Kam Posted October 3, 2005 Share Posted October 3, 2005 (edited) Since my job position changed, I have no chance to play around with MAX at work. And my online home computer is 10years old P200 which impossible to run GMax as well. What a miracle GMax run on my computer! So these should be last update for my scripts here! I should be able to bug fix the errors! Thank you so much all you guys for support/suggest and bug report! I will still hanging around here for a while, hope that I can help you out how to make these script works! Here is Kam's All-in-one Mod Scripts: These are actually a repack of all my GTA modding tools for MAX/GMAX. I had updated the controller script(in Utility Panel) for you to easily access all my scripts KAMS includes: - DFF IO import/export all 3d models used in GTA game - COL IO import/export all Collision used in GTA game - IFP IO import/export all animations used in GTA game - Map IO import/export all map data used in GTA game - Modelling Helper - Envelopes Helper for char/body part skinning How to Install & Run: Delete all my old scripts, you don't need them anymore! Unzip this to your MAX/GMAX root folder with 'Folder' option on. All files will go to the right place! Read the included 'Must_Read' for detail Last but not least, if you use my script to release any mod. Please include a line saying that you are using this tools. This will be my reward of it. Thanks Updated(21Dec05) - SA Char. body part export added - New envelopes helper tools added to ease the skinning job - Added png selection for texture import - GTA_Material updated to version 2 >added 4 color paintjob *You must enable the section checkbox for reflection/Specular etc. - All envelopes will set to 0 when using 'Auto Skin' to import Char/body part *These changes help you to study how original char/body part skinned! - 'White' material problem fixed - Reflection export for VC fixed *I did it worng from the beginning so now the reflection may be too strong with the new script, use 'reflection tunning' from controller script to tune all reflection up/down! These new scripts only works with New GTA_Material, so you MUST replace the old one! - multi-clump import error fixed - vehicles light error should fixed - reported wrong error in Animation IO fixed - another 'white' material bug fix - standardmaterial export bug in GMax fixed - 'white' material problem should fixed - Bug fix for the 1st time export bones/skins crash (Max version) - Major bug fix for missing faces (GMax version) - Minor bug fix for import problem (both version) News for GMax User Since AK-73 made a handy helper program 'GTAmax.exe' for auto grab and convert listener's test to DFF. So there is not need to run t2b.exe manually for DFF and COL export any more. for details on how to use it, read the included readme! (If you don't want to use this GTAmax.exe, just goto 'about' rollout and uncheck to disable it.) Download Max version (21Dec05) Download GMax version (21Dec05) Edited February 14, 2007 by REspawn RyanDri3957V, wwwwandrarijaz and Yoha 3 Link to comment https://gtaforums.com/topic/218318-rel-kams-maxscript-going-over-quick-update/ Share on other sites More sharing options...
MoeRonimoe Posted October 3, 2005 Share Posted October 3, 2005 I want the maxDFFscript to import and export the CJ Parts (and the clothes, hairs etc...). The Playermodel you know I'll send you files if you need Nice to hear that things are going better for you Link to comment https://gtaforums.com/topic/218318-rel-kams-maxscript-going-over-quick-update/#findComment-3239389 Share on other sites More sharing options...
mickarrow Posted October 3, 2005 Share Posted October 3, 2005 Hey you're back. Big re-welcome Will the coll export be in the col3 format? Any chance you could make your scripts work with Max R3? , 'cause that's all I got right now . Link to comment https://gtaforums.com/topic/218318-rel-kams-maxscript-going-over-quick-update/#findComment-3239544 Share on other sites More sharing options...
deNULL Posted October 3, 2005 Share Posted October 3, 2005 When I import any DFF object with your script and then try to pick material from it to material library, I get an "Unknown system exception". Can you fix that? I have 3DSMax5 and latest version of your script. Link to comment https://gtaforums.com/topic/218318-rel-kams-maxscript-going-over-quick-update/#findComment-3239596 Share on other sites More sharing options...
Kam Posted October 3, 2005 Author Share Posted October 3, 2005 mickarrow, I write all my scripts in Max3.1 so they should all work in Max3! And new collision IO should do all COll/COL3 job! deNULL, try create a new max file. Open material editor, assign/callout GTA_Material to see if it works? MoeRonimoe, I wish I won't let you down. It's in my to do list! PS: Actually I am not back! It the opposite way round. I am going to lose Max as well. When I am on my new position. I will have no chance to play with 3D at work That way I said. Quick! Two week deadline! Link to comment https://gtaforums.com/topic/218318-rel-kams-maxscript-going-over-quick-update/#findComment-3239704 Share on other sites More sharing options...
deNULL Posted October 3, 2005 Share Posted October 3, 2005 deNULL, try create a new max file. Open material editor, assign/callout GTA_Material to see if it works? Yes, it works fine and without any exceptions. And, by the way, materials from imported objects works too, although there is an error message. Link to comment https://gtaforums.com/topic/218318-rel-kams-maxscript-going-over-quick-update/#findComment-3239781 Share on other sites More sharing options...
