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


Kam

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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 by Kam
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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:

 

user posted image

 

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... blink.gif )

 

user posted image

 

ugh. this is really getting tedious (as I imagine my questions are for you...)

 

justa_newbie

 

 

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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.

 

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Finally GTAF is back biggrin.gif

I've the same blaster_nl problem cool.gif

But I've resolved cool.gif

 

Blaster, open the Material Editor, select the material and use this settings happy.gifcool.gif

 

user posted image

 

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 colgate.gif

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Hi kam biggrin.gif , i have imported a vice city car exported by "Blender" but i got an error nervous.gif (DFF IO 12Oct), i will test the 16oct script xmas.gifrahkstar2.gif

excuse for my terrible english blush.giftounge2.gif

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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!

 

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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:

 

user posted image

 

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 by justa_newbie
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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 by Kam
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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 !!!

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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.

user posted image

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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!

 

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user posted image

 

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 by GSS
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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"

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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!

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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

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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!

 

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What clumb (how many) shall i use for a head to import/export.

Or isn't it yet possible?

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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!

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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 !!

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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.

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For append a single clump you can use RWAnalyse... smile.gif

For/To Kam: the script export the object without mapping but with GTAMaterial as white. GTAMaterial Black -> In game White

excuse for my english suicidal.gif

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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 smile.gif

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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!

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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!

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Hi all, I'm Alex. smile.gif

 

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

 

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