confusedbattery Posted November 20, 2005 Share Posted November 20, 2005 Hi guys, for a long time i thought it was not possible to get models from max to SA. since im using max for years i could not get comfortable with zmodeler's weird interface, so i just gave up the idea of bringing my creations to SA. yesterday i accidentally found kam's great script and it really rocks! so i found my way to this forum and read various threads about importing and exporting dffs with max and all the stuff that needs to be done to get it working. unfortunately i could not find any information about the hair styles (or other player parts) and why there are multi clumps. i thought its maybe for the skinny und fat cj or something like that ? anyway . . . i want to make a real afro, somthing like this so i importet the original afro and modeled a real big afro on cjs head. (all three clumps were absolute identical so i took cj's face from the first one) so far so good - my problem is: how to export it back to dff ? i tried it as you would do it with a non-multiclump dff; i added a skin modifier, added the bones to it (in correct order) and assigned all the vertices to the head bone. (i know that there is a jaw bone and brow bones etc., i'll come back to that as soon as i get it working the simple way) i linked the "Ripped" bone to my new mesh, applied a gta material to the head and finally hit Bones/Skin Export when i try to change my hairstyle to afro the game crashes so i've obviously done something wrong, but what ? i have experimented with different settings and ohter stuff but i cant figure it out . . . do the vertices have to be assigned to a particular bone ? maybe i have to create the dff by exporting it as usual and then append the 2 other parts with the "append export to dff" function to get a multiclump dff? or could the material cause the problem ? are there important things to consider setting up the material ? perhaps only the name of my mesh is wrong ? it imports with the name "mesh" so i thougt id' keep this name. should it have a specific name, and if so, how do i find it out ? thanks for reading, i hope you guys can help me Link to comment Share on other sites More sharing options...
Kam Posted November 20, 2005 Share Posted November 20, 2005 Since you are experienced MAX user, I just keep my word short! I think you know how to skin and export bone/skin char correctly. The onlt things you need for body parts is multi-clump! You MUST have 3 clumps in body part so append two more export to your model! Link to comment Share on other sites More sharing options...
confusedbattery Posted November 20, 2005 Author Share Posted November 20, 2005 thanks for the quick reply! now that i know that i have to append it 2 more times, i also know that this is not the only mistake i did. as mentioned above there are some points where i am not sure if i did it right or not. fact is, the game still crashes wehen i use the afro hairstyle, even if i choose the afro+beard style or any toher afro style. this appears really strange to me, since all those other styles got their own dff's. i have tried a lot of variations like using a standard material instead of an gta material, no material, without linking the "Ripped" bone to the mesh or linking it the other way, and a lot of combinations of those different setups and even more . . . and every time making three clumps . . . the game won't stop crashing i really have no idea what else i could try to get it working if anybody has an idea what i'm doing wrong, please let me know thanks Link to comment Share on other sites More sharing options...
confusedbattery Posted November 24, 2005 Author Share Posted November 24, 2005 (edited) Hi, its me once again i know some of you have managed to bring body parts into the game without crashing it so please share your knowledge. i have tried over and over again but it seems to be hopeless. so i have captured this VIDEO (3.18 Mb, 01:43 minutes, techsmith codec) so you can see exactly what i am doing and tell me what i am missing or doing wrong. if you don't have the techsmith codec and don't bother installing it . . . i have even made a flash version so please take those 2 minutes to watch what i'm doing and tell what is wrong (or simply tell me how you get your body parts in game) please Edited November 24, 2005 by confusedbattery Link to comment Share on other sites More sharing options...