MoeRonimoe Posted October 3, 2005 Share Posted October 3, 2005 Just one thing i have ... The game uses the default plane muzzle if you convert a weapon and not the muzzle you put in there .... if you fix that i would be very happy Glad to hear you got a job dont know but Link to comment https://gtaforums.com/topic/218318-rel-kams-maxscript-going-over-quick-update/#findComment-3239783 Share on other sites More sharing options...
Kam Posted October 3, 2005 Author Share Posted October 3, 2005 Just one thing i have ...The game uses the default plane muzzle if you convert a weapon and not the muzzle you put in there .... if you fix that i would be very happy Sorry, I don't understand? A screenshot may help!? Link to comment https://gtaforums.com/topic/218318-rel-kams-maxscript-going-over-quick-update/#findComment-3239897 Share on other sites More sharing options...
MoeRonimoe Posted October 3, 2005 Share Posted October 3, 2005 Hope you see what i mean ... and also hope that you can fix it :] Link to comment https://gtaforums.com/topic/218318-rel-kams-maxscript-going-over-quick-update/#findComment-3239935 Share on other sites More sharing options...
Kam Posted October 4, 2005 Author Share Posted October 4, 2005 Could anyone test these Chars for me? They are cutscene models but will some code modification inside! Test anyone in the 'Cutdown' folder will do. They are the same! If the above not work, try anyone in 'ibm' folder! Thanks Link to comment https://gtaforums.com/topic/218318-rel-kams-maxscript-going-over-quick-update/#findComment-3241574 Share on other sites More sharing options...
MoeRonimoe Posted October 4, 2005 Share Posted October 4, 2005 I tested the cscatalina out of the cutdown folder and it works fine Link to comment https://gtaforums.com/topic/218318-rel-kams-maxscript-going-over-quick-update/#findComment-3241619 Share on other sites More sharing options...
Kam Posted October 4, 2005 Author Share Posted October 4, 2005 DFF IO script updated. Download from the Top! Link to comment https://gtaforums.com/topic/218318-rel-kams-maxscript-going-over-quick-update/#findComment-3242014 Share on other sites More sharing options...
Quadropheniac90 Posted October 4, 2005 Share Posted October 4, 2005 Just a question, dunno if this will help you perfecting your script: I imported CJ's head.dff and altered it just by moving vertices and stuff, for our mod. (in my sig) I also moved the bones a bit so they would fir the changed model, but when I try to export it, I can't export the bones and the head model in one file, and I do think this necessary for the model to work. (Dunno if SA accepts my changed head.) Why is this and how do I get it right, I'd really like to see my new head ingame. Not in a hurry though, other alternatives for player models can allways be thought up, but still... Link to comment https://gtaforums.com/topic/218318-rel-kams-maxscript-going-over-quick-update/#findComment-3242053 Share on other sites More sharing options...
Kam Posted October 4, 2005 Author Share Posted October 4, 2005 My current script can't export correct SA bone/skin chars. It's broken. Even some people having trouble export VC chars! I'm sure it works for VC and definately not work for SA! If there is another program can export bone/skin chars. Go for it! Since I am not sure I can make it within next week and I have no SA! Link to comment https://gtaforums.com/topic/218318-rel-kams-maxscript-going-over-quick-update/#findComment-3242078 Share on other sites More sharing options...
liam247 Posted October 4, 2005 Share Posted October 4, 2005 Thank you, Thank you, Thank you and Thank you Kam your a fu**ing wizard m8, i have all my dff's back to normal and unlocked!! Great job m8 and keep up the awsome work Link to comment https://gtaforums.com/topic/218318-rel-kams-maxscript-going-over-quick-update/#findComment-3242205 Share on other sites More sharing options...
Supdario Posted October 4, 2005 Share Posted October 4, 2005 Kam...... I've opened countn2_4.col and a list appeared I've inserted 1,5 to the textbox to scale, selected des_savhngr and pressed Load! Everything OK (The previous script don't work ) I've picked CM_des_savhngr in Collision mesh........ Selected All....... I pressed Export...... Inserted filename.... Pressed Save and..... I get this error: Unknown Property: "material" in Undefined Can you fix it? I use 3D Studio Max 7 Link to comment https://gtaforums.com/topic/218318-rel-kams-maxscript-going-over-quick-update/#findComment-3242313 Share on other sites More sharing options...
