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[REL] Kam's Maxscript going over quick update!


Kam
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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!

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PS: No one test  those chars for me?  catspider.gif

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!! biggrin.gif 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.

 

user posted image

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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 wink.gif

I get this error with Gmax, too confused.gif

Now I send you a COLL Model........

I get the same error with this dontgetit.gif

 

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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.

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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.

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biggrin.gifbiggrin.gifbiggrin.gif

Kam! smile.gif

Thank you Thank you Thank you Thank you

Thanks Thanks Thanks biggrin.gifcolgate.gif

Now works colgate.gif

 

Now i've found a new bug... smile.gif

I insert 1,5 in the scale factor before pressing Load.....

All Ok biggrin.gif

I select collision mesh colgate.gif

Select all......

And Append (or export colgate.gif )

But when I reopen the exported or appended col the model is not scaled dontgetit.gifbored.gif

 

 

EDIT: When I change Col Name works blink.gif

But I need it with its original name notify.gif

Edited by Supdario
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Map IO updated!

 

New->rewrite of Bones/Skin import finished!

 

PS: I deleted my original GTA_DFF_IO_(25Aug05).zip from my site! cry.gif Anyone still got it? Could you send it back to me, please!

Edited by Kam
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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.

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I tested the cscatalina and my game crashed cry.gif

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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.

 

user posted image

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Now I am confused! cry.gif

 

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!

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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:

 

user posted image

 

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:

 

user posted image

 

user posted image

 

Hope it helps. smile.gif

 

 

*** 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.!!! rah.gif

 

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 sad.gif

 

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> smile.gif

 

******

 

justa_newbie

Edited by justa_newbie
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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:

 

user posted image

 

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:

 

user posted image

 

user posted image

 

Hope it helps. smile.gif

 

 

*** 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.!!!  rah.gif

 

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 sad.gif

 

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> smile.gif

 

******

 

justa_newbie

During loading Models cannot crash SA.......

Your problem is an other bored.gif

 

 

EDIT:

 

3 DAYS????? cryani.gif

Can you fix my problem with COL IO?? confused.gif

The script appends successfully files lol.gif

But file don't replaces confused.gif

Edited by Supdario
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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. smile.gif

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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?

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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. sad.gif Great script anyway! Sorry you have to leave. smile.gif
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Same problem here confused.gif

A tut would be nice biggrin.gif

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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! smile.gif

 

justa_newbie

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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

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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 by justa_newbie
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