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Kam

3D studio max SA DFF import / export script topic

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szkgsxr1000

yes i converted the textures with 3.5.. i've now gotten it too show color on the bike but it still looks matte and no textures not quite sure what the deal is..

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DexX

 

I found that the coronastar out of your particle.txd was a better reflection. SA tends to show them more intensely so a little bit goes a long way.

The better solution is to set the reflection level for that material in 3ds max

Zmod may have spoiled the rest of you, its lacking in options in flexibility that max has. more complex yes, but with more flexibility when you export it to the game wink.gif

 

Btw, if any of you are exporting scratch-made cars to max, make sure the meshes are converted to an editable mesh, editable poly won't work. that is, i was having problems with it, and converting the mesh to editable mesh, seemed to fixed it.

 

now, to test new version of exporter..

 

Edit: found a problem with the normals exporting:

user posted image

i dont know if this came up before, but you know Renderware only supports one normal per vertex, right?

 

Btw Kam i think you misundetood me before; the AMB (ambient specular diffuse) that you pointed out in the Material Struct, DOES have a specular value yes, but this is the Renderware Material specular value; GTA doesn't use it.

 

To get specular lighting on the models in SA, you need to use the new sections i pointed out.

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Kam

 

Edit: found a problem with the normals exporting:

user posted image

What normal? could you give more details on it. For me, it just look like dirt image/texture on the car?

 

 

Btw Kam i think you misundetood me before; the AMB (ambient specular diffuse) that you pointed out in the Material Struct, DOES have a specular value yes, but this the the Renderware Material specular value; GTA doesn't use it.

Actually, I don't understand! blush.gif your 'specular value' do you means the specular_level I pointed?

 

 

To get specular lighting on the models in SA, you need to use the new sections i pointed out.

This one complete loss! cry.gif

Do you mean RefMat section???

Could you give me some kinds of Max<->SA convertion!

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Fro

Well, I finally got around to getting me a copy of Studio Max, mostly for other forms of Modelling such as CS:S and HL2, but I can't seem to ignore this topic.

 

Anyways, I've never used Max. Could someone perhaps show me the ropes or so? I've got a great car I want to convert.

Edited by Fro

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Majestic

 

This one complete loss!  cry.gif

Do you mean RefMat section???

Could you give me some kinds of Max<->SA convertion!

There are 3 sections:

 

MaterialFX

SAReflection

SASpec

 

First 2 are needed if you want to have reflections and last one is used if you want to have specular.

 

SASpec is basically

 

float - glossiness valuestring - vehiclespecdot64dword - 0dword - 0

 

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DexX

 

Edit: found a problem with the normals exporting:

user posted image

What normal? could you give more details on it. For me, it just look like dirt image/texture on the car?

the body texture is pure white with no dirt on it at all turn.gif

This is what it looks like in max with proper smooth groups:

user posted image

Renderware only supports one normal per vertex, which i assume is the problem, since its acting like its missing the required normals to achieve the same effect.

 

Specular:

This is the standard renderware material, that has been used in gta3, vice and Sa, it hasnt changed.

user posted image

the specular level there, was used in gta3, but not in vice, or Sa. in SA, it does nothing.

 

This is the new section information, that controls specular lighting in SA:

user posted image

thats what those do. you need to scale the value from max though, so its at 1.0 at most. this can be accomplished easily by divding the material specular power by 10. if the value is over 100, then just set it to 1.0

 

and this:

user posted image

...is the amount that the reflection map is bleneded WITH the spec, it is NOT the same as the standard refecltion level.

if standard reflection is at full, and this is 0, there no reflection from reflection map!

 

Proof:

Truck hood with proper specular and reflection blending:

user posted image

 

Truck with just specular:

user posted image

 

i really hope that helps tounge.gif

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greengiant

I think I might have a normal problem also if I use the first beta script everything looks fine but with the new on I get this

 

user posted image

 

the textures are there they are just dark

 

also with the new script I have a problem with the wheels, no matter how I scale the wheels or set them in the vehicle.ide the defualt wheels are to big, might be something I did wrong though

 

user posted image

 

if I upgrade the wheels they are the right size(as seen in the first pic)

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demonj0e

i got the same problem my wheels come out huge aswell

other than that good work mate keep it up

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tommygun1

Same here, and I did try the reset exform without any luck.

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dertyjerzian

 

Well, I finally got around to getting me a copy of Studio Max, mostly for other forms of Modelling such as CS:S and HL2, but I can't seem to ignore this topic.

 

turn.gif

 

EDIT: anyway, you've got a good year of reading tutorials ahead of you, and then some school. picture learning one on one for free tounge.gif f u honie, pay me.

Edited by dertyjerzian

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tommygun1

They have a 30 day free trial at their website.

