Kam Posted October 17, 2005 Author Share Posted October 17, 2005 (edited) justa_newbie, you have to use 'Bones/Skin Export' button to export chars. No need to select any COL since only SA Vehicles include COL inside the dff! Remeber your char model's scale and bones' scale MUST BE 100% Hints: if the script crash, try add a 'Unwarp UVW' modifier under 'Skin' modifier Edited October 17, 2005 by Kam Link to comment Share on other sites More sharing options...
Supdario Posted October 17, 2005 Share Posted October 17, 2005 Blaster_nl, try to Deselect MMC and Vcol before Exporting Link to comment Share on other sites More sharing options...
justa_newbie Posted October 17, 2005 Share Posted October 17, 2005 thanks for the reply, Kam. So I thought I'd just try a simple test. I imported the bfybe.dff, selected faces in her chest area, moved them out in +Z direction, then tried to export using 'Bones/Skin Export' with proper buttons selected. Got this error: I then closed the script, chose "new all" in Max, re-imported bfybe.dff again, selected faces in her stomach, moved them out in +Z (pregnant style), then exported with 'Bones/Skin Export' and proper buttons. No crash. But in game, she's all compressed and wavy, and her mesh moves (as part of walk animation), but it's clear that the body parts are not moving correctly (this is consistent with the envelopes being screwed up). Also, I noticed that when I brought the .dff file (my own mesh) that crashed SA into DFF viewer 0.1beta none of the dummies (except the root) were present. It seems that even though it exported without an error, it didn't save the bones...I'm wondering if it's because I painted the envelopes instead of editing their "gizmo " (as you seem to do in your VC tutorial). Is it possible that your script doesn't take into account painted weight envelopes (I thought they were just numeric values on vertices... ) ugh. this is really getting tedious (as I imagine my questions are for you...) justa_newbie Link to comment Share on other sites More sharing options...
mickarrow Posted October 17, 2005 Share Posted October 17, 2005 I've been trying to export a building I made in Zmod1 via Max 3, using dertyjerzians' tutorial as a reference. But everytime I get the error: -- Type error: Call needs function or class, got: undefined Now if only I knew what this meant. These are the steps I took: -exported my Zmod1 model in .3ds format. - opened Max 3, imported the .3ds - I run Kams latest DFF IO script - I have the same buttons (de)selected as in the tutorial - then I get that error Could you tell me what I'm doing wrong, or what that error means? I'd really appreciate it. Link to comment Share on other sites More sharing options...
Supdario Posted October 23, 2005 Share Posted October 23, 2005 Finally GTAF is back I've the same blaster_nl problem But I've resolved Blaster, open the Material Editor, select the material and use this settings Deselect the Lock, in Glossiness insert 0 Double click in Ambient: use these colours: Red: 17 Green: 45 Blue: 15 Hue: 82 Sat: 174 Value: 47 Now double click in Diffuse: use these colours: Red: 51 Green: 141 Blue: 45 Hue: 82 Sat: 174 Value: 141 Now the model works Link to comment Share on other sites More sharing options...
pirlano Posted October 24, 2005 Share Posted October 24, 2005 Hi kam , i have imported a vice city car exported by "Blender" but i got an error (DFF IO 12Oct), i will test the 16oct script excuse for my terrible english Link to comment Share on other sites More sharing options...
Kam Posted October 24, 2005 Author Share Posted October 24, 2005 mickarrow, since you are in Max3. You need a to install this plugin to enable binary export! justa_newbie, AFAIK you can paint vertices weight! I export weight by vertices anyway! But Skin modifier seems changed a lot from Max3/GMax!? My friend told me there is a spinner in advance setting actually control how many envelopes can affect a single vert and the default is very high, something like 15-20!? It will make your mesh changed since RW engine only allow 4. So set that one to 4 should be better! To all, if you want to make sure you have exported your char correctly, re-import it in MAX! Forget about GGMM or DFFviewer etc. (Not their problem) Since I did this script in hurry, I didn't do any cosmetic work! Since bones transformation data store in another place so you would never get it look right there! Link to comment Share on other sites More sharing options...
justa_newbie Posted October 24, 2005 Share Posted October 24, 2005 (edited) Kam....good news. Tried again and some success.....exported without error (changed bone envelopes affectors to 4, put UVW unwrap modifier between mesh and skin modifier) and game now doesn't crash when it has to render my model, however... I can't see my model in-game...not sure if mesh is there or not, but it would seem to be an issue of size. When I re-import my mesh back into max6 with your script, here's what I get for measurements: Before I exported my model, it was exactly the same size as the original R* mesh (when I added the skin modifier and weighted), so I know it wasn't an issue of me just creating the model too large or too small. So now I'm going to fiddle with the size prior to exporting and hope I can figure out the right % to increase...unless you have any other suggestions? Thanks again for your work on this...I feel like I'm getting closer to finally being able to have a custom ped in-game. justa_newbie Edited October 24, 2005 by justa_newbie Link to comment Share on other sites More sharing options...
