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[REL] KAM's GTA Scripts (2018)

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gold_fish
  • gold_fish

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#1

Posted 4 weeks ago Edited by goldfish777, 4 weeks ago.

IuEgLO53bKI.jpg

 

 

Updated and improved version of KAM's skipts.

Based on the original Kam's scripts.

This script was tested in 3ds max 2009 and 2012 and 2017.

Complete with the script there is a fixed and updated GTA Material

 

Download the latest version of the script

https://yadi.sk/d/DQMt4tMM3TTV5e

or

https://drive.google...VxU?usp=sharing

 

 

 

Changes and updates:

 

- - - - - - - - - - -  [ DFF IO ] - - - - - - - - - - - - - - - - -

 

What was added:

 

  (17.03.2018)

 - mass import and export DFF's

 - import / export Night prelite

 - import / export Vertex Alpha

 - import / export UV2 channel

 - import / export 2dfx (only light sources)

 - optional interface for configuring 2dfx

 - additional locking dff (new)

 

  (23.03.2018)

 - import / export Bump maps

 - import / export Dual maps

 - import / export Normal Map and Reflection (Adaptation for Normal map Plugin from DK)

 - auto-save the interface settings DFF IO after each change

 

 

What's been fixed:

   (17.03.2018)

 - exporting a hierarchy of models

 - export of normals

 - import of color from light sources 2dfx

 

   (23.03.2018)

 - export models of characters

 - importing a model hierarchy

 - general script code repair

 

 

Additionally:

 - added more warnings and tips when exporting

 - added export log ( F11 listener)

 - updated and improved script interface

 - added optional UV2 coordinate compression

 - added additional tools to work with the model

 - added progress-bar and fixed script freezes

 - added default settings for exporting prelite

 - added menu GTA tools scripts in the top menu bar 3ds max

( 2M7fMmk3duU.jpg)

 

 

Additional utilities:

 

 - Prelit Tools

trNEv5jmAq8.jpg

  

the script for mass configuration prelite

 

 

 

 - Fix models pivot

 script for mass alignment of the pivot position of the model to integer coordinates before exporting the mapping

 

 - Align pivot to center

 script for mass equalization of pivot in the center

 

 - Col Export (mass)

 script for mass export of col (cst)

 

[COL IO]  - not changed

[IFP IO]  - not changed

[Map IO] - small fix

 

 

 

             Authors

=========================

 

- 19.12.05 -
Kam, Odie, Pioneer

 

Official post on the forum: http://gtaforums.com...r-quick-update/

 

 

-23.03.2018 -

Updating the script (v 0.3)

Goldfish - [email protected]  / https://vk.com/vk.goldfish
 

 

 

For questions and suggestions, write here (support): https://vk.com/topic-99725313_37821803

 

 

=================================================================

CQn0PiFQrS8.jpg

 

 

Script features:

 

bCYPQ-9svrk.jpg

  • George Costanza, DimZet, damiann69 and 4 others like this

cj2000
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#2

Posted 4 weeks ago

What about impot/export for breakable?

gold_fish
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#3

Posted 4 weeks ago

What about impot/export for breakable?

If there are ready-made examples and descriptions of the structure, then there are no problems


cj2000
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#4

Posted 4 weeks ago

What about impot/export for breakable?

You have a PM.
If there are ready-made examples and descriptions of the structure, then there are no problems

Inan-Ahammad
  • Inan-Ahammad

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#5

Posted 3 weeks ago

is still stable or may contan bugs?


gold_fish
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#6

Posted 3 weeks ago

is still stable or may contan bugs?

may contain errors, but I correct them right away


Inan-Ahammad
  • Inan-Ahammad

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#7

Posted 3 weeks ago

Capture.PNG

A little bug there.Both are png type.I think one should be tga.


gold_fish
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#8

Posted 3 weeks ago Edited by gold_fish, 3 weeks ago.

Capture.PNG

A little bug there.Both are png type.I think one should be tga.

 

Correction of this script was done by another person. You can easily return the old script from the kams script.

 

By the way, I wrote my version of map io. It exports only IPL (inst) and IDE (objs), but is able to automatically locate and export the lods, so the script automatically assigns the ID to all objects

 

The interface of the script.

 

2DMKc.png

 

The script usage instructions are only available in Russian, but I think the interface is friendly and understandable.

 

Link https://yadi.sk/d/jDZAMlhv3H8qu8


Tut Greco
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#9

Posted 3 weeks ago

Will it at some point support smoothing of import and export? It's something I've been missing a lot!  :catloaf:


Gmer
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#10

Posted 3 weeks ago Edited by Gmer, 3 weeks ago.

I'm getting [Error]: write geometry, when im trying to export a model originally exported with older KAMS using this.

 

9HmBH9p.png

 

I made no changes in 3DS to the model, just this was my first test import & export with your updated KAMS version.

The old kams can do this same operation, right now, on the same model, without problems. After clicking away the error, the outputted .DFF is 2,07KB in size.

Any tips?

 

Edit: seems it doesn't error when i dont select the .DFF as collision like i tried. I used skip col and works, but still...

Edit2: even with skip col, altho the error is gone, the model outputted is corrupted , because GTA cannot load it.. and about 60kb less in size (like missing something)

 

maybe this can help you find out what is missing on export or what goes wrong, gold_fish:

 

original working model RWAnalyze section tree dump: https://pastebin.com/KUvGiBbX

dump of the broken exported skip-col model that GTA cannot load in: https://pastebin.com/hVXBJVNq


gold_fish
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#11

Posted 3 weeks ago Edited by gold_fish, 3 weeks ago.


original working model RWAnalyze section tree dump: https://pastebin.com/KUvGiBbX

dump of the broken exported skip-col model that GTA cannot load in: https://pastebin.com/hVXBJVNq

Could you give this model or the max scene in PM?


gold_fish
  • gold_fish

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#12

Posted 3 weeks ago Edited by gold_fish, 3 weeks ago.

Will it at some point support smoothing of import and export? It's something I've been missing a lot!  :catloaf:

Import can not be fixed, because the mesh of the model in dff is cut in parts, because of which the model does not smooth out in 3d max, as it would be desirable.

smoothing after export has already been fixed and depends on the smoothing groups. If you assign one smoothing group to all polygons, then in the game everything will also be smoothed by one group


Vadim M.
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#13

Posted 3 weeks ago Edited by Vadim M., 3 weeks ago.

Thanks for these tools!

 

I know about one pesky bug with Vice City ped models. If I want to use "IFP IO", the model doesn't show up. Is it possible to fix?

KQW1sdFm.png


gold_fish
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#14

Posted 3 weeks ago

Thanks for these tools!

 

I know about one pesky bug with Vice City ped models. If I want to use "IFP IO", the model doesn't show up. Is it possible to fix?

KQW1sdFm.png

may be...





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