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aru

[REL|BIN/SRC|Beta] SparkIV

Recommended Posts

uomoartificiale

I don't know how to contact the author of this wonderful tool, so I post my contribution here hoping he could notice.

 

I added SMD export support for the meshes (wdr/wdd) wih texture support. The mechanic is quite rough, I admit, but it's proving to work quite well, as you can see from the screenshot.

While SparkIV loads a wdr/wdd model in the preview window, a file called output.smd is created in a subfolder called 'out' (relative to the program location). When a new model is previewed the file is wiped and created again.

Texture/groups are supported.

 

If the author is planning to add bones&animation support, my vote is for the SMD format: it's really easy to manage and supports vertex-weight.

 

user posted imageuser posted image

 

I'm attaching the source file I modified (mainly the ModelGenerator.cs) and a 0.61 build for the ones who can't compile the source.

 

Downloads:

061 source MOD: http://rapidshare.com/files/202081650/SparkIV_061SMD.zip

061 binary: http://rapidshare.com/files/202082476/Spar...1_SMDExport.zip

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Funky_Donkey_BG

Aru your tools are perfect.But can you please allow to add bigger textures-I made some HD textures for the friends and other peds but i want them to be imported in their native resolution(1024x1024,512x512) not two times smaller.Thanks and keep up the good work.

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nkretschmann

dear uomoartificiale:

 

i was waiting for a tool like yours. - great work

 

unfortunatly i couldnot get the extracted models to work in any of my 3d applications.

i searched and found an plugin for both 3d max 09 and softimage xsi - but in both cases i got an error that the smd files i wanted to load were corrupt.

 

which software do you use to edit the extracted models?

 

thanks, niels

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Millenia

 

dear uomoartificiale:

 

i was waiting for a tool like yours. - great work

 

unfortunatly i couldnot get the extracted models to work in any of my 3d applications.

i searched and found an plugin for both 3d max 09 and softimage xsi - but in both cases i got an error that the smd files i wanted to load were corrupt.

 

which software do you use to edit the extracted models?

 

thanks, niels

The screenshot he posted is from Milkshape 3D

 

And you're right, apparently the vertex weighter cocks something up and these don't work with the MAX plugin confused.gif

Also it seems to occasionally delete some faces at random :E

E:/ And if you try to open a model with multiple textures, only the first one is shown

 

But thanks for this tool anyways, it's a massive helper - I managed to already retexture one weapon now that I could actually extract the uvmaps from the model and not having to do guesswork biggrin.gif

Edited by Millenia

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uomoartificiale

I used Milkshape whose importer is quite forgiving.

 

I know where the problem lies. I can easily fix it today to get the exporter producer a SMD format complaint file.

 

 

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uomoartificiale

Ok. Done.

 

I tried the exported file with 3dsMax7 and the cannonFodder SMD import tool and it seems to work correctly. The model is imported with a dummy bone, just delete it.

 

user posted image

 

Downloads:

source MOD: http://rapidshare.com/files/202314868/SparkIV_061SMD2.zip

binary: http://rapidshare.com/files/202314778/Spar..._SMDExport2.zip

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Millenia

Now I'm not getting any mesh when importing :E

 

Tried with Max 09, 8 and Milkshape

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uomoartificiale

could you please upload somewhere (zip it then rapidshare) the output.smd file?

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SLAYERMAGGOT
Ok. Done.

 

I tried the exported file with 3dsMax7 and the cannonFodder SMD import tool and it seems to work correctly. The model is imported with a dummy bone, just delete it.

 

user posted image

 

Downloads:

source MOD: http://rapidshare.com/files/202314868/SparkIV_061SMD2.zip

binary: http://rapidshare.com/files/202314778/Spar..._SMDExport2.zip

Can you please upload this to another hoster, please? biggrin.gificon14.gif

Rapidshare is bitchy whatsthat.gif

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simkas
Ok. Done.

 

I tried the exported file with 3dsMax7 and the cannonFodder SMD import tool and it seems to work correctly. The model is imported with a dummy bone, just delete it.

 

user posted image

 

Downloads:

source MOD: http://rapidshare.com/files/202314868/SparkIV_061SMD2.zip

binary: http://rapidshare.com/files/202314778/Spar..._SMDExport2.zip

How am I supposed to export into smd's with this? When I double click on a wdd file, I just get an error.

