Bebop Posted October 12, 2005 Share Posted October 12, 2005 Kam, im using gmax 1.2 with the latest script and whenever i try to export i get this problem: feature not available 'fopen write mode' Link to comment Share on other sites More sharing options...
Kam Posted October 12, 2005 Author Share Posted October 12, 2005 (edited) justa_newbie, To export, you just need to select the skinned mesh only. Basically, you are right. But you have to re-skin with the bones import form my script! Since I stalled all necessary data in the bones as well. They are very important and without them, my script won't export! As I said, re-export SA original char to get use to this script first will help. PS: As far as I can remember, there is a script for copying skin data, so you don't have to do it all over again! Try search in ScriptSpot for your luck! Bebop, You need to use a special version for GMax only! No bones/Skins export yet. Download it from the first post! Edited October 12, 2005 by Kam Link to comment Share on other sites More sharing options...
justa_newbie Posted October 13, 2005 Share Posted October 13, 2005 (edited) Hi Kam, Some progress with the script. Was able to import into max6 the ped "bfypro.dff" and then tried to export her out with minor modifications to the mesh (enlarged her b00bies). 1st try to export, pulled up an error (which i didn't write down...sorry ). After the error, I closed the script and re-opened it, then tried to export again. It worked without an error message. In the game, almost all of the weights had been removed, so the mesh was screwed up and minimal animation happened except for movement forward (walking anim, but no real arms legs, etc. animating). Thought I'd try my model. -Imported copgrl3.dff (with "A" on) -Merged my mesh from another max file (which had already been rigged/weighted) -Deleted the bones in my mesh -Lined my mesh up with copgrl3.dff using XForm modifier (above Editable Mesh, but below Skin modifier) -Deleted copgrl3.dff mesh -Added copgrl3.dff's bones to my Skin modifier -Re-Weighted mesh envelopes -Attempted to export with "Bones/Skin Export" button (with only "UV" "Nor" and "SA" buttons on Got the following error message: " -- No ""get"" function for undefined " Also, a new mesh was created in max6 (about 110% bigger) called: "Mesh_remap"... Any ideas? justa_newbie Edited October 13, 2005 by justa_newbie Link to comment Share on other sites More sharing options...
xeno2k4ever Posted October 13, 2005 Share Posted October 13, 2005 I must suck because all i get is a yellow dot when i try to import chars in 3ds max 7. is there a way to get around it? Link to comment Share on other sites More sharing options...
Bebop Posted October 13, 2005 Share Posted October 13, 2005 I need the skin and bones features Link to comment Share on other sites More sharing options...
xeno2k4ever Posted October 13, 2005 Share Posted October 13, 2005 how can i view a skined char? Link to comment Share on other sites More sharing options...
justa_newbie Posted October 13, 2005 Share Posted October 13, 2005 xeno2k4ever, just zoom in alot...these .dff files are really small... justa_newbie Link to comment Share on other sites More sharing options...
xeno2k4ever Posted October 13, 2005 Share Posted October 13, 2005 oh cool now i wonder how can i skin em and make my own hair? Link to comment Share on other sites More sharing options...
Kam Posted October 13, 2005 Author Share Posted October 13, 2005 Max6 error again! Max6 didn't like my script? justa_newbie, try restart your max. import SA char and export again to see what error you got? For which script? fn.mse or DFF_IO.ms? A screen shot might help? for your model, after lined up yor model to original one. Apply "Reset XForm" in utility panel and convert it to editable mesh! Again detail of crash and screen shot! Thanks Link to comment Share on other sites More sharing options...
justa_newbie Posted October 13, 2005 Share Posted October 13, 2005 Kam, here's a screenshot: My process on this one: -open max6 -run DFF IO script -import hfybe.dff (with "A" button on) -go to editable mesh vertices and select all but mouth -weld selected down to .001 -go to skin modifier and notice that all envelops seem to be jacked -still with DFF IO script opened, select export with buttons as shown in screenshot above -error message I'm done for now...been messing with this for the last 10 hours and have to get up in 5......hope this helps some. justa_newbie Link to comment Share on other sites More sharing options...
