Kam Posted June 28, 2005 Share Posted June 28, 2005 (edited) GTA DFF IO (25Aug05) released: Updated 25Aug05 - 'lock' export added - auto condense un-used materials - check collision file before export - more user friendly - GTA3 dff bug fix - nice popup rather that crash when non standard dff detected - 'Vehicle Parts' checkbox for bumpers, spoilers, wheels etc - Non-Standard DFF import disabled! - Char/Bones import fix - Internal bug fix - GTA_Helper script updated - fixed GTA Material problem when reopen Max file reset all checkbox! - multi-Clump import is back - Auto Skin fixed - Helper tool now with Auto Hierarchy Link What it export: - vehicles with COLL/COL3 quick hack - no COLL export for weapon, building etc. - special vehicle parts like bumpers, spoilers, wheels etc - 2nd UV Map should work! - GTA Material I didn't test them all since I don't have SA. So it works when it works. And the Exporter only works in MAX *Now you can NOT import non-standard DFF(like zmod2) any more. For further development on this, Please read this topic! Good Luck every modder! PS: another choice for dff export is lw and zmodeler2! Before asking any question, make sure you got EVEWRYTHING LATER than this: Don't post this script anywhere without my permission! Or I will stop/destroy it immediately! Edited August 25, 2005 by Kam Link to comment https://gtaforums.com/topic/200255-3d-studio-max-sa-dff-import-export-script-topic/ Share on other sites More sharing options...
Rokas[LTU] Posted June 28, 2005 Share Posted June 28, 2005 < - >Just in case anyone who can't wait. Here is the new fn to support(using above UV order, but Texture not correct) SA dff import into (G)Max. Replace the old one for GTA3/VC! So this means we finaly could replace new models ? Link to comment https://gtaforums.com/topic/200255-3d-studio-max-sa-dff-import-export-script-topic/?do=findComment&comment=2943060 Share on other sites More sharing options...
ZanderZ Posted June 28, 2005 Share Posted June 28, 2005 From what I can tell, it's import only so you can't export models to use in SA. But I haven't tried it so I can't be sure... Here is the new fn to support SA dff import into (G)Max Link to comment https://gtaforums.com/topic/200255-3d-studio-max-sa-dff-import-export-script-topic/?do=findComment&comment=2943063 Share on other sites More sharing options...
BhaaL Posted June 28, 2005 Share Posted June 28, 2005 I tested the script a bit, and only thing that worked so far was savanna.dff. (Only a Wheel imports and display correct, rest of model is shown as dummys) Bikes, no way, and other models like buildings dont work. (MAXScript runtime-error: Invalid setFace Vertex index: [x,y, very high z value]) Link to comment https://gtaforums.com/topic/200255-3d-studio-max-sa-dff-import-export-script-topic/?do=findComment&comment=2943308 Share on other sites More sharing options...
Kam Posted June 28, 2005 Author Share Posted June 28, 2005 It NOT a full functioning script! It just a test and need help on it!!! I only have 3 car to test, texi.dff pjc600.dff and infernus.dff. They work fine! If anyone want to support on this script. Sent me a dff that not read from here! So I hope I could figure out the format! Link to comment https://gtaforums.com/topic/200255-3d-studio-max-sa-dff-import-export-script-topic/?do=findComment&comment=2943545 Share on other sites More sharing options...
BCspeed34 Posted June 28, 2005 Share Posted June 28, 2005 I can send you lots of SA files, give me a PM or message me on MSN Link to comment https://gtaforums.com/topic/200255-3d-studio-max-sa-dff-import-export-script-topic/?do=findComment&comment=2943616 Share on other sites More sharing options...
AleXXX Posted June 28, 2005 Share Posted June 28, 2005 Great! This script work on all SA models! Link to comment https://gtaforums.com/topic/200255-3d-studio-max-sa-dff-import-export-script-topic/?do=findComment&comment=2943639 Share on other sites More sharing options...