justa_newbie Posted November 25, 2005 Share Posted November 25, 2005 (edited) howdy confusedbattery, I feel yer pain I've got a little top hat model I was trying use to replace the cowboy hat, and was having no success exporting it as well. I've got 2 suggestions for your process. 1) Make sure your envelopes are only affecting 4 bones (under the advanced tab down at the bottom) and not 20 2) I don't follow the technique of just re-exporting 2 more times...shouldn't you re-import with clump 2, re-skin, export/append, re-import with clump 3, re-skin, export/append ? (i haven't tried this yet....was just thinking it thru....if you don't change the clump, then you wouldn't be doing anything but saving the same thing 2 more times, no? Also, if anyone knows how to edit with RWAnalyze (by Steve-M) maybe they can compare the 2 dff's and see what's going on....I've tried to look into it, but I really don't know what I'm looking for as far as structural/flag differences (I see differences, but dunno whether certain flags should be 1 or 0, for instance). Oh, and has anyone really successfully replaced body parts on CJ yet? If so, I wasn't aware of it, but I'd sure like to know the technique good luck. justa_newbie *EDIT* Hmmmm....just tried to re-import my appended .dff back into Max6 (to try my theory #2 above) and Kam's script shows I've now got 4 clumps!.......bugger......still testing... *EDIT 2* Okay, so I've tried my theory as follows: - import cowboy.dff with 'A' on - get clump message, choose clump 1 and import - delete cowboy hat, add bones to skinned top hat - edit envelope on "Head" bone so that all verts are 100% to bone - choose "Bones/Skin Export" button for all dummies in .dff - delete bones from top hat envelepe - delete bones from scene - import my newly exported (from above) cowboy.dff - delete "old" tophat (from import, not hat I just removed bones from envelopes of) - add in new bones (just imported) to envelope and weight to 100% on Head bone - choose "Bones/Skin Export" button with "Append export to DFF" checkbox checked - delete bones from top hat envelope - delete bones from scene - import my newly 'appended' cowboy.dff and choose clump 2 - delete 'old' top hat - add in new bones (just imported) to envelope and weight to 100% on Head bone - choose "Bones/Skin Export" button with "Append export to DFF" checkbox checked - replace files in player.img - rebuild archive - start SA, go to Binco, change into cowboy hat and........ . . . . . . . . CRASH here's the files if anyone would like to have a look: test files download link ideas???? Edited November 25, 2005 by justa_newbie Link to comment Share on other sites More sharing options...
GSS Posted November 26, 2005 Share Posted November 26, 2005 (edited) ªI fixed cowboy.dff! «This is my way how to fix. I used RW Analyze. 1:Change name of BoneID 0 into Ripped in 1clump , Fat in 2clump and Normal in 3clump like this picture. 2:In Clump > Atomic > Struct section , change Frame index value into 1 from 0. You can use only SA original name picture in TXD. Finish! If SA clash,TXD not work well. Sorry,My English is not well. Edited November 26, 2005 by GSS Link to comment Share on other sites More sharing options...
justa_newbie Posted November 26, 2005 Share Posted November 26, 2005 (edited) awesome job, GSS!!! now I'm sure this is trivial, but how do I switch the flags from 0 to 1 in RW Analyze (I'm not too good with hex editing, but I've got that value into Hex Workshop....just can't figure out how to make it "1") just a question...how long has it been possible to swap CJ's parts (like the head you've got on the screenshot---or is that just a texture?) ??? how did I miss the posting about that? ... nice werk, fella! justa_newbie *EDIT* Okay...got the flag switch figured (I think) and ended up with this: As you can see, the TXD is screwed (as you pointed out, GSS) but also the rotation is off. Safe to say you did a little more editing than just changing the file in RWAnalyze? ....or did I miss something else (just changed the ripped, fat, normal, and then the 3 0's to 1's under the Atomic area. I realize english is not your primary language, GSS, but this could be another opportunity for me to release more crappy mods to the community, so your help is greatly appreciated!!! Edited November 26, 2005 by justa_newbie Link to comment Share on other sites More sharing options...
GSS Posted November 26, 2005 Share Posted November 26, 2005 OK, justa_newbie. how do I switchthe flags from 0 to 1 in RW Analyze I changed name of bone by funcition of EDIT STRING in RW Analyze.And I changed value of the flag switch figured by function of VIEW IN HEX EDITOR in RW Analyze and using my hex editor. how long has it been possible to swap CJ's parts When dff work good , it has been possible in about 10 minutes to swap CJ's parts.My CJ's head is changed. As you can see, the TXD is screwed (as you pointed out,GSS) but also the rotation is off. Safe to say you did a little more editing than just changing the file in RWAnalyze? I also fixed cowboy.dff about xform by max.and TXD is not used alpha channel and not compressed. Link to comment Share on other sites More sharing options...