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Dj Paragon

Hi !

 

Just a little question, will be possible in the future to replace a png with a bigger one ? Like replacing a 512 tex by a 1024 tex ? Or maybe the possibility to create a bigger tex inside the wtd ?

 

Big thx for this great soft dude.

 

EDIT: Oh sorry, I didn't saw this post. After 24 pages, I'm going to be tired ! lol blush.gif

Edited by Dj Paragon

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Fabio206
Hi !

 

Just a little question, will be possible in the future to replace a png with a bigger one ? Like replacing a 512 tex by a 1024 tex ? Or maybe the possibility to create a bigger tex inside the wtd ?

 

Big thx for this great soft dude.

Already asked

 

http://www.gtaforums.com/index.php?showtop...st&p=1059006898

biggrin.gifbiggrin.gif

 

great work aru smile.gif

 

 

 

uomoartificiale sei italiano?

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jjcoolj91

this is very innovative, hope you or aru can expand more on this Scripting tounge2.gif

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itchyflakes

If you want to import the smd files to a newer version of max you can use the smd importer found here: http://www.wunderboy.org/3dapps.php#max_smd supports max 9, 2008 and 2009 (I only tested on 3ds max 2009)

 

 

open the smd in note pad or similar application and add this to the beginning of the file: (without quotes)

 

"version 1

nodes

0 "SMDImport" -1

end

skeleton

time 0

0 -0.241456 -0.134534 0.000000 0.000000 -0.000000 0.000000

end

triangles"

 

and at the very end of it add:

"end".(without the quotes)

 

so you should have something like this:

 

(What is bolded is what you add in notepad.)

 

version 1

nodes

0 "SMDImport" -1

end

skeleton

time 0

0 -0.241456 -0.134534 0.000000 0.000000 -0.000000 0.000000

end

triangles

feet_diff_002_a_uni

0 0.15625 -0.09765625 -0.9970703 0.3203125 -0.2617188 -0.9101563 0.6589661 -0.8873291

0 0.1391602 -0.1044922 -0.9970703 0.15625 -0.984375 -0.07421875 0.6951141 -0.9062653

0 0.1162109 -0.1005859 -0.9970703 -0.3085938 -0.875 -0.375 0.7484436 -0.9035797

feet_diff_002_a_uni

0 0.15625 -0.09765625 -0.9970703 0.3203125 -0.2617188 -0.9101563 0.6589661 -0.8873291

0 0.1162109 -0.1005859 -0.9970703 -0.3085938 -0.875 -0.375 0.7484436 -0.9035797

0 0.09765625 -0.08544922 -0.9970703 -0.4492188 -0.203125 -0.8671875 0.7907562 -0.8741608

end

 

but obviously a lot more numbers in there, i shortened to show how it is done.

 

Then fire up 3ds max import the smd and it should work.

 

user posted image

 

any questions just send me a pm.

 

 

 

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simkas

When I import the smd into 3dmax 8 using that first one posted, the one that's supposed to work with milkshape, it imports the model, but some polygons seem to be missing.

When I try to import it using that second one, the one that's supposed to work with 3dmax, it doesn't even import anything.

 

Also, could you make it so it wouldn't always export the file with the exact same name "output"?

 

Actually, it seems that importing Niko's head only gives me those missing polygons, I tried importing a torso model and it's perfectly fine.

 

ACTUALLY, it seems that those missing polygons appear on the faces of all characters I import.

Edited by simkas

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itchyflakes

@simkas: The reason you get those polygons is because every time you view a model it gets exported to the same output.smd without replacing anything, delete or rename your current output.smd and from now on every time you view a model go to the output folder and rename it that way you won't get a mashup of all the models. Try doing what I said in my previous post, seems like the exported smd has some info wrong for my importer to work properly.