Black-hawk Posted June 28, 2005 Share Posted June 28, 2005 Kam, you are God of Scripts. It works (On cars anyway). Oh and here's a .zip with some SA vehicles. Click Link to comment https://gtaforums.com/topic/200255-3d-studio-max-sa-dff-import-export-script-topic/?do=findComment&comment=2943715 Share on other sites More sharing options...
Kam Posted June 28, 2005 Author Share Posted June 28, 2005 Don't be so excited yet guys. Even you can get cars into MAX, the texture coordinates are wrong! You can see the models in Max but it is still rubbish Anyone working on dff ?? Link to comment https://gtaforums.com/topic/200255-3d-studio-max-sa-dff-import-export-script-topic/?do=findComment&comment=2944106 Share on other sites More sharing options...
Majestic Posted June 28, 2005 Share Posted June 28, 2005 (edited) I basically have a fully working dff export filter for lightwave and a fully working dff viewer, there are a bit buggy, but everything works. About the uvs, there are 2 bits - 4 and 128. If 4 is true, theres 1 uv map. If 128 is true, then the "Unknown" dword after the geometry flags specifies the # of uvs in the model. Most of the cars i've looked at have 2 uvs everywhere except on the 'wheel' object, which has 1 uv. The first uv is used for the body color and texture, and the second one is used for the reflection map. Edited June 28, 2005 by Majestic Link to comment https://gtaforums.com/topic/200255-3d-studio-max-sa-dff-import-export-script-topic/?do=findComment&comment=2944599 Share on other sites More sharing options...
Kam Posted June 28, 2005 Author Share Posted June 28, 2005 Thanks for the expain, Majestic. But what I really want to know is how they(UV coordinates) store in a dff! Are they stalled like this: UV MAP 1 u1,v1,u2,v2,u3,v3...u100,v100...UV MAP 2 u1,v1,u2,v2,u3,v3...u100,v100... Link to comment https://gtaforums.com/topic/200255-3d-studio-max-sa-dff-import-export-script-topic/?do=findComment&comment=2944672 Share on other sites More sharing options...
wiseblood Posted June 29, 2005 Share Posted June 29, 2005 does this work with gmax 1.2? do you put it in the scripts file? when i try to run it nothing happens. Link to comment https://gtaforums.com/topic/200255-3d-studio-max-sa-dff-import-export-script-topic/?do=findComment&comment=2944948 Share on other sites More sharing options...
Majestic Posted June 29, 2005 Share Posted June 29, 2005 Thanks for the expain, Majestic. But what I really want to know is how they(UV coordinates) store in a dff! Are they stalled like this: UV MAP 1 u1,v1,u2,v2,u3,v3...u100,v100...UV MAP 2 u1,v1,u2,v2,u3,v3...u100,v100... Yes, every UV map is an array of float, of size 2x#VERTICES There is no separation between the uv maps, they just go one after another. Link to comment https://gtaforums.com/topic/200255-3d-studio-max-sa-dff-import-export-script-topic/?do=findComment&comment=2945120 Share on other sites More sharing options...
BhaaL Posted June 29, 2005 Share Posted June 29, 2005 I basically have a fully working dff export filter for lightwave and a fully working dff viewer, there are a bit buggy, but everything works. Share it with us Link to comment https://gtaforums.com/topic/200255-3d-studio-max-sa-dff-import-export-script-topic/?do=findComment&comment=2945904 Share on other sites More sharing options...
DexX Posted June 29, 2005 Share Posted June 29, 2005 I basically have a fully working dff export filter for lightwave and a fully working dff viewer, there are a bit buggy, but everything works. Share it with us wait until the bugs are out of it? Link to comment https://gtaforums.com/topic/200255-3d-studio-max-sa-dff-import-export-script-topic/?do=findComment&comment=2946072 Share on other sites More sharing options...
dertyjerzian Posted June 29, 2005 Share Posted June 29, 2005 Ashdexx, how is your gmax/max exporter coming along? Link to comment https://gtaforums.com/topic/200255-3d-studio-max-sa-dff-import-export-script-topic/?do=findComment&comment=2946093 Share on other sites More sharing options...
