dextermods2011 Posted March 29, 2011 Share Posted March 29, 2011 (edited) Thank you again...xD Any tutorials for this scripts and programs? Can you look at this? Find the "problem with f key in gta sa...game shutdown" on gtaforums with google.soory for my bad english.THEME Posted by me,I have problems wit f key.Do you know why? Edited March 31, 2011 by dextermods2011 Link to comment Share on other sites More sharing options...
xmen Posted April 1, 2011 Author Share Posted April 1, 2011 Thank you again...xDAny tutorials for this scripts and programs? Can you look at this? Find the "problem with f key in gta sa...game shutdown" on gtaforums with google.soory for my bad english.THEME Posted by me,I have problems wit f key.Do you know why? no idea Link to comment Share on other sites More sharing options...
dextermods2011 Posted April 1, 2011 Share Posted April 1, 2011 Ok.I dont have any idea,too... This is the bug of my modded game...Maybe...?? I'm try with new clear gta sa,and mapclean them,and then install my modded game map. Maybe that is the problem.... Soory for my bad english....xD Link to comment Share on other sites More sharing options...
dextermods2011 Posted April 2, 2011 Share Posted April 2, 2011 Can anyone solve my problem??? Look at this topic http://www.gtaforums.com/index.php?showtopic=472923 Link to comment Share on other sites More sharing options...
GTA-Monster Posted December 4, 2012 Share Posted December 4, 2012 What if i dont have autodex 9. Any other free software??? Link to comment Share on other sites More sharing options...
xmen Posted December 5, 2012 Author Share Posted December 5, 2012 What if i dont have autodex 9. Any other free software??? You can use trial version Link to comment Share on other sites More sharing options...
GTA-Monster Posted December 5, 2012 Share Posted December 5, 2012 (edited) Thanks man, but can i use those water io sript. Any link for download autodex and useful scripts for autodex:D:D. And thanks for reply. Edited December 5, 2012 by GTA-Monster Link to comment Share on other sites More sharing options...
stilldre Posted January 29, 2013 Share Posted January 29, 2013 This scripts does not seem to work in 3ds Max 2012. Or am i doing something wrong? Link to comment Share on other sites More sharing options...
xmen Posted January 29, 2013 Author Share Posted January 29, 2013 This scripts does not seem to work in 3ds Max 2012. Or am i doing something wrong? Last tested was on version 9 of 3ds max. Not sure about 2012 Link to comment Share on other sites More sharing options...
stilldre Posted January 29, 2013 Share Posted January 29, 2013 This scripts does not seem to work in 3ds Max 2012. Or am i doing something wrong? Last tested was on version 9 of 3ds max. Not sure about 2012 I'm having runtime error that it can't open CharDEFF...mse and asking for some GTA Tools?! with this script window: rollout import_progress "Importing..."(progressbar c_prog color:[131,177,29])if DFFinInfo == undefined then fileIn (scriptspath+"\\GTA_Tools\\CharDFFimp.mse") quiet:trueelse if DFFinInfo() != 051215 then fileIn (scriptspath+"\\GTA_Tools\\CharDFFimp.mse") quiet:trueif DFFinInfo() != 051215 then messagebox "You didn't have the right import function to run this script!\nTry Install it again!" title:"Import Function Error"if XImporter != undefined do destroyDialog XImporter global dffFilePaths = #() rollout XImporter "X Importer" --width:162 height:300(group "Textures File Type" (radiobuttons textype "" labels:#("tga", "bmp","png") columns:3)button importBtn "Import DFF(s)" align:#center width:150 height:21button importIPLBtn "Import IPL" align:#center width:150 height:21label lbl2 "NOTE : This script use KAMS DFF Import Script" align:#left width:120 height:30label lbl1 "©2008 Xmen" align:#right-- width:66 height:14fn GetMultiOpenFilenames caption:"Open" filename:"" types:"All Files (*.