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[REL] Renderware file converter

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BMWSauberF1.08
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#31

Posted 07 December 2014 - 12:30 PM Edited by Aztecas_5, 07 December 2014 - 12:31 PM.

yes,the game just crashes after i installed a multi clump dff converted from the ps2


The Hero
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#32

Posted 07 December 2014 - 12:34 PM

And now? Still happening with the newer versions?


BMWSauberF1.08
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#33

Posted 07 December 2014 - 12:47 PM

i don't know,i haven't tried it yet


El Dorado
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#34

Posted 13 December 2014 - 04:30 PM

A welcome option would be to clean vertex light/prelight from the dff's

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The Hero
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#35

Posted 22 December 2014 - 10:04 PM

Updated. Fixed some bugs. Most importantly polygon winding from SA PS2 DFFs is correct now.

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The Hero
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#36

Posted 05 January 2015 - 06:43 PM

Fixed small bug in dffwrite concerning PS2 materials and pipelines.
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TheFlareEntercounter
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#37

Posted 14 February 2015 - 10:43 PM Edited by TheFlareEntercounter, 21 February 2015 - 06:22 PM.

Fantastic tool! I finally converted the VC Steyr Aug to GTA:SA!


Blackbird88
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#38

Posted 22 March 2015 - 06:21 PM Edited by Blackbird88, 22 March 2015 - 06:31 PM.

Bug reporting time. Some mobile models cannot be converted such as these

tree_hipoly04.dff chunk 14 not found at 0xffffffff
cj_detector.dff chunk 14 not found at 0xffffffff
cj_hobby_c_1.dff chunk 14 not found at 0xffffffff
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Tomasak
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#39

Posted 24 March 2015 - 06:57 PM

I think this doesn't convert animation in dff (SA PS2 2 PC) for example pleasure-dl.dff - bubbles aren't moving


The Hero
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#40

Posted 24 March 2015 - 07:46 PM

Bug reporting time. Some mobile models cannot be converted such as these

tree_hipoly04.dff chunk 14 not found at 0xffffffff
cj_detector.dff chunk 14 not found at 0xffffffff
cj_hobby_c_1.dff chunk 14 not found at 0xffffffff


Indeed. This tool is pretty sh*tty. I had started work on a better version but am busy with other things atm. Sorry for the inconvenience.

Any bug reports will probably be ignored as long as they pertain to this version here. I hope I will find some time to work on the new version again.
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Inadequate
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#41

Posted 24 March 2015 - 08:13 PM Edited by inadequate, 24 March 2015 - 08:13 PM.

I think this doesn't convert animation in dff (SA PS2 2 PC) for example pleasure-dl.dff - bubbles aren't moving

 

Probably the same issue like this.

 

I tested the map more deeper and the casino lights on Venturas, doesn't move also the waterfalls on The Visage doesn't work too.

 

Aha, interesting. Looks like a problem with the UV animation then. We'll see when I'll get to it.

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Mr. Jago
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#42

Posted 02 April 2015 - 02:47 AM

anyone else having trouble getting this set of tools to convert vice city PS2 dffs? no matter what I try it just spits out empty 0 kb files, I've been forced to use a much older version just to get anything


The Hero
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#43

Posted 02 April 2015 - 08:36 AM

What are you doing exactly?

Mr. Jago
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#44

Posted 03 April 2015 - 04:27 AM

dffconv.exe file.dff file_output.dff

dffconv.exe -c file.dff file_output.dff

dffconv.exe -c -V 0x0C02FFFF file.dff file_output.dff

dffconv.exe -c -v GTAVC_1 file.dff file_output.dff

 

tried all of these and got nothing


BMWSauberF1.08
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#45

Posted 03 April 2015 - 05:06 AM

Try
in.dff out.dff -c -m -v GTAVC_1/2 -dd

Inadequate
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#46

Posted 07 June 2015 - 07:35 PM

Hey Hero, I hope you can fix the problem with the UV animations in the DFFs soon, please. Would be nice. :D

