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How to make realistic radar


xmen
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dextermods2011

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 by dextermods2011
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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?

no idea

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dextermods2011

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 colgate.gif

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  • 1 year later...

Thanks man, but can i use those water io sript.confused.gif Any link for download autodex and useful scripts for autodex:D:D. And thanks for reply.

Edited by GTA-Monster
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  • 1 month later...
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

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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 

 

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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

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You must have Kams Script installed

Allright, it works now thanks cookie.gif

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?

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You must have Kams Script installed

Allright, it works now thanks cookie.gif

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.

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You must have Kams Script installed

Allright, it works now thanks cookie.gif

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?

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You must have Kams Script installed

Allright, it works now thanks cookie.gif

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.

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You must have Kams Script installed

Allright, it works now thanks cookie.gif

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 blush.gif

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  • 2 months later...
  • 2 years later...

While i'm importing .dff-s, 3ds max says (2009 and 2016 both):

undefined to type: Point3

how to solve this problem?

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