*)|*.*" default:1 =( local dlg = DotNetObject "System.Windows.Forms.OpenFileDialog" dlg.multiSelect = true dlg.title = caption local p = getFilenamePath filename if doesFileExist p then dlg.initialDirectory = p if types[types.count] == "|" then dlg.filter = (substring types 1 (types.count - 1)) else dlg.filter = types dlg.filterIndex = default local result = dlg.ShowDialog() if (result.Equals result.OK) then dlg.filenames else undefined)fn importdffs =( texEx = case textype.state of ( 1: ".tga" 2: ".bmp" 3: ".png" ) createDialog import_progress 200 30 format "Importing Dff(s)\n" for a = 1 to dffFilePaths.count do ( f = fopen dffFilePaths[a] "rb" dffFileName = getFilenameFile dffFilePaths[a] no_clump = checkClump f if no_clump.count == 0 then format "Couldn't open %\n" dffFileName else ( nefile = DFFin f 1 texEx dummysize 0 0 dffFileName nefile.name = dffFileName format "%\n" dffFilePaths[a] ) import_progress.c_prog.value = 100.0 * a / dffFilePaths.count fclose f ) DestroyDialog import_progress if queryBox "Do you want to collect the garbage that will free up all useless memory as well as it will remove all UNDO stack ?" beep:true then gc() dffFilePaths = #())on importBtn pressed do( files = GetMultiOpenFilenames caption:"Select DFFs" types:"DFF|*.dff" if files != undefined then ( dffFilePaths = files importdffs() format "Done\n" ))on importIPLBtn pressed do(dffDialog = getSavePath caption:"Select the dff(s) path"if dffDialog != undefined then( fname = getopenfilename caption:"Read IPL File" types:"IPL|*.ipl|" if fname != undefined then ( ---GLOBAL DFF createDialog import_progress 200 30 import_progress.title = "Reading IPL..." counter = 1 IPLstream = openfile fname cLine = readLine IPLstream inst_bol = false nameArr = #() tmpUniqueNames = #() --positionArr = #() positionArr = #() rotationArr = #() format "Reading IPL...\nIPL Path : %\n*************************************\n" fname while eof IPLstream != true do ( if cline == "inst" then inst_bol = true else if cline == "end" then inst_bol = false else if inst_bol == true then ( splitstring = filterstring cLine ", " if (findItem tmpUniqueNames splitstring[2]) == 0 do ( append tmpUniqueNames splitstring[2] -- add to dff path array tmpPath = dffDialog + "\\" + splitstring[2] + ".dff" if ((getfiles tmpPath).count != 0) then append dffFilePaths tmpPath else format "[ E R R O R ] Dff not found : %\n" tmpPath ) append nameArr splitstring[2] tmp_posx = splitstring[4] as float tmp_posy = splitstring[5] as float tmp_posz = splitstring[6] as float tmp_posi = Point3 tmp_posx tmp_posy tmp_posz append positionArr tmp_posi tmp_x = splitstring[7] as float tmp_y = splitstring[8] as float tmp_z = splitstring[9] as float tmp_w = splitstring[10] as float tmp_quat = Quat tmp_x tmp_y tmp_z tmp_w append rotationArr tmp_quat format "%\n" Cline ) cLine = readLine IPLstream import_progress.c_prog.value = 100.0 * counter / 400 counter = counter + 1 ) close IPLstream DestroyDialog import_progress format "*************************************\nReading Completed\nAll these dff gonna import\n" for a = 1 to dffFilePaths.count do format "%\n" dffFilePaths[a] format "Now " importDffs() format "*************************************\nPlacing Objects...\n" firstUsed = #() for a = 1 to nameArr.count do ( b = undefined if (findItem firstUsed nameArr[a]) == 0 then ( append firstUsed nameArr[a] b = getNodeByName nameArr[a] ) else b = copy (getNodeByName nameArr[a]) if b != undefined then ( b.pos = Point3 0 0 0 b.rotation = Quat 0 0 0 1 tmp_erot = rotationArr[a] as eulerangles move b positionArr[a] rotate b tmp_erot format "% placed at % %\n" b.name positionArr[a] rotationArr[a] ) ) format "*************************************\nDone\n" --print tmpUniqueNames ))))createDialog XImporter Link to comment Share on other sites More sharing options...
