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[REL] Renderware file converter

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Tomasak
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#61

Posted 24 December 2015 - 11:54 PM

You have wrong link on

http://www.gtamoddin...ki/RenderWare).


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#62

Posted 25 December 2015 - 08:44 AM

Sorry, fixed. The forum software detects links wrong sometimes.

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#63

Posted 26 December 2015 - 11:16 PM Edited by Tomasak, 26 December 2015 - 11:17 PM.

The Hero, do you know what I am doing wrong? (converting VC xbox DFF)

7bq2Pwx.png


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#64

Posted 27 December 2015 - 02:29 AM

The new DFF converter it is compatible with the PS2 map? I mean now can convert the DFF including his pipelines, e.g. the mission markers... red at day, pinkish at night?


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#65

Posted 27 December 2015 - 08:59 AM Edited by The Hero, 27 December 2015 - 09:04 AM.

The Hero, do you know what I am doing wrong? (converting VC xbox DFF)
---8<--snip--8<---


You have to decompress xbox dffs first. This should work: http://aap.papnet.eu...xdecompress.exe

I noticed I forgot to include the -s flag in the usage, fixed that now.
 

The new DFF converter it is compatible with the PS2 map? I mean now can convert the DFF including his pipelines, e.g. the mission markers... red at day, pinkish at night?


You should be able to convert PS2 map dffs with this but unless the game uses a PS2-like pipeline on the cylinder (which it doesn't currently) you won't see a great difference. I'll see if I can implement a nice way to set the pipeline via dff some time, but not now :)
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#66

Posted 27 December 2015 - 11:25 AM

Um The Hero when xbox version has compressed both txds and dffs, is there chance it has compressed sfx.raw/sdt and you would do magic decompressor?


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#67

Posted 27 December 2015 - 02:10 PM

I didn't see any compressed raw/sdt files in the xbox games.


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#68

Posted 27 December 2015 - 09:19 PM Edited by The Hero, 27 December 2015 - 09:23 PM.

Added PS2 chk/txd converter to top post.
(http://aap.papnet.eu.../lcstxdconv.exe)
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#69

Posted 27 December 2015 - 09:40 PM

sfx.raw in audio folder. For example VC's sfx.raw is 3x smaller on xbox than on PC


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#70

Posted 27 December 2015 - 09:48 PM

I know nothing about audio but the files don't look compressed to me.


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#71

Posted 28 December 2015 - 12:08 AM

Might be the codec. On Xbox they probably used XMA (based on WMA / compression is similar to MP3) and on Windows .WAV (uncompressed audio)

Not the archives are compressed, but the files itself :)

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#72

Posted 28 December 2015 - 12:20 AM

Might be the codec. On Xbox they probably used XMA (based on WMA / compression is similar to MP3) and on Windows .WAV (uncompressed audio)

Not the archives are compressed, but the files itself :)

Isn't xma for x360?


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#73

Posted 29 December 2015 - 12:26 PM

Did just a small update of lcstxdconv. Noticed the usage explanation was wrong and added the flag -x to extract textures as TGAs.

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#74

Posted 29 December 2015 - 11:54 PM

YOU. ARE. AWESOME! Thx a bunch, man! The new tool worked like a charm!  :cookie:  :cookie:  :cookie:  :cookie:  :cookie:  :cookie:  :cookie:  :cookie:  :cookie:


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#75

Posted 31 December 2015 - 12:30 PM

 

Might be the codec. On Xbox they probably used XMA (based on WMA / compression is similar to MP3) and on Windows .WAV (uncompressed audio)

Not the archives are compressed, but the files itself :)

Isn't xma for x360?

 

Both.

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#76

Posted 02 January 2016 - 03:26 AM

 

Might be the codec. On Xbox they probably used XMA (based on WMA / compression is similar to MP3) and on Windows .WAV (uncompressed audio)

Not the archives are compressed, but the files itself :)

Isn't xma for x360?

 

Yes, and both. For an example, GTAIV X360 its 3D files are .xft while the PC version is .wft and .wtd for and .xtd for X360.


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#77

Posted 03 January 2016 - 11:07 PM Edited by Blackbird88, 03 January 2016 - 11:07 PM.

Those are RAGE specific formats. XMA can be used in any Xbox/Xbox 360 game and as reditec said it's based on WMA Pro codec.


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#78

Posted 03 January 2016 - 11:28 PM

Those are RAGE specific formats. XMA can be used in any Xbox/Xbox 360 game and as reditec said it's based on WMA Pro codec.

I'm not sure whether XMA was a Xbox format or whether it is a Xbox 360 only format.
But yes, it's based on WMA Pro. :)

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#79

Posted 03 January 2016 - 11:41 PM

[12:40:48 AM] ASH: SFX on PC uses 16bit LPCM, where as on Xbox it uses ADPCM

[12:40:51 AM] ASH: That's it
[12:41:00 AM] ASH: that's the reason, case closed

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#80

Posted 10 January 2016 - 04:55 PM Edited by The Hero, 10 January 2016 - 05:05 PM.