Quadropheniac90 Posted October 4, 2005 Share Posted October 4, 2005 OK, lol, just wanted to know. Love your script though, it imports everything. I love changing characters, but is it for example possible to put my modded CJ head on Tommy's body, export it as a whole, and rig it? Link to comment https://gtaforums.com/topic/218318-rel-kams-maxscript-going-over-quick-update/#findComment-3242344 Share on other sites More sharing options...
deNULL Posted October 4, 2005 Share Posted October 4, 2005 Thanks, Kam! Now materials works absolutely correct. And... I think I found bug in your collision IO script. After opening an original COL file I can't append new collision meshes to it (COL files, previously exported by your script, works fine). There is no error message and it looks like script works (there is a small pause after pressing "Append" button), but name of new mesh does not appear in the list (not ever after re-opening COL file). Link to comment https://gtaforums.com/topic/218318-rel-kams-maxscript-going-over-quick-update/#findComment-3242416 Share on other sites More sharing options...
Kam Posted October 4, 2005 Author Share Posted October 4, 2005 Here is Another Char Test. Again, test anyone will do! Thanks Link to comment https://gtaforums.com/topic/218318-rel-kams-maxscript-going-over-quick-update/#findComment-3242419 Share on other sites More sharing options...
MoeRonimoe Posted October 5, 2005 Share Posted October 5, 2005 i tested again just the catalina and my game crashed when i made a mission where she came in the cutscene. Hope thats enough and i don't have to test the rest of these player models Link to comment https://gtaforums.com/topic/218318-rel-kams-maxscript-going-over-quick-update/#findComment-3243721 Share on other sites More sharing options...
Quadropheniac90 Posted October 5, 2005 Share Posted October 5, 2005 How can you make cutscenes anyway? The models never load ingame, and the animations I think are made not to be customized, because I tried coding one once, and a big crash occured... Link to comment https://gtaforums.com/topic/218318-rel-kams-maxscript-going-over-quick-update/#findComment-3243896 Share on other sites More sharing options...
Kam Posted October 5, 2005 Author Share Posted October 5, 2005 Collision IO append function fixed! Link to comment https://gtaforums.com/topic/218318-rel-kams-maxscript-going-over-quick-update/#findComment-3243943 Share on other sites More sharing options...
Eclipse_nl Posted October 5, 2005 Share Posted October 5, 2005 Could you make a script map with all your GTA-scripts inside (a great final pack). And a "control panel" in 3dsmax to run all scripts by one click. That would be nice. Link to comment https://gtaforums.com/topic/218318-rel-kams-maxscript-going-over-quick-update/#findComment-3244120 Share on other sites More sharing options...
Supdario Posted October 5, 2005 Share Posted October 5, 2005 Collision IO append function fixed! Thanks Link to comment https://gtaforums.com/topic/218318-rel-kams-maxscript-going-over-quick-update/#findComment-3244201 Share on other sites More sharing options...
Kam Posted October 5, 2005 Author Share Posted October 5, 2005 A. DFF IO updated! Now you should have correct lock function and correct 'MMC' export! B. Char test again. If these work, I will start rewrite the bones/skins export part! C. GMax DFF IO version on the way. Will release tomorrow or friday! Link to comment https://gtaforums.com/topic/218318-rel-kams-maxscript-going-over-quick-update/#findComment-3244370 Share on other sites More sharing options...
deNULL Posted October 5, 2005 Share Posted October 5, 2005 Collision IO append function fixed! Thank you, Kam! Now I can add my collision objects to existing COL files Um... Today I have tried to pick material from DFF model with just one material (not a multimaterial) and I have got a system exception again! Please, fix it. P.S. I think I'm too annoying... Link to comment https://gtaforums.com/topic/218318-rel-kams-maxscript-going-over-quick-update/#findComment-3244393 Share on other sites More sharing options...
Kam Posted October 6, 2005 Author Share Posted October 6, 2005 DFF IO GMax version finally out! PS: No one test those chars for me? Link to comment https://gtaforums.com/topic/218318-rel-kams-maxscript-going-over-quick-update/#findComment-3246667 Share on other sites More sharing options...
demonj0e Posted October 6, 2005 Share Posted October 6, 2005 good work cam sorry cant test the models atm can u make the script menue work with all ure scripts cuz i cant use em all btw whats mmc export? Link to comment https://gtaforums.com/topic/218318-rel-kams-maxscript-going-over-quick-update/#findComment-3246767 Share on other sites More sharing options...
Kam Posted October 6, 2005 Author Share Posted October 6, 2005 MMC = ModulateMaterialColor In GTA, it's a swith to control you can use primary/secondary color or not! And I will release a final all-in-one zip file contain all these scripts. Controller will work fine at last! Wait till next friday then. Link to comment https://gtaforums.com/topic/218318-rel-kams-maxscript-going-over-quick-update/#findComment-3246887 Share on other sites More sharing options...
Supdario Posted October 7, 2005 Share Posted October 7, 2005 What's new in the GMax version? Can export? Link to comment https://gtaforums.com/topic/218318-rel-kams-maxscript-going-over-quick-update/#findComment-3247965 Share on other sites More sharing options...
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