xmen Posted January 29, 2013 Author Share Posted January 29, 2013 This scripts does not seem to work in 3ds Max 2012. Or am i doing something wrong? Last tested was on version 9 of 3ds max. Not sure about 2012 I'm having runtime error that it can't open CharDEFF...mse and asking for some GTA Tools?! with this script window: rollout import_progress "Importing..."(progressbar c_prog color:[131,177,29])if DFFinInfo == undefined then fileIn (scriptspath+"\\GTA_Tools\\CharDFFimp.mse") quiet:trueelse if DFFinInfo() != 051215 then fileIn (scriptspath+"\\GTA_Tools\\CharDFFimp.mse") quiet:trueif DFFinInfo() != 051215 then messagebox "You didn't have the right import function to run this script!\nTry Install it again!" title:"Import Function Error"if XImporter != undefined do destroyDialog XImporter global dffFilePaths = #() rollout XImporter "X Importer" --width:162 height:300(group "Textures File Type" (radiobuttons textype "" labels:#("tga", "bmp","png") columns:3)button importBtn "Import DFF(s)" align:#center width:150 height:21button importIPLBtn "Import IPL" align:#center width:150 height:21label lbl2 "NOTE : This script use KAMS DFF Import Script" align:#left width:120 height:30label lbl1 "©2008 Xmen" align:#right-- width:66 height:14fn GetMultiOpenFilenames caption:"Open" filename:"" types:"All Files (*.*)|*.*" default:1 =( local dlg = DotNetObject "System.Windows.Forms.OpenFileDialog" dlg.multiSelect = true dlg.title = caption local p = getFilenamePath filename if doesFileExist p then dlg.initialDirectory = p if types[types.count] == "|" then dlg.filter = (substring types 1 (types.count - 1)) else dlg.filter = types dlg.filterIndex = default local result = dlg.ShowDialog() if (result.Equals result.OK) then dlg.filenames else undefined)fn importdffs =( texEx = case textype.state of ( 1: ".tga" 2: ".bmp" 3: ".png" ) createDialog import_progress 200 30 format "Importing Dff(s)\n" for a = 1 to dffFilePaths.count do ( f = fopen dffFilePaths[a] "rb" dffFileName = getFilenameFile dffFilePaths[a] no_clump = checkClump f if no_clump.count == 0 then format "Couldn't open %\n" dffFileName else ( nefile = DFFin f 1 texEx dummysize 0 0 dffFileName nefile.name = dffFileName format "%\n" dffFilePaths[a] ) import_progress.c_prog.value = 100.0 * a / dffFilePaths.count fclose f ) DestroyDialog import_progress if queryBox "Do you want to collect the garbage that will free up all useless memory as well as it will remove all UNDO stack ?" beep:true then gc() dffFilePaths = #())on importBtn pressed do( files = GetMultiOpenFilenames caption:"Select DFFs" types:"DFF|*.dff" if files != undefined then ( dffFilePaths = files importdffs() format "Done\n" ))on importIPLBtn pressed do(dffDialog = getSavePath caption:"Select the dff(s) path"if dffDialog != undefined then( fname = getopenfilename caption:"Read IPL File" types:"IPL|*.ipl|" if fname != undefined then ( ---GLOBAL DFF createDialog import_progress 200 30 import_progress.title = "Reading IPL..." counter = 1 IPLstream = openfile fname cLine = readLine IPLstream inst_bol = false nameArr = #() tmpUniqueNames = #() --positionArr = #() positionArr = #() rotationArr = #() format "Reading IPL...\nIPL Path : %\n*************************************\n" fname while eof IPLstream != true do ( if cline == "inst" then inst_bol = true else if cline == "end" then inst_bol = false else if inst_bol == true then ( splitstring = filterstring cLine ", " if (findItem tmpUniqueNames splitstring[2]) == 0 do ( append tmpUniqueNames splitstring[2] -- add to dff path array tmpPath = dffDialog + "\\" + splitstring[2] + ".dff" if ((getfiles tmpPath).count != 0) then append dffFilePaths tmpPath else format "[ E R R O R ] Dff not found : %\n" tmpPath ) append nameArr splitstring[2] tmp_posx = splitstring[4] as float tmp_posy = splitstring[5] as float tmp_posz = splitstring[6] as float tmp_posi = Point3 tmp_posx tmp_posy tmp_posz append positionArr tmp_posi tmp_x = splitstring[7] as float tmp_y = splitstring[8] as float tmp_z = splitstring[9] as float tmp_w = splitstring[10] as float tmp_quat = Quat tmp_x tmp_y tmp_z tmp_w append rotationArr tmp_quat format "%\n" Cline ) cLine = readLine IPLstream import_progress.c_prog.value = 100.0 * counter / 400 counter = counter + 1 ) close IPLstream DestroyDialog import_progress format "*************************************\nReading Completed\nAll these dff gonna import\n" for a = 1 to dffFilePaths.count do format "%\n" dffFilePaths[a] format "Now " importDffs() format "*************************************\nPlacing Objects...\n" firstUsed = #() for a = 1 to nameArr.count do ( b = undefined if (findItem firstUsed nameArr[a]) == 0 then ( append firstUsed nameArr[a] b = getNodeByName nameArr[a] ) else b = copy (getNodeByName nameArr[a]) if b != undefined then ( b.pos = Point3 0 0 0 b.rotation = Quat 0 0 0 1 tmp_erot = rotationArr[a] as eulerangles move b positionArr[a] rotate b tmp_erot format "% placed at % %\n" b.name positionArr[a] rotationArr[a] ) ) format "*************************************\nDone\n" --print tmpUniqueNames ))))createDialog XImporter You must have Kams Script installed Link to comment Share on other sites More sharing options...