Nipa Posted June 29, 2005 Share Posted June 29, 2005 Woah it actually works! Now, I might work on a SA Infernus -> VC! But this is very weird.... when I orginally opened the infernus.dff, it was REALLY REALLY small! I'm going to use VC Infernus as a base on how big it should be + so I can strip the parts not needed. Nipa Link to comment https://gtaforums.com/topic/200255-3d-studio-max-sa-dff-import-export-script-topic/?do=findComment&comment=2946114 Share on other sites More sharing options...
DexX Posted June 29, 2005 Share Posted June 29, 2005 Woah it actually works! Now, I might work on a SA Infernus -> VC! But this is very weird.... when I orginally opened the infernus.dff, it was REALLY REALLY small! I'm going to use VC Infernus as a base on how big it should be + so I can strip the parts not needed. Nipa import the cars at 1.0, thats how big your models need to be when you export. actually, you can import at any scale you want, as long as you use that same multiplier when you export. Ashdexx, how is your gmax/max exporter coming along? ok. but its only for max atm, and it will be different to kams. but i wont spam up his topic with details about it Link to comment https://gtaforums.com/topic/200255-3d-studio-max-sa-dff-import-export-script-topic/?do=findComment&comment=2946205 Share on other sites More sharing options...
Majestic Posted June 29, 2005 Share Posted June 29, 2005 (edited) what the the use of 'Right to Render'? Or when will it appears?I need to know how specular map affect the dff ingame, any ingame provided?Is that collision data stall in the dff as well? Right To Render, i ignore it for now. all the specular info is in the material extension section MaterialEffects which contains the env map Reflection section - 0x253F2FC Specular section - 0x253F2F6 Ask ashdexx, he documented these in great detail. and yes collision data is in the dff Edited June 29, 2005 by Majestic Link to comment https://gtaforums.com/topic/200255-3d-studio-max-sa-dff-import-export-script-topic/?do=findComment&comment=2946546 Share on other sites More sharing options...
DexX Posted June 29, 2005 Share Posted June 29, 2005 what the the use of 'Right to Render'? Or when will it appears?I need to know how specular map affect the dff ingame, any ingame provided?Is that collision data stall in the dff as well? Right To Render, i ignore it for now. all the specular info is in the material extension section MaterialEffects which contains the env map Reflection section - 0x253F2FC Specular section - 0x253F2F6 Ask ashdexx, he documented these in great detail. and yes collision data is in the dff and at that, there are quite a number of sections that i ripped apart i documented them all in this topic. Link to comment https://gtaforums.com/topic/200255-3d-studio-max-sa-dff-import-export-script-topic/?do=findComment&comment=2946573 Share on other sites More sharing options...
Kam Posted June 29, 2005 Author Share Posted June 29, 2005 and yes collision data is in the dff Is there new COL3 document availiable then? Link to comment https://gtaforums.com/topic/200255-3d-studio-max-sa-dff-import-export-script-topic/?do=findComment&comment=2947069 Share on other sites More sharing options...
steve-m Posted June 29, 2005 Share Posted June 29, 2005 and yes collision data is in the dff Is there new COL3 document availiable then? No, not yet, but I'm currently working on the new CollEditor. The old col 1 format also works for cars, you just won't have shadows, so that could be used in the meantime. Link to comment https://gtaforums.com/topic/200255-3d-studio-max-sa-dff-import-export-script-topic/?do=findComment&comment=2947251 Share on other sites More sharing options...
BhaaL Posted June 30, 2005 Share Posted June 30, 2005 Tried both Files. copyCOL3 works without any problems without_COL3 crashes SA (used garage editor, no PCJs drivin around....) Link to comment https://gtaforums.com/topic/200255-3d-studio-max-sa-dff-import-export-script-topic/?do=findComment&comment=2950034 Share on other sites More sharing options...