Kam Posted October 24, 2005 Author Share Posted October 24, 2005 (edited) justa_newbie a. Make sure your model's pivot is centered inside your model. Best to align it to the position of the root bone! b. If you import the bone in any scale, you need to export it in inverse scale. eg: import scale = 100, export scale should be 0.01(1/100) c. if your original model didn't fit your import bones, and you scaled it before adding Skin modifier, then you have to 'Reset XForm' before Skin modifier, But AFAIK, you can't simply 'reset' it between modifier. So... HINT: Make a Copy of your model. Goto Utitly Panel -> Reset XForm -> Reset Selected. Right click to the 'XForm'ed Copy and convert the Copy to editable mesh. Select your original model(with Skin modifier ready). Copy the Skin modifier and apply it to the 'XForm'ed one! PS: Download KAMS (Kam's All-in-one Mod Scripts) from top post! Edited October 24, 2005 by Kam Link to comment Share on other sites More sharing options...
MageBlanc Posted October 25, 2005 Share Posted October 25, 2005 i have begin to modify a parts a clothes of CJ i extract the "bikerhelmet.dff" ant the "bikerhelmet.txd" i import into 3DSmax i check the "A" for auto skin i delete the skin_mesh and add my models and give same name i verify pivot but when i try to export "bones/skins" says models are not skin correctly ( what i must do ?) i have try with no autoskin and get same error i can't export always want a skin but how to do if sm1 know can tell me please THX for all ( i continue to try ! ) AND DON'T FORGET TO MAKE CREDITS FOR USING KAM SCRIPTS ON ALL OF UR CREATION !!! Link to comment Share on other sites More sharing options...
GSS Posted October 26, 2005 Share Posted October 26, 2005 I try to export a character. I used GMAX. 1:Run DFF IO(16Oct) 2:Check "A"-button 3:Import SA original bfybe.dff 4:Select mesh only. 5:Check "SA" "UV" "Nor" 6:Pressed Bone/skin Export 7:done correctly. 8:change txt to dff by T2B SA don't crash, but,model is lack of polygon and I can't see model. bfybe.dff was not modified. This is picture of dff viwer. Link to comment Share on other sites More sharing options...
Kam Posted October 26, 2005 Author Share Posted October 26, 2005 MageBlanc, Char dff is completely different way to vehicles, building etc. You need to add Skin modifier, add bones and a lot of time to envelope/paint weight it! There is a tutorial in tutorial forum for export char. It's for VC but the works the same way as in SA. GSS, can you see the model in SA? If not how do you know it got missing face!? To all, if you want to make sure you have exported your char correctly, re-import it in MAX! Forget about GGMM or DFFviewer etc. (Not their problem) Since I did this script in hurry, I didn't do any cosmetic work! Since bones transformation data store in another place so you would never get it look right there! Link to comment Share on other sites More sharing options...
GSS Posted October 26, 2005 Share Posted October 26, 2005 (edited) I can see the model. But,I can see one triangle only like this picture. It is not like dff viwer. I try to export car. I used Dff IO without char/bone. This car is also lack of polygon in dff viwer. and SA is crashed. Coll and Model are SA original and not moddified. But, DFF IO importing is correct. I assume,there is problem in exporter or constitution of binaly. Is there the person who is able to export correctly by last Dff IO? Edited October 26, 2005 by GSS Link to comment Share on other sites More sharing options...
Kam Posted October 26, 2005 Author Share Posted October 26, 2005 GSS, could you send those dff your exported to me please! Link to comment Share on other sites More sharing options...
MageBlanc Posted October 26, 2005 Share Posted October 26, 2005 but my probleme its not a char models i modify but only a parts (like boots , helmet, ...) and not entire models of char i have follow the tutorial and its not work i got error with max7 "append error" Link to comment Share on other sites More sharing options...
GSS Posted October 26, 2005 Share Posted October 26, 2005 (edited) KAM, I send mail to "[email protected]". My e-mail address is [email protected]~~~. Please don't mind sender's name Edited October 26, 2005 by GSS Link to comment Share on other sites More sharing options...
Kam Posted October 26, 2005 Author Share Posted October 26, 2005 OK, KAMS updated with bug fix! download it again from top post! PS: MageBlanc, give me step by step what you did and get the error, please! Link to comment Share on other sites More sharing options...