stilldre Posted January 29, 2013 Share Posted January 29, 2013 You must have Kams Script installed Allright, it works now thanks But what i'm trying to do is to make of my max scene a hud map for GTA IV. Do i need to import something into my scene? Or just export? Link to comment Share on other sites More sharing options...
xmen Posted January 29, 2013 Author Share Posted January 29, 2013 You must have Kams Script installed Allright, it works now thanks But what i'm trying to do is to make of my max scene a hud map for GTA IV. Do i need to import something into my scene? Or just export? its not for gta 4 but may work and yes you will need to import entire map. Link to comment Share on other sites More sharing options...
stilldre Posted January 29, 2013 Share Posted January 29, 2013 You must have Kams Script installed Allright, it works now thanks But what i'm trying to do is to make of my max scene a hud map for GTA IV. Do i need to import something into my scene? Or just export? its not for gta 4 but may work and yes you will need to import entire map. Well Terreur, converter from Gostown has said to me that i can use this tools.. But as i look into your tutorial i need to import ipl or dff for that. GTA IV just haves the texture dictionaries in 2 img's for the hud map and menu map, unless i maybe need to use your X Radar Editor first to create this ipl or dff? Link to comment Share on other sites More sharing options...
xmen Posted January 29, 2013 Author Share Posted January 29, 2013 You must have Kams Script installed Allright, it works now thanks But what i'm trying to do is to make of my max scene a hud map for GTA IV. Do i need to import something into my scene? Or just export? its not for gta 4 but may work and yes you will need to import entire map. Well Terreur, converter from Gostown has said to me that i can use this tools.. But as i look into your tutorial i need to import ipl or dff for that. GTA IV just haves the texture dictionaries in 2 img's for the hud map and menu map, unless i maybe need to use your X Radar Editor first to create this ipl or dff? Its a tutorial of SA, I have no idea about IV. Link to comment Share on other sites More sharing options...
stilldre Posted January 29, 2013 Share Posted January 29, 2013 You must have Kams Script installed Allright, it works now thanks But what i'm trying to do is to make of my max scene a hud map for GTA IV. Do i need to import something into my scene? Or just export? its not for gta 4 but may work and yes you will need to import entire map. Well Terreur, converter from Gostown has said to me that i can use this tools.. But as i look into your tutorial i need to import ipl or dff for that. GTA IV just haves the texture dictionaries in 2 img's for the hud map and menu map, unless i maybe need to use your X Radar Editor first to create this ipl or dff? Its a tutorial of SA, I have no idea about IV. Hehe, ye i know but maybe you could send me on right way. If you can't tell i'll just wait when he'll be back online Link to comment Share on other sites More sharing options...
TutorIndia Posted April 3, 2013 Share Posted April 3, 2013 Great Trick Link to comment Share on other sites More sharing options...
kurta999_ Posted February 5, 2016 Share Posted February 5, 2016 While i'm importing .dff-s, 3ds max says (2009 and 2016 both): undefined to type: Point3 how to solve this problem? Link to comment Share on other sites More sharing options...
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