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Deniska

3dmax script pack

Recommended Posts

xmen
i found a mistake in this script that is it isnt able to export dff that have more than 10000 faces but kams script can export

i think after some editing it will able to export it too

I dont know why you have this error... Just for test - i create sphere with

150 segments (22200 faces) and it exports OK... But i dont know what

kind of map model have more then 10000 faces... In my mod maximum

what i have - about 5000 faces for buildings or ground...

no man , you exported the normal model ,

its working on me too

i said when i add vertex paint on it then that error is coming

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dertyjerzian

Deniska, did I hear through the grapevine that you are working on v2.0 of your wonderful scripts, even adding new functionality? <3

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JKM

and pls can you fix the bug smen told us?

 

I know that San Andreas should have low poly models. But I made an undergroundstation with a lot of details and its really long. So I need a script which supports nvc with this model typw.

 

Thanks

JKM

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JKM

Sry for dubleposting, but I found a new bug.

 

I've exported an object with vertex colors and night vertex colors and suddenly the axle is rotated 90°.

I didn't change any IPL option or the pivot.

 

Pls have a look at it because its a fantastic tool!

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xmen

you should use "Size/Alignment solver" of kams max script

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string227

does this script pack support gmax?

 

 

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xmen

 

does this script pack support gmax?

nope

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Jestic

Hoi,

 

When i export a train path with Train Paths IO i got this error:

user posted image

 

When i only make 1 line i can export it with no problem.

When i have 2 lines and i attach them together, i get that error

 

Anyone knows how to fix it ? inlove.gif

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pantheforemc

hey deniska i want a help i can find 3dmax bu i have script can you give me a link for download and give me a tutorial haw to instal gta tools plss rolleyes.gif

 

(My english is not very good) plss

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Flat Face

is this SA only or does it have uses in VC?

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Areppon

Since editing traffic light functions does not work properly with APE, Aschratt suggested I use these max scripts to do so. I have downloaded and played with Alien City a while back and noticed that there were some intersections with working traffic lights. So how do I do it? How do I add, remove or adjust the positions and directions where the cars stop? I will use the game's original paths. Also will these scripts work with Gmax or is there a compatible version?

Edited by Areppon

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metalistas2

dosn't work startup sript on 3D max 2010

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GritEngine

You may be able to leave out the startup script and run single scripts, these are likely to have bugs or be outright broken as well, though.

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metalistas2

maybe dozingoff.gif

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vans123

Yeh they work, i have them installed even in 2011

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Tosyk

Can i import DFF in 3ds max with your script Deniska?

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hristobg

No, you can't. smile.gif You can only export dff, also col. If you want to import dff, use Kam's max scripts.

 

smile.gif

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backsage

Whoa! Thanks for the script! I was modifying a dff in 3DS Max 2012. I imported it with Kam's Max Scripts. Then I replaced the texture of the object with something else. Then I used this tool to export it. Then I opened it in MTA and I got the original vertex color back!

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ermaccer

Whoa! Thanks for the bump!

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