MageBlanc Posted October 26, 2005 Share Posted October 26, 2005 step 1 : i export Bikerhelmet.dff and Bikerhelmet.txd from Player.img Step 2 : i import the bikerhelmet.dff into 3DSmax7 say this ---->CLUMP I choose clump 1 step 3 : i got this ---->screen step 4 : i delete the "Skin_Mesh" ( in fact its the helmet the skin_mesh) step 5 : i use merge to get my max model of hat ( only 1 cylinder modified) step 6 : i scale to fit the head, i move to fit again Step 7 : i use Xform Step 8 : i move pivot ( to same coord that the original skin_mesh [0,0,0] ) step 9 : i add skin modifier and add all bones Step 10 : i set all enveloppe ( very long to make for the entire models!!! But mine is only a new hat for replace the helmet don't need to set all ? ) Step 11 : and i export and get this ---->screen2 this is all step i make to edit and export my models i have try the append options but add more clump to the original file Link to comment Share on other sites More sharing options...
Kam Posted October 27, 2005 Author Share Posted October 27, 2005 KAMS updated again. Should fixed the 'append' error when you 1st time export bones/skins dff. If the error happened again, run the script again and it will be fine! Link to comment Share on other sites More sharing options...
MoeRonimoe Posted October 27, 2005 Share Posted October 27, 2005 What clumb (how many) shall i use for a head to import/export. Or isn't it yet possible? Link to comment Share on other sites More sharing options...
Kam Posted October 27, 2005 Author Share Posted October 27, 2005 cj model parts should all have 3! if you re-model any parts, you need to make all those 3 clumps. Unless you know how to edit them with hex editor! Since I had never try, I'm not sure if it works! Link to comment Share on other sites More sharing options...
MageBlanc Posted October 28, 2005 Share Posted October 28, 2005 and for the enveloppe i must define all parts of bone for only 1 clump example i change hat by an other i made i must redefine all the envelloppe or not for only the hat ? thx by advance !! Link to comment Share on other sites More sharing options...
Kam Posted October 28, 2005 Author Share Posted October 28, 2005 I'm afraid you have to go over all bones/envelopes, MageBlanc! I knew that there is a skin script which turn off all envelope(set them to 0) by one click! It is handy for something like hat etc. Have a search in ScriptSpot for that handy skin script! Back to topic, say like your hat, it should only affected by the head bone only, so set all other envelope to 0 and edit head envelope to enclose all your hat. Or try paint weight all verts to the head bone. Link to comment Share on other sites More sharing options...
pirlano Posted October 29, 2005 Share Posted October 29, 2005 For append a single clump you can use RWAnalyse... For/To Kam: the script export the object without mapping but with GTAMaterial as white. GTAMaterial Black -> In game White excuse for my english Link to comment Share on other sites More sharing options...
MageBlanc Posted October 29, 2005 Share Posted October 29, 2005 kam i have tried to import a dff coming from zmodeler and its not work can us ee this problem plz i want to finish some creation and a question about something in 3DSmax i got this pop up when i try to skin the caracter sm1 can tell me how to have the skin modifier on top of stack ? and thank u for all ur answer all Link to comment Share on other sites More sharing options...
mickarrow Posted October 29, 2005 Share Posted October 29, 2005 You can just save the Zmod dff as a .3ds. Then import it in max and export as dff. Link to comment Share on other sites More sharing options...
Kam Posted October 30, 2005 Author Share Posted October 30, 2005 For/To Kam: the script export the object without mapping but with GTAMaterial as white. GTAMaterial Black -> In game White more detail and screen shot , please! kam i have tried to import a dff coming from zmodeler and its not work can us ee this problem plz i want to finish some creation Unfortunately, only original/standard/unlocked dff is supported! and a question about something in 3DSmax i got this pop up when i try to skin the caracter sm1 can tell me how to have the skin modifier on top of stack ? again, detail and screen shot , please! Link to comment Share on other sites More sharing options...
pirlano Posted October 31, 2005 Share Posted October 31, 2005 First error: White Object http://www.hostfiles.org/files/20051031012908_scripterr.JPG Second error: Import Blender car http://www.hostfiles.org/files/20051031013710_scripterr2.JPG Link to comment Share on other sites More sharing options...
Kam Posted October 31, 2005 Author Share Posted October 31, 2005 pirlano, for the blender file problem. I think it's because that is non-standard DFF!? Most people don't want me to support it anyway! So sorry, you can't import it! For those 'white' problem, I think it's your texture problem!(Not sure) Did you compress your texture to DXT1/DXT3? It needs to be. You might send your dff and txd to me and I can check it for you! Link to comment Share on other sites More sharing options...
AK-73 Posted October 31, 2005 Share Posted October 31, 2005 Hi all, I'm Alex. Sounds like it's the right time to go open source or at least entrust the source code of your files to one of the veterans in here in order to keep them alive and well maintained? Alex Link to comment Share on other sites More sharing options...
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