 

The exported smd has this:

 

version 1

nodes

0 model_bone -1

end

skeleton

time 0

0 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000

end

triangles

 

 

While the info i changed looks with this:

 

version 1

nodes

0 "SMDImport" -1

end

skeleton

time 0

0 -0.241456 -0.134534 0.000000 0.000000 -0.000000 0.000000

end

triangles

 

I don't know if it will help you but it helped me with the problem I had of importing empty models and it solved the error I had while importing models

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simkas

@itchyflakes

When I export the smd using that second tool posted (the one that's supposed to work with 3dmax), it doesn't import anything into 3dmax. If I add those lines you said with notepad and try to import into 3dmax, it gives me some error about the program encountering some problem and it closes.

If I export a smd with the first tool posted at the top of this page, it imports the model, but if it's a model of someone's head, the model is missing some polygons, mostly around the eyes.

I'm using 3dmax 8 with cannofodder's SMD plugin.

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JKM
@simkas: The reason you get those polygons is because every time you view a model it gets exported to the same output.smd without replacing anything, delete or rename your current output.smd and from now on every time you view a model go to the output folder and rename it that way you won't get a mashup of all the models. Try doing what I said in my previous post, seems like the exported smd has some info wrong for my importer to work properly.

 

The exported smd has this:

 

version 1

nodes

0 model_bone -1

end

skeleton

time 0

0 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000

end

triangles

 

 

While the info i changed looks with this:

 

version 1

nodes

0 "SMDImport" -1

end

skeleton

time 0

0 -0.241456 -0.134534 0.000000 0.000000 -0.000000 0.000000

end

triangles

 

I don't know if it will help you but it helped me with the problem I had of importing empty models and it solved the error I had while importing models

For me it worked very well...

 

I can import Models.... but i hate that the geometry is only one mesh....

Head, hairs and stuff should be seperate it... and sometimes there are two or three faces for one polygon...

 

but great to see the models in max smile.gif

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aru

Some very nice work here guys... I'll try to see how much of this I can reintegrate back into the SparkIV codebase and also try to add bones/skeleton support.

 

 

I don't know how to contact the author of this wonderful tool, so I post my contribution here hoping he could notice.

 

PM here, or my email is also available in the readme.txt file smile.gif

 

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jjcoolj91
Some very nice work here guys... I'll try to see how much of this I can reintegrate back into the SparkIV codebase and also try to add bones/skeleton support.

 

 

I don't know how to contact the author of this wonderful tool, so I post my contribution here hoping he could notice.

 

PM here, or my email is also available in the readme.txt file smile.gif

this is, THE BEST NEWS i have heard all day, i hope you can do that aru for us

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solecist

agh, when will we be able to import audio? the waiting is makin me crazy!

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simkas

Would it be possible to make that importer not import the whole model as one mesh? Because for example the multiplayer character models have all the different head models and all the hair/facial hair models in one part and you can't even seperate them by selecting seperate elements.

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uomoartificiale

1) Well, actually I suppose that the second version I posted (http://www.gtaforums.com/index.php?showtop...entry1059008508) should produce a smd file starting with:

 

 

version 1nodes0 model_bone -1endskeletontime 00 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000end

 

 

followed by the list of 3d vertices/faces:

 

 

trianglesLOWR_DIFF_001_A_UNI0 -0.1582031 0.1806641 -0.9736328 0.8554688 -0.3359375 -0.390625 0.4984436 -0.31080630 -0.1801758 0.1079102 -0.9594727 0.8554688 -0.3359375 -0.390625 0.4974518 -0.30653380 -0.1914063 0.08349609 -0.9633789 0.8554688 -0.3359375 -0.390625 0.4968109 -0.3051605LOWR_DIFF_001_A_UNI0 -0.159668 0.1499023 -0.04492188 -0.1796875 -0.1171875 0.9765625 0.1687317 -0.0066223140 -0.1967773 0.04052734 -0.07958984 -0.25 -0.25 0.9375 0.2462158 -0.00503540 0.006347656 0.02539063 -0.02978516 0 -0.2695313 0.9609375 0.2184601 -0.003845215LOWR_DIFF_001_A_UNI0 0.1704102 0.1811523 -0.9746094 -0.09375 -0.2304688 -0.96875 0.5062256 -0.32888790 0.2133789 0.09033203 -0.9570313 -0.09375 -0.2304688 -0.96875 0.5068054 -0.32353210 0.1923828 0.1079102 -0.9594727 -0.09375 -0.2304688 -0.96875 0.5058899 -0.3247681LOWR_DIFF_001_A_UNI0 0.06494141 0.06054688 -0.9589844 0.01171875 -0.1523438 -0.9882813 0.4968262 -0.32476810 0.08105469 0.1704102 -0.9755859 0.01171875 -0.1523438 -0.9882813 0.5003967 -0.32997130 0.08251953 0.1049805 -0.965332 0.01171875 -0.1523438 -0.9882813 0.4989777 -0.3266907[[[... more and more stuff like this...]]]end

 

 

Do your exported files follow this template?

