Shadow-Link Posted July 20, 2009 Author Share Posted July 20, 2009 Added some skeleton stuff to WDR Analyze. Will implement it in dff2wdr to.. Hope I can fix it before I go on holiday. (Again thank Aru for the info) Link to comment https://gtaforums.com/topic/418034-ivrelscrdff2wdr/page/4/#findComment-1059365897 Share on other sites More sharing options...
nick-marone Posted July 20, 2009 Share Posted July 20, 2009 how do I do with the textures I've tried but I do not get it out where should I make the texture of the new file from san andreas? Link to comment https://gtaforums.com/topic/418034-ivrelscrdff2wdr/page/4/#findComment-1059366327 Share on other sites More sharing options...
Shadow-Link Posted July 20, 2009 Author Share Posted July 20, 2009 Use G-Texture made by REspawn Link to comment https://gtaforums.com/topic/418034-ivrelscrdff2wdr/page/4/#findComment-1059366412 Share on other sites More sharing options...
Shadow-Link Posted July 20, 2009 Author Share Posted July 20, 2009 (edited) Damn double post... Edited July 20, 2009 by Prince-Link Link to comment https://gtaforums.com/topic/418034-ivrelscrdff2wdr/page/4/#findComment-1059366435 Share on other sites More sharing options...
oinkoink Posted July 20, 2009 Share Posted July 20, 2009 Added some skeleton stuff to WDR Analyze. Will implement it in dff2wdr to.. Hope I can fix it before I go on holiday. Dope! That seems to be the solution for the 'wrong-weapon-holding' issue. I've tried to export one of my old models as a melee weapon and add it as a episodic one (no replacing). Everthings works fine...convert Model, create new wtd with icon, add wdr and wtd into the 'weapon.img', add as 'episodic_1' weapon to 'WeaponInfo.xml' and 'default.ide' and create a weaponpickup inGame... ...but Niko don't want to hold the damn axe right. Now I've tried everthing to fix that...adjustment in Max(Mesh,Pivot,etc.), moving the ModelCenter and UnkVector with an HexEd...nothing works. Finally I've changed the bounding box with the HexEd just like the bat and it looks like this... ...it's Ok, but not perfect. So, I think if a weapon got no Bones, Niko will always grab the modelcenter. Anyway that problem seems to be history very soon. Oh btw...Have a great holiday Prince-Link! You've really earned it! Greetz! Link to comment https://gtaforums.com/topic/418034-ivrelscrdff2wdr/page/4/#findComment-1059366752 Share on other sites More sharing options...
oinkoink Posted July 20, 2009 Share Posted July 20, 2009 Lovely Doublepost... Link to comment https://gtaforums.com/topic/418034-ivrelscrdff2wdr/page/4/#findComment-1059366756 Share on other sites More sharing options...
Gforce Posted July 20, 2009 Share Posted July 20, 2009 Added some skeleton stuff to WDR Analyze. Will implement it in dff2wdr to.. Hope I can fix it before I go on holiday. Dope! That seems to be the solution for the 'wrong-weapon-holding' issue. I've tried to export one of my old models as a melee weapon and add it as a episodic one (no replacing). Everthings works fine...convert Model, create new wtd with icon, add wdr and wtd into the 'weapon.img', add as 'episodic_1' weapon to 'WeaponInfo.xml' and 'default.ide' and create a weaponpickup inGame... ...but Niko don't want to hold the damn axe right. Now I've tried everthing to fix that...adjustment in Max(Mesh,Pivot,etc.), moving the ModelCenter and UnkVector with an HexEd...nothing works. Finally I've changed the bounding box with the HexEd just like the bat and it looks like this... ...it's Ok, but not perfect. So, I think if a weapon got no Bones, Niko will always grab the modelcenter. Anyway that problem seems to be history very soon. Oh btw...Have a great holiday Prince-Link! You've really earned it! Greetz! great use of the Episodic interface there Link to comment https://gtaforums.com/topic/418034-ivrelscrdff2wdr/page/4/#findComment-1059366801 Share on other sites More sharing options...
renderman Posted July 21, 2009 Share Posted July 21, 2009 Prince-Link, your tool is great, thanks I made an MKII grenade to test DFF2WDR, and it works good. Now Niko holds the grenade right, but I had to move the pivot point. Normal and specular mapping will be supported in the future? Link to comment https://gtaforums.com/topic/418034-ivrelscrdff2wdr/page/4/#findComment-1059367992 Share on other sites More sharing options...
