Supdario Posted October 7, 2005 Share Posted October 7, 2005 Kam..... Have you fixed my error? With couple of models i get this error Link to comment Share on other sites More sharing options...
Kam Posted October 7, 2005 Author Share Posted October 7, 2005 GMax version export some code to listener, you need to copy and paste to a text file. And convert it with command-line program t2b.exe. Not a straight way, but GMax is free!!!! Supdario: Sorry, have not check you file, will definate correct it! Send me more of those error files please! Link to comment Share on other sites More sharing options...
Simon. Posted October 8, 2005 Share Posted October 8, 2005 PS: No one test those chars for me? Well I loaded the cskendl.dff and watched the first cutscene with Kendl in it and I'm afraid to say.... it failed it suceeded!! Unless I did something wrong but I'm positive all was good. Now I bet someone's going to say "that isn't cskendl, cskendl is the blonde lady in the 69 shirt!" and I will be sad. Link to comment Share on other sites More sharing options...
Supdario Posted October 8, 2005 Share Posted October 8, 2005 GMax version export some code to listener, you need to copy and paste to a text file. And convert it with command-line program t2b.exe. Not a straight way, but GMax is free!!!! Supdario: Sorry, have not check you file, will definate correct it! Send me more of those error files please! Ok...... I'll send you another file I get this error with Gmax, too Now I send you a COLL Model........ I get the same error with this Link to comment Share on other sites More sharing options...
Ducati996 Posted October 8, 2005 Share Posted October 8, 2005 hey KAM, you are back in action... cool I have to test the latest scripts then... been struggling with the old one's still... I have a question though... I have been playing around with some wheels for the tuning shops, but now I wanna export it for SA I have no .col file for the export! Any idea where I can get a .col for the export of wheels? Anyway, good to see you seem to be getting back on track. Link to comment Share on other sites More sharing options...
Supdario Posted October 9, 2005 Share Posted October 9, 2005 Don't need col..... Select "Car Parts" and export normally Link to comment Share on other sites More sharing options...
Kam Posted October 9, 2005 Author Share Posted October 9, 2005 Collision IO bug fixed! Supdario, you should be happy. Link to comment Share on other sites More sharing options...
Bebop Posted October 10, 2005 Share Posted October 10, 2005 Im using the Gmax dff io, once i use t2b to convert the txt to a dff i get this error 'i' is not a valid integer value. Link to comment Share on other sites More sharing options...
Supdario Posted October 10, 2005 Share Posted October 10, 2005 (edited) Kam! Thank you Thank you Thank you Thank you Thanks Thanks Thanks Now works Now i've found a new bug... I insert 1,5 in the scale factor before pressing Load..... All Ok I select collision mesh Select all...... And Append (or export ) But when I reopen the exported or appended col the model is not scaled EDIT: When I change Col Name works But I need it with its original name Edited October 10, 2005 by Supdario Link to comment Share on other sites More sharing options...
Kam Posted October 10, 2005 Author Share Posted October 10, 2005 (edited) Map IO updated! New->rewrite of Bones/Skin import finished! PS: I deleted my original GTA_DFF_IO_(25Aug05).zip from my site! Anyone still got it? Could you send it back to me, please! Edited October 10, 2005 by Kam Link to comment Share on other sites More sharing options...
tom14141414 Posted October 10, 2005 Share Posted October 10, 2005 This may not be answered here but i am going to ask just in hope. I am using your gmax dff io and it exports to txt fine but then when i try to convert it using the T2B.exe the program loads up and i get the message Usage: T2B "source file" "dest file" - i click on ok and then nothing happens i dont see a dos window or anything, if anybody has any idea why this could be, please tell me. Thanks. Link to comment Share on other sites More sharing options...
Kam Posted October 11, 2005 Author Share Posted October 11, 2005 These Chars are direct export form my new script (un-release yet) Test it for me please! Thanks Link to comment Share on other sites More sharing options...
MoeRonimoe Posted October 11, 2005 Share Posted October 11, 2005 I tested the cscatalina and my game crashed Link to comment Share on other sites More sharing options...
GSS Posted October 11, 2005 Share Posted October 11, 2005 I rename cscatalina.dff to cskendl.dff. And I tested.This is first cutscean. It's cscatalina model and work good. in nomal game,bfybe.dff and claude.dff work good too. maybe I think it succeed and method of MoeRonimoe's test is not good. but my test may be bad. Link to comment Share on other sites More sharing options...
Kam Posted October 11, 2005 Author Share Posted October 11, 2005 Now I am confused! Could some more people test it for me if they work!? I have only 3 day left!!! I don't want to give you false hope to release non-working tools! Link to comment Share on other sites More sharing options...
justa_newbie Posted October 12, 2005 Share Posted October 12, 2005 (edited) Kam, Here's what I got with a real quick test of your export of the bfybe.dff file using DFF Viewer 0.1 Beta: It seems the dummies (bones) are off in terms of coordinates. All I did was import your file into the viewer and take a screen, then import the original .dff file in and take a screen. Here's 2 more shots for reference: Hope it helps. *** EDIT *** Just tested your "bfybe.dff" (replaced .dff in the original gta3.img, rebuilt the .img file, then ran SA) and it seems to work! Started a new game, ran the "lifesabeach" cheat-code, and your bfybe.dff model can bicycle, ride a scooter, run, fight, etc.!!! This is VERY good news! Will try a few more of the models and see how they do... ****** *** EDIT #2 *** Was hoping to get away with using your cscatalina.dff as a replacement for hfybe.dff to speed the testing process (even tho I know that one is a cutscene model and one is not)...anyhow, after renaming and replacing the .dff, SA crashed before fully loading Perhaps you can export out some other peds for testing (not just cutscene models, but regular peds that can be tested upon starting a new game, or accessed by using a handy cheatcode?) If you need some of these regular ped .dff's (as I know you don't have SA) to tweak, for example, move polys and export, here are some in a .zip file: http://www.savefile.com/files/9359703 <crossing fingers that this is of some use to you, Kam> ****** justa_newbie Edited October 12, 2005 by justa_newbie Link to comment Share on other sites More sharing options...