Kam Posted November 26, 2005 Share Posted November 26, 2005 Very interesting!!! Names in dff never been so important before! But CJ parts seems stick to it?? About the frame index in atomic section, I wonder if it is the problem to crash?? Since you changed it from 0(your mesh's transformation data) to 1 (Bone 0 transformation data ripped,fat etc). Your model will definate mis-align ingame! Any brave heart could do me a faviour, 1. try only name correction to see if it crash ingame? 2. try only edit frame index to see if it crash ingame? So if I got time, I could update my scripts fro your all! Thanks Link to comment Share on other sites More sharing options...
confusedbattery Posted November 26, 2005 Author Share Posted November 26, 2005 (edited) wow, now thats great help justa_newbie, thank you very much, you are right about the 4 bones per vertice maximum! i think Kam is reading the weight table so the way i did it in this movie works anyway. i select all vertices and set the headbone's effect on them to 1 (which is the maximum) so it should not be possible that any other bone could still influce these vertices. additionally i set the option "rigid" which tells max that one vertice can only be influenced by one bone. so the second step was just to play it safe. for things like hats or sun glasses this should be the fastest way and i did it with my head because i just wanted to get it working . . . if the head once shows up in game i can still worry about the mouth that doesn't open. i also imported all the 3 clumps form the original file and tried to find out if there are any differences. i could not find any so i thought it doesn't matter if just append the same thing 2 more times. maybe i'm wrong so i tried it your way too. i will do anything, no matter how complicated, to get my bodyparts working. and thanks to GSS and Kam, we will soon be able to do it I just tried to do the same thing as you said GSS, and i get the same result as justa_newbie but you did a great job on finding out what makes the game crash ! incredible thanks a lot so you applied a xform modifyer which turned the model 90° to the left before exporting to get on the right place in game? Kam i have tried it with only name correction and wtih only frame index editing and i came to the following conclusion: all names and all frame indexes have to be changed otherwise it crashes. if you just change 2 frame indexes or any other combinations (i've tried a lot but not all) it crashes. strange thing . . . only you can find out why if you could figure it out and even update your scripts . . . it would be amazing thank you so much! Edited November 26, 2005 by confusedbattery Link to comment Share on other sites More sharing options...
GSS Posted November 26, 2005 Share Posted November 26, 2005 1. try only name correction to see if it crash ingame?2. try only edit frame index to see if it crash ingame? Changing name of bone and atomic value is necessary.I had tried to do 1 and 2 when I try to make CJ's parts. I checked binary of original CJ's parts. so you applied a xform modifyer which turned the model 90° to the left before exporting to get on the right place in game? yes.I reseted xform and adjusted pivot. I want to know how to export binary directry by GMAX? Link to comment Share on other sites More sharing options...
justa_newbie Posted November 26, 2005 Share Posted November 26, 2005 GSS, once again....thank you for the assistance. my rotations are still off even tho I tried to compensate for them with the XForm: I'll get it tho! (and thank you for the tip with the .txd!) Kam...it would be wonderful if you figured out the way to export these properly!!! Really tho, getting this close is giving me lots of hope. justa_newbie Link to comment Share on other sites More sharing options...
Kam Posted November 26, 2005 Share Posted November 26, 2005 (edited) For the rotation problem, A QUICK solution before I update my script. Edit 27Nov05: Step by step solution for newbie Goal: Set your mesh's pivot transformation exectly the same as root bone! 1. Reset XForm of your model (Utility Panel one) 2. Convet it to editable-mesh 3. Select the Root bone (ripped, fat, normal etc.) 4. Open 'Rotation Transform Type-in' floater (right click on the rotation icon) 5. Remember the Absolute:World Rotation (eg: afro is X=-90, y=-90,z=0) 6. Switch to 'Move Transform Type-in' and remember the value as well 7. Select your model (head, hat anything) 8. Goto Hierarchy Panel -> Pivot -> adjust pivot 9. Click 'Affect pivot only' 10. While 'Transform Type-in' floater still open. Type exectly the value as step 5 and step 6. 11. Click 'Affect pivot only' again to turn it off 12. Export your model as usual. It should now solved the rotation problem! PS: Then edit your exported dff in RW analyze to make it works ingame. Edited November 27, 2005 by Kam Link to comment Share on other sites More sharing options...
justa_newbie Posted November 27, 2005 Share Posted November 27, 2005 Thanks for the walkthrough, Kam! I finally got it...had to make some transformations in the Y direction once the rotation centers were correct. Whew. But it werks! Here's a shot: I hope you can make the changes in your script, Kam, but if not, at least I know it can be done using what you've already given us. Thanks again, GSS, for leading the way! And good luck with your project, confusedbattery....it looks like it's going to be very kewl! Cheers. justa_newbie Link to comment Share on other sites More sharing options...