Kam Posted October 13, 2005 Author Share Posted October 13, 2005 ..-go to editable mesh vertices and select all but mouth -weld selected down to .001 -go to skin modifier and notice that all envelops seem to be jacked .. Those are your problem. When import from my script, All bones weight are verts based. If you delete any verts, everything changed! You can move/rotate/scale all verts but can't weld/add/delete! Otherwise you have to redo all skin stuff again! Link to comment Share on other sites More sharing options...
Supdario Posted October 13, 2005 Share Posted October 13, 2005 Kam, I'll try your new Col IO Link to comment Share on other sites More sharing options...
Supdario Posted October 13, 2005 Share Posted October 13, 2005 KAM!!!! COLLISION IO WORKS!!!! I've imported the COL3 with 1,5 to scale factor I've applied a Skin Modifer (I've not edited the envelopes ) Selected the Collision Mesh Selected All Clicked Append Everything OK A question: What is a COL2? Link to comment Share on other sites More sharing options...
ocram88 Posted October 13, 2005 Share Posted October 13, 2005 Col2 is the third collisionsformat in a col-file Link to comment Share on other sites More sharing options...
Kam Posted October 13, 2005 Author Share Posted October 13, 2005 Animation IFP IO updated finally! Keep my fingers cross I can finish the Bones/Skins GMax version tomorrow! Link to comment Share on other sites More sharing options...
MoeRonimoe Posted October 13, 2005 Share Posted October 13, 2005 Kam ... i got a problem ... again. I use Max 6 and i've got to big envelopes, i think. And theres an error when i try to export THIS ... hope you've a sollution Link to comment Share on other sites More sharing options...
Quadropheniac90 Posted October 13, 2005 Share Posted October 13, 2005 What about Multi Clump dff's like CJ? How can it be exported and made into a 3 Clump file again? Link to comment Share on other sites More sharing options...
Kam Posted October 13, 2005 Author Share Posted October 13, 2005 (edited) MoeRonimoe, scale down the envelopes will do!? From your pic, select the red box surrounded by red circle. And in modify panel. Envelope properities-> radius chamge it to very small like 0.1 repeat for all envelope! teun.steenbekkers, there is a "Append export to DFF" checkbox under "Bones/Skin Export" button. Check it before pressing export will do! PS: AFAIK, there are alot helper script dealing with skin envelopes, go to www.scriptspot.com to search for your luck! Edited October 13, 2005 by Kam Link to comment Share on other sites More sharing options...
Supdario Posted October 14, 2005 Share Posted October 14, 2005 Col2 is the third collisionsformat in a col-file Yes, I know, but in what Cols is used? Link to comment Share on other sites More sharing options...
ocram88 Posted October 14, 2005 Share Posted October 14, 2005 --> Col2 e.g. you can use it for buildings etc. Col2 and Col3 are smaller than Coll. the different between them is the shadowmesh. in the Col3 you can use a shadowmesh and Col2 don't have a shadowmesh. Link to comment Share on other sites More sharing options...
Supdario Posted October 14, 2005 Share Posted October 14, 2005 Thanks for the answer Link to comment Share on other sites More sharing options...
ShaDy01Boy_ Posted October 14, 2005 Share Posted October 14, 2005 Hi there! First of all I wanted to say a BIG THANKS to Kam for all those wonderful scripts!!!! Cause I love using 3d's max in creation of my mods and Kam's scripts a great help! Thank you! But when it came to adding custom character to Vice City I've encountered a problem: Import works excellent, but export failed to work at all I've tried many times (using Kam's tutorials) but still... Here what I've tried: 1.Run DFF IO(All Version) 2.Checked "A"-button 3.Imported player.dff (everything is fine, skin/bones) 4.In Export DFF rollout: checked "VC", "UV" and "Nor" 5.Then selected Mesh only and pressed "Bones/Skin Export" --> Message box "MAXScript Rollout Handler Exception" saing: "--Runtime error: array index must be +ve number, got: undefined" I have spend the whole day skinning CJ's mesh for Vice City but I can't export it. (It's kinda frustrating ) This time Max just hangs not saying a word and CPU usage is 100%. So the only way is to close it. Here is .max file with skinned Cj for VC: http://c.1asphost.com/ShadyBoy/stuff/CJ-VCskinned.max textures used are from player.img: sneakerheatblk.txd player_torso.txd player_face.txd legs.txd my 3ds max version 7 Please if anyone knows what to do, please help. Or maybe you will manage to export it to player.dff file somehow? Thank you! Link to comment Share on other sites More sharing options...
