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[REL|WIP] Export Lights, Particles for SA


DexX
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Hi dexx

 

I've a problem with 2dfx. Below is a part of readme given with ur tool

 

 

Now open your dff file with rwa.

 

Go to the very top, where it says "Clump", right click, and choose "Collapse child sections"

Now, double click that same "Clump" section, and it should open just the main sections of the file.

Select the bottom "Geometry List" and expand it.

Within the expanded selection, expand the "Geometry" section

Within the geometry section, expand the "Extension" if possible

Now, right click on the "Extension" you just expanded, and choose "Add Section"

In the list that appears, scroll to the bottom, and choose section type "0x253F2F8", and press ok

You just created a new section of data, of type "0x253F2F8". Select it, and right click

choose "Import Section Data"

In the file browse dialog that comes up, find the .sae file you exported earlier, and import it.

Thats it, your done. save the dff without making any other changes. Import your dff to the game, and enjoy the new effects

But i didn't find any sectiontype as "0x253F2F8" . What i have is "0x253F2FE".

So i manually typed in "0x253F2F8".But it didn't work. When i put the object in mEd, the model doesn't have any 2dFX. But i can placethe object somewhere. But the game won't start.

 

 

So waht sould i do to get it correctly????

 

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  • 4 months later...

minor update; added instructions on adding the appropriate section type ("0253F2F8") to RWA, if it's not already present. See first post for instructions.

 

I'm thinking of updating the script soon, within the next week if possible. If you have any ideas or suggestions, this would be a good time to post them.

Lurking..

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Great News! Have you find anything new towards the unknown 2dfx Effects?

 

However would be cool if you can add the functions for PEDs, Escalators, Slotmachine Wheels (Can be useful! ^^) and for 2dfx Text. (I haven't realy got an Idea what effect #6 could be for... so would be cool if you have find something about this!)

Edited by Aschratt
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Sign text is already supported, i just have to sort out the rotations, which don't always turn out right. My main goal is to first add support for the information that is already known (including the ped stuff you helped with, escalators, and whatever else is known).

 

Research will be continued once the currently known stuff is implemented.

Lurking..

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  • 2 months later...

you can use some effects like 'flame' or 'flamethrower' but IMO the real fire effect that hurts player is created via SCM.

 

Btw, will be awesome to have a working script with those new features, spawning peds and that smile.gif

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edit: i got the script to work now and added the 0x253F2F8 part in RWAnalyze's file but no particles comin off my dff yet, bummer.

Edited by mutant
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  • 2 weeks later...

I've tested it, and i'm stuck. It doesn't work for me. When i open te SA Effects panel, and i click on the arrows (the arrows, which should give the effects), it shows empty. How is this possible?

 

user posted image

SSX-Breaker

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I've checked it again, and i have a file, named: 'saparticle.ini'. I run this script on max 7. So i don't think that the ini is a problem.

 

SSX-Breaker.

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Thats how it looks. maybe re installing the script or check in the rollout, maybe they are hidden.

 

Got my own particle system working:

 

user posted image

 

The effect is called prt_JV, not in your inis biggrin.gif tut needs aproval

Edited by Jost_Vice
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  • 2 weeks later...

Hy!

I'm a totally lame I know, but there is any tutorial! Can I set lights on a moving object? For example more lights on Shamal?

Here's the way how I do that:

-Start your script in Max, set the options (Corona, Shad, Light, etc)

And now? I must make Omni's on shamal? And after that I must export the script settings (Export Effect Info)?

And what I need to do in RW Analyze? I open the stock shamal.dff, and after that? Sorry, but I do this at first time, and I want to learn that! alien.gif

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The lights in planes are done that way, via 2dfx. you can add 2dfx to all, except peds (tho)

 

What you should do:

 

Import shamal model

 

Create a omni where you want your new light, set up color and link it to the chassis.

 

Open DexX's script, add light info and adjust light's parameters, then select your light and export. watch out because shamal will have more lights, so select em too so you export also those.

 

Then, just open the DFF with rwanalyzer and add it as a 253f2f8... euh... right now i cant tell you the exact position, but if you're looking at the original shamal model you should find some other 2dfx info (that you have to replace)

 

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I can't figure out how to use this. I have been trying. I'm going to

be tugging your sleeve on msn if no basic guides and usage comes

out soon tounge.gif

 

I can run the script, just can't figure out the buttons. How do helpers

have to be setup? My main interest right now is creating new, and replacing

old, particles. But I of course want to learn the whole ins and outs of this

script.

 

There should be a guide, from launching max to importing exported data

into RWA.

