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Map IO Script beta release


Kam

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This is a GTA3/VC/SA map editing script for both Max and GMax. For any information please read the README and the tutorial.

 

 

What it supports:- import/export GTA3/VC/SA ide    objs, tobj    2dfx(not sure in SA)    anim, txdp(SA only)- import/export GTA3/VC/SA ipl    inst, cull  (all version)    grge, enex, pick, cars, auzo, jump (SA only)

 

user posted image

 

Thank you so much for people who testing it for me!

 

Here is the MAP IO Script (11Sep05)

 

And here is a tutorial on how to use it!

Edited by Kam
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you're welcome biggrin.gif

 

Kam, your contruibutions have been the most influental in my decision of solidifying in GTA modding!

Thank you for your hard work and dedication!

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user posted image

 

Works great, like I always wanted, make high quality renders of GTA Scenes and maps in 3dsmax biggrin.gif

 

Awesome work, and keep improving it smile.gif

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Awsome!!! Like wow! Like totally freak me out!! I mean right on! Kam is number one!!

Edited by RainingAcid
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Good god man!! save some talent for everyone else dude.lol Nah you keep up the good work. Cant waite to use this, so this is for anyversion of max or just r3? Dont matter really I found an old copy of r3 at a yard sale so Im good to go.Thats my rant And im sticking to it!!

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hi kam

 

All works fine for me just 1 little thing .

 

When i come to export the IDE i get Missing DFF,s.

But there not missing .

Missing DFF:

 

LAEalpha2.dff

and a lot more

 

the exporters is looking for LAE in capitals when the file is laealpha2.dff

and its doing this with a lot of dff.

 

how can i get round this if anyone no,s what i mean

 

thanks leon biggrin.gif

 

 

 

 

 

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how can i get round this if anyone no,s what i mean

 

It's possible there are still some bugs, as the script is just beta right now. Kam made that with only a fraction of the files from SA, i know for a fact. There is a chance that any of us that tested it didn't import that particular ipl set confused.gif

 

A way around it would be to rename the files so that the script gets what it calls? And if the lower case rename messes with the game thereafter, just adjust the name again. But renaming ultimately should do no harm. Good luck!

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Huddy, my exporter only export selected objects so there is impossible to have missing dff when export???

 

Yes, captial letter is sometimes misleading. But it should still import the dff, right!?

 

I use imgtool to extract files and no problem with captial letters!

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lol biggrin.gif

 

Yer your right kam .

 

its me must of been day dreaming.

 

its when i do the check missing dff its gives the Missing DFF:

Missing DFF:

 

LOD1BBallBlok1_LAe.dff

 

DONE!!

but thats down to captial letters

But that ate gonna mater when i export the ide is it.

 

just forget the post lol i,m a 3dmax noob .

 

keep up the good work kam you inspirer noobs like me to mod. biggrin.gif

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It works great. Quick question, is there a txd tool that opens the Img file and does a mass export? That would make the texture job much easier.Thats my rant And im sticking to it!!

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It works great. Quick question, is there a txd tool that opens the Img file and does a mass export? That would make the texture job much easier.Thats my rant And im sticking to it!!

TXD Workshop will export all textures to various popular formats in only a couple of clicks.

 

Also, no need to export textures unless it is absolutely necessary to see them! You'll save a lot of time texturing your models, exporting them, and then just leaving them grey for coords tweaking in IPls wink.gif

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  • 2 weeks later...

First at all, I'm terribly sorry about bumping this topic, but I couldn't think of any other place to post this.

 

So, I'm having a problem with this script.

Whenever I try to run it in 3ds Max 5, I get the following error message:

 

"MaxScript FileIn Exception

 

-- No ""<"" function for OK"

 

 

Am I running a too old version of Max? Should I try Gmax? Does anybody have a solution for my problem?

 

Yeah, I am complete noob with max and maxscripts. confused.gif

Edited by Bumper3D

Dsi63o0.png

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My cousin Colin is from Finland smile.gif

 

I think I speak for everyone when I say: Bump kam's topics! Bump away! This is certainly the right place for that question wink.gif

 

Do you have the latest DFF I/O too? I believe you will need that installed for this to work. I THINK those work in conjuntion. I may be wrong. Hopefully Im not tounge.gif

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My cousin Colin is from Finland smile.gif

 

I think I speak for everyone when I say: Bump kam's topics! Bump away! This is certainly the right place for that question wink.gif

 

Do you have the latest DFF I/O too? I believe you will need that installed for this to work. I THINK those work in conjuntion. I may be wrong. Hopefully Im not tounge.gif

Thanks... That was it. biggrin.gif

 

 

I cant believe I was so stupid. blush.gif

Dsi63o0.png

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  • 1 month later...

Here to the noobs, cause you're not alone. anways, im having trouble with the textures. i hit ide under import and now im not sure how to apply the textures to the ipl i had just imported. all i know is that the ide i imported IS relevant to the ide i imported. as stupid as my question is, please help.

Thanks,

MM

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Mr. Modeler, do you have the latest scripts? They're now call KAMS.

 

From the controller press MAP IO to access new MAP IO script. You will see there are few buttons under properities rollout for to to choose txd file!

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i installed the latest script (very enthused at the convenience of self-installation throughout the gmax folders) and i ran it to come up to the controller. i wandered around the properties section and still cannot figure out how to apply textures to all the DFFs within the IPL. sorry for the persistantly recurring questions, but i still find myself confused about txt assignment. thanks for any help,

MM

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Here is the button:

user posted image

 

When you pressed it, a openfile dialog will pop up and ask for txd. Select your need and press OK.

Remember to press 'Set' button when you want to stall these informations to the dff!

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alright...ive imported the overview ipl, and ive hit "get" under txt, then selected the relevant txt, then hit "set" and the txt was not applied to the ipl.

 

user posted image

 

user posted image

 

user posted image

 

user posted image

 

i have a feeling the solution to my problem will be one of those "i can't believe i was that stupid" solutions. notify.gif

any help greatly appreciated, thanks,

MM

Edited by Mr. Modeler
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For assign txd to dff, you did it and it should be correct! Did you try export a ide to see if they are OK!?

 

Actually, are you talking show the textures in viewport? It's another story...

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