 25 Jan 2005
  • Germany
  • Most Helpful Modding 2016 [Honorable mention]
    Best Script or Plugin 2016 [SkyGfx]
    Contribution Award [Mods]

#10

Posted 04 December 2014 - 05:42 AM

I tried to convert mobile DFF, but no matter what I do it stays white and won't load its texture :(

How do I find out which texture it's looking for?

 

You can use rwanalyze, I think it has an option for checking textures.


Surya926
  • Surya926

    ...

  • Members
  • Joined: 30 Apr 2011
  • Indonesia

#11

Posted 04 December 2014 - 05:53 AM Edited by Surya926, 04 December 2014 - 06:10 AM.

when i convert the hydra model, the window/glass is missing, i wonder why :/

 

EDIT: same goes for Rustler and Cropduster too

EDIT2: all three glass model are using the "vehicleenvmap128" reflection texture, maybe it's related?


The Hero
  • The Hero

    Into TheGame!!!

  • Feroci
  • Joined: 25 Jan 2005
  • Germany
  • Most Helpful Modding 2016 [Honorable mention]
    Best Script or Plugin 2016 [SkyGfx]
    Contribution Award [Mods]

#12

Posted 04 December 2014 - 05:59 AM

That's weird...Is the geometry really missing? Have you checked in 3ds max or so?


Surya926
  • Surya926

    ...

  • Members
  • Joined: 30 Apr 2011
  • Indonesia

#13

Posted 04 December 2014 - 06:11 AM

no, in 3ds max the geometry is show up but in game isn't


The Hero
  • The Hero

    Into TheGame!!!

  • Feroci
  • Joined: 25 Jan 2005
  • Germany
  • Most Helpful Modding 2016 [Honorable mention]
    Best Script or Plugin 2016 [SkyGfx]
    Contribution Award [Mods]

#14

Posted 04 December 2014 - 06:27 AM

I will take a look at it later.


Blackbird88
  • Blackbird88

    DualShock 3 Buttons EVERYWHERE

  • Members
  • Joined: 21 Jul 2008
  • Czech-Republic

#15

Posted 04 December 2014 - 08:33 AM

I tried to convert mobile DFF, but no matter what I do it stays white and won't load its texture :(
How do I find out which texture it's looking for?

 
You can use rwanalyze, I think it has an option for checking textures.


Yeah that shows the texture name, but not the name of the TXD file.
  • Bigbossbro08 likes this

The Hero
  • The Hero

    Into TheGame!!!

  • Feroci
  • Joined: 25 Jan 2005
  • Germany
  • Most Helpful Modding 2016 [Honorable mention]
    Best Script or Plugin 2016 [SkyGfx]
    Contribution Award [Mods]

#16

Posted 04 December 2014 - 09:56 AM

The DFF has no info which TXD should be used with it. What DFF are you talking about here?


Blackbird88
  • Blackbird88

    DualShock 3 Buttons EVERYWHERE

  • Members
  • Joined: 21 Jul 2008
  • Czech-Republic

#17

Posted 04 December 2014 - 02:04 PM

kmb_dumbbell_l.dff


Claude_Lib
  • Claude_Lib

    Talkative like never before

  • Members
  • Joined: 26 Jun 2009
  • Russia

#18

Posted 04 December 2014 - 02:53 PM

I guess, the dff either uses the txd associated with it in IDE file or generic txd file. You're gotta look for that "kmb_dumbbell_l" in PS2 IDE map files and see what txd is associated with it. That's how I remember, I may be wrong though.

  • Blackbird88, Tomasak and Mr. Jago like this

Blackbird88
  • Blackbird88

    DualShock 3 Buttons EVERYWHERE

  • Members
  • Joined: 21 Jul 2008
  • Czech-Republic

#19

Posted 04 December 2014 - 03:04 PM

Thank you so much. That was it!


El Dorado
  • El Dorado

    If it keeps on rainin' levee's goin' to break

  • Feroci
  • Joined: 07 Nov 2013
  • Brazil

#20

Posted 04 December 2014 - 04:22 PM

If possible:

 

- Mobile files support

- User interface


Silent
  • Silent

    Chief Vision™ Alterer

  • GTA Mods Staff
  • Joined: 01 Feb 2010
  • Poland
  • Most Helpful [Modding] 2016
    Contribution Award [Mods]
    Best Script/Plugin 2014 [SilentPatch]
    Most Respected 2014
    Most Helpful [Mods] 2014
    Most Helpful [GTA] 2013
    Most Helpful [Mods] 2013
    Most Talented [Modding] 2013
    Best Map 2013 [ViceCityStories PC Edition]
    Best Vehicle 2013 [III Aircraft]
    Most Helpful [Mods] 2012
    Modder of the Year 2012

#21

Posted 04 December 2014 - 06:56 PM

- User interface


unix has no GUI
  • Androll likes this

The Hero
  • The Hero

    Into TheGame!!!

