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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 3 weeks ago

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 3 weeks ago

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 3 weeks ago

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 A week ago

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 A week ago

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 A week ago

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


George Costanza
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#160

Posted A week ago

is 2018 backwards compatible with 2017?

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


Gmer
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#161

Posted 5 days ago

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 5 days ago

Your script doesn't work for me.





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