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[IV][REL][SCR]DFF2WDR


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Added some skeleton stuff to WDR Analyze. Will implement it in dff2wdr to.. Hope I can fix it before I go on holiday. smile.gif

 

user posted image

(Again thank Aru for the info)

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nick-marone

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?

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Added some skeleton stuff to WDR Analyze. Will implement it in dff2wdr to.. Hope I can fix it before I go on holiday. smile.gif

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...

user posted image

user posted image

user posted image

...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...

user posted image

...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. wink.gif

 

Oh btw...Have a great holiday Prince-Link! You've really earned it! Shifty41s_beerhatsmilie2.gif

Greetz!

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Added some skeleton stuff to WDR Analyze. Will implement it in dff2wdr to.. Hope I can fix it before I go on holiday. smile.gif

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...

user posted image

user posted image

user posted image

...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...

user posted image

...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. wink.gif

 

Oh btw...Have a great holiday Prince-Link! You've really earned it! Shifty41s_beerhatsmilie2.gif

Greetz!

great use of the Episodic interface there smile.gif

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Prince-Link, your tool is great, thanks smile.gif

 

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?

 

user posted image

user posted image

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Shadow-Link

 

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 smile.gif

 

I am currently working on weapon support and extra shaders smile.gif

Edited by Prince-Link
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What does mean extra shaders?

HHnErXC.png


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Added some skeleton stuff to WDR Analyze. Will implement it in dff2wdr to.. Hope I can fix it before I go on holiday. smile.gif

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...

user posted image

user posted image

user posted image

...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...

user posted image

...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. wink.gif

 

Oh btw...Have a great holiday Prince-Link! You've really earned it! Shifty41s_beerhatsmilie2.gif

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.

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Shadow-Link
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.

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Nick the Newb

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.

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Shadow-Link

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.

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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 smile.gif

 

I am currently working on weapon support and extra shaders smile.gif

I'm glad you like it smile.gif

 

I'm waiting for the updates sigh.gif

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Nick the Newb
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?

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KingBulleT 8747

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?

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Shadow-Link

It's not converting the dummy data yet. So yeah would be pretty hard for people to do that.

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Hey Prince do you think the program will be able to import and convert ped models in the near future ?

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What program should I use for fix this problem: " WRONG WAEPON HOLDING " ???

 

user posted image

 

Please help me. Thank you.

Make a Tutorial.

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First try of my AK-47. It have some little bugs but looks good.

 

Some textures aren't finished.

 

user posted image

 

user posted image

 

But I've got a problem when I zooming. I can't fix it confused.gif

 

user posted image

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Shadow-Link

This bug is caused by the dummies. When I add dummy support those bugs will be fixed smile.gif

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kickflipkid687

How do you import a dff into the WDR program? It says that it only supports .wdr and .rsc files?

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Dunno if it was already asked but -

 

Will you port DFF2WDR into a MaxScript? so it would directly convert model you made? colgate.gif

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Shadow-Link

@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.

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