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DFF importer and exporter for 3ds max

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Kov
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#151

Posted 10 December 2017 - 03:01 PM

Ok, thank you :)


Gmer
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#152

Posted 13 December 2017 - 04:24 AM

Is it expected that everything previously exported with kams, looks like this on re-export with this plugin?

 

RhkXAyO.png

 

And if so, any way to get around it? Does it have to do with material ID's?


The Hero
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#153

Posted 13 December 2017 - 07:53 AM

As I said, it doesn't import KAM dffs properly right now because they're somewhat broken.
As a temporary solution import with KAM, convert the materials using the supplied script (under utilities->maxscript->gta helper) and then export with mine.
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Sloth-
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#154

Posted 28 December 2017 - 12:56 AM

Question:

 

Is this script able to import or export both day-night prelighting information into map related dff?

Sorry, i guess i should check by myself, but right now i'm too lazy and i don't have much time. :blush:


Kov
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#155

Posted 29 December 2017 - 06:27 PM

standard_vs_baked.png

 

I tested your work, and I have to say that I'm really impressed! Probably for the first time I can see proper lightning on the objects in Vice City, and - what's the best - on the engine from dinosaurs era xD

DualTex (UV2 + AO + Color map)

Any chance moving your scripts to Blender, pal? :turn: You know, Blender is faster than you know what. It's also cheaper, faster, nicer, faster, open-source, and... ah, of course - faster :D

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The Hero
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#156

Posted 29 December 2017 - 07:09 PM

I have tried to write a dff importer for blender at some point but it was not fun. The programming interface felt very weird and one advantage of using 3ds max is that it was supported by RW (together with Maya) and it's the tool R* used.

Gmer
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#157

Posted 10 January 2018 - 09:37 PM

As I said, it doesn't import KAM dffs properly right now because they're somewhat broken.
As a temporary solution import with KAM, convert the materials using the supplied script (under utilities->maxscript->gta helper) and then export with mine.

 

This method seems to work, except for that windshield/windows disappear. The glass physically gets removed from the model, but the rest of it is correctly exported. Material browser tells me that your exporter's GTA material is simply applied to the windows.. so, logically I tried to select everything except for the glass elements and click ''Kams to RW material'' a few times just for those selections, skipping the glass/windows and windshield. But nonetheless it doesn't listen and your RW_Mtl ends up also applied to glass.

 

The Hero, do you know a workaround to avoid windows and glass from disappearing physically once I convert materials to correctly export a Kams model? Or else, how to make the material convert really skip them, if the mat applied to windows is the reason it goes wrong (is it even?)


The Hero
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#158

Posted 10 January 2018 - 09:43 PM

Hm, the script looks like it should work. No idea why it doesn't and I don't feel like debugging this at the moment.

Markus2002
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#159

Posted 13 January 2018 - 02:28 PM

Can you Do this for 3DMax's 2018? goddammit


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#160

Posted 13 January 2018 - 02:31 PM

is 2018 backwards compatible with 2017?

If no, you could send OP the installed SDK of 2018.


Gmer
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#161

Posted 16 January 2018 - 03:45 PM

I see that you added a plugin file for 3DS Max 2017, last week in update.. (3.1b) so that officially works now? Thanks a lot!


The BaD Gamer
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#162

Posted 16 January 2018 - 04:54 PM

Your script doesn't work for me.


V_L_A_D_I_O_N
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#163

Posted 06 February 2018 - 04:06 PM

Your script doesn't work for me.

Your hands in the ass, script working


theundeadsoldier
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#164

Posted 15 February 2018 - 04:54 AM

how's the bully ps2 dff support's goin?


Tut Greco
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#165

Posted 18 February 2018 - 05:55 PM

I'm trying to import skins through version 2.1a (dffplg_2015_2016.dli), but the mesh is horizonal while bones are vertical, I can't seem to solve this problem and can't work on it, when it's like that. 

0DlCF9M.pngvVf3bHn.png


The Hero
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#166

Posted 18 February 2018 - 06:50 PM

Yup, skinning is totally f*cked. At some point I really have to rethink how this sh*t is done, it's really difficult :/
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cj2000
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#167

Posted 19 February 2018 - 12:53 PM

I'm trying to import skins through version 2.1a (dffplg_2015_2016.dli), but the mesh is horizonal while bones are vertical, I can't seem to solve this problem and can't work on it, when it's like that. 

0DlCF9M.pngvVf3bHn.png

Had a problem that looked exactly the same with my script to. The reason was because of cordsys and inverseBonematrices, root matrix had to be inverted to, like all other ones, but since this importer using SDK and not maxscript, not shure if my example could be helpfull.

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cj2000
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#168

Posted 21 February 2018 - 12:39 PM

As I said, it doesn't import KAM dffs properly right now because they're somewhat broken.
As a temporary solution import with KAM, convert the materials using the supplied script (under utilities->maxscript->gta helper) and then export with mine.