Shadow-Link Posted July 21, 2009 Author Share Posted July 21, 2009 (edited) I made an MKII grenade to test DFF2WDR, and it works good. Now Niko holds the grenade right, but I had to move the pivot point. Normal and specular mapping will be supported in the future? Nice! Really like it I am currently working on weapon support and extra shaders Edited July 21, 2009 by Prince-Link Link to comment https://gtaforums.com/topic/418034-ivrelscrdff2wdr/page/4/#findComment-1059368097 Share on other sites More sharing options...
_CP_ Posted July 21, 2009 Share Posted July 21, 2009 What does mean extra shaders? Link to comment https://gtaforums.com/topic/418034-ivrelscrdff2wdr/page/4/#findComment-1059368277 Share on other sites More sharing options...
Anna&I Posted July 21, 2009 Share Posted July 21, 2009 Added some skeleton stuff to WDR Analyze. Will implement it in dff2wdr to.. Hope I can fix it before I go on holiday. Dope! That seems to be the solution for the 'wrong-weapon-holding' issue. I've tried to export one of my old models as a melee weapon and add it as a episodic one (no replacing). Everthings works fine...convert Model, create new wtd with icon, add wdr and wtd into the 'weapon.img', add as 'episodic_1' weapon to 'WeaponInfo.xml' and 'default.ide' and create a weaponpickup inGame... ...but Niko don't want to hold the damn axe right. Now I've tried everthing to fix that...adjustment in Max(Mesh,Pivot,etc.), moving the ModelCenter and UnkVector with an HexEd...nothing works. Finally I've changed the bounding box with the HexEd just like the bat and it looks like this... ...it's Ok, but not perfect. So, I think if a weapon got no Bones, Niko will always grab the modelcenter. Anyway that problem seems to be history very soon. Oh btw...Have a great holiday Prince-Link! You've really earned it! Greetz! I have added edited weapons to the episodic spots and I was wondering could you email me giving intstuctions on how you did the first part that being : I've tried to export one of my old models as a melee weapon and add it as a episodic one (no replacing). Everthings works fine...convert Model, create new wtd with icon, add wdr and wtd into the 'weapon.img', add as 'episodic_1' weapon to 'WeaponInfo.xml' and 'default.ide' and create a weaponpickup inGame... This would be most appreciated. Link to comment https://gtaforums.com/topic/418034-ivrelscrdff2wdr/page/4/#findComment-1059368358 Share on other sites More sharing options...
Shadow-Link Posted July 21, 2009 Author Share Posted July 21, 2009 What does mean extra shaders? At the moment the only shader used is the default shader. So no normal maps specular maps etc are possible. Hope to add this in the next update. Link to comment https://gtaforums.com/topic/418034-ivrelscrdff2wdr/page/4/#findComment-1059368757 Share on other sites More sharing options...
Nick the Newb Posted July 22, 2009 Share Posted July 22, 2009 Can anyone add an actual M4A1 into the game, you know, one w/ a carrying handle? The "so-called" M4, looks more like an HK 416 because it's missing the Carrying Handle to aim with. Hell, i don't think Niko could even aim with that gun. The back sight doesn't line up with the front. Link to comment https://gtaforums.com/topic/418034-ivrelscrdff2wdr/page/4/#findComment-1059370074 Share on other sites More sharing options...
Shadow-Link Posted July 22, 2009 Author Share Posted July 22, 2009 It's possible but the gun won't be held the right way + there won't be a muzzle flash. Those are things I am currently working on. Link to comment https://gtaforums.com/topic/418034-ivrelscrdff2wdr/page/4/#findComment-1059370268 Share on other sites More sharing options...
renderman Posted July 22, 2009 Share Posted July 22, 2009 I made an MKII grenade to test DFF2WDR, and it works good. Now Niko holds the grenade right, but I had to move the pivot point. Normal and specular mapping will be supported in the future? Nice! Really like it I am currently working on weapon support and extra shaders I'm glad you like it I'm waiting for the updates Link to comment https://gtaforums.com/topic/418034-ivrelscrdff2wdr/page/4/#findComment-1059370895 Share on other sites More sharing options...
Nick the Newb Posted July 23, 2009 Share Posted July 23, 2009 It's possible but the gun won't be held the right way + there won't be a muzzle flash. Those are things I am currently working on. So you're saying, once you get those 2 problems fixed, we could have fully-working weapon models? Link to comment https://gtaforums.com/topic/418034-ivrelscrdff2wdr/page/4/#findComment-1059371615 Share on other sites More sharing options...