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wildmotzi

erm i don´t know if it helps you guys but i noticed following..

 

i´m using zmodeler for building cars and usually i export them to direct x format and then i convert it with Deep Exploration to eg. *.lwo for Lightwave.

 

works like a shame but ingame the normals are lost.

same in 3ds max.

 

BUT! when i´m exporting my car as dff from zmod and import it in 3ds with Kam´s script, normals are completely working and there´s no problem though at all..

 

i just felt to write this^^

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Rokas[LTU]

Will you guys release any models ?

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demonj0e

i would realease mien but i need fix up interior and need authors permission cuz all i done is convert it

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DexX

presumably yes, people will start releasing models, otherwise thers not much point to modding tounge.gif

 

just give them a bit of time, new tools, software people may nto be familiar with, the transistion wont be quick. there will be new, quality cars soon enough.

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maric

Woah some good looking mods here smile.gif BUT

 

devil.gif Someone get the 2F2F skyline in there please devil.gif

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flitcroft101

Can somebody convert a chrysler 300cc from midnight club 3 dub edition or a previous mod from vice city please?

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BhaaL

Kam ownz!

(In case I didn't say that already biggrin.gif)

 

Vector M12, works!

Vector M12, still works! biggrin.gif

 

Just needs some tweaking in wheel size (no, not model, handling.cfg and default.ide)

 

Sry for that late reply, busy with work now. turn.gif

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Rokas[LTU]

OK, question: now i have LightWawe 8. Do i need 3Dmax or any more tools ?

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Th3 ProphetMan

i did this witht kam's filter. i'll take a look at this whole topic since it seems you guys have descovered interesting stuff already smile.gif

 

user posted image

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Jay.

Kam, you are too fackin awesome! Converted the Warthog model from Halo to VC now to SA!

 

Witness a birth lolol:

user posted image

This is when I first got it in.

 

user posted image

Had to flip the textures and whatnot also everything was way the fack off like the wheels and stuff... so I fixed that.

---------

Finished Result:

 

user posted image

 

user posted image

 

user posted image

 

user posted image

---------

Actually, I'm not quite finished. Gonna edit the handling a bit, change the tires and some other random things.

 

Thanks again, Kam and everyone else that helped!!!!

 

 

-Jay

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MoeRonimoe

OK Kam I (!) have a question smile.gif

 

I was trying to export a weapon but it went wrong because it says that i cant export two things (the weapon ans the muzzle fire of the weapon) into one dff ... thats really bad because i so can only export the weapon or the fire into the dff ...... hope u understood rolleyes.gif

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Silent Viper
same goes for me, and after I only exported the weapon WITHOUT gunflash, it was invisible ingame ...

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Kam

Scripted Updated 06Jul05. See the top.

 

Material should work fine now. And a new try for a specal GTA Material(optional)!

 

For the normal, it seems to be a bug, but I can't found why(I can't reproduce the error myself, everything just fine, too fine...), if any could send me a MAX(v6 or lower). I will try debug it.

 

 

 

Since I don't have SA, I been told that it import vehicle, bodies/clothes, building. Export vehicle only!

Edited by Kam

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Rokiza

so does this mean there are some working actual body mods for SA yet?? because i cant wait to have a merc sittin in my garage....

 

and i wanna change the yosemite to a caddy escalade EXT..... ohh baby.... *drools*

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tapsuu

Can someone make a step-by-step tutorial for us, n00bs?

 

I would love to have custom cars for SA, but i dont know how! sneaky2.gif

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BhaaL
Can someone make a step-by-step tutorial for us, n00bs?

 

I would love to have custom cars for SA, but i dont know how! sneaky2.gif

Import Model, select everything, select an original SA Car, and export again? blink.gif

 

Hm, gotta take some time to write a Tutorial, stay tuned....

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Th3 ProphetMan

hi guys ive been messing up a bit more with this. today ill try the new relase of the filter but i have aquestion, ive taken a look to the gta material you have set up in 3dsmax and i would apreciatte someone explain the exact difference between Xpecular and Specular Power Options...

 

user posted image

 

And thanks to all of you for working on this, smile.gifrah.gif

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BhaaL

*bump*

 

Try this: *click*

 

No warrenty for good looking cars, play around with the options (VCol on/off, used COL3 file, whatever) and find the best settings for you....

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Th3 ProphetMan

Thx.

 

Also i want to comment that i imported and exported the bike BF-400 from the game. just to test materials and so. everything seems to be the same although i can't be sure... but i noticed that te extras of the bike dont appear anymore ingame, so the game looks for the extra parts of models in the dff i guess. you probably knew this already but to be sure, im telling you...

 

i guess there must be some info about this somewhere in the .dff where the extras and their behaiviour are set... also make me thinks we will be able to add extras to all vehicles as we like.... smile.gif or i hope so...

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