Kam Posted October 14, 2005 Author Share Posted October 14, 2005 Finally, I have finished GMax version of Bones/Skins DFF IO. Also update/bug fixed Animation IO as well! PS: GMax will go out official support on 01Nov05, so anyone want this FREE 'MAX'. Quick to register! www.turbosquid.com/gmax/ Link to comment Share on other sites More sharing options...
Quadropheniac90 Posted October 15, 2005 Share Posted October 15, 2005 VC's bone structure is very different from SA's bone structure, it takes more work then just Import/Export to get CJ into Vice City. You have to rerig CJ. Link to comment Share on other sites More sharing options...
tom14141414 Posted October 16, 2005 Share Posted October 16, 2005 Whenever i try to import vehicle dff's from vice city into gmax(using the updated dff io for gmax) i get an error saying Unknown property: "count" in undefined I dont know whether or not this is a problem with the script or with my copy of gmax. I just thought that i would post to point it out anyway. Link to comment Share on other sites More sharing options...
deNULL Posted October 16, 2005 Share Posted October 16, 2005 This is the line in the IDE:18000, smisl1, smisland, 1, 300, 0 And this is the line in the IPL: 18000, smisl1, 0, 11.1, 11.1, 3.1, 0, 0, 0, 1, -1 You are using too small ID. Object with ID 18000 is already declared in data\maps\interior\gen_int5.ide. Try to use bigger IDs. Link to comment Share on other sites More sharing options...
Kam Posted October 16, 2005 Author Share Posted October 16, 2005 Blaster_nl, you are working on SA right? This is the line in the IDE:18000, smisl1, smisland, 1, 300, 0 IDE format in SA are: <ID>, <Model>, <Texture>, <View Disance> <Effect> so form your IDE, View Distance is too small -> 1! That why you can't see it! Link to comment Share on other sites More sharing options...
Kam Posted October 16, 2005 Author Share Posted October 16, 2005 So it must be something wrong in dff. Check to see if the pivot is centered to your model? Did you scaled your model in Max? Link to comment Share on other sites More sharing options...
xrk Posted October 16, 2005 Share Posted October 16, 2005 @Blaster_nl; have you made sure your textures are dxt compressed in txd workshop? Link to comment Share on other sites More sharing options...
justa_newbie Posted October 17, 2005 Share Posted October 17, 2005 (edited) Kam, How were you able to export your "mono" .dff character for SA? I have followed your VC tutorial and done the following: -run DFF IO script and imported "copgrl1.dff" -match my mesh to the original mesh and then delete original mesh -add skin modifier to my mesh -add all bones from "copgrl1.dff" to my mesh -paint all weight envelopes to my mesh -run SA IFP script and loaded ped.ifp -assign "WOMAN_walksexy" to bones to make sure all vertices have been affected -adjust envelopes as necessary -export my mesh as SA with UV and Nor selected and "Skip COL" checked (otherwise your script requires a COL, but I don't know which to choose...should I select copgrl1.dff as COL file?) -replace mesh in gta3.img -rebuild -run SA -crash when I get to my model in the game another day lost........... can you help? justa_newbie **EDIT** If I try to use the "copgrl1.dff" as a COL template, max6 just hangs ("not responding" crapola)......... Since you didn't mention before about how changing vertices on a model will screw up your script, I'm wondering if there's anything else I should be doing to get this export to work. That's why I keep asking for a step-by-step on how you successfully managed to get your "mono" character to work in-game for SA. Edited October 17, 2005 by justa_newbie Link to comment Share on other sites More sharing options...
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