Kam Posted September 11, 2005 Share Posted September 11, 2005 (edited) 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) 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 September 11, 2005 by Kam Link to comment Share on other sites More sharing options...
dertyjerzian Posted September 11, 2005 Share Posted September 11, 2005 you're welcome Kam, your contruibutions have been the most influental in my decision of solidifying in GTA modding! Thank you for your hard work and dedication! Link to comment Share on other sites More sharing options...
xrk Posted September 11, 2005 Share Posted September 11, 2005 ahhhh, I was hoping you would update this for sa Link to comment Share on other sites More sharing options...
demonj0e Posted September 11, 2005 Share Posted September 11, 2005 horray good work kam now we can start seeing many more maps Link to comment Share on other sites More sharing options...
Eclipse_nl Posted September 11, 2005 Share Posted September 11, 2005 Kam, you're the best! Link to comment Share on other sites More sharing options...
AleXXX Posted September 11, 2005 Share Posted September 11, 2005 Oh, nice script! Thanks, Kam! Link to comment Share on other sites More sharing options...
djjack Posted September 11, 2005 Share Posted September 11, 2005 Thank you for your hard work and dedication! You're the best! Link to comment Share on other sites More sharing options...
DiCanio Posted September 11, 2005 Share Posted September 11, 2005 I'll definately need to get out the old copy of v3.1 now Cheers Kam Link to comment Share on other sites More sharing options...
Huddy Posted September 11, 2005 Share Posted September 11, 2005 thanks kam modding gta keeps getting easyer thanks to you nice 1 Link to comment Share on other sites More sharing options...
TwoZero Posted September 11, 2005 Share Posted September 11, 2005 Works great, like I always wanted, make high quality renders of GTA Scenes and maps in 3dsmax Awesome work, and keep improving it Link to comment Share on other sites More sharing options...
RainingAcid Posted September 12, 2005 Share Posted September 12, 2005 (edited) Awsome!!! Like wow! Like totally freak me out!! I mean right on! Kam is number one!! Edited September 12, 2005 by RainingAcid Link to comment Share on other sites More sharing options...
Frazprg Posted September 12, 2005 Share Posted September 12, 2005 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!! Link to comment Share on other sites More sharing options...
uNi Posted September 12, 2005 Share Posted September 12, 2005 Great job Kam. Link to comment Share on other sites More sharing options...
Huddy Posted September 12, 2005 Share Posted September 12, 2005 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 Link to comment Share on other sites More sharing options...
dertyjerzian Posted September 12, 2005 Share Posted September 12, 2005 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 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! Link to comment Share on other sites More sharing options...
Kam Posted September 12, 2005 Author Share Posted September 12, 2005 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! Link to comment Share on other sites More sharing options...
Huddy Posted September 12, 2005 Share Posted September 12, 2005 lol 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. Link to comment Share on other sites More sharing options...
mickarrow Posted September 12, 2005 Share Posted September 12, 2005 Great work Kam!I still need to play around with this a bit more, but what I've seen so far is just 'WOW'! Link to comment Share on other sites More sharing options...
Frazprg Posted September 12, 2005 Share Posted September 12, 2005 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!! Link to comment Share on other sites More sharing options...
dertyjerzian Posted September 13, 2005 Share Posted September 13, 2005 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 Link to comment Share on other sites More sharing options...
Bumper3D Posted September 27, 2005 Share Posted September 27, 2005 (edited) 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. Edited September 27, 2005 by Bumper3D Link to comment Share on other sites More sharing options...
dertyjerzian Posted September 27, 2005 Share Posted September 27, 2005 My cousin Colin is from Finland I think I speak for everyone when I say: Bump kam's topics! Bump away! This is certainly the right place for that question 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 Link to comment Share on other sites More sharing options...
Bumper3D Posted September 28, 2005 Share Posted September 28, 2005 My cousin Colin is from Finland I think I speak for everyone when I say: Bump kam's topics! Bump away! This is certainly the right place for that question 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 Thanks... That was it. I cant believe I was so stupid. Link to comment Share on other sites More sharing options...
Mr. Modeler Posted October 30, 2005 Share Posted October 30, 2005 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 Link to comment Share on other sites More sharing options...
Kam Posted October 30, 2005 Author Share Posted October 30, 2005 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! Link to comment Share on other sites More sharing options...
Mr. Modeler Posted October 31, 2005 Share Posted October 31, 2005 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 Link to comment Share on other sites More sharing options...
Kam Posted October 31, 2005 Author Share Posted October 31, 2005 Here is the button: 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! Link to comment Share on other sites More sharing options...
Mr. Modeler Posted November 3, 2005 Share Posted November 3, 2005 (edited) 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. i have a feeling the solution to my problem will be one of those "i can't believe i was that stupid" solutions. any help greatly appreciated, thanks, MM Edited November 3, 2005 by Mr. Modeler Link to comment Share on other sites More sharing options...
Kam Posted November 4, 2005 Author Share Posted November 4, 2005 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... Link to comment Share on other sites More sharing options...
Mr. Modeler Posted November 12, 2005 Share Posted November 12, 2005 yes im trying to make the textures visible in the viewport...how does that story go? Link to comment Share on other sites More sharing options...
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