pylb_etajv Posted December 4, 2005 Share Posted December 4, 2005 I was wondering if perhaps you could make a complete noobie guide, because I wanted to mod the jeans, but the game crashes... I'm not sure whether I'm doing something wrong in 3DS Max or in RW Analyze. What I do is : -I import the original jeans.dff, delete everything except the mesh, and stretch it exagerately (to know if it works in-game, I'll concentrate on the model later) -Then I import the original jeans again and delete the mesh -I do what confusedbattery does and "edit the envelopes" the same way, except I select the pelvis and not the head (I didn't understand that part ) -I export it to a new dff, then append it twice. -I open the dff in RW Analyze -The BoneID 0 Frame Name of the first clump is already set to Ripped, the second clump is also set to ripped by default, but there is no third clump... so I'm not sure what to do there. -I change the Frame Index in Atomic to 1. -I save the dff and import it in the game (I didn't try to fix the rotation yet as the game crashes each time the jeans are upposed to show up) Link to comment Share on other sites More sharing options...
justa_newbie Posted December 5, 2005 Share Posted December 5, 2005 pylb_etajv, it should be all here in this thread for you to follow (gotta re-read it again if you missed my step-by-step edit of my process). Here's a tip, tho....you have to have 3 clumps or yer model will crash (if it's for the player, that is). good luck. justa_newbie Link to comment Share on other sites More sharing options...
pylb_etajv Posted December 5, 2005 Share Posted December 5, 2005 (edited) ok thanks, but I did have three clumps in it normally, I remember importing the new dff and it's having 3 clumps anyways I don't have the time to work on it right now so i'll try later Tried to make a cap, and it works Didn't even have to change it's position, it was exactly where it should be, thanks a lot Edited December 5, 2005 by pylb_etajv Link to comment Share on other sites More sharing options...
f5544 Posted December 9, 2005 Share Posted December 9, 2005 hello, I'm making the cop skin bugfree, can someone make an screenshot of the schematic view in 3dsmax. i don't know how the hierarchy is. and when i export i get an error, This object is not skinned correctly. skin modifier must be on the topmost of the stack. i have aplied the image file to the policeshirt. help me? thanks Frank Link to comment Share on other sites More sharing options...
Kam Posted December 9, 2005 Share Posted December 9, 2005 Just import the body part you wnat to replace into MAX/GMAX. The hierarchy were set up for you! Add a skin modifier to your mesh and add all those bones...etc! Link to comment Share on other sites More sharing options...
f5544 Posted December 10, 2005 Share Posted December 10, 2005 Just import the body part you wnat to replace into MAX/GMAX. The hierarchy were set up for you! Add a skin modifier to your mesh and add all those bones...etc! sorry "skin modifier"? whats that? is there an tutorial about that? i know how to skin but i want to import an whole dff file. and then want to place the body on other coordinates, and for the skin its just adding the texture file. thanks KAM:D:D bye, Frank Link to comment Share on other sites More sharing options...
Kam Posted December 10, 2005 Share Posted December 10, 2005 In Max/GMax, 'Skinning' is a word how to co-relate your mesh's verts with bones structure. So when you move the bones, your mesh deform to follow. It is nothing related to material/texure! Take a look at the video in this post and 'Skin' help in MAX/GMAX. You shoud know what we are talking! Link to comment Share on other sites More sharing options...
Luther Blissett Posted December 10, 2005 Share Posted December 10, 2005 Hi all, i've a problem to export "gimptorso.dff"... > some screenshot Arms Blocked. Head fly when i run in bike. And fly... lol Where is the problem? I've export head with "head bone" in all three clumps. I fix it with rv analyze... Export Torso with root bone "ripped" (error?) in three clumps. I fix all with rv analyze... What i can do to export it? PS. Probably, the head no have error, but torso is full of it. Torso no is the original, but my model. Thanks, and sorry for bad English... Link to comment Share on other sites More sharing options...