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#47

Posted 08 June 2015 - 05:54 AM

Yeah, that would be nice. But I'm no longer working on that old code base, it's a dead end. Unfortunately I'm not working on the new version either because I'm too busy with university at the moment :/ I really hope I will have some time to make everything work, I have so many plans :D
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The_GTA
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#48

Posted 09 June 2015 - 01:59 PM

Yeah, that would be nice. But I'm no longer working on that old code base, it's a dead end. Unfortunately I'm not working on the new version either because I'm too busy with university at the moment :/ I really hope I will have some time to make everything work, I have so many plans :D

I understand your concerns, my friend. University can really wreck your plans when it comes to what you do in your free time. You still have not looked at my MSVC port of your new codebase, please do that. :)


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#49

Posted 09 June 2015 - 04:48 PM

Yeah sorry, i've been really busy in the last couple of days. Please come online in IRC so we can talk there.

The Hero
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#50

Posted 11 September 2015 - 10:49 AM Edited by The Hero, 11 September 2015 - 10:49 AM.

Just wanted to say I've made some very good progress on librw (https://github.com/aap/librw) the last couple of days.
I can read, write, instance and uninstance opengl, xbox, d3d8 and d3d9 native geometry now and I implemented some other stuff as well. The biggest thing missing currently is the one it all started with: uninstancing PS2 geometry. This time I want to do it properly and I hope I'll get to it when I get home, but otherwise pretty much all DFFs features are now supported.
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Tomasak
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#51

Posted 11 September 2015 - 01:27 PM

So it's able to convert models from xbox to PC?


El Dorado
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#52

Posted 11 September 2015 - 05:17 PM

Or mobile ones...


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#53

Posted 11 September 2015 - 06:51 PM

Of course...I haven't implemented all the pipelines yet (xbox SA uses quite different building pipelines because they don't use night vertex colors), but mobile should work fine and III/VC anyway.

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Inadequate
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#54

Posted 11 September 2015 - 06:59 PM Edited by inadequate, 11 September 2015 - 07:00 PM.

Now the UV animations will work for SA PS2 DFF?  :D


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#55

Posted 11 September 2015 - 07:10 PM

Haha, i actually looked into that problem yesterday or so. Turns out my conversion wasn't the problem but the game attaches the wrong pipeline. See, the PS2 files have an extra vertex color chunk in these files which I just wrote back into the PC files, *but* the PC game attaches the CustomBuilding or CustomBuildingDN pipeline when it sees a model with extra vertex colors and UV animations only work when using the MatFX pipeline (with the UV transform effect). So, unintuitively, it works when you remove the extra vertex colors. I'm not sure what to fix here, either not write the extra colors or make the game behave...But in any case I haven't implemented PS2 uninstancing yet anyway...it's by far the hardest, opengl, xbox, d3d8 and d3d9 are a piece of cake.

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Inadequate
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#56

Posted 11 September 2015 - 09:03 PM Edited by inadequate, 11 September 2015 - 10:58 PM.

Removed.


ALCAMJI
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#57

Posted 13 December 2015 - 11:42 AM Edited by ALCAMJI, 13 December 2015 - 11:46 AM.

I was bored so I made a little .bat to make the use of this awesome toool easier. Tell me if you found any bug cause I just tested a few files, but everything seems to work perfect.

 

http://www.mediafire...1ilu/rwconv.bat

 

Use of .bat is easy, extract content of hero's rwconv.zip in anyfolder you want.

Create an in folder and an out folder.

copy my bat to the root of the folder.

place the .txd/.dff you want to convert into the in folder.

pick the converted ones from the out folder.


The Hero
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#58

Posted 19 December 2015 - 04:08 PM

Released first version of LCS dff converter:

http://aap.papnet.eu.../lcsdffconv.exe

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The Hero
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#59

Posted 20 December 2015 - 10:00 AM

Updated version should converted skinned models correctly.

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The Hero
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#60

Posted 24 December 2015 - 10:55 PM Edited by The Hero, 24 December 2015 - 11:05 PM.

I released the first version of a completely new dff converter (convdff), see the top post. Merry Xmas.

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