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DFF importer and exporter for 3ds max

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miclin
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#91

Posted 16 April 2017 - 10:32 AM

Well, last time I asked him he was pissed of by the max sdk and that he has to compile it for every max version independently

Mubber
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#92

Posted 15 May 2017 - 02:04 PM Edited by Mubber, 15 May 2017 - 02:11 PM.

How do you export vehicles? i select the main thing and export and it seems to be fine.

UYcebtR.png

 

But then when i spawn it in SA-MP it gives me this error and doesnt appear.

cTajqzA.png

 

Im using 3ds max 2016 and version 2.1a of the DFF io.


The Hero
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#93

Posted 15 May 2017 - 05:30 PM

Oh, didn't see DK's post, damn. Pushed that sh*t to github now: https://github.com/aap/rwioGood luck.

Mubber: no idea. Does it only happen in SAMP?
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Gmer
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#94

Posted 16 May 2017 - 07:22 AM

Can you add support for 3DS Max 2017 and possibly the newest 3DS 2018 too?

@The Hero


Tomasak
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#95

Posted 04 June 2017 - 02:47 PM

Whenever i reexport Vice City vehicle it loses the color pallete aka it's always white instead of random color.


The Hero
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#96

Posted 05 June 2017 - 04:07 PM

The exporter ignores this color. Only standard and (my) RW material diffuse colors are exported.

Tomasak
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#97

Posted 05 June 2017 - 04:13 PM Edited by Tomasak, 05 June 2017 - 04:17 PM.

So how to fix this, when your importer imports it that way?
It looks like this
cGdNTu1.png

The green color should be primary(?) from carcols


The Hero
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#98

Posted 05 June 2017 - 04:27 PM

Primary color is 0x3c 0xff 0x00, secondary 0xff, 0x00 0xaf.
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Gmer
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#99

Posted 09 June 2017 - 05:51 PM Edited by Gmer, 09 June 2017 - 05:54 PM.

Primary color is 0x3c 0xff 0x00, secondary 0xff, 0x00 0xaf.

 

hey The Hero, I really have trouble using old stuff like aged exporters, can you PLEASE take out a few hours and compile this exporter for 3DS Max 2017?

I can't get an older 3DS for just this practically in my environment..

 

Ur reading that request right? I would really appreciate that!

 

I would love to use this exporter that's much better integrated and optimized/masterpiece in understanding RenderWare on 3DS Max 2017.. 

 

I will make a donation to you if you add support! (your description on profile paypal for appreciation).


theundeadsoldier
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#100

Posted 11 July 2017 - 12:24 AM Edited by theundeadsoldier, 11 July 2017 - 12:24 AM.

I hope you can do Bully PS2 support soon :D

 

nice plugin  keep up the good work


The Hero
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#101

Posted 27 July 2017 - 03:12 PM

I switched my projects librw, librwgta and also this plugin rwio to use premake as a build system now. This makes compiling them a lot easier than it was with the previous mess. I will likely release new versions of all soon (I'll be gone over the weekend though) and hope that it will get people to contribute to the projects :)
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guard3
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#102

Posted 29 July 2017 - 04:25 PM

I'll be waiting :)


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#103

Posted 22 August 2017 - 06:30 PM

After a loooong time I now release version 3.0. I did not test it a lot. Please report bugs you find.
I don't remember all the things I changed or fixed. It should import KAM's dffs correctly now and not generate unused materials.
I also compiled it for x86 builds of 3ds max.
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guard3
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#104

Posted 22 August 2017 - 06:32 PM Edited by guard3, 22 August 2017 - 06:32 PM.

Is this part of "premake" (or something) you mentioned, or is that version still WIP?


The Hero
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#105

Posted 22 August 2017 - 06:36 PM

I'm using premake as a build tool now for librw, librwgta and rwio. It makes compiling them much easier because it's more portable but is of no concern for the user.

guard3
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#106

Posted 22 August 2017 - 06:38 PM

Ok, thank you.


The Hero
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#107

Posted 23 August 2017 - 12:34 PM

3.0a bugfix. There was a problem with vertex colors.
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AdusPL
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#108

Posted 23 August 2017 - 02:43 PM

So there's this bug with materials on Shaded viewport with Enable Transparency option enabled. It was present in the earlier versions too.

 

Spoiler

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#109

Posted 23 August 2017 - 03:27 PM

I'm not even sure what i'm looking at here...does it look right when rendered?

AdusPL
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#110

Posted 23 August 2017 - 03:50 PM Edited by AdusPL, 23 August 2017 - 03:50 PM.

It's fine when rendered.

 

Here's what I'm talking about.

Spoiler

The Hero
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#111

Posted 23 August 2017 - 04:08 PM

I don't think i can do anything about that. 3ds max is magic, no idea why that happens.

AdusPL
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#112

Posted 23 August 2017 - 04:15 PM

Well, I can live with that. Weird it happens with RWmaterial only.


The Hero
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#113

Posted 23 August 2017 - 04:33 PM

Feel free to change the rw material. It was a bit hacky getting the texture modulation to work and it certainly isn't perfect.

xiaogui319
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#114

Posted 10 September 2017 - 03:47 PM Edited by xiaogui319, 10 September 2017 - 03:48 PM.

friend.Can guide out for the Android VC DFF?
Because I found that Android GTAVC 1.07 version cannot use mod, so I hope you can use to develop a development or compression of DFF tools

joewinko
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#115

Posted 12 September 2017 - 03:09 PM

i tried using this but it's not showing up in 3ds max at all :( im using 3ds max 2015 on windows 10

i followed all the instructions but i dont see the window to import GTA peds in :(

is there something i have to do to get it to work? please help 


Mr. Jago
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#116

Posted 12 September 2017 - 05:34 PM

i tried using this but it's not showing up in 3ds max at all :( im using 3ds max 2015 on windows 10

i followed all the instructions but i dont see the window to import GTA peds in :(

is there something i have to do to get it to work? please help 

there's no window, you either drag and drop models in or go to max icon > import and import them that way


joewinko
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#117

Posted 12 September 2017 - 11:57 PM

 

i tried using this but it's not showing up in 3ds max at all :( im using 3ds max 2015 on windows 10

i followed all the instructions but i dont see the window to import GTA peds in :(

is there something i have to do to get it to work? please help 

there's no window, you either drag and drop models in or go to max icon > import and import them that way

 

 

yeah but for rigging peds, what about the 'bone/skin export' step? :( 


joewinko
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#118

Posted 13 September 2017 - 12:12 AM

this is more complicated than i thought. it was so much easier with 3ds 2009. i wish that still worked.

Can someone please do a ped rigging tutorial but with 3ds max 2015 instead? things are really different on the new program. 


ermaccer
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#119

Posted 13 September 2017 - 01:00 PM

 

 

i tried using this but it's not showing up in 3ds max at all :( im using 3ds max 2015 on windows 10

i followed all the instructions but i dont see the window to import GTA peds in :(

is there something i have to do to get it to work? please help 

there's no window, you either drag and drop models in or go to max icon > import and import them that way

 

 

yeah but for rigging peds, what about the 'bone/skin export' step? :(

 

You just export them as normal models, that's it.


joewinko
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#120

Posted 14 September 2017 - 04:21 AM

im honestly a bit confused. I've been successful with rigging models in 3ds max 2009 but it dosent work anymore on new operating systems :( things in 3ds max 2015 seem so different :( 

 

Does anyone still rig pedestrian models for grandtheft auto vice city? or san andreas? could someone please make a youtube video tutorial on how they do it in 3ds max 2015 and record it with obs or whatever they want to use? 

 

It would be VERY helpful.

 

Please? 





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