confusedbattery Posted December 11, 2005 Author Share Posted December 11, 2005 (edited) Hey Luther Blissett, It looks like you took my video as a reference on how to make your torso and head. However in this video i just wanted to show how i export it so someone can tell me why it crashes the game. so i did not make all the stuff that is really needed to make it look good but only what is absolutely necessary to make it work. so the fastest way was to assign all vertices to the head bone. in order to make a really good looking head and to avoid such holes you have to distribute the weights of the vertices to their corresponding bones . . . . like assigning the neck vertices to the neck bone and the jaw vertices to the jaw bone, and so on . . . the rigid option that i chose in the video tells max that every vertex can only have one bone that it is assigned to. i did this just to be sure that the number of bones per vertice is not the reason why my head crashed the game. so don't use this option for your vertices, it will prevent smooth transitions of vertex weights. instead go to your skin-modifier and under advanced parameters set the bone affect limit to 4. the ripped bone is the top of the hierarchy and should not affect any vertices at all. have a closer look at cj's bone structure; you have to assign the vertives of your model to the corresponding bones. the vertives of the forearm have to be assigned to the forearm and ath the ellbow the vertices should be affected by the upperarm and the forearm bone so it moves smoother in the game. you can do that by adjusting the envelopes or painting the weights of each bone. you can also set the vertex weights manually as i did in the video or edit the weight table but its important that everey vertex is assigned to one or more bones. if you don't know how to do that i suggest that you just press F1 and search for skin modifier (this could also help you f5544) there is really all the information you need to understand and work with the skin modifier. Kam, i wonder if it is possible that your script only imports the last (Normal) clump, no matter what clump is chosen in the spinner ? at least it seems like that to me, because all the 3 importet clumps are identical and i think that it should be a ripped, a fat and a normal one. it would be very helpful if you could import the ripped and fat clumps because you could use them as a reference. at the moment it is very hard and takes a lot of experimenting to get the connections to other body parts right if cj is ripped or Fat. anyway . . . thanks again for your scripts you opened up so many possibilities here you can see an old version of the working afro head in game, and as soon as i have less stress and a bit more free time i will improve the afro and finish some other weird hairstyles & bodyparts and upload them somewhere so anyone can play them. so stay tuned, confusedbattery Edited December 11, 2005 by confusedbattery Link to comment Share on other sites More sharing options...
Edupedu Posted December 14, 2005 Share Posted December 14, 2005 (edited) I have revised all messages in this discussion an finally i done my face, thanks to all that have participated in this discussion. I want only say one think, my face didn't runs because i did'nt know that we have to put in Atomic/Structure "01" in all clumbs and i put it only in the last and the game crashes. Thaks again for all, maby i'll done a video tutorial if u think is a good idea said to me and i'll do. Sorry for my english and ENJOY MODDING!! Edited December 18, 2005 by Edupedu Link to comment Share on other sites More sharing options...
NtsRock Posted December 20, 2005 Share Posted December 20, 2005 I beg someone make a video tutorial about this Please....!!! Link to comment Share on other sites More sharing options...
Luther Blissett Posted December 28, 2005 Share Posted December 28, 2005 I've understand like exporting the head, but other body parts? eg. Head -> Head bone Torso -> ? bone Legs -> ? bone, exc... Link to comment Share on other sites More sharing options...
Kam Posted December 28, 2005 Share Posted December 28, 2005 I've understand like exporting the head, but other body parts? eg. Head -> Head bone Torso -> ? bone Legs -> ? bone, exc... Import the original part into MAX and study the bones structure will do! Too Hard!? Too busy!? Link to comment Share on other sites More sharing options...
f5544 Posted January 2, 2006 Share Posted January 2, 2006 (edited) Hi, i want to make a cop skin for cj. i have taken the parts from tenpenny(gun, radio, pockets)but when i add these parts i get this result: All vertices are diffent rotated, but i have done everything good, adjusted the pivot of the parts and attach the tenpenny stuff to the skin mesh. and exported. What am i doing wrong? Frank. Edited January 18, 2006 by f5544 Link to comment Share on other sites More sharing options...
BogdanR Posted January 22, 2006 Share Posted January 22, 2006 but why do you want to make a new cj cop outfit?? there is allready one in the game. if you get to 100% with barbara (the cop girlfriend) you get it at your warderobe. sorry for bump, but it's not that big, only 20 days. Link to comment Share on other sites More sharing options...
f4455 Posted January 22, 2006 Share Posted January 22, 2006 but why do you want to make a new cj cop outfit?? there is allready one in the game. if you get to 100% with barbara (the cop girlfriend) you get it at your warderobe. sorry for bump, but it's not that big, only 20 days. I have the cop outfit, but i wanna improve it. there are tiny bugs in it and want to add some extra's. Link to comment Share on other sites More sharing options...