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DFF importer and exporter for 3ds max

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The Hero
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#1

Posted 16 January 2016 - 04:44 PM Edited by The Hero, 29 January 2016 - 11:13 PM.

I've been working on a dff importer (EDIT: and exporter) based on librw for 3ds max recently. I think I got to a point where I can release a first version. It should work with 3ds max 2009, 2010, 2011, 2012, 2014, 2015 and 2016.
I created a new material and provided a converter to Kam's material as I don't have an exporter yet. This material is a more or less accurate copy of the official RwMaterial.
Not all things are supported yet but you should be able to import pretty much any GTA dff from any platform. That does *not* include iOS LCS dffs (yet) as they're not proper dffs.
Note that models exported by Kam's script don't get different materials per mesh as Kam exports material IDs wrong. I will correct this in a future version but was too lazy to do it now.

EDIT: As of version 2.0 there is an exporter now as well. Not everything that is imported can be exported yet, but I wanted to get this thing out.

See the README for some more information.

Version 2.1a

EDIT: Just a comment on the "convert axes" option: In RenderWare the usual convention is for the y-axis to point up while in max z points up. Hence the official exporter rotates the hierarchy 90 deg around x. In skinned DFFs this seems to be exactly what we're observing but all other DFFs are not rotated. I don't know why that is, maybe R* wrote a custom version of the exporter that doesn't do this or something, really no idea. Anyway, I left it as an option to the user to convert the axis system back on import.
The "convert hierarchy" option should be left on. When exported in world space the official RW exporter rotates everything so max's z-up will match RW's y-up world. Models that were originally exported from max's biped objects are exported "lying down" when not exported in world space. This option rotates them so it'll look nicer.
 
Import dialog:
impdlg.png
Export dialog:
expdlg.png
Material:
rwmat.png
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Jinx.
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#2

Posted 16 January 2016 - 04:48 PM

Awesome, thanks! :D

Tomasak
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#3

Posted 16 January 2016 - 04:51 PM

Sounds very cool

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NerdFox
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#4

Posted 16 January 2016 - 04:51 PM

Lovely, will try it out :D

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dkluin
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#5

Posted 16 January 2016 - 04:54 PM

Perfect job aap, really good.

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The Hero
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#6

Posted 16 January 2016 - 07:01 PM

Added plugin for 2009 amd64.

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ermaccer
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#7

Posted 16 January 2016 - 09:56 PM Edited by ermaccer, 16 January 2016 - 09:57 PM.

Will it support multiclump export?

The Hero
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#8

Posted 16 January 2016 - 09:58 PM

You mean for CJ player models? Not sure yet.


ermaccer
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#9

Posted 16 January 2016 - 10:11 PM

GTA3/Manhunt, those kinds.

The Hero
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#10

Posted 16 January 2016 - 10:15 PM Edited by The Hero, 16 January 2016 - 10:15 PM.

III and VC DFFs all have just one clump. In SA only CJ player models have multiple clumps (always 3, slim, fat, muscular). If you mean multiple atomics then yes, of course they're supported (or rather will be).


ermaccer
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#11

Posted 16 January 2016 - 10:17 PM

Peds in gta3 are multiclump, aren't they?

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#12

Posted 16 January 2016 - 10:17 PM Edited by The Hero, 16 January 2016 - 10:23 PM.

No. Just a bunch of atomics. EDIT: disregard that, see below.


Jinx.
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#13

Posted 16 January 2016 - 10:18 PM Edited by Jinx., 16 January 2016 - 10:20 PM.

Peds in gta3 are multiclump, aren't they?

The 2nd clump is just a LOD model. It's useless anyways since the game can load one from the generic folder even without that LOD clump.

EDIT: Kinda ninja'd by The Hero. Either way the LOD inside peds is pretty much useless.
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#14

Posted 16 January 2016 - 10:21 PM Edited by The Hero, 16 January 2016 - 10:22 PM.

Oh wow, I was actually wrong about the peds, there *is* a second clump o_O Never seen that, I always do my tests with player.dff.

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lpgunit
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#15

Posted 17 January 2016 - 02:32 PM Edited by lpgunit, 17 January 2016 - 02:33 PM.

You mentioned that the iOS version used .dff models of a different sort. Is it really Renderware or just the Leeds engine with meshes having different file extensions for no reason?

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#16

Posted 17 January 2016 - 02:39 PM Edited by The Hero, 17 January 2016 - 02:43 PM.

It's the Leeds engine, which is heavily based on RenderWare. It looks like they didn't write it very carefully, they have a bug in their DFF reader which shows that somebody really had no idea what he was doing, I already sent a complaint mail telling them about this idiotic code (which only works coincidentally) but got no response.

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lpgunit
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#17

Posted 18 January 2016 - 01:58 AM

It's the Leeds engine, which is heavily based on RenderWare. It looks like they didn't write it very carefully, they have a bug in their DFF reader which shows that somebody really had no idea what he was doing, I already sent a complaint mail telling them about this idiotic code (which only works coincidentally) but got no response.


So the Stories engine is more or less an RW fork then? And not to mention that they did a rather lame attempt with the fonts as well.

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#18

Posted 20 January 2016 - 04:53 PM

Update:

- fixed bug with PS2 geometry

- improved importing of skinned geometry (it was pretty f*cked up before)

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#19

Posted 25 January 2016 - 10:10 AM Edited by The Hero, 25 January 2016 - 10:13 AM.

Now that it's been exactly 11 years since I registered on this forum I think it's a good opportunity to release the first version of the exporter I've been working on in the last week. It's still a bit rough but the most important stuff should be working.

EDIT: Note that i haven't tested everything in game (only VC player.dff really). Report any bugs you encounter.

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#20

Posted 25 January 2016 - 11:42 AM

Yeah! Thanks :D

lpgunit
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#21

Posted 25 January 2016 - 12:30 PM

Hmm, let's see if converting a vehicle using this tool would work just as fine as with Kam's. ;)

miclin
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#22

Posted 25 January 2016 - 01:01 PM

Kams never worked fine...
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lpgunit
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#23

Posted 25 January 2016 - 02:10 PM

Not to mention that Zmodeler DFFs are somewhat different and thus required a small tool for them to be imported in Max.

ermaccer
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#24

Posted 25 January 2016 - 02:27 PM

Link, please?

Jinx.
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#25

Posted 25 January 2016 - 02:29 PM

Link, please?

Check the OP, man.

ermaccer
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#26

Posted 25 January 2016 - 02:41 PM

Not to mention that Zmodeler DFFs are somewhat different and thus required a small tool for them to be imported in Max.

Link for tool :p.

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#27

Posted 25 January 2016 - 03:37 PM

No support for x32 3ds Max? :sui:


The Hero
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#28

Posted 25 January 2016 - 03:49 PM

No, sorry. What version do you need...perhaps I can compile a 32 bit version.

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AdusPL
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#29

Posted 25 January 2016 - 04:25 PM

I have 2011 version.


Tomasak
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#30

Posted 25 January 2016 - 05:24 PM

I have some problems with version selection BslUuAJ.png

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