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[REL] Adopting Kams Scripts

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deltaCJ
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#31

Posted 13 April 2017 - 04:00 PM

 

You get word from DENISka? He fell off of GTA Forums and his Russian GTA Forum a while back...

As far I know, he left GTA modding.

 

 

I wouldn't be surprised.

 

I just wish he left some of his secrets behind with him.

 

Anderius, City of Lost Heaven, and Mushroomia were all great mods.


-Paradocx-
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#32

Posted 15 April 2017 - 03:41 PM

uhmm why i can't see the textures in the viewport  :blink: , but the render is fine

Spoiler


deltaCJ
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#33

Posted 16 April 2017 - 05:56 AM

uhmm why i can't see the textures in the viewport  :blink: , but the render is fine

Spoiler

 

make sure in the material editor this little box is clicked:

AylINlT.png


-Paradocx-
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#34

Posted 16 April 2017 - 12:43 PM Edited by -Paradocx-, 16 April 2017 - 12:44 PM.

 

make sure in the material editor this little box is clicked:

AylINlT.png

 

"show standart map in viewport ? " already click that but nothing happens 

2e1d39543675584.jpg
i pretty sure my problem is there's no texture in my material editor  :miranda:


deltaCJ
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#35

Posted 16 April 2017 - 06:41 PM

 

 

make sure in the material editor this little box is clicked:

AylINlT.png

 

"show standart map in viewport ? " already click that but nothing happens 

2e1d39543675584.jpg
i pretty sure my problem is there's no texture in my material editor  :miranda:

 

 

 

Yeah might be


guard3
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#36

Posted 07 May 2017 - 11:16 AM

Views > Shaded matelias with maps (or something like that) will fix that.

Gmer
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#37

Posted 4 weeks ago

After using this for a while I noticed your X-Seti adopted version has trouble preserving normals, models often end up too bright and lighting on both vehicles and map/object DFF's can get messed up.

But, the original Kams scripts don't have this problems, so although I like your improved version, I need to fall back on the original.

 

I am using 3DS Max 2017 if that's relevant, and for now I am using the default Kams that works for 3DS 2017. (http://www.gtainside...or-3ds-max-2017)

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X-Seti
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#38

Posted 4 weeks ago Edited by X-Seti, 4 weeks ago.

Thank you for letting me know, I will get onto that soon after I fix my PC.

 

But I do have this laptop, so maybe I can tweak stuff here but I would be unable to test the changes. also I need to remove Bully support as this could create issues given that OpenIV has been sent a C&A order.

 

Edit; I also posted in the improved kams script topic, Later versions of 3dsmax 2015+ kams will not work like it should if at all on 3dsmax 2017.

 

I use 3dsmax2014, I am thinking of writing everything from scratch but again later versions of 3dsmax are always going to be an issue.

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Vadim M.
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#39

Posted 4 weeks ago

I need to remove Bully support as this could create issues given that OpenIV has been sent a C&A order.

If I recall correctly, their new rules apply to games on RAGE engine only.

 

~~~

By they way, there is a problem with Vice City ped models. If I want to use IFP animations, the model doesn't load up, because the tool gives an error. To fix that I have to convert PC model to PC (or PS2 to PC, i can't remember). Is it possible to fix that?

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Jinx.
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#40

Posted 3 weeks ago

Yep, this only applies to their engine.

cj2000
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#41

Posted 3 weeks ago

 

Thank you for letting me know, I will get onto that soon after I fix my PC.
 
But I do have this laptop, so maybe I can tweak stuff here but I would be unable to test the changes. also I need to remove Bully support as this could create issues given that OpenIV has been sent a C&A order.
 
Edit; I also posted in the improved kams script topic, Later versions of 3dsmax 2015+ kams will not work like it should if at all on 3dsmax 2017.
 
I use 3dsmax2014, I am thinking of writing everything from scratch but again later versions of 3dsmax are always going to be an issue.

 
What you mean by bully suport?
Also what that sh*t abut forbiding OpenIV? It's really to late forbiding RAGE modding.

X-Seti
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#42

Posted 2 weeks ago

I had plans to add full bully export / import via the max scripts however now due to current events I have decided not to.

 

Rockstar aren't fans of mods that port maps between IP's. I know this mostly covers the Rage Engine right now. but if someone plans to port Bully to SA for example (And I know a group of people doing this) with all the missions and game play intact this would be a mod soon to get a D&A.

 

Porting a full game to another game engine is classed pretty much as warez.

 

Cj2000, if you think I'm talking sh*t and you haven't read all the news posts over OpenIV and Take2 on this forum. Just carry on and ignore this post.


cj2000
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#43

Posted 2 weeks ago

@Xsety that openIV isue was already solved, you should read that thread. Your Information about that was outdated so I looked like fool when tallking about that. Modding is still legal. Script that can import and/or export models has nothing to do with warez. I really don't want to argue with you about that. It's your decision to suport Bully or not, but it'll be really cool if you share your knowledge about Bully format.
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Stierlitz
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#44

Posted 2 weeks ago

I had plans to add full bully export / import via the max scripts however now due to current events I have decided not to.

 

Rockstar aren't fans of mods that port maps between IP's. I know this mostly covers the Rage Engine right now. but if someone plans to port Bully to SA for example (And I know a group of people doing this) with all the missions and game play intact this would be a mod soon to get a D&A.

 

Porting a full game to another game engine is classed pretty much as warez.

 

Cj2000, if you think I'm talking sh*t and you haven't read all the news posts over OpenIV and Take2 on this forum. Just carry on and ignore this post.

Dude the only reason they closed OpenIV down was because it infringed GTA Online (their claim). GTA Online is a big source of their revenue so they're very defensive about it. I doubt they care about singleplayer games like Bully or GTA SA since they're both more than a decade old.

 

Even then as CJ2000 mentioned, the entire thing was solved and Take2 said as long as it doesn't affect Online they don't care. And as long as you don't redistribute the original files and just make tools around them, it's not really warez.

It would be a shame to drop Bully support since there are virtually no proper 3dsmax tools to import Bully assets with. Looking into the animation files (.cat I think) would be another amazing thing too. We could see a properly animated skateboard mod for GTA SA...

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cj2000
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#45

Posted 2 weeks ago

 

I had plans to add full bully export / import via the max scripts however now due to current events I have decided not to.

 

Rockstar aren't fans of mods that port maps between IP's. I know this mostly covers the Rage Engine right now. but if someone plans to port Bully to SA for example (And I know a group of people doing this) with all the missions and game play intact this would be a mod soon to get a D&A.

 

Porting a full game to another game engine is classed pretty much as warez.

 

Cj2000, if you think I'm talking sh*t and you haven't read all the news posts over OpenIV and Take2 on this forum. Just carry on and ignore this post.


It would be a shame to drop Bully support since there are virtually no proper 3dsmax tools to import Bully assets with. Looking into the animation files (.cat I think) would be another amazing thing too. We could see a properly animated skateboard mod for GTA SA...

 

At least, like I said, he could share his knowledge about Bully format, so other people could implement Bully suport.


Mr.Arrow
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#46

Posted 2 weeks ago

The new modding policy only applies for newer RAGE games. Otherwise, they would have taken down popular total conversion like GTA Underground.

cj2000
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#47

Posted A week ago

Found this on this web.





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