Just need to read faces with coresponding material IDs from BinMeshPLG, as in that place they are stored properly, the same thing for stuff exported with Deniskas script.


The Hero
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#169

Posted 21 February 2018 - 02:36 PM

I know, but I haven't implemented that.

Gmer
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#170

Posted 22 February 2018 - 12:00 AM Edited by Gmer, 22 February 2018 - 12:10 AM.

Hm, the script looks like it should work. No idea why it doesn't and I don't feel like debugging this at the moment.

 

If you don't plan on implementing what cj2000 said then can you PLEASE fix the glass bug? Don't look just at the script code, if you turn Kams model to export with your plugin by using ''KAMS to RW'' then all of your windows will be invisible! I mean like, completely absent, once you export it. But the windshield element etc is still there, weird. The bug exists, please just try!

 

I really wanna edit kams DFF's.. and im not modelling Rally cars that dont need window.. :p

 

and also im having alot of problems with collision (putting it back in after export) with RW analyzer, very often the model still has no collision while i imported the coll section/node under the same type of extension in the bottom, at the same place as original dff had that node. Just the @ 0x000 in Coll model view differs for some reason.. then still, the collision is not present in the model in game! I think i've succeeded putting it back in much more while using earlier version of your plugin, The_GTA. So maybe something broke potential to add in collision model to exported DFF's in RWAnalyze? in one of the updates?

 

For that, yes i can say ''pls just add .col support in export, pls hurry'' but i dont because i value your work, im not gonna be overly pushy. I just hope in the end we will have a bug free fully functional plugin out of this, because it was really needed to have a good successor for the funky old, Kams exporter. this plugin will have a long legacy after today, if it comes in a proper state soon. And the whole SA community will be thankful for it..

 

personally i will donate 10-15 dollar to you if you have added collision button in export and also fixed the kams glass bug (using details found in your profile ''interests'') to show some appreciation for your work


The Hero
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#171

Posted 24 February 2018 - 02:35 PM Edited by The Hero, 24 February 2018 - 02:36 PM.

Compiled for 2018.

Gmer: Sorry, I'm not currently working on this plugin. It stopped being fun a long time ago.
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MrFinger
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#172

Posted 13 March 2018 - 01:15 PM Edited by MrFinger, 13 March 2018 - 01:20 PM.

I got a problem. When I have installed the newest version of this,(3.1c) it gives me this error:

 

GnsbqgE.png

 

But the older version(2.1) works fine. Any solution?


M4k3
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#173

Posted 13 March 2018 - 03:15 PM

I had error code 126 too and I fixed it by installing Microsoft Visual C++ 2015 Redistributable (x64 in my case)

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MrFinger
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#174

Posted 13 March 2018 - 03:26 PM Edited by MrFinger, 13 March 2018 - 03:35 PM.

I had error code 126 too and I fixed it by installing Microsoft Visual C++ 2015 Redistributable (x64 in my case)

I have installed it, but it's still that same. Can anyone help?

 

EDIT: And also, before that error, gives me another error:

Dlez5U1.png

 

Translation: "The program can not be run because the file (this file) was not found on the computer. Please re-install the program to fix the problem".


MrFinger
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#175

Posted 14 March 2018 - 06:56 AM

C'mon guys help me


MrFinger
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#176

Posted 14 March 2018 - 02:37 PM

COME ON


cj2000
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#177

Posted 14 March 2018 - 02:50 PM

COME ON

Sorry have no idea, but you can´t expect peaople to help you emidiatelly.

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Tut Greco
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#178

Posted 3 weeks ago Edited by Tut Greco, 3 weeks ago.

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

Any idea what the colors are for headlights and taillights? Much appreciated.

 

Ah; copied the colors through kam's color guide, issue solved!


The Hero
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#179

Posted 3 weeks ago

This is something that should be automated with maxscript perhaps. I may release a new version in the not too far future. I think I at least understood the skinning issues that I can fix them.
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Gmer
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#180

Posted 3 weeks ago

This is something that should be automated with maxscript perhaps. I may release a new version in the not too far future. I think I at least understood the skinning issues that I can fix them.

 

Well about that planned update, i found the root cause of the "invisible windows" bug after running Kams > RW material helper.

 

The problem is that Alpha and Diffuse of the windows (or any glass object) is reset, to something that wont keep glass surfaces appearing.

 

To fix it you can rightclick any glass/windows object in the model tree, click M to open materials browser, then click Material at top > Get material and then u have the glass properties.

Now, set diffuse and alpha to something normal. I use: diffuse 0,1 and alpha 0,5 myself

 

and The_GTA, this means the problem is that the GTA helper convert makes no difference in those 2 properties for objects that cannot handle unified (reset) values like the other parts may do.





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