 

In Jost_Vice first reply, he said "nice tutorial", and iirc

there was one here. Is it gone or am I blind? blush.gif

 

 

Edited by derty
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There should be a guide, from launching max to importing exported data

into RWA.

 

In Jost_Vice first reply, he said "nice tutorial", and iirc

there was one here. Is it gone or am I blind?  blush.gif

<max install>\scripts\dexx_gta\readme_2dfx.txt

Lurking..

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oh man gtfooh, I knew that before, too. Thanks DexX blush.gif

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  • 2 months later...

Sorry all for up the topic but i got a problem

 

When i run my sagame my model is invisible confused.gif i have add 2 lights on my car and after exporting in game, car is invisible damned

 

someone can help me please smile.gif

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Sorry i didn't respond to your pm Labiloute, i've been extremely busy.

 

This mod is effectively open-source, as i no longer have the time to work on it. something has come up, and i'm going to be gone for an undetermined, but extended period of time where i will not have access to a PC at all.

 

If someone else wishes to take control of the script, re-write it etc, feel free to do so without asking for my further permission - i won't be able to give it!

 

all i ask is credit in the readme for supplying the base code.

Lurking..

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Sorry i didn't respond to your pm Labiloute, i've been extremely busy.

 

This mod is effectively open-source, as i no longer have the time to work on it. something has come up, and i'm going to be gone for an undetermined, but extended period of time where i will not have access to a PC at all.

 

If someone else wishes to take control of the script, re-write it etc, feel free to do so without asking for my further permission - i won't be able to give it!

 

all i ask is credit in the readme for supplying the base code.

Ok well but do u know a solution to my problem smile.gif

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  • 5 months later...

Create your light, and link it to your object using the "Select and Link" tool.

 

This is documented more thoroughly in <3dsmax install>\scripts\dexxgta\readme_2dfx.txt.

Lurking..

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  • 9 months later...
supermortalhuman

Hey DexX,

 

A question, if I use the version of Kams that outputs text and has a third party compiler app to make the dff, can your scripts be pasted into that app before compiling whatever the other version of Kams outputs? Or would that app have a sh*t fit, dependant on an expected structure? Perhaps the builder app was buildt dependant on kams output, or is kams output general to dff and maybe that app based on dff overall, and it would notice the extra data and put it in?

 

I am asking because, for me, maybe it would be easier to manually compile a model if I could also add other sections and cut out all the steps for those parts at the same process?

Edited by supermortalhuman
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  • 3 months later...

guys, i cant get this to work. i swear i am doing everything correctly and the model shows up but no light. dexx told me to keep increasing the size, but no go. if anyone could help me i'd really appreciate it.

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  • 3 weeks later...

ok, so i had this working successfully for a little while. then i tried to add a light to a vehicle which of course didnt work. ever since i tried that, now it wont work on anything. i uninstalled max and reinstalled it, got a new rw analyzer and reinstalled dexx tools and nothing. when i drag the light info through the 2dfx editor and add it, the light blinks about every 3 seconds. obviously its not exporting out of max right. suicidal.gif please anyone have any suggestions? i was wondering if some config setting changed or something.

Edited by kal-el5676
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  • 5 months later...
Yeah, Lights work perfectly so far

 

Here is the particle.sae

 

pic with particle added

user posted image

 

same model with light added in place of particle

user posted image

 

 

another pic of lights made using your script

user posted image

hey i have a .sae file i had obtained in a mod but i dont know what to do to get it to work and dont want to screw up my game and have to reinstall it again (for the 5th time)...can you help me?

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1-Thanks for the BUMP!

2-once you have the .sae you just open your .DFF structure with the updated RW analize then collapse all child Options, then extend Geometry Section, then Extension one and there you will see some Data sections, right click on Extension then Add new Section, then select R* 2DFX section(look near at the end of the list), once created right click the yellow circle(this means this section is empty) and click import Section Data, select your .SAE and ready wink.gif Save close, reimport your .DFF in GTA3.IMG or any other IMG you use and get fun wink.gif

 

if you never attached the ovnis to the mesh they wont appear

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1-Thanks for the BUMP!

2-once you have the .sae you just open your .DFF structure with the updated RW analize then collapse all child Options, then extend Geometry Section, then Extension one and there you will see some Data sections, right click on Extension then Add new Section, then select R* 2DFX section(look near at the end of the list), once created right click the yellow circle(this means this section is empty) and click import Section Data, select your .SAE and ready wink.gif Save close, reimport your .DFF in GTA3.IMG or any other IMG you use and get fun wink.gif

 

if you never attached the ovnis to the mesh they wont appear

what if its a omunilight sae file? how do i install it?

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