Supdario Posted October 12, 2005 Share Posted October 12, 2005 (edited) Kam, Here's what I got with a real quick test of your export of the bfybe.dff file using DFF Viewer 0.1 Beta: It seems the dummies (bones) are off in terms of coordinates. All I did was import your file into the viewer and take a screen, then import the original .dff file in and take a screen. Here's 2 more shots for reference: Hope it helps. *** EDIT *** Just tested your "bfybe.dff" (replaced .dff in the original gta3.img, rebuilt the .img file, then ran SA) and it seems to work! Started a new game, ran the "lifesabeach" cheat-code, and your bfybe.dff model can bicycle, ride a scooter, run, fight, etc.!!! This is VERY good news! Will try a few more of the models and see how they do... ****** *** EDIT #2 *** Was hoping to get away with using your cscatalina.dff as a replacement for hfybe.dff to speed the testing process (even tho I know that one is a cutscene model and one is not)...anyhow, after renaming and replacing the .dff, SA crashed before fully loading Perhaps you can export out some other peds for testing (not just cutscene models, but regular peds that can be tested upon starting a new game, or accessed by using a handy cheatcode?) If you need some of these regular ped .dff's (as I know you don't have SA) to tweak, for example, move polys and export, here are some in a .zip file: http://www.savefile.com/files/9359703 <crossing fingers that this is of some use to you, Kam> ****** justa_newbie During loading Models cannot crash SA....... Your problem is an other EDIT: 3 DAYS????? Can you fix my problem with COL IO?? The script appends successfully files But file don't replaces Edited October 12, 2005 by Supdario Link to comment Share on other sites More sharing options...
Kam Posted October 12, 2005 Author Share Posted October 12, 2005 Another Char export test It's my char to replace 'bfybe'. Test it please! PS:Collision IO still have problem but will fix it! Link to comment Share on other sites More sharing options...
MoeRonimoe Posted October 12, 2005 Share Posted October 12, 2005 It works Kam Link to comment Share on other sites More sharing options...
GSS Posted October 12, 2005 Share Posted October 12, 2005 GREAT!! Link to comment Share on other sites More sharing options...
Squiddy Posted October 12, 2005 Share Posted October 12, 2005 Awesome job Kam! You're a great guy, investing so much time to deliver us some outstanding tools. I hope you get everything going well in your future. GTA mods VC hud GTAreactor ~ DeviantArt ~ Link to comment Share on other sites More sharing options...
demonj0e Posted October 12, 2005 Share Posted October 12, 2005 wow awsome works kam good to see sum progress with player models Link to comment Share on other sites More sharing options...
Supdario Posted October 12, 2005 Share Posted October 12, 2005 Awsome Link to comment Share on other sites More sharing options...
opusdream Posted October 12, 2005 Share Posted October 12, 2005 Kam, is able to create any tool or filter to import player_face.dff to 3dstudio to midify the CJ face in the way of a white man? Link to comment Share on other sites More sharing options...
Kam Posted October 12, 2005 Author Share Posted October 12, 2005 Bones/Skins DFF IO ready for Max user to test! Link to comment Share on other sites More sharing options...
Quadropheniac90 Posted October 12, 2005 Share Posted October 12, 2005 The bones/skin exporter did export my modified CJ head, but the game crashed. Should I do something with the envelopes, or is it because the model normally has 3 clumps. I'm no modeler, so I don't know. Great script anyway! Sorry you have to leave. Link to comment Share on other sites More sharing options...
MoeRonimoe Posted October 12, 2005 Share Posted October 12, 2005 Same problem here A tut would be nice Link to comment Share on other sites More sharing options...
justa_newbie Posted October 12, 2005 Share Posted October 12, 2005 Kam, Any chance you can write up a brief "how-to" with a step-by-step on how to export characters with your script? Specifically, how were you able to export your "mono" character for successful replacement of the bfybe.dff ped?...select all bones and mesh? is there a generic col file you used? Thanks for any help! justa_newbie Link to comment Share on other sites More sharing options...
Kam Posted October 12, 2005 Author Share Posted October 12, 2005 A Working Collision IO was out! all you have to thank you our behind the scene hero ocram88! For Char export tutorial, I have one in tutorial forum for VC, but it's the same as in SA! Even quicker tutorial: - check the 'A'(autoskin) checkbox and import any SA char. You should now have fully skinned char in Max. - Select the char model, and press 'export bones/skin' button to export! - To replace with your own model, use the imported bones. ---> Rotate/Move your model to fit the bones. ---> OR rotate/move 'Root' bone to fit your model. ---> Add skin modifier to you model, and add ALL bones. ---> modify the envelops one by one ---> export Link to comment Share on other sites More sharing options...
justa_newbie Posted October 12, 2005 Share Posted October 12, 2005 (edited) Kam, Thanks. Guess I wasn't being very specific... I've got a character ready for export (skinned/weighted, etc.), but I just tried to export with your new script by selecting all bones, the root, and the mesh...then hit the "export dff" button in your script and Max6 froze (had to quit the program). My question is what did you select to get your "mono" character to work in-game...did you select the root only and then what did you use for a .col file? Or did you select all bones? Or did you select root and mesh?... Sorry for being dense, but is this it?---> "Select the char model, and press 'export bones/skin' button to export!" ??? justa_newbie Edited October 12, 2005 by justa_newbie Link to comment Share on other sites More sharing options...
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