 

I post the output of the first ped in the componentpeds.img archive, the one named: f_m_business_01.wdd (middle-age woman): http://rapidshare.com/files/203555551/output.zip

please confront your output with mine.

 

2) In max you can select the model then go to the modifier tab (left panel); then select the edit_mesh block (a warning message will pop-up: ignore it); select "element"; then select the different parts.

 

3) sorry aru I was probably blinded by the deprivation of sleep. I'm writing you right now.

 

By the way, yes I'm italian. colgate.gif

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simkas
2) In max you can select the model then go to the modifier tab (left panel); then select the edit_mesh block (a warning message will pop-up: ignore it); select "element"; then select the different parts.

 

I said in my post that I can't even select the seperate heads in the MP character mesh even when using the element selection.

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simkas

By the way, aru, could you add in something similar to the "change levels" function in OpenIV in the next version?

 

Crap, double post.

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mcal9909

Hmm i got a problem with spark 0.6.2, it wont load anymore! sad.gif

it used to work as i used to it import the fual pump icons for the fuel mod thats on here, that was a week or so ago.

now when i click the icon it crashes straight away confused.gif

 

this is the only info i could copy from the error report

 

EventType : clr20r3     P1 : sparkiv.exe     P2 : 0.6.2.0     P3 : 49a24ac6P4 : mscorlib     P5 : 2.0.0.0     P6 : 4889dc80     P7 : 343f     P8 : 119P9 : system.io.directorynotfound

 

 

any ideas? i tried redownloading it and extracting again but no joy.

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aru

@solecist... no ETA on audio import.

 

@simkas... should be able to seperate WDD models into separate export.. wouldn't be that hard.

 

Changing levels is really an odd feature that I don't want to support because it assumes that space is allocated for the extra levels if increasing (and its not always true), and it wastes memory space anyway when decreasing levels because all the existing data is still there. Changing levels should mean regenerating the entire texture memory data, which is better suited to an app like G-Texture.

 

@mcal9909.. did you delete/reinstall GTAIV recently? It looks like its trying to find some directory and failing. I'd think its trying to find your GTAIV directory from your registry and failing. Try putting a gtaiv.exe in the same directory as SparkIV.

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mcal9909

 

@mcal9909.. did you delete/reinstall GTAIV recently? It looks like its trying to find some directory and failing. I'd think its trying to find your GTAIV directory from your registry and failing. Try putting a gtaiv.exe in the same directory as SparkIV.

Thanks dude it worked, didnt reinstall it tho my hdd did fail a few days ago and decided to change drive letter so i guess that was the problem. but all is working now smile.gif

 

found the reg entry and yeah.. was showing f: instead of d: changed it and now works without the exe in the folder

Edited by mcal9909

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DerPlaya78

I coded a basic COLLADA exporter for SparkIV.

 

Here's the source for a modified RageLib.Models.dll

 

http://rapidshare.com/files/205759765/RageLib.Models.7z.html

 

The new files are in the COLLADA subdir + export button code in ModelViewController and ModelView...

 

This is not really finished, just a proof-of-concept (and won't be, don't have much time).

 

For anyone who's interested here is what i did:

- downloaded the COLLADA schema from http://www.collada.org/2005/11/COLLADASchema

- removed some stuff from xsd file until the VS included xsd.exe could produce a CS classes file

- cleaned the .cs and removed probably unused classes

- wrote Exporter class which takes the data from a ModelNode and its Children and creates a COLLADA object, serializes this object with XMLSerializer into dae file and exports textures

 

I only tested vehicle files...

Normal map info is not exported because COLLADA format seems to have no standard format for normal maps and the proper way would be using the same shaders as the game. (i'm just using the first texture param for material...)

 

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