Update:

I rewrote the iOS DFF code such that I got mdl->dff conversion for free. This functionality was moved to the stories converter and is *no* longer part of convdff.exe

So this program converts PS2 chks, mdls and iOS txds, dffs:

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

All other dff conversion is still handled by convdff.exe

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#81

Posted 10 January 2016 - 05:07 PM

Update:

I rewrote the iOS DFF code such that I got mdl->dff conversion for free. This functionality was moved to the stories converter and is *no* longer part of convdff.exe

So this program converts PS2 chks, mdls and iOS txds, dffs:

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

All other dff conversion is still handled by convdff.exe

Nice.

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#82

Posted 13 January 2016 - 03:26 PM

Update:

I rewrote the iOS DFF code such that I got mdl->dff conversion for free. This functionality was moved to the stories converter and is *no* longer part of convdff.exe

So this program converts PS2 chks, mdls and iOS txds, dffs:

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

All other dff conversion is still handled by convdff.exe

 

Much appreciated!


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#83

Posted 14 January 2016 - 03:10 PM Edited by RacingFreak, 14 January 2016 - 03:26 PM.

Really awesome!! Thank you so much  :colgate:

 

Really long awaited than the current process of importing in 3DS Max using scripts and so on.

 

P.S.
Slightly off topic, but can you take a look into Bully's PS2 DFF format? Here are some samples: http://www.solidfile...m/d/75cc3f802e/

Thanks!


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#84

Posted 14 January 2016 - 05:41 PM

Right...wanted to take at these as well. Shouldn't be that much of a problem to read them correctly but it will require some work.

BTW, I'm working on a dff importer for 3ds max based on librw. It will be better than current importers and should be able to read all dffs librw can read (which means native ps2, xbox, etc. geometry as well).

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#85

Posted 15 January 2016 - 09:28 AM

Right...wanted to take at these as well. Shouldn't be that much of a problem to read them correctly but it will require some work.

BTW, I'm working on a dff importer for 3ds max based on librw. It will be better than current importers and should be able to read all dffs librw can read (which means native ps2, xbox, etc. geometry as well).

Thank you, that will be greatly appreciated :)

I have noticed a little problem if I try to import converted PS2 stories vehicle mdl (dff -v 33002) into Zmodeler 2; it imports just fine, BUT only the _dam parts, no _ok. It's really weird that it also assigns the parts like that:

AyoDyea.png
gQ6hUfM.png

 

This is however not the case with an IOS DFF as it's converted without any problems :)

 

 

Can you look into that? Ideally I would import into Zmodeler 1, but I don't know which DFF version it does read. Thanks  :)


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#86

Posted 15 January 2016 - 09:39 AM

Oh, this is interesting. I've wondered whether such dffs could exist. Looks like they can (even if they're not really RW dffs of course). The problem is multiple atomics (geometry) are attached to the same frame (a point in space) while normally only one is. My 3ds max importer only imports the _ok geometry in this case for instance. This problem can of course be solved but I won't do it right away. I'm busy with other things as well.

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#87

Posted 15 January 2016 - 10:36 AM

Oh, this is interesting. I've wondered whether such dffs could exist. Looks like they can (even if they're not really RW dffs of course). The problem is multiple atomics (geometry) are attached to the same frame (a point in space) while normally only one is. My 3ds max importer only imports the _ok geometry in this case for instance. This problem can of course be solved but I won't do it right away. I'm busy with other things as well.

Indeed, I also noticed that your previous LCS DFF converter made so the model parts had no names, while the dummies were named [0],[1],[2]... etc.

 

Of course, this is nothing that needs to be rushed, so take your time!  :^:


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#88

Posted 16 January 2016 - 04:45 PM

First version of dff importer based on librw: http://gtaforums.com...er-for-3ds-max/

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#89

Posted 20 January 2016 - 03:33 PM Edited by The Hero, 20 January 2016 - 03:34 PM.

Updated convdff and storiesconv:

convdff:

- had a bug with PS2 geometry that is now hopefully fixed (it will be fixed in the next version of my 3ds max importer too)

 

storiesconv:

- I'm now repairing node hierarchies in that I'm assigning IDs to nodes that have none. This isn't strictly necessary for the models to work in game but it is necessary to import files correctly

- added the switch '-a' to fix up multiple atomics per frame when converting vehicle mdls (the problem reported above)

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#90

Posted 27 January 2016 - 01:48 PM

Hey, at least as far as storiesconv is concerned, could you incorporate some sort of meterial rearrangement? Because, many lcs objects have alphabugs.

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