  • Feroci
  • Joined: 25 Jan 2005
  • Germany
  • Most Helpful Modding 2016 [Honorable mention]
    Best Script or Plugin 2016 [SkyGfx]
    Contribution Award [Mods]

#22

Posted 06 December 2014 - 11:22 AM Edited by The Hero, 06 December 2014 - 11:24 AM.

New version:

- All DFF chunks can be read and written now (although some of them are not parsed and just copied 1:1 into the output file)

- better command line argument handling, the flags now come *before* the files like they should

- other fixes and clean ups

 

Todo:

- find out why the hydra's glass doesn't appear (and fix it)

- fix peds

- rewrite the whole thing, it's gotten kinda ugly

  • Blackbird88, Tomasak, Mr. Jago and 3 others like this

The Hero
  • The Hero

    Into TheGame!!!

  • Feroci
  • Joined: 25 Jan 2005
  • Germany
  • Most Helpful Modding 2016 [Honorable mention]
    Best Script or Plugin 2016 [SkyGfx]
    Contribution Award [Mods]

#23

Posted 06 December 2014 - 03:31 PM Edited by The Hero, 06 December 2014 - 05:23 PM.

New version, added a feature:

dffconv got an -m switch that can be used to fix the specular and environment information according to the PS2 pipeline that's being used. This removes unwanted specular reflections (especially on wheels).

 

EDIT: Found out why the hydra's glass isn't showing. It's a problem with the alpha test again, this needs a fix in ps2refl. I will fix it and explain what happened in that other thread.

  • Mr. Jago and Snoops27 like this

Blackbird88
  • Blackbird88

    DualShock 3 Buttons EVERYWHERE

  • Members
  • Joined: 21 Jul 2008
  • Czech-Republic

#24

Posted 06 December 2014 - 09:01 PM Edited by Blackbird88, 06 December 2014 - 09:01 PM.

If you manage to implement converting of mobile cutscene characters with no issues then you're really The Hero

Spoiler

  • dkluin likes this

The Hero
  • The Hero

    Into TheGame!!!

  • Feroci
  • Joined: 25 Jan 2005
  • Germany
  • Most Helpful Modding 2016 [Honorable mention]
    Best Script or Plugin 2016 [SkyGfx]
    Contribution Award [Mods]

#25

Posted 06 December 2014 - 09:17 PM Edited by The Hero, 06 December 2014 - 09:17 PM.

Hm, should be easy (I hope!). I will work on this tomorrow.

  • Blackbird88 likes this

Surya926
  • Surya926

    ...

  • Members
  • Joined: 30 Apr 2011
  • Indonesia

#26

Posted 06 December 2014 - 11:20 PM

can RWConv convert the buildings properly now?


The Hero
  • The Hero

    Into TheGame!!!

  • Feroci
  • Joined: 25 Jan 2005
  • Germany
  • Most Helpful Modding 2016 [Honorable mention]
    Best Script or Plugin 2016 [SkyGfx]
    Contribution Award [Mods]

#27

Posted 07 December 2014 - 11:12 AM

Could someone explain to me what the problem with peds is? Which file from which version did you convert? I don't want to find these problems myself.


BMWSauberF1.08
  • BMWSauberF1.08

    San Andreas Rewind Vehicle Artist

  • Feroci
  • Joined: 03 Sep 2013
  • Italy
  • Contribution Award [Mods]

#28

Posted 07 December 2014 - 11:17 AM Edited by Aztecas_5, 07 December 2014 - 11:17 AM.

bones aren't named correctly,for example LClavicle is named Dummy4,etc

 

though this can be easily fixed with rwanalyze by renaming correctly the frames


Snoops27
  • Snoops27

    Hustler

  • Members
  • Joined: 10 Aug 2013
  • United-Kingdom

#29

Posted 07 December 2014 - 11:23 AM Edited by snoops26, 07 December 2014 - 11:24 AM.

hopefully one day alpha sun glasses would be fixed :D


The Hero
  • The Hero

    Into TheGame!!!

  • Feroci
  • Joined: 25 Jan 2005
  • Germany
  • Most Helpful Modding 2016 [Honorable mention]
    Best Script or Plugin 2016 [SkyGfx]
    Contribution Award [Mods]

#30

Posted 07 December 2014 - 12:12 PM Edited by The Hero, 07 December 2014 - 05:51 PM.

I noticed there is still work to do on the OpenGL (used by the mobile games) and Xbox DFFs. Not sure when I'll get to this. I really hope the frame names can be fixed automatically, but I'm not quite sure. I want to be able to read the format first.

 

Oh, and I forgot I added support for multi clump DFFs a while ago. Aztecas_5, didn't you have problems with these?

  • Blackbird88, Tomasak, Mr. Jago and 1 other like this




1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users