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3dmax script pack


Recommended Posts

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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  • 2 weeks later...

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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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.




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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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  • 3 weeks later...



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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  • 1 year later...

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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  • 2 weeks later...

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

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  • 3 months later...

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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  • 1 year later...

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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  • 3 months later...
  • 5 years later...

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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