Kam Posted June 30, 2005 Author Share Posted June 30, 2005 So SA DFF MUST HAVE collision file inside then! I did another export test, try them for me please! Link to comment https://gtaforums.com/topic/200255-3d-studio-max-sa-dff-import-export-script-topic/?do=findComment&comment=2950689 Share on other sites More sharing options...
suzumebachi Posted June 30, 2005 Share Posted June 30, 2005 tested with COLL, loads up and works, but the UV maps are reversed it seems (i think you've got the reflection map where the color map should be). testing COL3... Link to comment https://gtaforums.com/topic/200255-3d-studio-max-sa-dff-import-export-script-topic/?do=findComment&comment=2951030 Share on other sites More sharing options...
suzumebachi Posted June 30, 2005 Share Posted June 30, 2005 (edited) stupid white page double post thing damnit. anyways, COL3 also works, and has the same problem mentioned above. Edited June 30, 2005 by suzumebachi Link to comment https://gtaforums.com/topic/200255-3d-studio-max-sa-dff-import-export-script-topic/?do=findComment&comment=2951043 Share on other sites More sharing options...
BhaaL Posted June 30, 2005 Share Posted June 30, 2005 (edited) PS: A little roar - I recently recieved about 20 people asking for SA exporter.Only 7 feedback and sent me files. The first test model I sent. Only 2 reply left! That why I said in my first email that I havn't got enough feedback to doing this!!! I did have a post in GTAForum also, that was read 500 times but no report at all. So you two, if you stop, I stop! NEVER! I want a working Script, and I'm sure all the other ppl want one too. You will have my full support till everything works fine! COL3: Stinger destroyed Stinger side Stinger back Stinger front Stinger door open Stinger damaged front Stinger flipped over COLL: SA crashes Thanks for the ButtonGroup thingie, got the Script in a handy toolbar now Need more DFFs? Drop a post. Oh, and just btw. Kam, you got MSN or ICQ? Add me plz, Contact stuff entered in profile Edit: COLL works for suzumebachi? Dunno what happened with my game then, maybe malfunction of Garage Editor. Trying COLL once again.... Edit²: COLL doesnt work for me, Game crashes as the garage opens... Edited June 30, 2005 by BhaaL Link to comment https://gtaforums.com/topic/200255-3d-studio-max-sa-dff-import-export-script-topic/?do=findComment&comment=2951054 Share on other sites More sharing options...
JernejL Posted June 30, 2005 Share Posted June 30, 2005 and yes collision data is in the dff Is there new COL3 document availiable then? No, not yet, but I'm currently working on the new CollEditor. The old col 1 format also works for cars, you just won't have shadows, so that could be used in the meantime. does the old coll still work for map objects as well? Link to comment https://gtaforums.com/topic/200255-3d-studio-max-sa-dff-import-export-script-topic/?do=findComment&comment=2951301 Share on other sites More sharing options...
wiseblood Posted June 30, 2005 Share Posted June 30, 2005 both work fine for me. Link to comment https://gtaforums.com/topic/200255-3d-studio-max-sa-dff-import-export-script-topic/?do=findComment&comment=2951310 Share on other sites More sharing options...
Kam Posted June 30, 2005 Author Share Posted June 30, 2005 but the UV maps are reversed it seems (i think you've got the reflection map where the color map should be). suzumebachi, What do you mean by "the UV maps are reversed"? left-right flipped? Or up-side-down ? Oh, and just btw. Kam, you got MSN or ICQ? Add me plz, Contact stuff entered in profile BhaaL, I don't have any! But you can always contact me by email or here! Thanks for the ingame shots, a bit dark though Link to comment https://gtaforums.com/topic/200255-3d-studio-max-sa-dff-import-export-script-topic/?do=findComment&comment=2951330 Share on other sites More sharing options...
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