KingBulleT 8747 Posted July 23, 2009 Share Posted July 23, 2009 Just open a Weapon of GTA IV, and create a new one in gta iv hiarchy and more, but save as dff. Then convert it. Is it so hard? Link to comment https://gtaforums.com/topic/418034-ivrelscrdff2wdr/page/4/#findComment-1059371864 Share on other sites More sharing options...
Shadow-Link Posted July 23, 2009 Author Share Posted July 23, 2009 It's not converting the dummy data yet. So yeah would be pretty hard for people to do that. Link to comment https://gtaforums.com/topic/418034-ivrelscrdff2wdr/page/4/#findComment-1059372067 Share on other sites More sharing options...
Anna&I Posted July 24, 2009 Share Posted July 24, 2009 Hey Prince do you think the program will be able to import and convert ped models in the near future ? Link to comment https://gtaforums.com/topic/418034-ivrelscrdff2wdr/page/4/#findComment-1059375323 Share on other sites More sharing options...
polodave Posted July 25, 2009 Share Posted July 25, 2009 What program should I use for fix this problem: " WRONG WAEPON HOLDING " ??? Please help me. Thank you. Make a Tutorial. Link to comment https://gtaforums.com/topic/418034-ivrelscrdff2wdr/page/4/#findComment-1059376619 Share on other sites More sharing options...
mahmutil87 Posted July 27, 2009 Share Posted July 27, 2009 (edited) Minigun Mod v 0.000000000000000000000001 very big Thanks Shadow-Link http://www.gtaforums.com/index.php?act=ST&...entry1059380041 lol Edited July 27, 2009 by mahmutil87 Link to comment https://gtaforums.com/topic/418034-ivrelscrdff2wdr/page/4/#findComment-1059380069 Share on other sites More sharing options...
polodave Posted July 27, 2009 Share Posted July 27, 2009 Minigun Mod v 0.000000000000000000000001 very big Thanks Shadow-Link http://www.gtaforums.com/index.php?act=ST&...entry1059380041 lol lol you get the 'wrong-waepon-holding too'. lol ... Link to comment https://gtaforums.com/topic/418034-ivrelscrdff2wdr/page/4/#findComment-1059381693 Share on other sites More sharing options...
MatiSk8 Posted August 1, 2009 Share Posted August 1, 2009 First try of my AK-47. It have some little bugs but looks good. Some textures aren't finished. But I've got a problem when I zooming. I can't fix it Link to comment https://gtaforums.com/topic/418034-ivrelscrdff2wdr/page/4/#findComment-1059391649 Share on other sites More sharing options...
Jachu123 Posted August 1, 2009 Share Posted August 1, 2009 Very good ak47, i hate this orginal in gta 4. Link to comment https://gtaforums.com/topic/418034-ivrelscrdff2wdr/page/4/#findComment-1059391717 Share on other sites More sharing options...
Shadow-Link Posted August 1, 2009 Author Share Posted August 1, 2009 This bug is caused by the dummies. When I add dummy support those bugs will be fixed Link to comment https://gtaforums.com/topic/418034-ivrelscrdff2wdr/page/4/#findComment-1059392421 Share on other sites More sharing options...
MatiSk8 Posted August 1, 2009 Share Posted August 1, 2009 So, I should put dummy on those wood parts? Link to comment https://gtaforums.com/topic/418034-ivrelscrdff2wdr/page/4/#findComment-1059392470 Share on other sites More sharing options...
kickflipkid687 Posted August 1, 2009 Share Posted August 1, 2009 How do you import a dff into the WDR program? It says that it only supports .wdr and .rsc files? Link to comment https://gtaforums.com/topic/418034-ivrelscrdff2wdr/page/4/#findComment-1059392532 Share on other sites More sharing options...
alex95 Posted August 5, 2009 Share Posted August 5, 2009 Dunno if it was already asked but - Will you port DFF2WDR into a MaxScript? so it would directly convert model you made? Link to comment https://gtaforums.com/topic/418034-ivrelscrdff2wdr/page/4/#findComment-1059400405 Share on other sites More sharing options...
Shadow-Link Posted August 5, 2009 Author Share Posted August 5, 2009 @Kickflipkid687: I don't really know what you are talking about. dff2wdr can only import dff files and wdra can only import WDR files... @alex95: I am currently looking at what would be the best way to do this. Link to comment https://gtaforums.com/topic/418034-ivrelscrdff2wdr/page/4/#findComment-1059401032 Share on other sites More sharing options...
Mechemix Posted August 5, 2009 Share Posted August 5, 2009 WDR to DFF ??? ? Link to comment https://gtaforums.com/topic/418034-ivrelscrdff2wdr/page/4/#findComment-1059401262 Share on other sites More sharing options...
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